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Frow's Raptor

darthkuribohdarthkuriboh Member Posts: 211 Arc User
edited October 2014 in Klingon Discussion
So, I got a new tactical officer to 50, Frow a Klingon of course. I've been working on him for 2 days now and he's up to 50 and this is what I threw together with the EC's I have.' I love Raptor flying.


Long live the Empire!
Post edited by Unknown User on

Comments

  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited September 2014
    If you love raptor flying, then do I have good news for you:
    http://www.arcgames.com/en/games/star-trek-online/news/detail/7006983
    :D
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  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    I don't like the 5/2 configuration. My Qin has 4/3. The Mat'ha should have 5/3 or 4/4 to make it a real upgrade from the Qin. I was considering buying it now I'm not so sure.
  • chezmazterchezmazter Member Posts: 0 Arc User
    edited September 2014
    I don't like the 5/2 configuration. My Qin has 4/3. The Mat'ha should have 5/3 or 4/4 to make it a real upgrade from the Qin. I was considering buying it now I'm not so sure.

    A 5/2 weapon setup on a tactical ship is more than you could ask for. That's another DHC or DBB, or maybe even a torp to spice things up a little bit. You have five tactical consoles with the Mat'ha and five forward weapons. It's honestly all you could ask for in a raptor (besides a 6/1 setup. But then again, Klingon's don't need aft weapons, 7/0 ftw).
  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    lmao yes we do need aft weapons. I've got the mogh class BC and the lack of aft weapons (again, a 5/2 config) and slow turning isi t's biggest weakness. Raptors arent' nearly as slow, but still have trouble keeping up with things like Jem'Hurr Durr explosion (attack) ships or Fed food (escorts). I use RCS Accels, but still, that 5/2 config uses a lot of power and leaves the rear weakened.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited September 2014
    I don't like the 5/2 configuration. My Qin has 4/3. The Mat'ha should have 5/3 or 4/4 to make it a real upgrade from the Qin. I was considering buying it now I'm not so sure.
    chezmazter wrote: »
    A 5/2 weapon setup on a tactical ship is more than you could ask for. That's another DHC or DBB, or maybe even a torp to spice things up a little bit. You have five tactical consoles with the Mat'ha and five forward weapons. It's honestly all you could ask for in a raptor (besides a 6/1 setup. But then again, Klingon's don't need aft weapons, 7/0 ftw).

    What Chez said. Also, you aren't using your aft weapons on your current setup anyway, so I don't see how it's a problem. :rolleyes:
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  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    are you kidding? I use my aft weapons all of the time. yeah my cannons do craploads of damage coming in, but ships DO fly past me to get behind, that's where the aft weapons come into play
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited September 2014
    are you kidding? I use my aft weapons all of the time. yeah my cannons do craploads of damage coming in, but ships DO fly past me to get behind, that's where the aft weapons come into play

    If you aren't killing it on your first pass, then either your build needs help, or whoever your fighting's ship is built better which brings us back to point one.

    I suggest posting your entire build here:
    http://www.stoacademy.com/tools/skillplanner/
    It could help us help you. :D
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    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    http://skillplanner.stoacademy.com/?build=qin1_8175

    One of my science consoles isn't listed on the skill planner. I have the exotic particle field exciter mk xii but it's not in the program
  • edited September 2014
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  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    Thats why I use RCS accelerators. I get the turn ratio of an Escort running even just mark 10 RCS's.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited September 2014
    http://skillplanner.stoacademy.com/?build=qin1_8175

    One of my science consoles isn't listed on the skill planner. I have the exotic particle field exciter mk xii but it's not in the program

    Sorry if this turns into a wall of text.

