We have a guy that is flying a Dyson Science Ship (base model). He averages around 1300-1500 dps when we fly with him. I was looking to help boost his damage. I was thinking about building it around the Obelisk Warp Core and the Omni-directional AP Beam and then fill in with AP beams in the other slots.
I have been reading the discussions here about the Adv. Fleet weapons and how the Dmg bonus is a relatively weak one. I was wondering if going for the Fluidic AP Beams with Acc, CrtH and CrtD would be better than Acc x2 Dmg x2 from the Fleet store? Please let me know your thoughts.
I think the go-to mod is [ACC], followed by [CtrH], then [CtrD] but I could be wrong. Also, I think the top Fleet weapons are all Phasers and Disruptors?
Member since November 2009... I think. (UFP) Ragnar
Make sure he lists his BoFF layout, Skills and career, he may need to reallocate skill points and changes Boff Abilities. If he doesn't have any reputation yet, Fleet AP is the way to go. Elite Fleet Disruptors are the bomb but Feds can't get them. Elite Fleet Phasers' proc is junk overall. If he has lots of dil, and Rom Rep, Rom Plasma would be a good boost too with having 4 Science Console Slots.
Hmmm, you might want to take out your beam arrays and put three AntiProton DHCs in front and one AntiProton Turret in the back. Then you can drop your BFAWs and throw in Cannon Scatter Volley or Cannon Rapid Fire.
Anyone with more experience with the Dyson Ships have any other suggestions?
Member since November 2009... I think. (UFP) Ragnar
Does your friend not broadside? (Which he should be doing with that many beams for optimal output). Also, power settings? 6 beams will suck weapons power like it's candy...
EDIT: Ultimately the Dyson's Proton DHC is really just for show if you're using beams. I broadside in my Dyson and Intrepid and can push 5-6k out of them without issue.
This is my suggestion to my fleetmate to run. Currently he is running a mish-mash of weapons. Not sure how he is flying his ship; too worried about how I am flying mine:D I was going to recommend him flying broadside.
Another question would be how to set the power for weapon/shield/engine/aux?
This is my suggestion to my fleetmate to run. Currently he is running a mish-mash of weapons. Not sure how he is flying his ship; too worried about how I am flying mine:D I was going to recommend him flying broadside.
Another question would be how to set the power for weapon/shield/engine/aux?
Uhhh, I'm not sure if this works for the Dyson ship but I've been able to max Aux while having respectable power to Weapons at the same time (I think this is on my Fleet Nebula and Marauder Flight Cruiser). Aux will help you with your science skills and weapons are, well, helpful to your weapons.
Member since November 2009... I think. (UFP) Ragnar
TBH, I'd recommend going Torpedo boat. He won't do a pile of damage anyway as a sci but a Grav Well 3 and Torpedo Spread 3 is money. I use it on my science cpt's Vesta. This will allow him to max out his Aux Power and GW 3 will be like a vacuum.
I left the AM and KCB, but a good replacement for them on a Torpedo Boat would be the Breen Cluster Torp and the Rule 62 Lobi console. Also, I couldn't find it but the Tac Console from the feature episode would be better than one of the Photon Detonators since it adds photon and radiation damage. The 3 piece Dyson will give you +3% crit chance and 10% severity. I also like the Nukara Mine launcher as the physical damage is very nice but with DPB III you can litter the battlefield with photon mines. If not Lobi, the Zero Point from Rom rep is also nice.
I have the base Dyson Science Ship for my Fed toon, but I all honesty I have not bothered to even fly it once. Just not impressed with it I simply prefer flying the T5 Sovereign heavy cruiser. probably because my Fed toon is an engineer.
One drawback of the Dyson ship is the Solanae Dual Heavy Proton Cannons (DHC). I am not away of any other Proton weapons available so whatever weapons you install will mean an automatic -10 damage. It's not a devastating penalty, just something to point out.
If possible, your fleetmate should look at antiproton weapons since they have a +20 critical severity bonus. They are expensive though; well at least the beam arrays can be expensive. I haven't looked at Exchange prices for the dual heavy cannon variants which have a +30 critical severity bonus.
