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The STF Escort Build Thread

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    After MONTHS of hem hawing around I Finally broke down and bought a XBox style game controller. It's a Gigaware that I found at Radio Shack for $15. For that price I figured I'd try it.

    Then after it sat here for two weeks while I studied Key Binds I finally found a decent free software, JoyToKey, that would do it all for me.

    I've been flying with it for a few days sorting out keys and getting stuff laid out. I got all my heals and all my firing commands as well as turning and throttle controls. So far so good.

    I still have to use the keyboard or mouse for a couple items but all around it's pretty sweet.

    Best thing is I can still use the keyboard and mouse just as I did before if I want to.

    Nice addition to the already perfect escort.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Would somebody please post a build to pick this thread back up?? :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Jake81499 wrote: »
    Would somebody please post a build to pick this thread back up?? :D

    Here is my build for my MVAM advanced escort the USS Linville Gorge

    Fore Weapons
    1x Dual Phaser Beam Bank MkXII ACC CrtH Borg
    1x Dual Phaser Beam Bank MkXI ACC CrtH Borg
    1x Phaser Dual Heavy Cannons MkXII ACC CrtH Borg
    1x Phaser Dual Heavy Cannons MkXI ACC CrtH Borg

    Aft Weapons
    3x Phaser Beam Array MkXI ACC CrtH Borg

    Deflector
    Omega Force Tachyon Deflector Array MkXI

    Impulse
    Omega Force Hyper-Impulse Engines MkXI

    Shields
    Omega Force Shield Array MkXII

    Engineering Console Slots
    Universal Point Defense System
    1x Neutronium Alloy MkXI Rare

    Science Consoles
    Universal Multi-Vector Assault Module
    2x Field Generator MkXI Rare

    Tactical Consoles
    4x Phaser Relay MkXI Rare

    The primary skills I use are Fire At Will I, Tactical Team II, Engineering Team II, Beam Array Overload I, Cannon Rapid Fire III, Evasive Maneuvers III, Transfer Shield Strenght II, Point Defense System, Attack Pattern Alpha III, Fire on my Mark III, Brace For Impact III, Cannon Scater Volley II, and Emergency Power to Shields I.

    This build has worked out very well for me. The phasers tend to take down enemy shields rather quickly and often knock various systems offline briefly. I usually do anywhere between 60-3000 DPS normal depending on enemy shield status, and with crits between 4000 and 5000 DPS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Thanks everyone for the effort, the information here is extremely helpful. Especially the tips about shield keeping. I used to think my gears were the problem. But then i got all mark12 (maco set included) on my defiant, i still couldn't stay alive very long. After reading this thread, i can now solo the cubes in elite KA :cool:

    Following advice on some post here i swapped a dhc with dbb, just to test out different builds. Then i found a boff with target shield 3. I got him and swapped with the BO3 skill. But in the elite stf i ran with these, the skill seems to do next to nothing. I didn't see any effect on my targets' shield. Am i doing something wrong, or is this skill really not for borg fighting? Thanks
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    kostamojen wrote: »

    Special "Consoles" or Items with Hold Skills are these: Grappler (NX-01 C-store ship), Full Borg Set Borg Tractor Beam (requires ALL 4 Borg pieces)

    Graviton Pulse consoles, which Feds are now able to get through the Graviton Pulse / Impulse Burst packs from the exchange are nice, too. I´ve equipped them on my Defiant and Fleet escort and they´ve saved optionals quite a few times.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Graviton Pulse consoles, which Feds are now able to get through the Graviton Pulse / Impulse Burst packs from the exchange are nice, too. I´ve equipped them on my Defiant and Fleet escort and they´ve saved optionals quite a few times.

    Also, Vent Theta Radiation console is available to Feds now, basically Eject Warp Plasma in a console.
  • maltheistmaltheist Member Posts: 1 Arc User
    edited July 2012
    In the interest of keeping this thread alive, I thought I would share my current build. The success of this build is directly attributable to this thread, so I wish to thank the OP and all those that contributed along the way.

