Im going to run the tier 4 fleet advanced escort soon and was wondering about this build and would love some feedback and suggestions. I noticed on you tube that some players were going with phasers beam arrays and a beam bank and was woundering why?
Bridge Off abillitys would be:
Science: photonic off. II Science Team II Hazard emitt. I
Engineering: Em power to weapons I Em power to shields II
Tactical : Tac team I and II Cannon Rapid Fire I and II Attack patteren Omega III
Devices Shield and weapons batterys
Advanced positron deflector array [inert] [cosys] [Slint] [Cman] ultra rare
Advanced Fleet covalent shield [cap]x3 [ResA] 7046 cap shields
Advanced Fleet Engine ? need to get on probably with the most turn speed
3 Fleet phaser dual heavy cannons MK XII ultra Rare [dmg]x3 [crtD]
1 Phaser quad cannons [dmg]x4
3 Fleet turrets MK XII ultra Rare [dmg]x3 [crtD]
5 Phaser relays MK XII very Rare
3 Fields generators MK XII very rare
2 Neutronium alloy MK XII very rare
or
Replacing the Neutronium alloy with
1 cloaking device
1 EPS flow reg MK XII
bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.
Polarize hull is your on demand tractor escape and HE2 and TSS3 can be used as and when needed and thrown to team mates. Attack pattern beta is a fantastic team damage multiplier, and more effective for getting the job done than trying to just buff your own damage output IMHO.
thx but that txt file just goes to a page with some text when I click on it... so I copy pasted the text into a note pad and save it the put it in the /live area but when I typed /bind_load_file spacebar.txt into chat and tryed to use tray seven I could get it to work
thx but that txt file just goes to a page with some text when I click on it... so I copy pasted the text into a note pad and save it the put it in the /live area but when I typed /bind_load_file spacebar.txt into chat and tryed to use tray seven I could get it to work
Bind files are unique to character, and completely separate for space/ground, so you need to do it while in your ship and not while on ground. You can test that the bind is working correctly out of combat in system space (your weapons won't fire, but all the other bound abilities should cycle if you sit in sol outside ESD)
You might also need to double check the filename/location. You could try this;
While in space custom bind anything using the chat;
/bind T "team Target: >> $target <<"
Then save a bindfile with a name specific to that character e.g.
/bind_save_file kirk_space.txt
Then look for kirk_space.txt using the windows file finder if it doesn't show up where you expect it to, you can then edit the file to include what you want (the second line of spacebar.txt from the hilbert guide).
Whats the deminissioning return on the phaser relays. I know that after 3 they stop giving you the full increase to damage. I would find a torp to use up front and loose a dual heavy. I find that Photons to a bit better with torpedo spread and quantum seem to be a bit better for high yeild.
The easy answer is this - tactical consoles do not suffer from diminishing returns. You can test that they add the same amount of damage each time you add a console, by unequipping all your tac consoles in system space, and checking the numbers in the tooltip when you mouseover the weapons in your ability bar.
I just did this with my advanced escort (4 tac slots) to make sure I was not spreading bad information, here are the relevant numbers.
All tac consoles were blue quality plasma infuser consoles (+26.2%)
Weapon checked was purple quality plasma mk XI DHC with base damage 565(376.7)
It is quite clear that each console adds the same amount, but it is unclear exactly how this amount scales in relation to skill points,power levels and base weapon damage - and TBH I'm not going to spend a long time reverse engineering the formula, when the important thing that people need to know is....
Tactical consoles do not suffer from diminishing returns.
The actual percentile increase per console is smaller than the amount stated in the console's stats.
So with this information is it worth it to use a launcher or just stick with 4 cannons when running a 5 slop tactical advace fleet escort? mk xii relays very rare are 30% x 5 is 150% more damage which should put a dual heavy cannon mk xii very rare doing more damage then a mk xii very rare laucher.
So with this information is it worth it to use a launcher or just stick with 4 cannons when running a 5 slop tactical advace fleet escort? mk xii relays very rare are 30% x 5 is 150% more damage which should put a dual heavy cannon mk xii very rare doing more damage then a mk xii very rare laucher.
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.
I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.
Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.
I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.
Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
The torpedoes also do the same damage no matter what the range but they can get shot down.
My personal preference is to have one dual beam bank up front and open up with massive buffed Beam Overload III, and then follow up with various rapidfire cannons.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Now, ideally, you don't want to use autofire. All the 'real' spacejockeys don't, supposedly. You can take the BO3 hit, wait a second or two for weapon power to spring back, and then continue on.
