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The STF Escort Build Thread

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    They, like every other stacking console, got nerf'd so that their gains diminish with each additional console. I'm not sure what the diminishing gains represent percentage-wise, but apparently it's significant.

    That's why I generally like to run 2 EPS consoles and a weapons power + console if I'm low on weapons power. If I'm an escort and I'm pushing 125 from class perk and skills anyway, I don't need that. Just an EPS or two.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Amalin wrote:
    Great thread and very useful tips. There's stuff even I didn't know about until reading this. I have a question though; I thought eps consoles got massively nerfed. How exactly do they help me? I know they help with power transfers when I get outta full impulse.


    Try opening your charactor status and looking at General under your ship. Check the Power Transfer Rate. See what the difference might be in the Power Transfer Rate by taking out or adding EPS consoles. It's just an easy way to check and see what the benifits might be. Mine was at 158.14% with just one EPS. I discovered while doing this that I had a damaged EPS conduit and was able to repair it. The power Transfer Rate went to 170% after the repair.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    My transfer rate on my Akira is 199% (9.9/sec) without any EPS consoles at all. Lol. With a green Mk X I get 259% (13.0/sec) out of it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    There's a skill under engineering that works as an EPS. I respected to get six ranks in it and was able to replace my EPS consoles on both escorts for additional armor.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    It's been a while since I've kept up with this thread. Quick question. Are the borg proc weapons worth getting, I already have all purple XI weapons [CritH dmgx2], bringing up another ship build using a different energy type.
    Just wondering if losing a crit, acc, or dmg for a borg proc is worth it.
    Thanks in advance.

    edit I did find these old posts
    http://forums.startrekonline.com/showthread.php?t=221177
    and
    http://forums.startrekonline.com/showthread.php?t=141051
    I'm not seeing a reason to get them at this point.
    I'm wondering, what is the community's experience with this proc vs borg?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    the crew repair rate is proportionate, and percentage wise. so if you have 10/50 left thats the same as having 200/1000 left. the repair rates scale the same. otherwise they'd have to fix the fact that every time u take a hit with full shields, your crew almost always drops to 0. its just a left over thing from a non implementation of difficulty, where they were gonna have your 'crew' killed as you died, as a death penalty, that never worked out, the code stayed in.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Gurga wrote:
    It's been a while since I've kept up with this thread. Quick question. Are the borg proc weapons worth getting, I already have all purple XI weapons [CritH dmgx2], bringing up another ship build using a different energy type.
    Just wondering if losing a crit, acc, or dmg for a borg proc is worth it.
    Thanks in advance.

    edit I did find these old posts
    http://forums.startrekonline.com/showthread.php?t=221177
    and
    http://forums.startrekonline.com/showthread.php?t=141051
    I'm not seeing a reason to get them at this point.
    I'm wondering, what is the community's experience with this proc vs borg?

    If you use beams, maybe not. For cannons, each shot from the cannon (2 for heavies, 4 for regular duals, etc) has that chance to proc. So a single volley from a dual cannon has the potential to do +4000 damage. I'd say that was worth the chance.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Cruis.In wrote: »
    the crew repair rate is proportionate, and percentage wise. so if you have 10/50 left thats the same as having 200/1000 left. the repair rates scale the same. otherwise they'd have to fix the fact that every time u take a hit with full shields, your crew almost always drops to 0. its just a left over thing from a non implementation of difficulty, where they were gonna have your 'crew' killed as you died, as a death penalty, that never worked out, the code stayed in.

    So I don't have to worry about hull repair rate if I go for the Defiant Retrofit?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    FYI, the Plasma-Disruptor beam arrays have a +75% accuracy bonus. Yes, thats an [acc]x7.5 bonus!

    So if you want a weapon setup that never misses, try those. The Plasma-disruptor dual cannons have the same bonus.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    kostamojen wrote: »
    FYI, the Plasma-Disruptor beam arrays have a +75% accuracy bonus. Yes, thats an [acc]x7.5 bonus!

    So if you want a weapon setup that never misses, try those. The Plasma-disruptor dual cannons have the same bonus.

    Just so you know, the Disruptor proc is busted on those.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    JCSWW wrote: »
    Just so you know, the Disruptor proc is busted on those.
    I checked that too, the disruptor breach did proc.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    kostamojen wrote: »
    I checked that too, the disruptor breach did proc.

    Glad to see that was an unmentioned fix then. [=
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    OK, here's the best build for Tac ship in a stf mark 12 weapons, consoles to complament them and a Omega force space set
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    maquis wrote: »
    OK, here's the best build for Tac ship in a stf mark 12 weapons, consoles to complement them and a Omega force space set
    I think you forgot something.
    JCSWW wrote: »
    Glad to see that was an unmentioned fix then. [=
    BTW, I just saw in the other thread about the Plasma-Disruptors that the accuracy has been fixed for the next weapon update.