    Well the first thing I would recommend is dropping one of the dual beam banks and replacing it with another dual heavy cannon. I would also replace the beam: fire at will 3 with a beam: overload 3. I would also replace the aft beam arrays with turrets. If you're really worried about other ships being on your 6, then I would recommend mines and replace one of your lieutenant tac abilities with a dispersal pattern beta 1. I would then switch either of your lieutenant tac abilities with your attack pattern delta 2. Next switch your beam target shields 1 with another tac team. Another problem that you have is that your only heals are 1 decent hull heal, 1 weak shield heal (assuming you run low aux power), and 1 "oh sh** button" that will quickly run out leaving you defenseless. I would recommend getting the 3 parts of the Solanae Hybrid Technologies set from the mission A Step Between Stars until you can get better equipment, namely a fleet shield. Your warp core and consoles could be better, but they're good enough for anything that you'll need to do.

    Basically this is what I would recommend with all the above changes:
    http://skillplanner.stoacademy.com/?build=bjgfvrhscgxbgdf_0
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  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    Turrets are terrible. The fire rate is too slow and the dps is way too low. The reason I have beam arrays in the back is yes, the range of fire, but also the actual damage doing ability aft. The front dual beams are to add a bit of side firing as ships blow past, or as I'm playing the 'turn in circles" game.

    I'm working on the rest. Right now watching my cowboys game lmao
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited September 2014
    patrickngo wrote: »
    snip

    You're right, I haven't pvp'd much outside of Ker'rat. And you're right, most of those ships can get behind you if you let them. And you're once again right about the old raptors being borderline useless. But if you truly think that the Mat'Ha is going to have the same problem, you must not have been paying attention to its special console. If your target can't move, their higher turn rate doesn't mean sh**. Add in the Qib's T5 mastery trait, and you can keep up with them anyways.
    Turrets are terrible. The fire rate is too slow and the dps is way too low. The reason I have beam arrays in the back is yes, the range of fire, but also the actual damage doing ability aft. The front dual beams are to add a bit of side firing as ships blow past, or as I'm playing the 'turn in circles" game.

    If you're going to play like that, why bother with raptors? Battlecruisers do that waaaay better.
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  • darthkuribohdarthkuriboh Member Posts: 211 Arc User
    edited September 2014
    Because I like the agility of the Raptor. I've already flown BC's and if I were to kit out a mogh with the same RCS setup I have on my Qin it would STILL turn too slowly
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited September 2014
    Because I like the agility of the Raptor. I've already flown BC's and if I were to kit out a mogh with the same RCS setup I have on my Qin it would STILL turn too slowly

    Well, I guess I just don't know how to help you then. Perhaps someone who's better than me will come along and provide better help. My only other idea (and one that I don't think is very good) is to try to turn the Mat'Ha into an aux2bat beam boat. It might work decently, but again, battlecruisers would be far more capable in this role. :(
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  • edited September 2014
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2014
    patrickngo wrote: »
    You have to HIT to make it work. That's kind of the same problem as the Bort console-if his defense is good coming in, you're probably going to miss with that cannon, if he's at an angle to you, you'll probably not even get a lock.

    If he's in a Phantom and he isn't sneaking past you cloaked, he's doing something wrong.

    Ditto for Defiants, or...hell, any old Bird of Prey, T'Varo, or Romulan ship.

    The point being, you can't count on your opponent making it easy for you to turn his engines off. most opponents aren't going to sit in your front arc and make the shot easy, so you still have to look at your base build...and the Raptor as a Class has to devote things to boosting turn rate that other ships can use to boost their toughness, shields, or weapons.

    Bad news gets worse news if you're a fan of Uni console powers, because you get the choice of using science or science if you want a turn rate that can get or keep an enemy under your guns-because you absolutely HAVE TO use RCS consoles if you're going to dogfight with ships that don't need them because they came out with both speed, and turn.

    I think your panic is exaggerated. The new Raptor will do fine, as pointed out in the discussion that you were a part of here, Page 7 onwards.

    There's a point that once you get the proper gear, reputation, etc., that the turn rate advantages aren't as big a deal as they once were, especially if things are going to hold up with DR with all the talk there is on it.

    Hell, right now, you can use a part of the BOPs situation. Excluding the outright weakness of BOP sturdiness, look at the BOP turn rates. On average, all BOPs have excellent turn in the 20's. But even right now, in today's game before DR's release, it's turn rate advantage is heavily negated. With Escorts, Battlecruisers, TAC Cruisers running all kinds of different things to greatly increase turn, speed, etc., the BOP is no longer special in being elusive.

