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Advice on Weapons for B'Rel Retrofit

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  • purvee1purvee1 Member Posts: 360 Arc User
    edited October 2012
    A Question on cooldowns.
    I thought that there wasa global cooldown on all projectiles? Is it limited to just that type of Projectile? What about mines? How do they all tie up.

    I jsut ask because I'm thinking of going with a B'rel in STF's, and I don't want ot get into one to find out I've brought a dead weight. Like the otehr day when I tried out a new build on my current ship, and found out it sucked. Luckilly I had the components to roll back in the middle of the STF. Thats not quite possible with a brand new ship build.


    I really wish there was a simple unkillable target for weapons testing in orbit around Qu'nos and Earth. Maybe the foundry could be used to create one.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited October 2012
    purvee1 wrote: »
    A Question on cooldowns.
    I thought that there wasa global cooldown on all projectiles? Is it limited to just that type of Projectile? What about mines? How do they all tie up.

    I jsut ask because I'm thinking of going with a B'rel in STF's, and I don't want ot get into one to find out I've brought a dead weight. Like the otehr day when I tried out a new build on my current ship, and found out it sucked. Luckilly I had the components to roll back in the middle of the STF. Thats not quite possible with a brand new ship build.


    I really wish there was a simple unkillable target for weapons testing in orbit around Qu'nos and Earth. Maybe the foundry could be used to create one.

    For testing out loadouts and how efficiently they recharge/cooldown, I suggest doing 'defense of empire' missions, or a quick foundry mission that just involves mowing down a few waves of enemies. They're not useful for testing your actual firepower, because those are weak NPCs. . .but they're useful for testing the rest of the build, as well as ship maneuverability, etc.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited October 2012
    purvee1 wrote: »
    A Question on cooldowns.
    I thought that there wasa global cooldown on all projectiles? Is it limited to just that type of Projectile? What about mines? How do they all tie up.

    I jsut ask because I'm thinking of going with a B'rel in STF's, and I don't want ot get into one to find out I've brought a dead weight. Like the otehr day when I tried out a new build on my current ship, and found out it sucked. Luckilly I had the components to roll back in the middle of the STF. Thats not quite possible with a brand new ship build.


    I really wish there was a simple unkillable target for weapons testing in orbit around Qu'nos and Earth. Maybe the foundry could be used to create one.

    I was under the impression each type had a specific cooldown it shared with other torpedoes of the same type, with no all-torpedo global cooldown. I could be wrong, though. . .I don't mix-and-match torpedo types very often, so I don't have recent experience with it. However, if there was a global cooldown, I don't think torpedo boat builds would work, as most of your torpedos would spend a lot of time in cooldown. Most torp boat builds involve 2-3 different kinds of torpedoes, at least.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited October 2012
    I was under the impression each type had a specific cooldown it shared with other torpedoes of the same type, with no all-torpedo global cooldown. I could be wrong, though. . .I don't mix-and-match torpedo types very often, so I don't have recent experience with it. However, if there was a global cooldown, I don't think torpedo boat builds would work, as most of your torpedos would spend a lot of time in cooldown. Most torp boat builds involve 2-3 different kinds of torpedoes, at least.

    I'm in the same boat.. never having used a mix of Torps. I have used a mix of Torps and Mines and there seemed to be a clash there.

    That said that was a fair old while ago.

    I was just asking, as some cloaking tractor mines outside the spawn points in STFs seems like a bloody good idea, but not if it interupts the Rate of fire, and dumps everything into cooldown.
    I'm lookign at a B'rel becuase my Varnaus, well I don't think she'll cut it in elites, and anythingm y Varnaus can do, the Br'rel can as well.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited October 2012
    Right, So I've had a play.

    Mine cool downs, seem a bit odd. I tried out hte tractor beam mines and a set of Transphasics. When the tractor beam ones went off the Transphasics went on a 12 second cool down (Normal is 20).
    I was oddly managing to hurt myself with my own mines, or so it seemed.

    But the big news is Monotanium Alloy is now my very bestest friend (Yeah I got too close to some of my own projectiles)!