For weapon bonuses I typically go for [Acc] and [CrtD]x2. The [Dam] modifier is the weakest of all since I think they only provide a +10 damage bonus (I could be wrong). The [CrtH] modifier can be use, but not necessary for antiproton weapons.
With a turn rate of 12 on the Dyson ship using DHC is a viable option. They do the highest amount of damage, but have very limited firing arcs of just 45 degrees. Your fleetmate need to determine if he performs better with beam weapons or DHC. He needs to do that before spending ECs for expensive weapons like antiproton beam arrays. Therefore, he should just use relatively inexpensive weapons or free weapons from missions to find out what is best for him. Then afterwards he can spend ECs on whatever he wants if he decides to do so.
A RCS Accelerator console can help increase the turn rate, however the Dyson ship only has two engineering consoles.
Me? I strictly use phaser beam arrays on my Fed cruiser. However, I do buy/sell antiproton beam arrays on the Exchange to make ECs.
The DSD can be a tricky ship to figure out. Specifically with the ability to switch from sci mode to tac mode. Knowing when, where and if to go from to another is gained through a lot of trial and error. A couple of things -- first your fleetmate needs to make a decision on beams vs. turret/cannon/dbb build. Obviously the tac mode does orient the DSD more towards a DHC/DBB type build -- but I am not fully convinced that the tac mode is all that useful barring any awesome COMM tac BOFF skill.
I use the 9 console DSD on my Rom so maybe not everything will apply to the fed DSD, but I have been tinkering with this setup:
I am running adapted MACO for the shield and engine, and the Solanae stuff for the primary and second deflector and core.
Not super thrilled with my current BOFF setup so I won't mention it here.
I'll agree with the post above me that as a Fed I have zero interest in the DSD as a sci -- I run the multi-mission recon explorer. If he wants to fly a sci ship or is a sci character I would go with the Recon Science Vessel that you get at RA. I ran one on my original and long-since deleted first character and really liked it -- plus IMHO one of the better looking ships in the game in Luna class guise.
I think the trick is finding the right mix and match of stuff that synergizes well together and suits your play style.
This is my suggestion to my fleetmate to run. Currently he is running a mish-mash of weapons. Not sure how he is flying his ship; too worried about how I am flying mine:D I was going to recommend him flying broadside.
Another question would be how to set the power for weapon/shield/engine/aux?
On your power levels there are 3 settings. Click on 3 and then you can manually adjust your ship power levels. There will be a pad lock, when you have 1 of your 4 power levels at a preferred level lock it and it will be no longer adjusted when you move other power levels.
On your power levels there are 3 settings. Click on 3 and then you can manually adjust your ship power levels. There will be a pad lock, when you have 1 of your 4 power levels at a preferred level lock it and it will be no longer adjusted when you move other power levels.
I do know how to change them, the question is what to make them? 70/15/15/100?
I added more pieces to my original build proposal as I included the suggested skills and training:
TBH, I'd recommend going Torpedo boat. He won't do a pile of damage anyway as a sci but a Grav Well 3 and Torpedo Spread 3 is money. I use it on my science cpt's Vesta. This will allow him to max out his Aux Power and GW 3 will be like a vacuum.
I left the AM and KCB, but a good replacement for them on a Torpedo Boat would be the Breen Cluster Torp and the Rule 62 Lobi console. Also, I couldn't find it but the Tac Console from the feature episode would be better than one of the Photon Detonators since it adds photon and radiation damage. The 3 piece Dyson will give you +3% crit chance and 10% severity. I also like the Nukara Mine launcher as the physical damage is very nice but with DPB III you can litter the battlefield with photon mines. If not Lobi, the Zero Point from Rom rep is also nice.
This is an interesting build. Do you spend you time as a tactical ship instead of a Science ship? If yes, would you want to move down the Gravity Well to the 3rd slot for the Science officer? Also perhaps switching out one tac skills for a High Yield Torpedo?
This is an interesting build. Do you spend you time as a tactical ship instead of a Science ship? If yes, would you want to move down the Gravity Well to the 3rd slot for the Science officer? Also perhaps switching out one tac skills for a High Yield Torpedo?
