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My Qin Heavy Raptor

arrdiapwarrdiapw Member Posts: 7 Arc User
edited October 2012 in Klingon Discussion
Just thought I'd share my Qin setup, See what people think of it :)

Forward Weapons:
X3 Polaron Dual Heavy Cannons X (From STF's)
X1 Hargh'Peng Torpedo Launcher XI

Aft Weapons
X3 Polaron Turrets X (From STF's)

Jem'Hadar Deflector Dish XI
Jem'Hadar Combat Impulse Engines XI
Jem'Hadar Resilient Shield Shields XI

Oh, And a screen grab http://sainet.co.uk/uploads/STO/Qin.png
Post edited by arrdiapw on

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    aurigas7aurigas7 Member Posts: 488 Arc User
    edited October 2012
    It's not green enough for a Klingon ship. :P
    With the abundance of tac boff powers I would prefer a quantum torp. Hargh'Peng doesn't work with either torpedo high yield nor torpedo spread.
    But hey, it's pink and you seem to like that colour. Guess it works for the daily Pi Canis raid.
    For STF's I would propose a mix of KHG and borg set and disruptor or anti proton weapons.
    Vorcha_forward.jpg
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    What are your BOff set-ups?
    Leonard Nimoy, Spock.....:(

    R.I.P
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    arrdiapwarrdiapw Member Posts: 7 Arc User
    edited October 2012
    bitemepwe wrote: »
    What are your BOff set-ups?

    Sorry but what does BOff stand for?
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    arrdiapw wrote: »
    Sorry but what does BOff stand for?

    Bridge Officers. For example I ran my QIn like so;

    TT1 HY2 ApO1 CRF3
    TT1 CRF2 ApO1
    BO1
    EPTS1 EPTS2
    TSS1 TSS2
    Leonard Nimoy, Spock.....:(

    R.I.P
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    tetonicatetonica Member Posts: 142 Arc User
    edited October 2012
    bitemepwe wrote: »
    Bridge Officers. For example I ran my QIn like so;

    TT1 HY2 ApO1 CRF3
    TT1 CRF2 ApO1
    BO1
    EPTS1 EPTS2
    TSS1 TSS2

    Just thinking if he doesn't know the BOFF acronym then he probs doesn't know the skills acronyms either so here you go:

    TT1(Tactical Team) HY2(Torpedo High Yield) ApO1(Attack pattern omega) CRF3(Cannon rapid fire)
    TT1 CRF2 ApO1
    BO1(beam overload)
    EPTS1(emergency power to shields) EPTS2
    TSS1(transfer shield strength) TSS2
    Lynis, Orion Engineer, main
    Rrezeth, Gorn Tactical, primary alt
    Nari, Orion Science, secondary alt
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    arrdiapwarrdiapw Member Posts: 7 Arc User
    edited October 2012
    Here, I've guessed at some of the acronyms based on tetonica's post so correct me if I'm wrong.
    -Tactical- Tactical Team I (TT1) / Attack Pattern Delta I (? ApD1 ?) / Attack Pattern Beta II (? ApB2 ?) / Cannon: Rapid Fire III
    -Tactical- Tactical Team I (TT1) / Cannon: Scatter Volley I / Attack Pattern Omega I (ApO1)
    -Tactical- Tactical Team I (TT1)
    -Engineering- Emergency Power to Shields (EPTS1) / Emergency Power to Weapons II (? EPTW2 ?)
    -Science- Hazard Emitters I / Feedback Pulse I

    Consoles:
    X3 Engineering - RCS Accelerator X (Rare)
    X2 Science - Shield Emitter Amplifier X (Rare)
    X4 Tactical - Polaron Phase Modulator X (Rare)
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    My apoligies. I was not thinking it through when I posted. :o
    Leonard Nimoy, Spock.....:(

    R.I.P
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    arrdiapw wrote: »
    Here, I've guessed at some of the acronyms based on tetonica's post so correct me if I'm wrong.
    -Tactical- Tactical Team I (TT1) / Attack Pattern Delta I (? ApD1 ?) / Attack Pattern Beta II (? ApB2 ?) / Cannon: Rapid Fire III
    -Tactical- Tactical Team I (TT1) / Cannon: Scatter Volley I / Attack Pattern Omega I (ApO1)
    -Tactical- Tactical Team I (TT1)
    -Engineering- Emergency Power to Shields (EPTS1) / Emergency Power to Weapons II (? EPTW2 ?)
    -Science- Hazard Emitters I / Feedback Pulse I

    Consoles:
    X3 Engineering - RCS Accelerator X (Rare)
    X2 Science - Shield Emitter Amplifier X (Rare)
    X4 Tactical - Polaron Phase Modulator X (Rare)

    Way too many TT.
    I do not think you need both ApB and ApD. One should do the trick. Replace the other with a CRF or CSV.