    The USS Valkyrie NX-96369-A, Heavy Escort Carrier

    Captain Awen "Njall" Bashira,Trill Commanding Officer (Tactical)
    Commander Dhara, Klingon Executive Officer (Tactical)
    Commander Baalrahg, Saurian Tactical Officer, CDR Station
    Commander Dayn, Breen Tactical Officer, LT Station
    Commander Durak'Toron, Jem'Hadar Tactical Officer, ENS Station
    Commander Trinity (One of Three), Liberated Borg Engineering Officer, LCDR Station
    Commander Kaaga, Saurian Science Officer, LT Station
    I have a Borg, Reman and Orion Science Officer in reserve, while saving a space for either a Photonic Officer or an Android if I ever earn either.

    Bridge Officer Stations:
    T4 - TS1, CSV1, APO1, CRF3
    T2 - TS1, APD1
    T1 - TT1 (I only need one Tactical Team with my two Conn Officers reducing the cool-down)
    E3 - EPtS1, EPtS2, RSP2
    S2 - HE1, TSS2

    Duty Officers Stations:
    Space Warfare Specialist (Very Rare, +10% damage to Borg)
    Conn Officer (Very Rare, reduce TT1 recharge 8 seconds)
    Conn Officer (Rare, reduce TT1 recharge 6 seconds)
    Shield Distribution Officer (Very Rare, 50% chance to heal shields after use of Brace For Impact)
    Flight Deck Officer (Very Rare, +25% fighter accuracy in Intercept Mode)

    Assault Configuration:
    Fore Weapons:
    Phaser Quad Cannon [DMG x4]
    Phaser DHC Mk XII [Acc, CrtH, Borg]
    Phaser DHC Mk XII [Acc, CrtH, Borg]
    Photon Torpedo Mk XII [CrtH, CrtD, Borg]

    Aft Weapons:
    Phaser Turret Mk XII [Acc, CrtH, Borg]
    Phaser Turret Mk XII [Acc, CrtH, Borg]
    Phaser Turret Mk XII [Acc, CrtH, Borg]

    Deflector: MACO Mk XII
    Engines: Borg Assimilated Engines
    Shields: MACO Mk XII
    Devices: Subspace Field Modulator, Red Matter Capacitor
    ENG Consoles: Borg Console, Point Defense Phasers, Point Defense Torpedoes
    SCI Consoles: Field Generator Mk XI (rare), Theta Radiation Vent
    TAC Consoles: Photon Detonator Mk XI (rare), Phaser Relay Mk XII (rare) x3
    Hangar: Advanced Peregrine Fighters

    Tank Configuration:
    Weapons: Replace all Phasers with Mk XII Disruptor DHC and Turrets. In the future I might try Polaron weapons to reduce the enemies power levels and thus the damage I take.
    ENG Consoles: Borg Console, Monotanium Mk XII (very rare), Ablative Armor Mk XII (very rare)
    SCI Consoles: Field Generator Mk XI (rare) x2
    TAC Consoles: replace Phaser consoles with Disruptor consoles

    Tactical Team, Hazard Emitters and Transfer Shield Strength are an excellent foundation for survival in STF's, and I can tank even Tactical Cubes in Elite without my shields dropping, if I am careful. They also come in very handy in the new Fleet Starbase missions to heal the freighters or starbase.
  • innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited July 2012
    Hi all,

    I thought I contribute to this thread with 2 of my build from different toon, 1 tac and 1 eng.

    I have the defiant retrofit for both. I will be detailing both with (tac) or (eng) since both build are slightly different to accommodate different toon power. With my tac I get 4-6k regularly and I got up to over 15000k once in cure against carrier with CSV constantly running, staying at 2-3km from it and a few dof buffs (warp core, weapon (2) and targeting). With my eng I get between 3 to 5 k dps.

    First weapon loadout
    (tac)
    4 AP DHC MK XII 3 borg and one with [acc] and 2x[DMG] (started getting best quality weapon for it)
    3 AP turrets out back
    (Eng)
    1 quad phaser, 2 DHC phaser MK XII borg and 1 DB phaser MK XII borg
    3 phaser turret MK XII borg

    Equipment
    (tac)
    Borg def
    Borg eng
    Maco XII shield
    (Eng)
    Maco XII def
    borg engine (will get maco when I get drop)
    Maco XII Shield

    Console
    (tac)
    eng : 1 neutronium, 1 tetraburnium (switch to ablative depending on mission and ennemy), borg console
    SCI : 2 field emittors
    tac 3 XI rare ap console and 1 MK XII rare