    So the never-miss beams won't exist for that much longer :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I would like to get the 40K shots your taking!!! In my last Infected I was hit with 6 different kill shots (and my combat log to back it up) with 107612 DPS/ 114213 DPS/ 118614 DPS/ 128930 DPS/ 158673 DPS and 175673 DPS from Tac plasma array at 10-13+ km from the TAC cube. I went through 20+ minor and 12 major components before that engagement was over with.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Interesting thread. I'm a tactical captain on a fine assault cruiser, but I'm thinking about getting an escort as an alternative. I prefer to keep it simple and straightforward, which is why I have no interest in a cloaking- or MVAM-device. And I want a versatile escort, that will do fine in Borg-STFs and general PvE without having to change my setups all the time. I think I've already made a decision: The Fleet Escort, together with the Borg-build or the Regen-Shield Build - with some minor adjustments to make the build more versatile. I really like the look of Hermes (apart from the nacelles), and I think, that the additional engineering ensign at the cost of a tactical ensign might help me to make the build a bit more versatile. All I want to year from you right now is either "Yeah, do it mate! The Fleet Escort will suit you well!" or "No, no! Wait! The <add ship here> is much stronger. Only fools pick the Fleet Escort!".

    P.S.: And is it true that escorts are dying all the time? An escort is no cruiser of course, and I can live with exploding more often. But it's not true, that you will explode in every second dogfight (slightly exaggerating), right?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Rarehero wrote: »
    P.S.: And is it true that escorts are dying all the time? An escort is no cruiser of course, and I can live with exploding more often. But it's not true, that you will explode in every second dogfight (slightly exaggerating), right?

    If you follow the builds on this thread you will not explode much. The only time I've died lately I was to close to a cube when it went boom.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Cruisers die more often than I do in STF's. Because they don't have the DPS for a sustained fight against the borg, they have very few options, and also have difficulty avoiding explosions.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Apparently two of my engineering consoles got removed in the patch tonight. I've got a Defiant-R and I was running, Neutronium Console, Field Generator MK XI, and Emitter Amplifier Mk XI. Now all I've got is the armor.
    According to the latest release notes
    "Engineering Shield HP and Shield Regeneration consoles are now Science consoles."

    Just at a glance how does this sound

    Tac- 4x energy type
    sci- Emitter Amplifier Mk XI, Field Generator Mk XI
    Eng- Borg console, Emergency Force Field Mk XI

    edited to add- found my consoles in an inventory overflow bag. Don't know why there was plenty of room in my inventory.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Could this be an advantage for the builds in this guide? Since the Field Generator moved to a science slot, we have on more engineering console for more damage resistance. Or is the biofunction monitor too important for the builds in this guide?

    P.S.: Will I be fine with Fleet Escort both in STF and general PvE, or do have to consider one of the ships from the store? Are they considerably "stronger" than the Fleet Escorts? As I said above I have no interest in a cloaking- or MVAM-device.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Rarehero wrote: »
    Could this be an advantage for the builds in this guide? Since the Field Generator moved to a science slot, we have on more engineering console for more damage resistance. Or is the biofunction monitor too important for the builds in this guide?

    Biofunction monitors are just placebos. This guy summed it up some pages ago:
    Fairchilde wrote:
    I hate to break the news, but if you are running a Defiant, you are there to do DPS. Biofunction monitors ONLY help with hull repair rate, something that a) your science officer/engineer officer teammates should be watching over and b) should never ever ever take a slot over your cloak/assimilated console.

    50 crew, or 0 crew, your hull repair rate is negligible, and really if you are losing hull, toss yourself a HE.
    Biofunction = the worse console for defiant. Period.

    Under red alert your hull repair rate is only a fraction of the default value. What's the ratio time under red alert vs. normal in a STF? 10:1? 20:1? Biofuntion monitors do not increase your survivability at all.

    So yes, the change is good for escorts by freeing up a more valuable eng slot, but the nerf to the field generator itself is a fail.
    bringram wrote: »
    Just at a glance how does this sound
    Eng- Borg console, Emergency Force Field Mk XI

    Never heard of that one. New stuff? P2W?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Here's my final build. This is after a few weeks of using this thread as a helper. I'm sure that when I can add the XII equipment I will.

    Fleet Escort U.S.S. Rawlins XI;

    FW---> QTL Borg XI, ADHC Borg XI x3
    Def---> Aegis
    Imp---> MACO XI
    Shi---> MACO XI
    AW---> AT Borg x3
    Dev---> SFM, HPST (Or whatever is available.)
    Eng---> EPS XI x2, EPDM XI
    Sci---> UAM, UEPM
    Tac---> AMR XII x4

    Stations;

    CTS---> TS1, TS2, CRF2, CSV3
    LtCTS---> TT1, TT2, APO1
    LtES---> EPS1, APSI1
    EES---> EPS1
    LtSS---> TSS1, HE2

    BO Passives;

    Efficient
    Leadership
    Space Warfare Vet

    DoFFs;

    Projectile Weapons
    Shield Distro
    Maintenance Eng
    Warp Core Eng
    Hazard Syatems

    I won't go into Skills because everybody has their own idea of what should be where.

