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D'Deridex Refit, Ar'Kif Refit, Scimitars?

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    overlapooverlapo Member Posts: 0 Arc User
    edited March 2014
    If you take beam arrays you have a sovereign with battle cloak and a cmdr tac and less survivability. Not bad but nothing special. And not a fraction of the damage.
    Hah, tell that to this guy.

    https://www.youtube.com/watch?v=BysyVyYzrMA
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    worffan101worffan101 Member Posts: 9,518 Arc User
    edited March 2014
    Dual beams have the same problem.
    If you take beam arrays you have a sovereign with battle cloak and a cmdr tac and less survivability. Not bad but nothing special. And not a fraction of the damage.

    LOLwut?

    I ran a beam-boat Scimi once. Was a little weak DPS in PVE, but trashed PVP even with all 3 scimi consoles and no fleet loot.

    I prefer PVE and DHCs+turrets, though.
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    gerudongerudon Member Posts: 0 Arc User
    edited March 2014
    Dual beams have the same problem.
    If you take beam arrays you have a sovereign with battle cloak and a cmdr tac and less survivability. Not bad but nothing special. And not a fraction of the damage.

    + 1 Tac Console more
    + a hangar with one if not the best ship in it
    + the ideal BOff-Setup

    That Beam Boats don't do damage just isn't the case anymore. A good a2b build can do a lot of damage, specially but not only against multiple targets. The Fleet Sovereign is probably one if not the best a2b ship for the Feds (if I remember correctly), so being better (even if it would only be slightly) would still be pretty good.

    With my Scimi for example I'm almost always 1st against the Crystalline Entity and my build is faaaar from being finished, with my Mk XI rare weapons and tac consoles (my character is pretty "young") and I'm also very far from being the best STO player, but it still works great. ;)

    That is also the biggest problem with the D'D, because its setup just isn't very good to make a a2b build for it. And yes, you don't HAVE to have an a2b build, but for cruisers it is IMHO just the best and most fun build to play. It also works great for tanks, now that you can use the team abilities all the time with it. :)
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    revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited March 2014
    I never said it was bad I just think its a waste of that 5th forward slot since there would be no difference towards a ship with 4 forward 4 aft slots.
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    gerudongerudon Member Posts: 0 Arc User
    edited March 2014
    Hm, not completely, since you generally point more often to your enemy than away from him (if only to get close enough to fire in the first place).

    And cannons on a Scimi are just...if you really want to, but it really isn't a good ship for that.
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    janus1975janus1975 Member Posts: 739 Arc User
    edited March 2014
    Got my engineer in the DD. I've specially built the toon to fly that ship: traits, skills, boffs, doffs, and the ship herself are all for the benefit of the ship (my Rom engie is almost totally useless on ground, except that she's got Mk XII Honor Guard equipment and bunker kit, so she can survive). I did it because even before STO announced the Romulan faction, I wanted to have an engie in the DD. I've tried the Scim but just didn't feel right; got the Ar'Kif but ended up back in the DD.

    Now to be upfront: I only play PvE, missions, Foundry and the like. I play it "star trek style", not "epically fast BattleStar Galactica space battles with a ST skin". I build toons and ships to mimic the Star Trek-verse, rather than to "kill em so fast, blink and you've missed it". It just doesn't interest me.

    A lot of people try to take Romulan (or KDF) ships and jam them into the "Sci/Tac/Eng" model of the Federation. But the DD is not a Cruiser, she's a warbird. Okay, a big bulky warbird, but she's not a Federation vessel. Trying to treat her like one is going to make her a poor performer.

    In the build I've got, her normal turnrate is 11.7 degrees (and no, there are no RCS consoles on her). She's a Romulan ship which means cloaking is part of the tactic. Romulans get 150 points in stealth before you even begin, and when they start cloaking, they become harder to hit. Turnrate cloaked is 21.7 degrees. With Evasives and Aux to Inertial dampeners, she's 38.3 degrees uncloaked and 48.7 degrees cloaked. She has one DHC and as a PvE toon, she has no trouble keeping enemies in range. Omega torp fore, Rom torp aft, and Rom plasma beams including the Experimental for the Plasma Hyperflux.

    My standard approach is: cloak, line up with enemy, buff, decloak and fire. If it's of benefit, power to aux, swing around, let off the rom torps, recloak, swing around back to fore weaps. The ship's got enough grunt in a pinch to act as an escort in Cure normal, chasing defensive Raptors around a cube's probes.

