Terran Tac Captain in a Mirror Assault Cruiser
(long story short, this is what I'm working on...)
2x Antiproton BA mk xi (crtH Dmgx2), Quantum Torp mk xi (acc dmgx2), Disruptor Turret mk xi (acc crtH dmg)
2x Antiproton BA mk xi (crtH Dmgx2), Chroniton Torp mk xi (crtHx3), Disruptor Turret mk xi (acc crtH dmg)
(the weapons are what I had available)
Positron mk xii (Shds Sif)
Impulse mk xii (aux spd turn)
Covariant mk xi (ap cap tet)
Lt Tac: Tac Team 1, AP Delta 1
Ens Tac: Torp Spread 1
Cdr Eng: EptA 1, Aux2SiF1, EptS3, Aceton 3
LtC Eng: Eng Team 1, RSP1, EptS3, (DEM 3)
Lt Sci: Sci Team 1, HE 2
current doffs:
2x Shield distro
3x Development Lab
power levels:
124/100
52/25
69/50
44/25
Hull: 53,804
Shields: 8,930
resists: 36-44
speed: 27.22
turn: 11.7
Well, This is the current build...
Advice? Suggestions? on making it better?
(other than not to be a tac cruiser, lol)
The first thing that comes to mind is that those turrets need to go. Either replace them with beam arrays (3 fore, 3 aft), or with more quantum torpedo launchers (2 beams, 2 launchers in each facing).
As far as your doffs go, I would recommend some good projectile weapon officers to go with the quantum torpedos to help with the refire rate.
Pick a Damage type, Antiproton by the looks of it, and stick to it.
Drop the Turrets get 2 more Beams.
Your armour consoles are a bit of everything.
2 Neutronium will be fine, 3 if you really want to. Move the Borg up to engineering.
Put a Field Generator in Sci, 2 if you put the Subspace up into engineering, but I don't think that console helps a broardsiding cruiser as much as it does a DHC using Escort.
3 Teams all fighting for the same cooldown slot, and you appear to have buffed the Sci Team so it's got a 15s cooldown. Tac Team 1, with 2 Conn Officers (Purple and Blue) will make TT1 up pretty much all the time.
Drop the Torp Spread for Beam Fire at Will.
You need Polarise Hull 1 or you'll never escape Tractor Beams.
I understand a bit of your build but not a lot of it. Why EPtA? For Aux2SIF and HE2? You got an Aux battery for that.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I'm not sure if I'll stick to AP with this barge, so I'm looking at possibilities there.
The turrets could be dropped for beam arrays, though it's nice to have them firing all the time.
I doubt that I'd go with extra torps, though I'll look into a projectile boff.
I'll look at putting FaW into the mix.
So far, I find that I can tank through the tractor beams, haven't needed polarize yet.
though i'll admit that tractors can be annoying.
I like the versatility of running the 3 teams, even though only 2 can cycle.
I'll look at Conn Officers.
The EptA and aux batt are for redundancy, and for back to back use when needed.
on armor, I'll double check again the end result resistances.
Three beams forward does more DPS than two Beams and two Turrets. Also FAW the bread and butter of Cruiser DPS doesn't help turrets.
As a Cruiser it's not so much the survival aspect of tractor beams but them stopping you from turning or doing what you need to that makes them a problem.
Versatility is good, but when you find yourself not using them they become less versatile and obsolete. Same goes for the Aux boost, if your constantly needing to use batteries than you may consider a more defensive build.
Two Neutronium provides a 36% across the board defense, mixing multiple armour types to get a 35% to everything seems redundant IMO, when you can do it with two.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I'm not sure if I'll stick to AP with this barge, so I'm looking at possibilities there.
The turrets could be dropped for beam arrays, though it's nice to have them firing all the time.
* Turrets are weaksauce for a cruiser. They're just filler weapons for escorts -- escorts that are running cannon skills anyways and need an aft weapon that can fire forward.