    Some flaws I found in the build.
    If you get too close to a Cruiser with a tractor beam it hurts a hell of allot. I suspect I will be using judicious use of Polarize hull plating and Rotate shield polarity, as you need to live until you can fire off your cloak again.

    I'm thinking my final build will be something like this:
    Front weapons:
    Plasma torp (Borg), Hagh'peng, Biro-Nureal warhead and probably a Tricolbolt.
    Arrse end weapons:
    Tractor mines and a Chroniton Torpedo (So I can run away better!).
    Shields + deflector: Honour guard (Torp bonus)
    Engines Agies (for the +5 Defence value)

    That should give me maximum amounts of amusing DOT which can finish a target off after I've legged it.
  • redstarsweredstarswe Member Posts: 0 Arc User
    edited October 2012
    purvee1 wrote: »
    Right, So I've had a play.

    Mine cool downs, seem a bit odd. I tried out hte tractor beam mines and a set of Transphasics. When the tractor beam ones went off the Transphasics went on a 12 second cool down (Normal is 20).
    I was oddly managing to hurt myself with my own mines, or so it seemed.

    But the big news is Monotanium Alloy is now my very bestest friend (Yeah I got too close to some of my own projectiles)!

    Some flaws I found in the build.
    If you get too close to a Cruiser with a tractor beam it hurts a hell of allot. I suspect I will be using judicious use of Polarize hull plating and Rotate shield polarity, as you need to live until you can fire off your cloak again.

    I'm thinking my final build will be something like this:
    Front weapons:
    Plasma torp (Borg), Hagh'peng, Biro-Nureal warhead and probably a Tricolbolt.
    Arrse end weapons:
    Tractor mines and a Chroniton Torpedo (So I can run away better!).
    Shields + deflector: Honour guard (Torp bonus)
    Engines Agies (for the +5 Defence value)

    That should give me maximum amounts of amusing DOT which can finish a target off after I've legged it.

    Getting too close is never a good idea when handling tricobalts and bio-neurals;) Dispersal pattern beta + tricobalt mine is a very good mix if you drop them close to the enemy, as long as you can get away in time:)
    A contract is a contract...(but only between Ferengi).
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    purvee1 wrote: »
    I'm thinking my final build will be something like this:
    Front weapons:
    Plasma torp (Borg), Hagh'peng, Biro-Nureal warhead and probably a Tricolbolt.
    Arrse end weapons:
    Tractor mines and a Chroniton Torpedo (So I can run away better!).
    Shields + deflector: Honour guard (Torp bonus)
    Engines Agies (for the +5 Defence value)

    That should give me maximum amounts of amusing DOT which can finish a target off after I've legged it.
    Tricobalt and Bio-Neural Warhead share a cooldown. So, if you fire the Bio-Neural first, the Tricobalt has to wait 30 seconds to fire.

    Your Plasma torpedo will also get swatted out of the sky if you use THY.

    I've changed my setup recently to:
    Quantum Torpedo (for the strong THY buff), Bio-Neural Warhead, Breen Cluster missile (trying to decide what to replace this with...possibly another Quantum?), and Hargh'Peng on my fore.

    Chroniton and Plasma torpedoes on my aft.

    Consider getting the Rule 62 console. It gives an 11% boost to torpedo and mine damage. Not a ton more, but still 11% more than what you'd have otherwise.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited October 2012
    shookyang wrote: »
    Tricobalt and Bio-Neural Warhead share a cooldown. So, if you fire the Bio-Neural first, the Tricobalt has to wait 30 seconds to fire.

    Actually its less than that. One test build I went with was 2 Tricolbolts nd a Bio. The cool down was (from memory) about 15 seconds.

    The problem I had with the breen cluster torp is it just never fired, I can only gues the tractor mines or one of the other torps I had was interfering with it.