What I posted is pretty much what I run on my Vesta. With the Dyson in Science Mode the only difference is that Aventine has 4 Tac Console Slots and a flight deck. Below is my Vesta, It's still a work in progress as I am still grinding Dyson and Counter Command. I use the Nukara 3 piece right now because it allows me to use FAW and Target Subsystems. If your fleet mate swaps from science to Tac a lot, I'd pick up a GW1 for the LTC Slot and probably have an additional Science Boff to plug and play as well with GW 3 that way you can use the LTC for something else.
I love the Nukara Mines but I keep same damage type mines as well. If the STF has lots of smaller ships or the Tau Dewa Daily having a standard mine works better as with DPB and the Nukara it only drops 4 mines, with standard mines its like double.
On your power levels max Aux balance shields and Engines (I'd play around with this) and drop weapon power to 15.
What I posted is pretty much what I run on my Vesta. With the Dyson in Science Mode the only difference is that Aventine has 4 Tac Console Slots and a flight deck. Below is my Vesta, It's still a work in progress as I am still grinding Dyson and Counter Command. I use the Nukara 3 piece right now because it allows me to use FAW and Target Subsystems. If your fleet mate swaps from science to Tac a lot, I'd pick up a GW1 for the LTC Slot and probably have an additional Science Boff to plug and play as well with GW 3 that way you can use the LTC for something else.
I love the Nukara Mines but I keep same damage type mines as well. If the STF has lots of smaller ships or the Tau Dewa Daily having a standard mine works better as with DPB and the Nukara it only drops 4 mines, with standard mines its like double.
On your power levels max Aux balance shields and Engines (I'd play around with this) and drop weapon power to 15.
I never had an all-torpedo ship. Does the weapon power level impact torpedo damage like it does the beam or cannon weapons? Or not to the same extent?
I also noticed that you went with the transphasic torpedoes so you could get through the shields. With the Dyson ship, won't we need a little more energy to weapons so that we can punch through the shields for our photon torpedoes?
I never had an all-torpedo ship. Does the weapon power level impact torpedo damage like it does the beam or cannon weapons? Or not to the same extent?
I also noticed that you went with the transphasic torpedoes so you could get through the shields. With the Dyson ship, won't we need a little more energy to weapons so that we can punch through the shields for our photon torpedoes?
I'm in the process of switching over to the Gravimetric and Enhance Biomolecular. I went with Transphasics because I had the Breen Set until I could get the Adapted MACO. But it is also another reason why I went with the tetryon set from Nukara. Tetryon is good for shield stripping plus I get the damage bonus from the 2 piece. I fiued it could make up for the loss of the additional shield penetration of the Transphasics.
I would use cannons. DHC 3 up front, any of (voth, fleet, or the new ones, long as its XII AP it will be ok for now).
In the long run, AP beam, cutting beam, and either a turret or a mine in the back. I prefer the turret on a 6 gun sci ship.
You want at least 1 rapid fire and at least 1 scatter fire. If you can work in 2 of each, that is better, but the ship is limited and I think you get 2 of one and 1 of the other at best.
Remember to tell him to max out weapon power first, aux power second, for a dps sci builds. Running in 4 weapon mode gives a little more firepower and is usually worth it against tougher enemy.
From here, for someone starting with nothing, I would use free deflector/shield/engines. JH engines are great for weapon power. Paratrinic shield or one of the purples. A deflector that helps his choice of science powers or the durability one. Focus on getting fleet turn consoles and fleet AP crit consoles as the top priority after weapons. Free dyson consoles can help as he does his daily rep for a box; the +shieldcap science one and the +proton tacs have merits until he can get better.
At the end of the day the ship is not going to reach insane dps with free/cheap gear. Even with top gear, its a 9 console 3 weapon sci ship -- it will not be able to do the dps of a 4-5 tac console 4-5 front weapon gunship no matter what he has strapped on it. I highly encourage him to use the free stuff while earning the zen (via dil?) to get the tactical version of this ship OR to just buy (EC ..) lockbox ship with similar (superior?) capabilities. Example... nicor undine ship can do anything the dyson can do and brings significantly more firepower when needed, or can be run as a 2 sci officer gunboat if he wants a strong sci setup. With 5 tac consoles and 8 weapons... might look into that and the other strong ships.