    What more could you ask for, fun-wise?
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    knuhteb5knuhteb5 Member Posts: 1,831 Arc User
    edited March 2014
    janus1975 wrote: »
    Got my engineer in the DD. I've specially built the toon to fly that ship: traits, skills, boffs, doffs, and the ship herself are all for the benefit of the ship (my Rom engie is almost totally useless on ground, except that she's got Mk XII Honor Guard equipment and bunker kit, so she can survive). I did it because even before STO announced the Romulan faction, I wanted to have an engie in the DD. I've tried the Scim but just didn't feel right; got the Ar'Kif but ended up back in the DD.

    Now to be upfront: I only play PvE, missions, Foundry and the like. I play it "star trek style", not "epically fast BattleStar Galactica space battles with a ST skin". I build toons and ships to mimic the Star Trek-verse, rather than to "kill em so fast, blink and you've missed it". It just doesn't interest me.

    A lot of people try to take Romulan (or KDF) ships and jam them into the "Sci/Tac/Eng" model of the Federation. But the DD is not a Cruiser, she's a warbird. Okay, a big bulky warbird, but she's not a Federation vessel. Trying to treat her like one is going to make her a poor performer.

    In the build I've got, her normal turnrate is 11.7 degrees (and no, there are no RCS consoles on her). She's a Romulan ship which means cloaking is part of the tactic. Romulans get 150 points in stealth before you even begin, and when they start cloaking, they become harder to hit. Turnrate cloaked is 21.7 degrees. With Evasives and Aux to Inertial dampeners, she's 38.3 degrees uncloaked and 48.7 degrees cloaked. She has one DHC and as a PvE toon, she has no trouble keeping enemies in range. Omega torp fore, Rom torp aft, and Rom plasma beams including the Experimental for the Plasma Hyperflux.

    My standard approach is: cloak, line up with enemy, buff, decloak and fire. If it's of benefit, power to aux, swing around, let off the rom torps, recloak, swing around back to fore weaps. The ship's got enough grunt in a pinch to act as an escort in Cure normal, chasing defensive Raptors around a cube's probes.

    What more could you ask for, fun-wise?

    Oh, I could think of a few more upgrades that could up your fun level. Eventually, you'll want to throw 2 or 3 reman superior infiltrator boffs on your ship since you're more of an efficient tanker with some cloaks every now and then for good measure.

    Second of all, be sure to select manifold efficiency as a trait and put at least 4 or 5 points into batteries so that you can make this trait count. This will translate to power boosts lasting 20 seconds or above in all subsystems, a must have.

    Third of all, save up some some money for some damage control engineer doffs that have a chance to reduce emergency abilities every time you use one. You don't have to buy purples at first; go with the blue ones and you'll be fine for starters.

    Fourth of all, make sure you've put at least 3 points into efficiency and electro plasma systems. That being said, putting points into electroplasma may be redundant if you've gotten a plasma integrated singularity core since these give a significant boost to the base regeneration rate of all power levels (basically how quickly it takes to adjust a subsystem power level when you activate a battery or emergency ability).

    Fifth of all, I highly recommend a plasma integrated singularity core since having manifold efficiency and a higher number of emergency abilities will greatly benefit from a higher electro plasma rate. As an addendum to that, search for the plasma integrated cores that give you extra resistance during quantum shield absorption.
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    talonxvtalonxv Member Posts: 4,257 Arc User
    edited March 2014
    I'm still partial to the Ar'kif because it's what a warbird is supposed to be in my opinion. Fast, hard hitting, and can cloak in an instant before uncloaking again to unleash hell.

    D'D while iconic is more of a cruiser which is perfectly fine. And the Scimtar brood, well they are more walking walls of firepower instead of warbirds.

    Want the warbird feel, you roll ar'kif. That's just my 2 cents.
    afMSv4g.jpg
    Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!

    http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited March 2014
    Except the only warbirds that are canon are the T'liss, D'D, Mogai, and the Scimitar, thus the cruiser style is what a Warbird actually normally is.
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    gerudongerudon Member Posts: 0 Arc User
    edited March 2014
    I also don't like most of the designs of the Warbirds that Cryptic designed. They look boring and actually worse than the ships I built out of Lego as a kid. :D

    Most of them are just a "block" with wings left and right, instead of taking the D'D and the Mogai as an inspiration.
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    diablerietandinodiablerietandino Member Posts: 7 Arc User
    edited March 2014
    gerudon wrote: »
    Hm, not completely, since you generally point more often to your enemy than away from him (if only to get close enough to fire in the first place).

    And cannons on a Scimi are just...if you really want to, but it really isn't a good ship for that.

    Precisely, it's a case of, you can if you really want to, but it wouldn't be as ideal as it is on a ship that can maneuver much better. Not to mention it's nice to kinda lazily float along and be able to hit everything around and do tons of damage in the process. I'm all for trying new things and thinking outside of the box, but I also realize when I'm just cutting my own hand off too.
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