    Feedback pulse? Why not a Transfer Shield Strength for more shield heals and buffs?
    Leonard Nimoy, Spock.....:(

    R.I.P
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    stonefyrestonefyre Member Posts: 48 Arc User
    edited October 2012
    arrdiapw wrote: »
    Here, I've guessed at some of the acronyms based on tetonica's post so correct me if I'm wrong.
    -Tactical- Tactical Team I (TT1) / Attack Pattern Delta I (? ApD1 ?) / Attack Pattern Beta II (? ApB2 ?) / Cannon: Rapid Fire III
    -Tactical- Tactical Team I (TT1) / Cannon: Scatter Volley I / Attack Pattern Omega I (ApO1)
    -Tactical- Tactical Team I (TT1)

    You can't use three copies of TT1, the shared cool down prevents more than two from working. Your only options for the third ensign tact slot is a beam or torpedo skill, but you have neither beams nor torpedoes (that benefit from High Yield or Torp Spread).

    Your best option is to replace the hargh'peng with a quantum so you can run a torpedo skill in place of the third TT1. You could use a dual beam and BO1, but I don't think BO1 is worth the drop in DPS.
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    Alright... interesting build. It doesn't match my playstyle (can't stand polaron for some reason), and I personally really don't like the hargh'peng. Here's how I run my qin, so you'll see the differences.

    Fore Weapons:
    Disruptor DHCs x3, Photon Torp x1
    Aft Weapons:
    Disruptor Turret x3

    Shield: KHG Covariant Shield Array
    Deflector: KHG Positron Deflector Dish
    Engine: KHG Combat Impluse Engines

    Devices: Subspace Field Modulator, Deuterium Surplus

    Engineering Consoles: Electroceramic Hull Plating x2/Diburnium Hull Plating x2 (depends on what I am doing), Monotanium Alloy x1
    Science Consoles: Inertial Dampeners x1, Power Insulators x1
    Tactical Consoles: Disruptor Induction Coil x3, Assimilated Module x1

    BOff:
    Cmdr Tactical: TS1, CRF1, APB2, APO3
    LtCmdr Tactical: TT1, CRF1, APB2
    Ens Tactical: TT1
    Lt Engineering: EPtS1, EPtW2
    Lt Science: HE1, TB2

    I forget my duty officers, but you can see what the basic idea is behind my ship. Use disruptor breach combined with APB2 to basically optimize my damage on the target, while I also have APO3 in case I need to add a little burst damage. For defense, I have EPtS, and for power balance I have EPtW2, mostly out of habit leftover from my fed side, but it still works well. The science consoles are kind of must haves, with giving me additional resistance to holds, and also gives me anti-drain defense. The borg module is just there because it works. On anything. XD.

    Sooo yeah, slightly different plans there. But overall, your build is interesting, but needs a few tweaks to optimize it. Listen to biteme, he knows his stuff lol
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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    arrdiapwarrdiapw Member Posts: 7 Arc User
    edited October 2012
    Thanks for the advice guys, I'll alter my setup a little.
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    intrepid74656intrepid74656 Member Posts: 0 Arc User
    edited October 2012
    Science Consoles: Inertial Dampeners x1, Power Insulators x1

    ...
    ...

    The science consoles are kind of must haves, with giving me additional resistance to holds, and also gives me anti-drain defense.

    That or up your shields with field generators

    You never EVER have enough shields, just look at a Borg cube ;)
    [SIGPIC][/SIGPIC]
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    dassemstodassemsto Member Posts: 792 Arc User
    edited October 2012
    What are you fighting? If it's not other players, the Har'peng torp is not any good. You have the tools to remove the shields from your target, and would be better served with a pure kinetic killer. If you run STFs, I'd recommend a good photon launcher and two copies of high yield torpedo. (has better DPS than quantums)
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    jnohdjnohd Member Posts: 5 Arc User
    edited October 2012
    If you aren't in a Fleet Qin, and you decide to stick to no beams or other torps, consider the Mirror Qin for its Ensign Engineer (unless they haven't fixed it yet?)

