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Loadout suggestions

rectiirectii Member Posts: 33 Arc User
edited July 15 in The Shipyard
Hey guys ...
To any Vengeance Class owners out there, I have one that I thought was decked out - fully upgraded anti-proton weapons, Reman Covariant shield and what I thought was a good console set, but ...
The danged thing is ... well, badly under-powered. I've got many other ships that are much more powerful and I've flown with other Vengeances in TFO's and they outclass me what seems like 10-to-1. Scanning them does no good as it doesn't give loadout info.
If anyone has one of these super-monsters, I'd love to know what you're packing.
The Game itself is nothing. The playing of it...? Everything !!
Post edited by baddmoonrizin on

Comments

  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,604 Community Moderator
    Can you provide a screenshot and/or description of the consoles/gear/traits being used? Also what BOff abilities are you using?
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • protoneousprotoneous Member Posts: 3,163 Arc User
    Some things to check..

    1) Maximum power to weapons. Using the "attack" ship's power preset works fine.

    2) If using tactical consoles they should be energy specific and should occupy all tactical slots.

    3) Keep your beams or cannons all one energy type also.

    4) Don't mix beams and cannons.

    5) Rear facing torpedoes are usually more of a RP thing. I prefer a single forward facing torpedo when I use one.

    6) If using resist consoles use two to get started, one to none for end-game --> Trellium-D Plating

    7) Many of the storyline reward consoles that offer multiple stats can make your ship stronger and you can use them even if they're part of a set that you don't fully need.

    i.e. the House Martok Defensive Configuration can be used by itself even if you don't use the other pieces of that set.

    8) Most energy builds can greatly benefit from "non-fancy" consoles that add damage, such as the Temporal Disentanglement Suite and Assimilated Module and Lorca's Custom Fire Controls.

    9) Mobility is your friend.. Emergency Conn Hologram plus Emergency Power to Engines.

    10) Bridge officer (boff) abilities are really, really important. This is a basic rotation..

    Photonic Officer --> Emergency Power to Weapons --> Attack Pattern Beta --> Beam Fire at will or Beam Overload


    11) The uptime of your boff abilities is also really, really important. Use Photonic Officer 2 when possible or Photonic Officer 1 if it's all you have. Aux2Batt and Boilmer's are also good options. Photonic Officer or Aux2Batt or Boimlers all increase the uptime of your boff abilities by reducing their cooldown time. It's almost magic.

    12) The ease of actuation of your boff abilities is also really, really important. Even with all of the above items in the list checked off this last one is the main thing restricting many players. If you play on PC and you're still clicking on your basic rotation as mentioned in #10 please check out the 2nd, 4th, 5th, and 6th links in #13 below. This is where the magic is :smile:

    13) Further reading here but would love to assist here in the forum also.

    Emphasis is on #10, #11, and #12. These are the things that helped me the most after taking care of the basics and collecting some consoles.

    Looking at the Vengeance specifically, you might want to squeeze in a copy of Override Subsystem Safeties as one of the boff abilities in your basic rotation.
  • baddmoonrizinbaddmoonrizin Member Posts: 10,938 Community Moderator
    thread /moved
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  • rectiirectii Member Posts: 33 Arc User
    Here's my weapon and console setup :
    98nceh4y8yid.jpg
    The Game itself is nothing. The playing of it...? Everything !!
  • protoneousprotoneous Member Posts: 3,163 Arc User
    edited July 15
    rectii wrote: »
    Here's my weapon and console setup
    flm98hnuh3e0.jpg

    Here's some feedback for your consideration..

    Front Weapons - mixing beams and cannons doesn't always work the best. I can see you're trying put an accent on forward facing firepower with the dual beam banks and there's nothing wrong with that.. it's kind of a preferred play style type thing.

    One change to consider would removing the two front facing cannons and either replacing them with two more dual beam banks or to switch out everything to beam arrays. Beam arrays used broadside can work very well and can take the pressure off of trying to position a large ship so it's always facing targets (more on this later).

    Rear Weapons - I think I see a cutting beam and ancient omni.. these are fine. What I would do when playing TFO's is to replace the rear torpedo with a crafted anti-proton omni beam. Rear torpedoes, for me, are something that I don't use often enough to merit their inclusion in all scenarios whereas another omni would be on the job 100 percent of the time.

