There's not a whole lot I'm seeing online but, I am seeing some shuttles do some pretty decent damage. I keep switching gears around looking for that magic combo but, I'm only doing mediocre damage at best... In a delta flyer.
It's a durable ship with a little kick. The Spacial Charge Lancher is good in the events because you can reduce a large target ship's health from a third to a half. It's 4 minute cool down means you may only use it twice, but it's helpful
I only manage to die when I don't get out of the way of exploding ships fast enough.
It's a small ship... nonetheless, it is a ship: treat it as such.
If you approach shuttle design as a small ship with very limited features, you do better. Ditching the notion of Shuttle-specific equipment helps (none of my shuttles use this equipment unless it's shuttle-unique, and stand-alone better than ship equipment). Consider the value that Sets brings to your shuttle - in some cases those bonuses can end up being like a mini-console you simply wouldn't have room to equip separately. You can equip your shuttle with the same/similar materials as your normal ship, and with the new "loadout/equip" feature you don't need to physically move things. Just note that sometimes the equipment won't load properly so make sure your loadout works by going into a normal "enemy contact" to check - for example, the Subspace Modulator had a habit of not transferring across, so had to move this in the ship panel).
As for a couple of my shuttles which are field-tested and have worked decently:
Yellowstone: Things to note is the Antiproton 360/Warp Core 2-piece with its 10% extra damage, shuttle-specific tetryon plasma impulse that stops enemies in their tracks (Gamma Quadrant pests particularly!), Point Defense on shuttles doesn't work as well as it used to so may change this but it still provides a very nice "Shield Stripper" against Elachi Walkers.
Rozhenko Timeship: Countercommand Shield/Impulse set bonus, Countercommand tactial/hydro set bonus, Assimilated 2-piece set bonus, and the timeshuttle-specific deflector pumps out a nasty disruptor beam against slow enemies like the afore-mentioned Walkers.
Kestrel Romulan: similar approach to the other two, and the inability to use the Obelisk two-piece means a greater ability to focus on Disruptor damage, using an R&D 360-degree beam.
I'm currently grinding for my other toon shuttles, especially now that the countercommand 2-piece boosts phaser/disruptor and photon nicely, and this can feed into the purple Mk XII reputation phaser/disruptor 360 beams/90 DHCs.
I use the delta flyer. I have the borg space set on it and dual disruptors fleet with kinetic cutting beam in front, tac console is the fleet vulnerability console.
The rest of my shuttles tried the undine set , but i kept dying way way too much.
Whether you think you are right or wrong, either way you are RIGHT.
Almost all of you space gear from your starship would fit on your shuttle. Seeing as you are only flying one of them the most in this weekend, why not swop the tech from the one to the other.
Just dont do what i did and go into borg infected with my starship , forgetting that most of my tech was on my delta flyer.
Those where some serious fancy dying moment for me.
Whether you think you are right or wrong, either way you are RIGHT.
Aeon with the Dyson set, omni-directional antiproton array, fleet quantum torpedo, Torpedo Spread I, Hazard Emitters I.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
I'm using the the veteran shuttles on all toons, the built in EPTS1 on all variants is a nice gimmick.
As for their gear:
Omni AP-beam, KCB
the whole borg set
Obelisk core (some fleet sing-core for roms)
tac: vulnerbility locator
eng: assimilated module
sci: varies on toon
Boff: BO1
3 shuttles (tholian, temporal and the rom Kestrel), allmost same build. May not be best, but works for me and I get good results.
Weapons, a torp, CC enhanced bio torp on tholian, dyson gravimetric torp on temporal and plasma emission torp on the rom one. And on all of them the CC disruptor heavy turret.
Gear, 2 pc adapted maco (deflector and engine) + dyson shield and en elite core/sing core.
And as for consoles, the dyson console on the temporal one and rest various, from CC hydro console for 3 pc set bonus (that clicky comes in handy) to spacial changes console, that supspace rupture one etc. I cary a variery of them and swap them at times.