    The Fleet Qin really should have had a universal Ensign slot... and a decent pivot point... *sigh*
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
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    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited October 2012
    I believe they fixed the mirror. It was in a patch, if I recall?

    I haven't gone back to check it out. I mainly use a different craft.
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    ipmonitoripmonitor Member Posts: 32 Arc User
    edited October 2012
    exactly why i changed to the mirror qin. when running an all energy build what do you do with that last tac ensign....nothing. at least i have shield heal with the mirror version.
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    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited October 2012
    That ens slot is all but useless. It's one thing I don't like on most escorts.

    The escorts that move it to eng or sci are much more useful. Then you can put it to EPTS or TSS or polarize hull or something.


    The real problem is that the tac skills at ens level all suck. They need to move CRF 1 through 3 down 1 rank. THEN you'd have a use for it at the ENS level. You'd put CRF1 on it then more useful things at the ltcdr or cdr level.
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    jnohdjnohd Member Posts: 5 Arc User
    edited October 2012
    I run TT1/TT1/TS1 (sepread) on most of my 3-tac "escort" builds. Works well for me with 3x cannons and a quantum front, 2 x turrets and an array (with BO3). ymmv. If the cutter beam is effected by beam abilities, I may just swap that in in Season 7... :D
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
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    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited October 2012
    The problem with TS1 is that it's a really weak torp weapon skill. It's a pale pale comparison to TS3 available at the ltCDR rank. If I want to run a torp or quantum on an escort, TS3 all day, baby!!!

    But for an ens level skill it's not worth it. I'd probably rather run a BO1 with a DBB, but even then you're not getting the same crit rate as DHCs. Overall running 4 same type weapons on front is best for optimizing damage.

    Lately I've been running 2 copies of CSV, 2 of CRF, and the 2 ens slots as tac team 1, and I just chain whatever is needed plus the nearest available tac team for a damage bonus. I might waste a third ens slot on BO but I really hate the ens options for cannon builds.

    I ran a DBB build in an escort and got it running darned decent DPS (not as good as the best DHC builds, but way better than even a sloppy DHC build). There I had more beam skills at ens level that I could employ. Overall I got top or near top dps in almsot every stf.

    I wish I had that flexibility with cannons. Their slots being 1 rank up really shafts you. That and the DHC extra crit rate. That crit makes a difference.
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    razellisrazellis Member Posts: 176 Arc User
    edited October 2012
    stonefyre wrote: »
    You can't use three copies of TT1, the shared cool down prevents more than two from working. Your only options for the third ensign tact slot is a beam or torpedo skill, but you have neither beams nor torpedoes (that benefit from High Yield or Torp Spread).

    Your best option is to replace the hargh'peng with a quantum so you can run a torpedo skill in place of the third TT1. You could use a dual beam and BO1, but I don't think BO1 is worth the drop in DPS.

    Quoted for truth. I'd get rid of AP: Delta for T:spread 2 then pick up T:High Yeild 1 in that ensign slot. That'll give you some good AOE and single target potential without specializing in either one.

    IF you're going to PVP at all get rid of AP:Beta for AP: omega. Having two omega's will greatly increase your survive-ability and time on target with your weapons.

    For Duty officers try and get some BFI(Brace for impact) doffs they turn brace for impact into a very good shield heal.
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    jnohdjnohd Member Posts: 5 Arc User
    edited October 2012
    The problem with TS1 is that it's a really weak torp weapon skill. It's a pale pale comparison to TS3 available at the ltCDR rank. If I want to run a torp or quantum on an escort, TS3 all day, baby!!!

    I have TS1 and TS2 I think. I actually run an array in the back with BO3. I tend to turn away at the end of a run rather than pass and let that BO3 dump half my Weapon Energy into the target's hull (often as the torps hit)


    Ah, just transferred a toon to tribble and used Gateway to get it:

    TT1 SV1 BO3 SV3
    TS1 APB1 HY3
    TT1 TS2*
    HE1 TSS1
    EPS1*


    (*Its a Krenn, so drop the HY2 and add ET2(?) on the Qin setup)

    I dont recall the current setup, but it absolutely isn't the most efficient. I'm more after fun than anything else. Hopefully the cutting beam is useful and uses BO3, as I hear it has a 360 arc. Might be nice to swap in and play with. (Purely PvE, I haven't PvPed since I hit 50 many moons ago. No Elite STFs either, though that will likely change (as will this setup).)
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
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