* Get your weapons matching
* Turrets don't benefit from beam powers
I use the Harph'peng torpedoes (just one fore and aft) on my crusier -- they don't benefit from consoles or powers, but with my beam-centric build, I don't have those torpedo powers/consoles anyways. They're on there mostly because 8 beams gave me power management problems (running two copies of BO will do that), so I run 6 beams, two torps.
As far as "always firing" -- get some practice in. And don't take "Broadsiding" literally. This is space, not the ocean. A lot of time I prefer "death from above" or (mostly for cubes) to tuck in underneath and tickle their belly with all 6 after spewing warp plasma on them.
----
As mentioned, just get Neutronium Consoles. 2-3 of them.
Neutronium XI rare consoles are a replay reward in the very last mission
I don't like tractor beams, they mess up my "Evasive Maneuvers, Eject Warp Plasma" runs.
Covariant mk xi (ap cap tet) -- you can get a Covariant [Capx2] with a mission replay. "Skirmish" in the first story chain.
(The mission rewards Reman shilds are also a Covariant [Capx2], but I didn't need the neon pimpage and have no plans to grind for the rest of the Reman set), plus the free shields were just to hold me over until I got MACO.
----
FWIW, my MUAC -- this build has its own issues, but does okay in Elite STFs
You can tell I did a lot of replay to get equipment.
Tac1: TT1, BO2
Tac2: BOI
Eng1: EPtW, RPS1, EPtS3, EWP3
Eng2: ET1, EPtS2, AtSif2
Sci1: HE1, PH2
(AtSif is because I didn't want to work in a third team on top of the existing ET and TT)
(Alternately, Tacs could be TT1, APB1 and BFAW1)
Fore and Aft:
[Plasma-Disruptor Hybrid Beam Array Mk XI]x3*
[Hargh'peng Torpedo Launcher Mark XI]
(While not the Awesome MXII [Borg] stuff, they're spiffy for free. Plus, [Borg] doesn't do much for you in a Fleet Event)
Optionally, I run this in back: [Chroniton Mine Launcher Mk XI [Dmg]x3] as a supplement to EWP when probe chasing.
Armor:
[M.A.C.O. Resilient Shield Array Mk XI] + Borg Deflector and Engine
(Yeah, I got bored with grinding STF's, so I don't have MKXII.)
[Weapons Battery]
[Red Matter Capacitor] (Substitute Aux batteries if you don't feel like hunting down a CE)
[Subspace Field Modulator]
[Shields Battery]
Engineering:
[Console - Engineering - EPS Flow Regulator Mk XI]
[Console - Engineering - RCS Accelerator Mk XI]*
[Console - Engineering - Neutronium Alloy Mk XI]
[Console - Engineering - Neutronium Alloy Mk XI]
(RCS is of dubious worth, I should probably switch it out for either another EPS or a third Neutronium)
[Console - Science - Shield Emitter Amplifier Mk XI]*
[Console - Universal - Assimilated Module]
(Need to get one of them newfangled Field Emitters. Them is Expensive)
I'm looking at a new weapon loadout;
2xDBB+2xBA fore, 3xBA aft, and maybe have the tractor mine for use.
I find that the beams are doing more consistent damage for me rather
than hoping that the torp will hit the hull...
currently though, testing out a theory on 3xturret procs with the rest being beams.
so.. (1xDBB, 2xBA, 1xTurret : 2xBA, 2xTurret) It's interesting so far.
yes, I know, it's mixed.
I replaced torp spread 1 with FaW 1.
also, looking at doing BO2 instead of APD1, then changing EPtA1 to EPtW1.
looking at using PH, HE as my sci powers as well.
I haven't switched the weapons fully since I'm still debating on what weapon type
that I want to use. Any recommendations? so far, leaning towards disruptor.
though I'm considering using a less used damage type.
I'm looking at a new weapon loadout;
2xDBB+2xBA fore, 3xBA aft, and maybe have the tractor mine for use.
I haven't switched the weapons fully since I'm still debating on what weapon type
that I want to use. Any recommendations? so far, leaning towards disruptor.
though I'm considering using a less used damage type.
Not a fan of the tractor mine as I haven't seen them work lately might be a bug not sure if it's fixed.