    My other big issue is I keep getting knocked out of cloak, and have to wait umpteen seconds till I can get into it again.
  • sulfrustriplesulfrustriple Member Posts: 0 Arc User
    edited October 2012
    purvee1 wrote: »

    The problem I had with the breen cluster torp is it just never fired, I can only gues the tractor mines or one of the other torps I had was interfering with it.

    I've been having challenges on the torpedo in the 4th slot (rightmost) not firing when I use fire all torpedoes. Not sure if it's interfering cooldowns, but whichever torp I have in that slot rarely fires.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited October 2012
    I've been having challenges on the torpedo in the 4th slot (rightmost) not firing when I use fire all torpedoes. Not sure if it's interfering cooldowns, but whichever torp I have in that slot rarely fires.

    Normally had it pointing out the rear of mine. The Idea was a cloud of Cloaking mines and Breen mines gives a chaff like effect and chance to get the hell out of there.
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    purvee1 wrote: »
    Actually its less than that. One test build I went with was 2 Tricolbolts nd a Bio. The cool down was (from memory) about 15 seconds.

    The problem I had with the breen cluster torp is it just never fired, I can only gues the tractor mines or one of the other torps I had was interfering with it.


    My other big issue is I keep getting knocked out of cloak, and have to wait umpteen seconds till I can get into it again.
    Try staying 5+km away from your target, so they can't tractor or sensor scan you.

    I've tested the Tricobalt mines and the torpedoes with my Bio-Neural. I'm positive it was putting each other on 30 second cooldown.

    I have no problems firing the Breen cluster missile. Last time I used it, which was last week, it was working fine.
    I've been having challenges on the torpedo in the 4th slot (rightmost) not firing when I use fire all torpedoes. Not sure if it's interfering cooldowns, but whichever torp I have in that slot rarely fires.
    I have a Hargh'Peng in my 4th slot, and it fire just fine.
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited October 2012
    While I understand the concept of the B'rel Retrofit Torp boat I was actually working out a Polarised Disruptor Hybred build with an Omega set for the ability to to use tet glider with the polaron proc and disruptor proc... I will of course have to rethink that now but its still an idea Im tinkering with.....
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    While I understand the concept of the B'rel Retrofit Torp boat I was actually working out a Polarised Disruptor Hybred build with an Omega set for the ability to to use tet glider with the polaron proc and disruptor proc... I will of course have to rethink that now but its still an idea Im tinkering with.....
    You might as well save your money and get a different BOP then. The B'rel Retrofit has the weakest shield and hull of all of them.
  • age03age03 Member Posts: 1,664 Arc User
    edited October 2012
    It is best to use duel or dhc cannons (borg) and photons toprs.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • blackmarch0blackmarch0 Member Posts: 32 Arc User
    edited October 2012
    This thread started out as a simple request for advice concerning weapons on my +1 B'Rel, never would I have guessed it would turn out as a complete game changer for me. I mean, I had fun before in Star Trek Online, now I have even more fun:) I am a tac alien, with a Brel science torpedo boat, confusing? Fun I say:)

    The Torp BoP(henceforth "TB") is such a good marriage between the B'rels Enhanced Battle Cloak and the torpedo system. For you who are new to the idea, as I was until just recently, it's all about the ability to be able to fire torps and mines while cloaked. Since the torpedo doesn't depend on Weapons Power level and since we don't have any shields while cloaked, we can effectively run at full Aux and leave the rest to the engines. Every time you fire a torpedo from cloak, the cloak drops for 3 seconds and then automatically reinitializes unless you keep firing. The BoP is designed to be a hit-and-run type of ship, the TB makes this exra true.

    Now, I started out with 4 copies of the Rapid Reload Transphasic torpedo(from one of the Breen episodes) but I quickly found that to be ineffective. I now run with 6 different torps. Fore: quantum, hargh'peng, Breen Cluster missile, Bio-neural warhead. Aft: Chroniton torp, tricobolt mine. Much better!