Trouble is he has to pick a path...earn dil gear or earn a top tier ship. Either way, its a time sink (if not paying for it of course). A one-time infusion of cash to get the ship he wants is not a bad plan.
I would use cannons. DHC 3 up front, any of (voth, fleet, or the new ones, long as its XII AP it will be ok for now).
In the long run, AP beam, cutting beam, and either a turret or a mine in the back. I prefer the turret on a 6 gun sci ship.
You want at least 1 rapid fire and at least 1 scatter fire. If you can work in 2 of each, that is better, but the ship is limited and I think you get 2 of one and 1 of the other at best.
Remember to tell him to max out weapon power first, aux power second, for a dps sci builds. Running in 4 weapon mode gives a little more firepower and is usually worth it against tougher enemy.
From here, for someone starting with nothing, I would use free deflector/shield/engines. JH engines are great for weapon power. Paratrinic shield or one of the purples. A deflector that helps his choice of science powers or the durability one. Focus on getting fleet turn consoles and fleet AP crit consoles as the top priority after weapons. Free dyson consoles can help as he does his daily rep for a box; the +shieldcap science one and the +proton tacs have merits until he can get better.
At the end of the day the ship is not going to reach insane dps with free/cheap gear. Even with top gear, its a 9 console 3 weapon sci ship -- it will not be able to do the dps of a 4-5 tac console 4-5 front weapon gunship no matter what he has strapped on it. I highly encourage him to use the free stuff while earning the zen (via dil?) to get the tactical version of this ship OR to just buy (EC ..) lockbox ship with similar (superior?) capabilities. Example... nicor undine ship can do anything the dyson can do and brings significantly more firepower when needed, or can be run as a 2 sci officer gunboat if he wants a strong sci setup. With 5 tac consoles and 8 weapons... might look into that and the other strong ships.
Trouble is he has to pick a path...earn dil gear or earn a top tier ship. Either way, its a time sink (if not paying for it of course). A one-time infusion of cash to get the ship he wants is not a bad plan.
Thank you for the advice. To your way of thinking, are you running the ship in Science mode or Tactical mode? When are the times that you run the Dyson Destroyer as a Tactical ship? As a Science officer, you would be speccing for Science skills so that something like Gravity Well III can be devastating. You switch to Tactical mode and you lose that ability.
One advantage of the beam boat is that you keep moving and basically circle the target. With DHC's, you need to be pointing forward and either stop and take damage or keep moving and lose out on the DHC's because you lose the 45 degree arc. I fly a Fleet BC with DHC's and I lose out on a fair bit of damage because of the need to keep the guns on the target and I do not always do that as I fly by.
Thank you for the advice. To your way of thinking, are you running the ship in Science mode or Tactical mode? When are the times that you run the Dyson Destroyer as a Tactical ship? As a Science officer, you would be speccing for Science skills so that something like Gravity Well III can be devastating. You switch to Tactical mode and you lose that ability.
One advantage of the beam boat is that you keep moving and basically circle the target. With DHC's, you need to be pointing forward and either stop and take damage or keep moving and lose out on the DHC's because you lose the 45 degree arc. I fly a Fleet BC with DHC's and I lose out on a fair bit of damage because of the need to keep the guns on the target and I do not always do that as I fly by.
Cannons will give more spike damage whereas beams will give you sustained damage. Also if you max weapon power and Aux Power you give up almost all of your survivability because you will have almost no engine and shield power. Without decent shield power on a science ship, you're as good as dead in an ESTF if you pull agro.
This is the main reason I went projectile weapons on my sci. I basically do not need 1 power source.
Comments
If you or your friend can post their build on http://www.stoacademy.com/tools/skillplanner/ and link it here, we can help nitpick it for you.
I think the go-to mod is [ACC], followed by [CtrH], then [CtrD] but I could be wrong. Also, I think the top Fleet weapons are all Phasers and Disruptors?
(UFP) Ragnar
http://skillplanner.stoacademy.com/?build=helpafleetmate_0
Anyone with more experience with the Dyson Ships have any other suggestions?
(UFP) Ragnar
EDIT: Ultimately the Dyson's Proton DHC is really just for show if you're using beams. I broadside in my Dyson and Intrepid and can push 5-6k out of them without issue.