    (Eng)
    1 neutronium MK XI rare, I tetraburnium MK XI rare and eps flow regulator
    2 field emittor
    4 phaser console XI rare

    Bof powers
    (tac)
    tac : 2 TT1, 2 RF1, 1 CSV2 and 1 CSV3 and 1 omega (waste 1 thinking about switching 1 DHC for db and using faw)
    eng : 1 EPtS and 1 RSP 1
    sci : 1 TSS 1 and 1 HE 2

    (eng)
    tac : 2 TT1, 1 FAW, 2 CRF 1, 1 CSV2, 1 CSV3 and omega 2
    eng: 1 EPtW, 1 RSP 1
    sci : 1 TSS 1 and 1 HE 2

    Now for dof space slot I use 3 shield distribution off on both, exocomp for battery (which I use like candy, good ones ;) ) and a conn officer. With those dof you can easily imagine I use brace for impact as soon as its available constantly.

    And now to explain a little the thinking between each built.

    For my tac toon I use the borg 3 pieces set to get both regenerative hull and shield which help save my TRIBBLE a few times. For my eng, his inate engineering power help him tank the defiant much better do I don't need the borg regen stuf so it make more sense to use Maco stuf wich complement it better.

    Hope that help
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited August 2012
    oops....was reading the wrong post....sorry
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited August 2012
    Here's the build that I've been running normal STFs on. It's for an Armitage with an Engi captain. Work in progress, as I'm still grinding the gear I want before taking it to elite.

    Fore: Polaron DHC x3, Quantum torp x1 (will switch to disruptors or AP, or phasers if I ever buy the Tac Escort Refit)
    Aft: Polaron Turret x3 (sometimes switch out 1 turret for Tractor mines)

    Engine/Shield/Deflector: Full Mk XI Jem'Hadar set (will switch to Borg/MACO when I change weapon types)

    Consoles
    ENG: Neutronium x2, Borg Console
    SCI: Field Generator, Field Emitter
    TAC: Photon PDS, Polaron buff x2, Refire Chamber,

    BOff:
    CDR TAC: Torp Spread, Can. Rapid Fire, Attack Pattern Beta, Attack Pattern Omega
    LT TAC: Tactical Team, Torp High Yield (will probably replace with Can. Scatter Volley)
    EN TAC: Tactical Team
    LT SCI: Polarize hull, Tractor Beam (alternatively switched with Hazard Emitters/Transfer Shield Strength)
    LT CDR ENG: Engineering Team 1, Reverse Shield Polarity, Emer. Power Shields 3

    For Doffs I don't have any really good ones yet but for now I have a Tac Team recharge, Eng team recharge, brace for impact buff, general abilities recharge, and cannon recharge.
  • kalturockkalturock Member Posts: 2 Arc User
    edited August 2012
    Well I have been running your spec for some time now and gotta say that its awesome no matter what i am doing or facing. Serious Pawnage!!!! Although I have to disagree with the maco shields as they Suck. I do better and have an easier time maintaning my shields with the full borg set instead of using the maco shields. I have also seen and heard alot of questions about what the best type of weapoins are. Really it all comes down to your own peferance. I have heard people say countless times that Phasers are the way to go..Pfft. Phaser disable 1 random system for 5 sec only, and after using every type I am not impressed with them.Plasma is nice for the added DOTbut still just ok. I perfer Disruptors alot better then any other weapon. 11.8 sec disruptor Breach that reduces the targets resistances. This is awesome becuase it allows everyone to take full advantage and waylay the target to no end and with the longest lasting time = Pawnage. I dont however use the STF weapons though. I use ones that I made from the R&D on the klingon side and sent them over to my Fed toon. I get all the bonuses with no downfalls and they do more dmg and dps then the STF borg gear does. At least till they improve or upgrade it.
  • sirisfoxsirisfox Member Posts: 3 Arc User
    edited September 2012
    i use an mvae build based off the one in this post crossed with the one in this one: http://sto-forum.perfectworld.com/showthread.php?p=5595561&posted=1#post5595561

    right now for my front i have:
    1 quad cannon
    1 HDC anti-proton
    1 dual anti proton
    1 quantum

    rear:
    3 anti-proton turrets

    maco shields
    borg engine
    bord deflector
    subspace field modulator
    subspace jumper
    emergency force fields
    assimilated console
    enhanced plasma manifold
    point defense system
    impulse compacitance cell
    trans warp computer
    defense turret

    tac commander : tac team 1, attack pattern beta 1, torp spread 3, cannon scatter volly 3
    tac lt: high yeild torp 1, cannon rapid fire 1
    tac ensign: torp spread 1
    eng lt: emergency power to shields 1, reverse shield polarity 1
    science lt-commander: transfer power to shields 1, hazard emmiters 2, photonic officeers 2

    i dropped the polarized hull as most tractor beams were used on me while i was already facing them and i found the impulse burst and evasive maneuvers could get me out of most bad situations that involved them. the photonic officer reduces my cool down on abilities.