But the general rule is to stack as much bonuses for torp, since all 3 have same boff powers: torp spread and HE (where u can slot 2nd boff that is).
Comments
Weapons
Advanced Fleet Antiproton dual beams with [ACC]x2 [DMG]x2 (Heavy fighter won't take DHC)
Borg Kinetic Cutting Beam
Assimilated Deflector Array (omega rep)
Assimilated Subtranswarp Engine (omega rep)
Elite Fleet Plasma Integrated Warp Cores with [W->S],[AMP]
Dyson Regenerative Shield Array (dyson rep)
Consoles:
Tachyokinetic Converter Console (lobi store)
Spatial Charge Launcher
Vulnerability Exploiter [+Beams] (fleet)
Rare Male Romulan Tactical Officer
It's a durable ship with a little kick. The Spacial Charge Lancher is good in the events because you can reduce a large target ship's health from a third to a half. It's 4 minute cool down means you may only use it twice, but it's helpful
I only manage to die when I don't get out of the way of exploding ships fast enough.
If you approach shuttle design as a small ship with very limited features, you do better. Ditching the notion of Shuttle-specific equipment helps (none of my shuttles use this equipment unless it's shuttle-unique, and stand-alone better than ship equipment). Consider the value that Sets brings to your shuttle - in some cases those bonuses can end up being like a mini-console you simply wouldn't have room to equip separately. You can equip your shuttle with the same/similar materials as your normal ship, and with the new "loadout/equip" feature you don't need to physically move things. Just note that sometimes the equipment won't load properly so make sure your loadout works by going into a normal "enemy contact" to check - for example, the Subspace Modulator had a habit of not transferring across, so had to move this in the ship panel).
As for a couple of my shuttles which are field-tested and have worked decently:
Yellowstone: Things to note is the Antiproton 360/Warp Core 2-piece with its 10% extra damage, shuttle-specific tetryon plasma impulse that stops enemies in their tracks (Gamma Quadrant pests particularly!), Point Defense on shuttles doesn't work as well as it used to so may change this but it still provides a very nice "Shield Stripper" against Elachi Walkers.
Rozhenko Timeship: Countercommand Shield/Impulse set bonus, Countercommand tactial/hydro set bonus, Assimilated 2-piece set bonus, and the timeshuttle-specific deflector pumps out a nasty disruptor beam against slow enemies like the afore-mentioned Walkers.
Kestrel Romulan: similar approach to the other two, and the inability to use the Obelisk two-piece means a greater ability to focus on Disruptor damage, using an R&D 360-degree beam.
I'm currently grinding for my other toon shuttles, especially now that the countercommand 2-piece boosts phaser/disruptor and photon nicely, and this can feed into the purple Mk XII reputation phaser/disruptor 360 beams/90 DHCs.
The rest of my shuttles tried the undine set , but i kept dying way way too much.
Just dont do what i did and go into borg infected with my starship , forgetting that most of my tech was on my delta flyer.
Those where some serious fancy dying moment for me.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
As for their gear:
Omni AP-beam, KCB
the whole borg set
Obelisk core (some fleet sing-core for roms)
tac: vulnerbility locator
eng: assimilated module
sci: varies on toon
Boff: BO1
works rather nice
Weapons, a torp, CC enhanced bio torp on tholian, dyson gravimetric torp on temporal and plasma emission torp on the rom one. And on all of them the CC disruptor heavy turret.
Gear, 2 pc adapted maco (deflector and engine) + dyson shield and en elite core/sing core.
And as for consoles, the dyson console on the temporal one and rest various, from CC hydro console for 3 pc set bonus (that clicky comes in handy) to spacial changes console, that supspace rupture one etc. I cary a variery of them and swap them at times.
But the general rule is to stack as much bonuses for torp, since all 3 have same boff powers: torp spread and HE (where u can slot 2nd boff that is).
Spam, spam, spam seems to work.