    Sure, the BOP can do the same, but it's not as big an advantage over the rest.

    What I'm saying is, everything right now is moving at ridiculous speeds and maneuverability. And from all the talk of DR, it's only going to get much, much stronger in that regard. There's also the point that you can start turning too much and overturn, overshoot. So you do have to reign it in. But, traditionally slower ships will get an even bigger boost out of this to do things that they weren't capable of before.

    In short, the divide of higher maneuverability is going to be lessened.
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  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    The only reason they are buffing turn rates on all the T6 ships is (IMO) because 99% of AI in DR missions spam turn rate de-buffs. You're stuck motionless. Be it space snot, tractors, environmentals, undine bio-torps, etc... Even your most nimble ship feels like it's twice as sluggish -- and that's when it's NOT debuffed. I was annoyed to no end that the entire experience felt like I was fighting in molasses.

    DR will be cheap "annoyance" spam, just like the Voth. Chalk it up to weak game enemy design.
  • edited September 2014
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2014
    patrickngo wrote: »
    funnily enough, there's been no surge in popularity for the Raptor class in PvP since all that's become standard-and there should surely be, if turn rates didn't matter because of all the speed-and-turn-rate buffs out there. Especially if "Hull Tanking" was a working strategy (it isn't).

    I mean, Cryptic's released both a Mirror and Fleet Somraw, two versions of the standard Qin plus the Mirror variant, but you don't see them being played-instead, we see a lot of lockbox escorts and event escort ships with a base turn of 16 to 17, even with less hull and significantly higher pricing (how many lockboxes or Doff Pax you gotta open to get 'x'?) On the gripping hand...

    Speed Tanking works. That is, racking up high defense and not-getting-hit-in-the-first-place works, which is why {ACCxX} is king-of-mods and not CritDxX or CritHxX, or DAM.

    Guess what does NOT come standard on the MaHa's "turns the engines off" gun?


    It's a similar problem to the Kumari, which is another DPS racer design.

    Not talking about Speed Tanking. That has long been a staple of effective defense and I never refuted that.

    What I am refuting is our current standard that Turn Rate is so critical now, but given some time after DR, it's not going to be as much. It will be easier to get more turn, but the gains will be more noticeable for the generally slower ships. What has been alluded to in the PVP forums is that there comes a point when you can have too much turn. Hell, you can see that now with the BOPs.

    And barely anyone flies the current Raptors because they're that: Raptors. In the scope of everything that is an Escort, Destroyer these days, there is still nothing special about the current crop of Pre-DR Raptors. To this day I never saw the allure of them. The Fleet Raptors now never had anything special to them when the Fleet System came out, and there's still nothing special about them now. The Mirror Sommraw's firepower is average in today's scope of high powered Escorts. The only allure of the M.Sommraw is the high Science BOFF count. The Fleet Sommraw would have been good. In 2010.

    When the Fleet Ship system released, there were some that did pick the Fleet Sommraw. But now? Rare. I find more people flying Bortasqu's then I do Raptors.

    Statistically, I find that our current, Pre-DR Raptors can barely even compete with the ancient, 9 Console C-Store Defiant, MVAE, Akira. And I'm one to say those are still better. There is no redeeming quality to current Raptors and I see no reason to go fly them.

    But with the changes to DR, the big firepower of the T6 Raptor, that may change. We shall see.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2014
    patrickngo wrote: »
    which was most of my point: the things that 'set Raptors apart' as a class are all negatives.

    Basically, the whole class as a group ends up being the weak cousins of Escorts, with little if anything to differentiate them beyond their defects.