    I've not tried adding a second torp launcher yet but now that i've read about it may give it a go here and see what happens.

    also input/critique would be welcomed
  • shookyangshookyang Member Posts: 1,122
    edited September 2012
    sirisfox wrote: »
    i use an mvae build based off the one in this post crossed with the one in this one: http://sto-forum.perfectworld.com/showthread.php?p=5595561&posted=1#post5595561

    right now for my front i have:
    1 quad cannon
    1 HDC anti-proton
    1 dual anti proton
    1 quantum

    rear:
    3 anti-proton turrets

    maco shields
    borg engine
    bord deflector
    subspace field modulator
    subspace jumper
    emergency force fields
    assimilated console
    enhanced plasma manifold
    point defense system
    impulse compacitance cell
    trans warp computer
    defense turret

    tac commander : tac team 1, attack pattern beta 1, torp spread 3, cannon scatter volly 3
    tac lt: high yeild torp 1, cannon rapid fire 1
    tac ensign: torp spread 1
    eng lt: emergency power to shields 1, reverse shield polarity 1
    science lt-commander: transfer power to shields 1, hazard emmiters 2, photonic officeers 2

    i dropped the polarized hull as most tractor beams were used on me while i was already facing them and i found the impulse burst and evasive maneuvers could get me out of most bad situations that involved them. the photonic officer reduces my cool down on abilities.

    I've not tried adding a second torp launcher yet but now that i've read about it may give it a go here and see what happens.

    also input/critique would be welcomed
    I'm guessing you have all Antiproton Mag Regulators for your Tactical Consoles, right? If so, get rid of the quad cannon. If not, why don't you? Your DPS will suffer tremendously.

    If you want to keep the quad cannon, switch to phasers. While I don't have a quad cannon, I do have mk xi/xii DHCs with critdx3. This gives it the same critical severity as an Antiproton DHC mk xi with critdx2 dmg. I have yet to see any mk XII or any critdx3 Antiprotons on the exchange (and even if there were, they would be insanely expensive). My mk xi phasers do not do as much damage as the mk xi antiproton (thanks to the dmg modifier on the latter), but my mk xii phasers do more damage than the mk xi antiproton.

    From my quick tests, quad cannons do about the same amount of damage as the mk xi and mk xii phasers. You can live without them if you like antiproton.
  • sirisfoxsirisfox Member Posts: 3 Arc User
    edited September 2012
    I'm guessing you have all Antiproton Mag Regulators for your Tactical Consoles

    i actually listed all my consoles which are currently full but will definately look into dropping one or two of them for it and which anti-proton cannons are you using?
  • shookyangshookyang Member Posts: 1,122
    edited September 2012
    sirisfox wrote: »
    i actually listed all my consoles which are currently full but will definately look into dropping one or two of them for it and which anti-proton cannons are you using?
    If you're going to fly an escort, you should have all of your tactical consoles as Antiproton Mag Regulators. A rare (blue) mk XI Regulator boosts the base damage on your weapon by 26%. If you have 4 of them, that is 104%.

    Let say your listed damage is 100. 100 + 26% = 126 (or, a 26 damage increase). 100 + 104% = 204.

    Your role as an escort, especially in elite STFs, is to deal as much damage as possible to get the secondary objective.

    As for what I use, I used to use Antiproton Dual Heavy Cannons MK XI [critd]x2 [dmg].

    I now use Phaser Dual Heavy Cannons MK XI [critd]x3 and MK XII [critd]x3. Same critical severity as the Antiproton DHCs I used to use, but has the phaser proc.