    No rapid fire required (since I don't have any cannons), only high yield torpedo3 and torpedo spread2, and because of this my commander universal is a science boff. Gravity Well together with torp spread and the bio neural is death defined:)

    Even though most of the skills are chosen to maximize torpedo(Kinetic) dmg, the build leaves an acceptible margin of customization after taste. I know that Kolbrand run a TB with more skills in engineering, and he makes that work, while I prefer having the left over skill points placed in the science tree. I guess Engineering is more logical because you are gonna take more damage to your hull than your shields, but I like to mix things up a bit:) Btw, Kolbrand is the one who guided me into the path of the TB, and for that I would like to thank him, as well as Jockey79.

    I commented on the zone chat in DS-9 about making a TB and people went nuts, calling me crazy and saying " I hope I don't end up in a STF with you". I can say that, when I kill an Odyssey in 6 seconds, I know I am doing something right. I don't mean to say that the TB is invincible, but we can dish out a world of pain very fast, and be gone 3 secs later.

    Recomended Item Sets: 2 pieces of the Borg set, and 2 pieces of the Klingon Honor Guard set(for 25% kinetic damage).

    I will post my BOFF and skill layout when I get the time.

    Meanwhile, here is a couple of videos by Kolbrand showing the B'rel TB off.
    http://www.youtube.com/watch?v=SMaVkWQJBnY&feature
    http://www.youtube.com/watch?v=aZ6TbZ0SJkw&feature
    POST IN PROGRESS... To be continued.

    Please post your experience or questions if you have any, and hopefully someone can answer them. The goal for this thread is to inform the KDF newcomers of this somewhat crazy idea. Together we will make the Federation bleed.

    I hope a DEV/CM sees this thread and STICKIES it.

    // Redstar_Swe

    I agree. b'rel was made for the torpedo boat layout. first thing I did when i got mine.

    I'm currently playing with the idea of 4 trics up front and 2 tric mines in back... comboed with mine dispersal 4, omega1 x2, tactical X2, high yield 1 and 2. using three tric pumps
    its been interesting. i think this outfit reallly has potential to be a serious damage dealer. however timing and placing is tricky to keep your dps up relatively. so far it hasnt been that ideal for PVE (but boy it sure has been fun XD), yet.
    4 trics and 2 mines = a tric projectile every 13 seconds or so on average

    I can see how 1 or two birds fitted this way can be devastating to fed players occupied against a tank, and dont notice a sneak mine drop.

    otherwise i go plasma mine x2, quantum x2, nuke, and cluster.
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    I agree. b'rel was made for the torpedo boat layout. first thing I did when i got mine.

    I'm currently playing with the idea of 4 trics up front and 2 tric mines in back... comboed with mine dispersal 4, omega1 x2, tactical X2, high yield 1 and 2. using three tric pumps
    its been interesting. i think this outfit reallly has potential to be a serious damage dealer. however timing and placing is tricky to keep your dps up relatively. so far it hasnt been that ideal for PVE (but boy it sure has been fun XD), yet.
    4 trics and 2 mines = a tric projectile every 13 seconds or so on average

    I can see how 1 or two birds fitted this way can be devastating to fed players occupied against a tank, and dont notice a sneak mine drop.

    otherwise i go plasma mine x2, quantum x2, nuke, and cluster.
    How are you going to launch a Tricobalt every 13 seconds when your torpedo and mines all get put on a 30 second shared cooldown?
  • blackmarch0blackmarch0 Member Posts: 32 Arc User
    edited October 2012
    shookyang wrote: »
    How are you going to launch a Tricobalt every 13 seconds when your torpedo and mines all get put on a 30 second shared cooldown?

    when i say tric, i include both mine and torp, mines and torpedoes are on seperate Globals, and the global for a tric torpedo is 15 seconds.. so you can fire a torpedo every 15 seconds and on every other torpedo you can launch a mine. sorry that averages out to a projectile every 10 seconds on paper XD (6 projectiles in 60 seconds, not counting boff/doff skills)... but cause of how the globals work thats not quite accurate and generally i dont fire mines at the same time i fire torpedoes. so the rate is slightly igher than 1 every 15 seconds.
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    when i say tric, i include both mine and torp, mines and torpedoes are on seperate Globals, and the global for a tric torpedo is 15 seconds.. so you can fire a torpedo every 15 seconds and on every other torpedo you can launch a mine. sorry that averages out to a projectile every 10 seconds on paper XD (6 projectiles in 60 seconds, not counting boff/doff skills)... but cause of how the globals work thats not quite accurate and generally i dont fire mines at the same time i fire torpedoes. so the rate is slightly igher than 1 every 15 seconds.
    I have a Bio-Neural warhead, which is a Tricobalt. I have put a tricobalt torpedo and mine on my B'rel's aft.