As for weapons pick your favorite colour and don't use Plasma for PVP.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
If your not changing power levels a lot the EPS doesn't help you very much at all. Consider a replacement of moving the Borg up into Science and putting somethiing else there.
Edit: Gibberish... I'm sure it made sense when I typed it.
Move the Borg Console up into Engineering and get a Field Emitter or another Field Generator in the now free Sci Slot.
1 EPS console does not compensate for Full Impulsing into a fight.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Sometimes I end up full throttle into a fight, so the eps can help with that.
Otherwise, it's finding something that gives the best bonus for the build...
btw, the Tractor Mines seem to be working just fine.
Comments
As far as your doffs go, I would recommend some good projectile weapon officers to go with the quantum torpedos to help with the refire rate.
http://sto-forum.perfectworld.com/showpost.php?p=4925221&postcount=9
Drop the Turrets get 2 more Beams.
Your armour consoles are a bit of everything.
2 Neutronium will be fine, 3 if you really want to. Move the Borg up to engineering.
Put a Field Generator in Sci, 2 if you put the Subspace up into engineering, but I don't think that console helps a broardsiding cruiser as much as it does a DHC using Escort.
3 Teams all fighting for the same cooldown slot, and you appear to have buffed the Sci Team so it's got a 15s cooldown. Tac Team 1, with 2 Conn Officers (Purple and Blue) will make TT1 up pretty much all the time.
Drop the Torp Spread for Beam Fire at Will.
You need Polarise Hull 1 or you'll never escape Tractor Beams.
I understand a bit of your build but not a lot of it. Why EPtA? For Aux2SIF and HE2? You got an Aux battery for that.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
The turrets could be dropped for beam arrays, though it's nice to have them firing all the time.
I doubt that I'd go with extra torps, though I'll look into a projectile boff.
I'll look at putting FaW into the mix.
So far, I find that I can tank through the tractor beams, haven't needed polarize yet.
though i'll admit that tractors can be annoying.
I like the versatility of running the 3 teams, even though only 2 can cycle.
I'll look at Conn Officers.
The EptA and aux batt are for redundancy, and for back to back use when needed.
on armor, I'll double check again the end result resistances.
As a Cruiser it's not so much the survival aspect of tractor beams but them stopping you from turning or doing what you need to that makes them a problem.
Versatility is good, but when you find yourself not using them they become less versatile and obsolete. Same goes for the Aux boost, if your constantly needing to use batteries than you may consider a more defensive build.
Two Neutronium provides a 36% across the board defense, mixing multiple armour types to get a 35% to everything seems redundant IMO, when you can do it with two.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
* Turrets are weaksauce for a cruiser. They're just filler weapons for escorts -- escorts that are running cannon skills anyways and need an aft weapon that can fire forward.
* Get your weapons matching
* Turrets don't benefit from beam powers
I use the Harph'peng torpedoes (just one fore and aft) on my crusier -- they don't benefit from consoles or powers, but with my beam-centric build, I don't have those torpedo powers/consoles anyways. They're on there mostly because 8 beams gave me power management problems (running two copies of BO will do that), so I run 6 beams, two torps.
As far as "always firing" -- get some practice in. And don't take "Broadsiding" literally. This is space, not the ocean. A lot of time I prefer "death from above" or (mostly for cubes) to tuck in underneath and tickle their belly with all 6 after spewing warp plasma on them.
----
As mentioned, just get Neutronium Consoles. 2-3 of them.
Neutronium XI rare consoles are a replay reward in the very last mission
I don't like tractor beams, they mess up my "Evasive Maneuvers, Eject Warp Plasma" runs.
Covariant mk xi (ap cap tet) -- you can get a Covariant [Capx2] with a mission replay. "Skirmish" in the first story chain.
(The mission rewards Reman shilds are also a Covariant [Capx2], but I didn't need the neon pimpage and have no plans to grind for the rest of the Reman set), plus the free shields were just to hold me over until I got MACO.
----
FWIW, my MUAC -- this build has its own issues, but does okay in Elite STFs
You can tell I did a lot of replay to get equipment.