    I suggest reading the second post in this thread (http://sto-forum.perfectworld.com/showpost.php?p=3903991&postcount=2). It will give you a better idea on what consoles you should be using. I would just stick with all Mag Regulators, rather than throwing in a torpedo damage boosting console. Also, I'd replace a lot of the Engineering and Science Consoles for more resistance or putting some of your universal consoles.
  • montrezanthonymontrezanthony Member Posts: 0 Arc User
    edited September 2012
    I will have to test this tonight, it's interesting, when we start adding percents to presents. the good thing is that, there are some wonderful builds here. Thanks everyone.
    You needn't hang like a dog. If you'd fight like a man.~ Anne Bonny
  • dwhornetdwhornet Member Posts: 108 Arc User
    edited September 2012
    My Patrol Escort is running. (Tac captain)

    4x DHC (MK XII Borg disrupter)
    3x Turret (MK XII borg disrupter)

    Consoles
    Engineering-Borg console, Neutronium, RCS accelerator
    Sci - (2) field generators (+17.5% shield cap)
    Tac -(4) Disrupter consoles

    Omega deflector, borg engine, Omega shield MKXII

    Boffs
    Tac TT1, Beta 1, CRF 2, Delta 3
    Tac TT1, Beta 1, CRF 2
    Eng EPtW 1, EPtW 2
    Eng EPtS 1
    Sci Polarize hull, Feedback Pulse (or HE)

    Result, All normals are a joke. Elites no deaths if someone is properly tanking. I use Delta when being targeted, it's like a free Nuetronium console when needed. Ept is set up like a cruiser build, you can run it with more EPtS for more resistive tanking.
  • valundariovalundario Member Posts: 9 Arc User
    edited October 2012
    I dont understand why everyone only uses dhcs...

    I run 1 DHC, 1 DC, 1 Torp, and 1 DBB.

    Rear 2 turrets and 1 tricobalt mine.


    Running it this way my power level NEVER and i repeat NEVER drops below 85.

    The ONLY time it gets even that low is immediately following a beam overload. (then it only takes a sec or so before its back up above 100 again.

    Running all DHCs makes them fire at the same time. When 2 weaps fire at the same time, your power level drops.

    By having only turrets matching, my power rarely drops ever. 100 % DPS all the time

    I read one post earlier that said that with their 3 dhc's they only drop to 50 power... well at 50 power your shots are only doing 1/2 damage. The dhcs dont do that much better dps to justify nerfing all your damage(minus torps) that much.


    And why would you run 3 turrets? those mines absolutely DESTROY anything it hits. you fire 1 volley at the probes to drop their shields, lay 1 beta dispersal III, mine drop and they are all dead. Ive seen that do 200-250K damage to donatra on one drop. how long would it take a turret to do that?



    Give it a shot guys, i guarantee youll like it.
  • shredder75shredder75 Member Posts: 89 Arc User
    edited October 2012
    valundario wrote: »
    I dont understand why everyone only uses dhcs...

    I run 1 DHC, 1 DC, 1 Torp, and 1 DBB.

    Rear 2 turrets and 1 tricobalt mine.


    Running it this way my power level NEVER and i repeat NEVER drops below 85.

    The ONLY time it gets even that low is immediately following a beam overload. (then it only takes a sec or so before its back up above 100 again.

    Running all DHCs makes them fire at the same time. When 2 weaps fire at the same time, your power level drops.

    By having only turrets matching, my power rarely drops ever. 100 % DPS all the time

    I read one post earlier that said that with their 3 dhc's they only drop to 50 power... well at 50 power your shots are only doing 1/2 damage. The dhcs dont do that much better dps to justify nerfing all your damage(minus torps) that much.


    And why would you run 3 turrets? those mines absolutely DESTROY anything it hits. you fire 1 volley at the probes to drop their shields, lay 1 beta dispersal III, mine drop and they are all dead. Ive seen that do 200-250K damage to donatra on one drop. how long would it take a turret to do that?



    Give it a shot guys, i guarantee youll like it.

    Your power level isn't dropping because of the kinetic launchers, not because of the DCs.


    I played around with a great many build types, including DBBs and settled on the 3 DHC, 2 Turret, 2 launcher build for some of my ships depending on the tac BOFF options.