    When I fire the bio-neural, my aft torpedo and mines go into a 30 second cooldown. Granted, I tested this several months ago. But, unless something has changed recently, this is what I have observed.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    been using a new layout for STF it takes cubes, gates, and bosses out very fast.

    Fore: Quantum, Harghpeng, 2x tricobalt torp
    aft: 2x tricobalt mines

    borg engines

    HG deflector

    HG shields


    borg console, 2x neutronium

    AMS console (take off during pvp unless others use it on you) 2x stealth console

    3x tricobalt console

    3x projectile doff, and 2x of whatever else


    Cmdr universal: TT1, TS2, THY3, DPB3

    LTC universal EPTS1, ATSIF1, EWP1

    Lt universal ET1, RSP1

    Lt universal PH1, HE2


    Most damage will be done by tricbalt mines using DPB3 of course, and following up with HY3 tricobalts to finish anything off. The non tricobalt weapons are there mostly to kill easy targets like generators and to help proc the doffs to get the tricobalt torps loaded faster. Use EWP on groups of spheres and trico mine them to take them all out at once and use all the hull buffs and AMS at same time to not die from all the aggro. 1 DPB3 mines fully buffed will take out a cube completley if it crits, and will take off most health even if it doesnt crit and usually the follow up hy3 will finish it.
    Tala -KDF Tac- House of Beautiful Orions
  • tetonicatetonica Member Posts: 142 Arc User
    edited October 2012
    Does this work even when the targets still have shields?
    Lynis, Orion Engineer, main
    Rrezeth, Gorn Tactical, primary alt
    Nari, Orion Science, secondary alt
  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    tetonica wrote: »
    Does this work even when the targets still have shields?

    you mean tricobalt mines? yes if using dpb3, the mines rip right through shields usually, but of course hitting bare hull is even better and almost guarantees kill.

    When attacking a cube though i usually like to soften the shields up a little with a hy3 quantums or trico torp first just to help the damage from all 4 mines get through to hull.
    Tala -KDF Tac- House of Beautiful Orions
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    marc8219 wrote: »
    2x stealth console
    Is this even necessary?

    I have 6 points in Stealth, and I can fly next to a Science captain in a science ship with maxed aux, and I can sit right on top of them without them detecting me.

    If they used a skill that would decloak me or reveal my location, I don't think any number of points in Stealth will prevent this.

    tetonica wrote: »
    Does this work even when the targets still have shields?
    With the number of torpedoes launched, a B'rel Retrofit can be competitive.

    This ship works great as a support ship, pounding a weakened ship with so many torpedoes that it outpaces their hull heals (as long as your team is helping keep the shields low/down).

    But, even solo, the ship can take out other players if they aren't careful.

    As for STFs, I can solo cubes on elite with not much problems.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    shookyang wrote: »
    Is this even necessary?

    I have 6 points in Stealth, and I can fly next to a Science captain in a science ship with maxed aux, and I can sit right on top of them without them detecting me.

    If they used a skill that would decloak me or reveal my location, I don't think any number of points in Stealth will prevent this.

    I have 3 points in stealth and dont like being decloaked, I have noticed myself get decloaked once in awhile simply by being next to a sci captain with lots of points in sensors. But you are right if they use a skill like CPB or GW it will decloak you anyway.