Tac1: TT1, BO2
Tac2: BOI
Eng1: EPtW, RPS1, EPtS3, EWP3
Eng2: ET1, EPtS2, AtSif2
Sci1: HE1, PH2
(AtSif is because I didn't want to work in a third team on top of the existing ET and TT)
(Alternately, Tacs could be TT1, APB1 and BFAW1)
Fore and Aft:
[Plasma-Disruptor Hybrid Beam Array Mk XI]x3*
[Hargh'peng Torpedo Launcher Mark XI]
(While not the Awesome MXII [Borg] stuff, they're spiffy for free. Plus, [Borg] doesn't do much for you in a Fleet Event)
Optionally, I run this in back: [Chroniton Mine Launcher Mk XI [Dmg]x3] as a supplement to EWP when probe chasing.
Armor:
[M.A.C.O. Resilient Shield Array Mk XI] + Borg Deflector and Engine
(Yeah, I got bored with grinding STF's, so I don't have MKXII.)
[Weapons Battery]
[Red Matter Capacitor] (Substitute Aux batteries if you don't feel like hunting down a CE)
[Subspace Field Modulator]
[Shields Battery]
Engineering:
[Console - Engineering - EPS Flow Regulator Mk XI]
[Console - Engineering - RCS Accelerator Mk XI]*
[Console - Engineering - Neutronium Alloy Mk XI]
[Console - Engineering - Neutronium Alloy Mk XI]
(RCS is of dubious worth, I should probably switch it out for either another EPS or a third Neutronium)
[Console - Science - Shield Emitter Amplifier Mk XI]*
[Console - Universal - Assimilated Module]
(Need to get one of them newfangled Field Emitters. Them is Expensive)
Tactical
[Console - Tactical - Disruptor Induction Coil Mk XI]x3
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
2xDBB+2xBA fore, 3xBA aft, and maybe have the tractor mine for use.
I find that the beams are doing more consistent damage for me rather
than hoping that the torp will hit the hull...
currently though, testing out a theory on 3xturret procs with the rest being beams.
so.. (1xDBB, 2xBA, 1xTurret : 2xBA, 2xTurret) It's interesting so far.
yes, I know, it's mixed.
I replaced torp spread 1 with FaW 1.
also, looking at doing BO2 instead of APD1, then changing EPtA1 to EPtW1.
looking at using PH, HE as my sci powers as well.
I haven't switched the weapons fully since I'm still debating on what weapon type
that I want to use. Any recommendations? so far, leaning towards disruptor.
though I'm considering using a less used damage type.
Not a fan of the tractor mine as I haven't seen them work lately might be a bug not sure if it's fixed.
As for weapons pick your favorite colour and don't use Plasma for PVP.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I'll have to test the tractor mines...
look like disruptor is winning out so far, its logical.
weapon type: Disruptor
1xDBB, 2xBA, Chroniton Torp,
3xBA, Tractor Mine
Positron mk xii (Shds Sif)
Impulse mk xii (aux spd turn)
Covariant mk xi (ap cap tet)
Subspace field, aux batt, shield batt, Deuterium
3x Neutronium, EPS
Field Gen, borg console
3x disruptor coil
Lt Tac: Tac Team 1, Torp Spread 2
Ens Tac: FaW 1
Cdr Eng: Eng Team 1, RSP 1, EptS 3, DEM 3
LtC Eng: EPtW 1, EPtS 2, Aux2SiF 2
Lt Sci: Polarize Hull 1, HE 2
current doffs:
2x Shield distro
3x Maintenance Engineer
power levels:
124/100
73/50
50/25
44/25
Hull: 53,804
Shields: 10,063
resists: 38
speed: 22.86
turn: 10.9
Edit: Gibberish... I'm sure it made sense when I typed it.
Move the Borg Console up into Engineering and get a Field Emitter or another Field Generator in the now free Sci Slot.
1 EPS console does not compensate for Full Impulsing into a fight.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Otherwise, it's finding something that gives the best bonus for the build...
btw, the Tractor Mines seem to be working just fine.