    My Fleet defiant looks like this,

    Fore - 3 Mk12 Phaser DHCs, 1 Mk12 Quantum Torpedo
    Aft - 2 Mk12 Phaser Turrets, 1 Mk12 Quantum Torpedo
    Deflector - Borg (may pick up an adv. fleet positron deflector with accuracy)
    Engine - Borg
    Shield - MACO Mk12

    Eng Cns - Mk12 Neutronium x2, Phaser PD
    Sci Cns - Tachyokinetic converter, Assimilated Borg
    Tac Cns - Mk12 Phaser Relays x4, Mk12 Quatum Console

    TT1 - TS2 - CSV2 - CRF3
    TT1 - APB1 - APO1
    TS1

    EptS1 - EptS2

    HE1 - TSS2


    DOFFs

    1 Purple Cannon
    2 Purple Damage Control
    1 Purple Shield Distribution
    1 Purple Space Borg Damage (Warp Core Engineer for fleet missions)


    Weapons energy is at 95, and the rest is in engines.

    Rarely have power issues per se, and it's quite rare that my hull gets low enough that I have to run (though it does happen from time to time.)

    I have Mk12 AP cannons as well, and they do markedly more damage, but I find the phaser PD exceptionally handy against ships since it just rips them to shreds. I swap other consoles into that slot depending on the situation.

    The reason I have an aft launcher is because I make attack passes. I'm ALWAYS moving to keep my defense up, and I weave in and out while trying to stay within 3.5km or less, as well as positioning to maximize CSV. In the long run, my aft torpedo spread volleys easily offset the loss of a turret. Basically I play my Defiant more like I play my Hegh'ta.
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    shredder75 wrote: »
    I have Mk12 AP cannons as well, and they do markedly more damage, but I find the phaser PD exceptionally handy against ships since it just rips them to shreds. I swap other consoles into that slot depending on the situation.

    The reason I have an aft launcher is because I make attack passes. I'm ALWAYS moving to keep my defense up, and I weave in and out while trying to stay within 3.5km or less, as well as positioning to maximize CSV. In the long run, my aft torpedo spread volleys easily offset the loss of a turret. Basically I play my Defiant more like I play my Hegh'ta.
    MK XII AP cannons? Are they the Borg variety? Or Fleet?

    A flight speed of 24 will give you the maximum defense your ship can have. Any more than that is just for the sake of flying really fast.
  • valundariovalundario Member Posts: 9 Arc User
    edited October 2012
    shredder75 wrote: »
    Your power level isn't dropping because of the kinetic launchers, not because of the DCs.
    .

    Power levels drop when you have 2 weapons firing at the same time. The single torpedo up front is not the reason my power levels dont drop.(but it does help) It is primarily due to the fact that i dont use 2 of the same type of weapon.

    I tried swapping out the dbb and the dc for dhc (making the loadout 3dhc and 1 torp up front), and guess what? Power levels dropped. every firing blast now dropped my energy down significantly.

    ill do some more looking when i have time this evening, but so far mixing it up seems to be the best.



    P.S.
    MY tests are very hard to gauge correctly, seeing as there is no dps meter for this game. I can only judge based off how well/quickly i take down cubes/probes..etc.)
    Anyone know of a dps meter for this game?
  • verkionverkion Member Posts: 0 Arc User
    edited October 2012
    Yes, of course there are DPS meters. I don't mean to sound like an TRIBBLE, but its pretty hard to take any posts "oh this escort build is the best/most awesome," without AVERAGED DPS output over say at least 5-10 runs in a particular event (i.e. like ISE) along with a statement of position/strategy in use. For example, in CSE, if an escort is on Kang duty, they might very well have a lower overall DPS reading than another who has targets in sight for the majority of the match. In fact, if you, as an escort, come out with the top DPS reading overall whilst Kang-ing, (assuming there are other escorts there), well, you can be pretty sure their setups are not optimized.

    There are however, caveats to this, the biggest being distance from your team-mates. I've noticed that the parser is grossly inaccurate outside 15KM range...so keep that in mind before coming to the aforementioned conclusion.

    Properly setup, Escorts in STFs with "decent" equipment, i.e. not talking purple MK XII tac consoles but rather MKXI blues, should at LEAST be hitting 4500 DPS regularly. Maybe not every match/round because !@#$ happens, (get blown up a lot, out of good firing position etc.) With a fully loaded escort, (all the goodies you can dream of), 8500-10000 DPS is well within the range of possibility.