    Main problem is I guess if you are going for engineer heavy build like mine you dont have much else to do with the sci console slots, and since field gens aren't needed for a cloak ship, more stealth cant hurt. But if you find you dont need the extra stealth by all means ditch the stealth consoles and use some kind of universal i guess.
    Tala -KDF Tac- House of Beautiful Orions
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    marc8219 wrote: »
    Main problem is I guess if you are going for engineer heavy build like mine you dont have much else to do with the sci console slots, and since field gens aren't needed for a cloak ship, more stealth cant hurt. But if you find you dont need the extra stealth by all means ditch the stealth consoles and use some kind of universal i guess.
    You may want to consider the Rule 62 console. 11% mine and torpedo damage. It's not much, but the Warhead Yield Chamber mk XI (rare) is 18%, so it's not that much lower. It'll essentially give you 4 tactical consoles, with some points into flow capacitors.

    Considering the prevalent use of mines, I use the Aceton Assimilators to mitigate mine and heavy torpedo spam. Also, for FAW spam.

    I also use a Flow Capacitor console to boost the Aceton Assimilator drain (which isn't that much), and I also use Tacheyon Beam 3 to help weaken their shields for better torpedo penetration.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    good idea i may try those
    Tala -KDF Tac- House of Beautiful Orions
  • age03age03 Member Posts: 1,664 Arc User
    edited October 2012
    I mean diruptors cannons mk 10 or 11 keep it original.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
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  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited November 2012
    Using energy weapons on the b'rel is throwing away the ship. A Heghta is better than a B'rel for energy weapons.


    My setup for the B'rel, pure torpedo is:

    2x plasma torpedo
    1x bioneural
    1x breen cluster

    Aft: 2x tricobalt mines
    Isometric Charge console
    (If I had them, Id also use the ferengi +11% dmg console and barrier field console)

    Note: I do not use the harpeng due to its very fast flight speed.

    Three shield/engine/deflector setups:
    Reman engine and deflector with KHG shields- plasma bomber
    KHG shield and engine with omega deflector. - balanced bomber
    Reman shield and engine with omega deflector. - plasma crit bomber.

    Either three works depending on your playstyle.

    The setup is simple. Dispersal 3, high yield 2 and high yield 1. Dual omega 1 atk pattern. The rest are sci slots: hazard, jam sensor 1, scramble sensors 1.

    The ship basically 'bombs' targets.

    The torpedo weaponry has an interesting synergy: The breen cluster is the fastest of the three yet it takes two seconds after reaching target to activate mines & home in. Bioneural and plasma torpedoes all fly at roughly the same speed.

    You fire them all in less than three seconds and your b'rel auto-cloaks. Your ship flies FASTER than any of these torpedos when under omega atk pattern.

    Hence you fire them, speed past them, autocloak on the way in... and as you fly brushing past the target's hull you dump a quad of tricobalt mines.

    The result?

    All torpedos hit at once and to the same shield facing. Tricobalt mines take a second to activate and are vulnerable to the NPC shooting them down.... which is why the breen cluster is great here... it deploys 10 or 12 mines the NPC will be busy shooting at instead of the tricobalts.

    The target almost always loses all shields from the torpedo barrage... and then the tricobalt quad mines strike. Usually 2 are enough to kill almost any ship...3 and 4 are the guarantee kill mine or the ones that finish off bigger targets like cubes.
  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    Using energy weapons on the b'rel is throwing away the ship. A Heghta is better than a B'rel for energy weapons.


    No it isn't as using energy cannons make this ship a variable opponent.you set up is not that great.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited November 2012
    age03 wrote: »
    No it isn't as using energy cannons make this ship a variable opponent.you set up is not that great.

    Oh do kindly explain how using weapons which disable the ONLY feature that makes the ship unique is better than using the same setup in a free Heghta bird of prey.

    My setup works very nicely thank you.

    http://youtu.be/o8o3jdNKZ30
  • shookyangshookyang Member Posts: 1,122
    edited November 2012
    Yes, you could load energy weapons, but that completely defeats the purpose of the Enhanced Battle Cloak that the B'rel Retrofit has.

    While it's still a viable ship to fly in this manner, you are better off with another BoP that has higher shields and hull. You'll survive longer.
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