Me, I just shoot through the BO3 drain, whatever.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.
I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.
Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
The drain from the 4th cannon might in fact hurt your power drain, but the advantage of running the 4th cannon is you can put max skills in energy damage and none in projectile. Also, your tac consoles affect all weapons, not just some.
bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.
Polarize hull is your on demand tractor escape and HE2 and TSS3 can be used as and when needed and thrown to team mates. Attack pattern beta is a fantastic team damage multiplier, and more effective for getting the job done than trying to just buff your own damage output IMHO.
Agreed. Polarize Hull has saved my skin more then once. Especially with Romulan Warbirds
Vice Admiral Thylek Shran- U.S.S. Omega (Odyssey Class Battleship) United Federation Space Command
Vice Admiral T'vix RRW Talon (Scimitar Drednought)
General S'tal IKS Q'vat (Bortasq' Battle Cruiser)
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.
I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.
Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
Just wondering, but what defiant variant is that in the pic you posted? That's a pretty killer shot
Vice Admiral Thylek Shran- U.S.S. Omega (Odyssey Class Battleship) United Federation Space Command
Vice Admiral T'vix RRW Talon (Scimitar Drednought)
General S'tal IKS Q'vat (Bortasq' Battle Cruiser)
bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.
I tryed over and over again to get this key bind thing working and I just can not figure it out can you help me with it?
Comments
I would pick something like this
Sci: Polarize Hull, Hazard Em 2, TSS3
Eng: EPTS1, EPTS2
choose either CRF+THY or CSV+TS, Attack pattern Beta for PvE, Attack pattern Omega for PvP
Tac:TorpHighYield1/TorpSpread1
Tac:TT1, CRF1/CSV1
Tac:TT1, CRF1/CSV1, APB2/APO1, APB3/APO3
bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.
Polarize hull is your on demand tractor escape and HE2 and TSS3 can be used as and when needed and thrown to team mates. Attack pattern beta is a fantastic team damage multiplier, and more effective for getting the job done than trying to just buff your own damage output IMHO.
Overall great guide:
http://hilbertguide.com//
Nope, you can put the Quad Cannons on any ship that can load Dual Cannons
Can only equip one on each ship though....
Bind files are unique to character, and completely separate for space/ground, so you need to do it while in your ship and not while on ground. You can test that the bind is working correctly out of combat in system space (your weapons won't fire, but all the other bound abilities should cycle if you sit in sol outside ESD)
You might also need to double check the filename/location. You could try this;
While in space custom bind anything using the chat;
/bind T "team Target: >> $target <<"
Then save a bindfile with a name specific to that character e.g.
/bind_save_file kirk_space.txt
Then look for kirk_space.txt using the windows file finder if it doesn't show up where you expect it to, you can then edit the file to include what you want (the second line of spacebar.txt from the hilbert guide).
Now go back to the chat and
/bind_load_file kirk_space.txt
and all should be working.
So with this information is it worth it to use a launcher or just stick with 4 cannons when running a 5 slop tactical advace fleet escort? mk xii relays very rare are 30% x 5 is 150% more damage which should put a dual heavy cannon mk xii very rare doing more damage then a mk xii very rare laucher.
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.
I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.
Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
The torpedoes also do the same damage no matter what the range but they can get shot down.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Every weapon drains energy.
Now, ideally, you don't want to use autofire. All the 'real' spacejockeys don't, supposedly. You can take the BO3 hit, wait a second or two for weapon power to spring back, and then continue on.
Me, I just shoot through the BO3 drain, whatever.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
The drain from the 4th cannon might in fact hurt your power drain, but the advantage of running the 4th cannon is you can put max skills in energy damage and none in projectile. Also, your tac consoles affect all weapons, not just some.
Agreed. Polarize Hull has saved my skin more then once. Especially with Romulan Warbirds
Vice Admiral T'vix RRW Talon (Scimitar Drednought)
General S'tal IKS Q'vat (Bortasq' Battle Cruiser)
Just wondering, but what defiant variant is that in the pic you posted? That's a pretty killer shot
Vice Admiral T'vix RRW Talon (Scimitar Drednought)
General S'tal IKS Q'vat (Bortasq' Battle Cruiser)
I tryed over and over again to get this key bind thing working and I just can not figure it out can you help me with it?
Text file is saved on your computer, like in your game DIR.
Then copy that site's text script and paste it into chat, then hit enter.