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Newbie ship build

Lets say it's an engineering ship (the tanky ones)
Lets say all phasers (don't worry about which grade, obviously I will get as high as I can) in every weapon port
Lets say all consols are +phaser damage (don't worry about which ones, again , I will get as high as I can)

What's wrong with this ship ?

Comments

  • tom61stotom61sto Member Posts: 3,687 Arc User
    edited October 2019
    What ship do you have? What problems are you having? Not killing stuff well? Which stuff? Is your ship dying too quick? Do you have your Phasers of the same type of energy weapons (I.E. All Beam Arrays or Dual Heavy Cannons in front and turrets in back)?

    Edit: Seeing your other threads, it seems you're looking for more meta advice than specific help, in which case: It usually comes down to Bridge Officer (BOff) Abilities and activating them. Train up the highest weapon enhancing ability you can fit for your weapons, Beams: Fire At Will III or Beams: Overload III for beam weapons (You'll need to buy off the Exchange), next the highest Attack Pattern Beta you can slot without bumping weapon enhancer down, usually just rank I on most cruisers, and slot Tactical Team I on preferably two BOffs. Next up train Emergency Power to Weapons III (another exchange purchase) to your Commander Engineer (virtually all cruisers have or can slot one). Most important lesson is that you can fire off a bunch of things in a row, so when coming into combat range, hit Tactical Team, Emergency Power to Weapons, Fire at Will or Beam Overload, and finally Attack Pattern: Beta, then hit spacebar or right trigger and you'll see a decent spike in performance.

    After that, it comes down to positioning (where you need to be and how to face an enemy [sideways for a beam cruiser usually, versus face on for cannon ship]) and how to get it to where you can use your abilities more often.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    As eluded to in your other thread: Right and Wrong are subjective.

    What's wrong is up for you to define; we can help you make it 'right' once we know what you find lacking. (too squishy? doesn't hit hard enough?, etc.)
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