    Now, here is the link for the ACT, the DPS parser you are asking for: http://advancedcombattracker.com/

    You WILL need this script: http://hilbertguide.com/ACT.html <--- FOR PVE TAKE v.1071 NOT v.2010

    Thanks
    verkion
    P.S. If anyone wants some help in setting up their Escort, feel free to message me in game. I would be pleased to help where I can. I am NOT however, a PVP'er so please, don't ask me for PVP setup help. I optimize for STF, Fleet Events, and other PVE stuff.
  • age03age03 Member Posts: 1,664 Arc User
    edited October 2012
    This is needs to be redone as it is some what out dated and more detailed one is better.It also dpends on your owns skills.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • jake81499jake81499 Member Posts: 249 Arc User
    edited October 2012
    Wow, I didn't know this one was still going. GOOD! great info here.

    As for the DHC question, STO is down right now so I can't post my full build but I run three DHC and a torp in the front. My power level seldom even drops below about 80% (I could be exaggerating a little.)

    If I'm really lucky, today i plan on buying a fleet escort which will give me an extra engineering slot. I don't run a EPS at the moment but I might try one in that slot.

    I was thinking of adding an engine boost but i'll try an EPS first. I've got a killer ship as it is even with some blue consoles in the tac slots.

    Jake81499
  • valundariovalundario Member Posts: 9 Arc User
    edited October 2012
    verkion wrote: »
    Yes, of course there are DPS meters.

    Thank you very much for the links!

    Didnt get to play around with the escort last night.(my klinks vo'quv is just waaay more fun imo)
    But, i will get some escort fun in this afternoon after work. hopefully the parser is easy to setup/use.

    then i wont have to guestimate how the weapons are working, ill have good #'s to sort through.

    Thanks again
  • verkionverkion Member Posts: 0 Arc User
    edited October 2012
    No problem...let me give you a pointer as well: having the variety of weapons you indicate you have equipped in front, not so good. Torp + <other 3>, DBB + <other 3>, 4xDHC, much better choices. Now you have the DPS Meters, feel free to test this to your heart's content. I'll post what which configs I normally run in a few. The initial few posts aren't too far off actually...just a few modifications here and there.

    Thanks!
    verkion
  • gersoniusgersonius Member Posts: 2 Arc User
    edited October 2012
    Anyone got a good TACTICAL ESCORT fit ?
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    gersonius wrote: »
    Anyone got a good TACTICAL ESCORT fit ?
    http://sto-forum.perfectworld.com/showpost.php?p=3903991&postcount=2
    First page of this thread, under Retrofit Defiant.

    Standard build and should be fine for STFs.
  • valundariovalundario Member Posts: 9 Arc User
    edited October 2012
    firefox messed up the download nevermind.. gonna try those dps meters this weekend and see whats up

    Ok.. installed it... but i cant get it to parse anything. The plugin you linked is enabled... but where are the logs?




    alrighty got them installed and running.

    5 runs of khit in my setup - average of 7400 dps (doing same thing)

    what do you suggest i swap out my torpedo boff abilities with when i switch to just dhc's? (both lieutenant torpedo spread II)??


    Ok did some more testing.

    10 Khitomer runs doing same thing (pop n kill cubes close to the small portal, then pop n kill far cubes and transformers. then settling in the probe path and taking down the gate and all the probes with my mines and aoe.)

    only including runs that i did that. any that i was on sole probe duty i did not include in this. Havent gotten enough runs of that to do a 10 run average yet.


    So far im averaging 7450 encdps with 6,520,000 total damage. (running 3 dhc 1 quan torp up front.. 2 tric mines and 1 turret in back)

    My runs with 1 dbb 1 dhc 1dc and 1 quan torp up front are averaging 7500 dps with 6,600,000 dps...

    Minimal changes between the 2. (probably because most of the damage seems to come from the torp spreads and the mines.)

    ill post back when i have a better sample size to work with. still too small a pool for me to say either way.
  • valundariovalundario Member Posts: 9 Arc User
    edited November 2012
    Alrighty ran quite a few more good runs of khit using the 3 dhcs/1 torp loadout.

    7215 dps is the average.

    Moving back to my old loadout (1DBB 1 DHC 1DC and torp) and will post again when i have a good sample.

    on a side note.. is it worth it now to grab the fleet weapons? or should i just wait til season 7 comes? (already grabbed a turret and 1dhc)
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