    This ship does very well in PvP, PvE, Karrat and regular missions. It has been coming out top score in many PvP's. (I switch waepons to regular XI with the higher DPS on PvP) The ship is a little thin skinned but I can live with it. Manuvering is a big plus to make up for thin skin. I'm not being killed by ships in the PvE's, just being killed if I'm too close to something that's exploding.

    I'll never go back to Cruisers.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Big change with latest patch. The Field Emitter is now a science console rather than engineering. Now science slots are a lot more valuable. Running two of these in my MVAM gives me about 1.3k+ extra shield capacity per facing. I also think it now makes full MACO clearly superior to 3 Borg + MACO Shield. That extra science console slot is better with a Field Emitter now than the Borg Console. I'm still hitting 125 weapons power without the console.

    Current Build, MVAM.

    Fore: 3 DHC (Phaser), 1 Quantum
    Aft: 2 Turret (Phaser), 1 Quantum
    Full MACO set
    Tac: 4 Phaser Relay
    Eng: 2 Neutronium
    Sci: 2 FE, MVAM Console.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Big change with latest patch. The Field Emitter is now a science console rather than engineering. Now science slots are a lot more valuable. Running two of these in my MVAM gives me about 1.3k+ extra shield capacity per facing. I also think it now makes full MACO clearly superior to 3 Borg + MACO Shield. That extra science console slot is better with a Field Emitter now than the Borg Console.
    Ya, I'm going to have to revise the console slots :mad:

    I'm still trying to decide what works best at this point. Stacking Field Modulators is pretty nuts...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Big change with latest patch. The Field Emitter is now a science console rather than engineering. Now science slots are a lot more valuable. Running two of these in my MVAM gives me about 1.3k+ extra shield capacity per facing. I also think it now makes full MACO clearly superior to 3 Borg + MACO Shield. That extra science console slot is better with a Field Emitter now than the Borg Console. I'm still hitting 125 weapons power without the console.

    Not only that, but the console that used to give +35% shield capacity is no more. Now it's +35 shield systems. Dropped my bonus from 3k or so, down to 1.5k. I'm... perturbed, to put it mildly.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    My crew is getting slaughtered now. I used to be able to take a good hit, fire miracle worker and EPTS2 and be fine. Now I take a good hit, my crew is gone and is gone for the rest of the fight. I can't keep my shields up and hull comes back slow.
    If I can't shield tank I need to be able to hull tank, or at least be able to come back from it quick.
    I was getting pretty confident and was going to try some Elites this weekend. As it stands now that would be suicide.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    bringram wrote: »
    My crew is getting slaughtered now. I used to be able to take a good hit, fire miracle worker and EPTS2 and be fine. Now I take a good hit, my crew is gone and is gone for the rest of the fight. I can't keep my shields up and hull comes back slow.
    If I can't shield tank I need to be able to hull tank, or at least be able to come back from it quick.
    I was getting pretty confident and was going to try some Elites this weekend. As it stands now that would be suicide.

    The same thing happened to my Advanced Heavy Cruiser when Season 5 started. It was a kick rear end ship but dropped to a lame junkyard filler when Season 5 started. I tried everything and could never get it back to the ship it once was. I paid Cryptic Points for it too!

    It may just be chance but the last two days in the Cure Normal Space have been bad. I keep getting put in with complete noobes who just scatter around and start shooting. I've completely lost three and lost the optional in four others. Of all in two days I've won only one. A pet peive that I'm starting to see more and more of in the PvE's are beam boats with half a dozen types of beams on them. AND they seem to have their chat screens turned off. Irritating to say the least.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Jake81499 wrote: »
    The same thing happened to my Advanced Heavy Cruiser when Season 5 started. It was a kick rear end ship but dropped to a lame junkyard filler when Season 5 started. I tried everything and could never get it back to the ship it once was. I paid Cryptic Points for it too!

    It may just be chance but the last two days in the Cure Normal Space have been bad. I keep getting put in with complete noobes who just scatter around and start shooting. I've completely lost three and lost the optional in four others. Of all in two days I've won only one. A pet peive that I'm starting to see more and more of in the PvE's are beam boats with half a dozen types of beams on them. AND they seem to have their chat screens turned off. Irritating to say the least.

    Yesterday was a bad day for pugs because there were so many people in their bright shiny Odysseys.
    I almost wish I had a Klingon toon. The two Bortas class ships I saw held their own and they look badass.
    Then they put up a patch at midnight and broke autofire. :mad:
    I think the shield issue was fixed though. I couldn't quite tell because I was having to get used to firing weapons manually, keeping my DPS skills going off, and keeping shields up at the same time- all with new keybinds.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Definitely lots more annoying bugs but I honestly expect that. Ever since Stephen took over, quality control left. Although this isn't a fix, it works.

    /defaultautoattack 1

    You have to do it every single time you log but still. It's better than mashing the spacebar to death.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    They changed back the Field Gens to +35% (temporarily) but now you can only use one.
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