Another question would be how to set the power for weapon/shield/engine/aux?
Uhhh, I'm not sure if this works for the Dyson ship but I've been able to max Aux while having respectable power to Weapons at the same time (I think this is on my Fleet Nebula and Marauder Flight Cruiser). Aux will help you with your science skills and weapons are, well, helpful to your weapons.
(UFP) Ragnar
http://www.stoacademy.com/tools/skillplanner/index.php?build=dysonprojectile_5104
I left the AM and KCB, but a good replacement for them on a Torpedo Boat would be the Breen Cluster Torp and the Rule 62 Lobi console. Also, I couldn't find it but the Tac Console from the feature episode would be better than one of the Photon Detonators since it adds photon and radiation damage. The 3 piece Dyson will give you +3% crit chance and 10% severity. I also like the Nukara Mine launcher as the physical damage is very nice but with DPB III you can litter the battlefield with photon mines. If not Lobi, the Zero Point from Rom rep is also nice.
One drawback of the Dyson ship is the Solanae Dual Heavy Proton Cannons (DHC). I am not away of any other Proton weapons available so whatever weapons you install will mean an automatic -10 damage. It's not a devastating penalty, just something to point out.
If possible, your fleetmate should look at antiproton weapons since they have a +20 critical severity bonus. They are expensive though; well at least the beam arrays can be expensive. I haven't looked at Exchange prices for the dual heavy cannon variants which have a +30 critical severity bonus.
For weapon bonuses I typically go for [Acc] and [CrtD]x2. The [Dam] modifier is the weakest of all since I think they only provide a +10 damage bonus (I could be wrong). The [CrtH] modifier can be use, but not necessary for antiproton weapons.
With a turn rate of 12 on the Dyson ship using DHC is a viable option. They do the highest amount of damage, but have very limited firing arcs of just 45 degrees. Your fleetmate need to determine if he performs better with beam weapons or DHC. He needs to do that before spending ECs for expensive weapons like antiproton beam arrays. Therefore, he should just use relatively inexpensive weapons or free weapons from missions to find out what is best for him. Then afterwards he can spend ECs on whatever he wants if he decides to do so.
A RCS Accelerator console can help increase the turn rate, however the Dyson ship only has two engineering consoles.
Me? I strictly use phaser beam arrays on my Fed cruiser. However, I do buy/sell antiproton beam arrays on the Exchange to make ECs.
I use the 9 console DSD on my Rom so maybe not everything will apply to the fed DSD, but I have been tinkering with this setup:
Fore: Romplas DHC, Dyson grav torp, Dyson exp proton beam, fixed proton DHC
Aft: 2x Romplas turret, Borg cutting beam.
I am running adapted MACO for the shield and engine, and the Solanae stuff for the primary and second deflector and core.
Not super thrilled with my current BOFF setup so I won't mention it here.
I'll agree with the post above me that as a Fed I have zero interest in the DSD as a sci -- I run the multi-mission recon explorer. If he wants to fly a sci ship or is a sci character I would go with the Recon Science Vessel that you get at RA. I ran one on my original and long-since deleted first character and really liked it -- plus IMHO one of the better looking ships in the game in Luna class guise.
I think the trick is finding the right mix and match of stuff that synergizes well together and suits your play style.
On your power levels there are 3 settings. Click on 3 and then you can manually adjust your ship power levels. There will be a pad lock, when you have 1 of your 4 power levels at a preferred level lock it and it will be no longer adjusted when you move other power levels.
I do know how to change them, the question is what to make them? 70/15/15/100?
I added more pieces to my original build proposal as I included the suggested skills and training:
http://skillplanner.stoacademy.com/?build=helpmyfleetmate_6771
This is an interesting build. Do you spend you time as a tactical ship instead of a Science ship? If yes, would you want to move down the Gravity Well to the 3rd slot for the Science officer? Also perhaps switching out one tac skills for a High Yield Torpedo?