    So, we come to the Ma'Ha, which has the typical defects of the Raptor class everywhere, but raw potential DPS from the frontal arc-and a weapon that still must hit, if it's going to take advantage of it's massive proc-but has nothing boosting it's ability to actually land a hit.

    and the single, so-called 'advantage' Raptors as a class paid in turn rate, speed, and shielding for? Yah, the Feds get that too-and do NOT have to sacrifice to have it.

    to be honest, you can get massive, MASSIVE dps from nearly any ship at Tier 5 if you skill and build for it-even ships with only a lt. Cdr slot. what's the dividing line between a mediocre ship, and a great one, isn't DPS. Not when even my little Bird of Prey can get into ranges that used to be the exclusive home of Kumaris and Fleet Defiants.

    It's the ability to deliver DPS to target-and the Ma'Ha lacks this to the point you have to use a new trait from another ship at Tier 6 to get close to having it.

    I'm not saying it's a BAD ship, but rather, that it's a Mediocre ship. It'll do fine in DPS racing on scripted maps, but that's where it begins and ends as a ship. In PvP, against Feds or Romulans, it's not merely meat, but Easy meat.

    Which comes back to the original point I made :)

    The divide in turn rates, maneuverability is going to dwindle in DR, most esp when people start unlocking their stuff.

    You're thinking in today's mechanics. And what you say is correct.

    But DR is going to change it drastically. We have guys testing it, experienced PVP'ers, already saying that the divide in how something so nimble between higher turn rate Escorts to one with "only" 15 is negligible. It's a different ballgame with DR, more so than any other update and expansion we've had in STO.
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  • shpoksshpoks Member Posts: 6,967 Arc User
    edited October 2014
    I don't like the 5/2 configuration. My Qin has 4/3. The Mat'ha should have 5/3 or 4/4 to make it a real upgrade from the Qin. I was considering buying it now I'm not so sure.

    5/3 or 4/4 enters the area of the cruisers as far as STO is concerned, so that'd be too much for a raptor.
    It's all down to personal preference, but as a Kumari user I can tell you that the 5/2 confing is not bad at all, especially for PvE. And like others mentioned, if you're loking to protect your rear on a 5/2 or 4/2 (BoP) ship, mines can be the answer. Especially web-mines and such.
    http://skillplanner.stoacademy.com/?build=qin1_8175

    One of my science consoles isn't listed on the skill planner. I have the exotic particle field exciter mk xii but it's not in the program

    Ok, so take the following I'm going to say with a grain of salt. STO is very chill, so min-maxing is not necessary in most cases and if you find a setup that works for you and you have fun using - than that's it, nothing more is needed.

    That said, I do feel you're losing a lot of potential on that raptor due to the setup. What I'd personally recommend is going with 3 DHC (or 2DHC/1DBB) + 1 Torp front and 3 turrets rear. Most the PvE is quite static and you could probably outmaneuver with a Qin, this way you have full frontal power from all the weapons.
    Or if you do want to circle things like you mentioned (I can certainly understand not wanting to bother with getting things in DHC arcs all the time, that's why I like the Fed cruisers), then it's better to go with a full beam setup + 1 torp. That way you'll circle targets with full weapons potential once again. Currently you're losing out both on the frontal and on the circling. Because when you circle, you almost immedialtely lose the 2 DHCs and probably even the DBBs after a while most of the time until you re-allign. And on the frontal attack you're losing the 3 rear beam arrays.

    Also, just my humble recommendation for the Boff powers as well - first of all, drop the sybsytem attack. Totally not worth it and as a raptor captain I doubt you have invested much skill points in the skill that somewhat improves that. It's just something for sci.ships to compensate the lack of tactical Boff powers. I'd also drop the tractor beam cause it's only usefull to hold sth. in a frontal arc and your current setup is not utilizing the frontal arc. Hazard emitters on the other hand are a necessity and I'd swap those two. Having 2 tactical teams is also important.

    This is my current setup for my Qin just as comparison:

    Fore: 3 DHC + Torp
    Aft: 3 Turrets

    T1: TT/CRF/APB/APO
    T2: TT/CRF(CSV)
    T3: TS
    E1: ET/RSP
    S1: TSS/HE

    It could also work well with 1 DBB inetad of 1 DHC fore and BO instead of one CRF now that they made BO have 100% crit chance.
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