    Tactical Consoles - I'd put energy specific tactical consoles in all four slots. One of these can be the Lorca's Custom Fire Controls console from the Discovery reputation.

    Other Consoles - it's very nice to see some of the better storyline reward consoles in use :smile: Some consoles you could probably gradually phase out in order to replace them with some that should add more "zing" to things are the polaric console, the monotanium, and the RCS in engineering, and the field generator in science.

    Yes, we can still keep your ship turning pretty quick.

    I would consider filling one of these spots with a Console - Universal - Assimilated Module so that your ship will hit a bit harder.

    Your field generator in science can be replace with the Temporal Disentanglement Suite story line reward.

    The other couple of empty spots could be used to relocate the two consoles currently in your tactical console slots.

    Deflector / Engine / Warp Core / Shield - there's nothing wrong with the items you're using. It could be worthwhile though to explore some of the Discovery reputation items in order to experiment with their two and three piece set bonuses. I'm usually using a Discovery warp core and shield due to it's 2 piece set bonus.. vastly increased hull regeneration. I find this so handy as it makes my little ships feel much bigger and my big ships feel amazing. There's far less worries about healing and it just makes things feel so strong. The 3 piece bonus from this set also works very well with beams to add more damage.

    One option for an engine, in order to make your ship regularly turn faster, is to grab the Competitive reputation Fortified engines. They allow you to trigger a predictable speed boost after hitting a hull or shield heal which is great for getting around a map and/or swinging your ship quickly on target. It is the potential replacement for your Polaric modulator and RCS console.

    Bridge Officer Abilities - These are super important and I think there might be some room to fine tune things in this area.
    a3g1sxh4fwik.jpg

    Here's some tips for your consideration..

    Tactical (Tarsi) - Tactical team 1, Attack Pattern Beta 1, Beam Overload 3 or BFAW 3

    Lt Tactical - I'd put a copy of Torpedo Spread here plus one other bridge officer ability of your choice to be filled in later. One possibility would be Kemocite Laced Weaponry 1 (no rush on this).

    LtC Science (Nelen Exil) - Science team 1, Hazard emitters 2, Photonic Officer 2

    Ensign Science - Polarize Hull 1 or whatever you'd like

    Commander Engineering (Skavrin) - Emergency Power to Engines 1 (see my earlier post about the emergency conn officer), Auxiliary Power to the Structural Integrity Field (A2SiF) 1 or Reverse Shield Polarity (RSP) 1, Emergency Power to Weapons 3, A2SiF 3 or RSP 3

    Key bridge officer abilities here are the attack pattern beta, Photonic Officer, and Emergency power to weapons. There are many ways to set up a fine ship like this so these are suggested just as an easy way to give your ship some more "zing" without going to a lot of trouble.

    Keep in mind the "basic rotation" mentioned in my first post.. having multiple buffs engaged as often as possible should really help.
  • protoneousprotoneous Member Posts: 3,163 Arc User
    protoneous wrote: »
    Looking at the Vengeance specifically, you might want to squeeze in a copy of Override Subsystem Safeties as one of the boff abilities in your basic rotation.

    The OSS ability mentioned here is another way to add more pep to your beams. You have Skarvin in the Commander engineering seat which on your ship is an Intel specialist. You could use OSS 2 here instead of A2SiF 1 or RSP 1. It'll really spike your power levels which can add a fair bit of damage to your energy weapons.

    Again, there are lots of ways to set up a Vengeance, but the idea is to just keep things simple, make just a few changes at a time and fine tune things as you go.
  • rectiirectii Member Posts: 33 Arc User
    Protoneous, thanx, bro ...
    you're the kind of guy we're all grateful for when we've driven ourselves nuts trying to fix/solve something ourselves and finally 'bite the bullet' and just ask. I'm gonna try several of these thing, but bit-by-bit as you suggest. Thanx again !!
    The Game itself is nothing. The playing of it...? Everything !!
  • protoneousprotoneous Member Posts: 3,163 Arc User
    One more things comes to mind.. consider giving Surgical Strikes rank 3 a try as your firing mode. It's pretty cool and should work good.
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