What I posted is pretty much what I run on my Vesta. With the Dyson in Science Mode the only difference is that Aventine has 4 Tac Console Slots and a flight deck. Below is my Vesta, It's still a work in progress as I am still grinding Dyson and Counter Command. I use the Nukara 3 piece right now because it allows me to use FAW and Target Subsystems. If your fleet mate swaps from science to Tac a lot, I'd pick up a GW1 for the LTC Slot and probably have an additional Science Boff to plug and play as well with GW 3 that way you can use the LTC for something else.
http://www.stoacademy.com/tools/skillplanner/?build=kashmir_5104
I love the Nukara Mines but I keep same damage type mines as well. If the STF has lots of smaller ships or the Tau Dewa Daily having a standard mine works better as with DPB and the Nukara it only drops 4 mines, with standard mines its like double.
On your power levels max Aux balance shields and Engines (I'd play around with this) and drop weapon power to 15.
I never had an all-torpedo ship. Does the weapon power level impact torpedo damage like it does the beam or cannon weapons? Or not to the same extent?
I also noticed that you went with the transphasic torpedoes so you could get through the shields. With the Dyson ship, won't we need a little more energy to weapons so that we can punch through the shields for our photon torpedoes?
I'm in the process of switching over to the Gravimetric and Enhance Biomolecular. I went with Transphasics because I had the Breen Set until I could get the Adapted MACO. But it is also another reason why I went with the tetryon set from Nukara. Tetryon is good for shield stripping plus I get the damage bonus from the 2 piece. I fiued it could make up for the loss of the additional shield penetration of the Transphasics.
In the long run, AP beam, cutting beam, and either a turret or a mine in the back. I prefer the turret on a 6 gun sci ship.
You want at least 1 rapid fire and at least 1 scatter fire. If you can work in 2 of each, that is better, but the ship is limited and I think you get 2 of one and 1 of the other at best.
Remember to tell him to max out weapon power first, aux power second, for a dps sci builds. Running in 4 weapon mode gives a little more firepower and is usually worth it against tougher enemy.
From here, for someone starting with nothing, I would use free deflector/shield/engines. JH engines are great for weapon power. Paratrinic shield or one of the purples. A deflector that helps his choice of science powers or the durability one. Focus on getting fleet turn consoles and fleet AP crit consoles as the top priority after weapons. Free dyson consoles can help as he does his daily rep for a box; the +shieldcap science one and the +proton tacs have merits until he can get better.
At the end of the day the ship is not going to reach insane dps with free/cheap gear. Even with top gear, its a 9 console 3 weapon sci ship -- it will not be able to do the dps of a 4-5 tac console 4-5 front weapon gunship no matter what he has strapped on it. I highly encourage him to use the free stuff while earning the zen (via dil?) to get the tactical version of this ship OR to just buy (EC ..) lockbox ship with similar (superior?) capabilities. Example... nicor undine ship can do anything the dyson can do and brings significantly more firepower when needed, or can be run as a 2 sci officer gunboat if he wants a strong sci setup. With 5 tac consoles and 8 weapons... might look into that and the other strong ships.
Trouble is he has to pick a path...earn dil gear or earn a top tier ship. Either way, its a time sink (if not paying for it of course). A one-time infusion of cash to get the ship he wants is not a bad plan.
Thank you for the advice. To your way of thinking, are you running the ship in Science mode or Tactical mode? When are the times that you run the Dyson Destroyer as a Tactical ship? As a Science officer, you would be speccing for Science skills so that something like Gravity Well III can be devastating. You switch to Tactical mode and you lose that ability.
One advantage of the beam boat is that you keep moving and basically circle the target. With DHC's, you need to be pointing forward and either stop and take damage or keep moving and lose out on the DHC's because you lose the 45 degree arc. I fly a Fleet BC with DHC's and I lose out on a fair bit of damage because of the need to keep the guns on the target and I do not always do that as I fly by.
Is this what you are talking about in terms of build: http://skillplanner.stoacademy.com/?build=helpafleetmatedhc_0
Cannons will give more spike damage whereas beams will give you sustained damage. Also if you max weapon power and Aux Power you give up almost all of your survivability because you will have almost no engine and shield power. Without decent shield power on a science ship, you're as good as dead in an ESTF if you pull agro.
This is the main reason I went projectile weapons on my sci. I basically do not need 1 power source.