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Feedback on an Escort build plz

osirisraaosirisraa Member Posts: 13 Arc User
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
Post edited by osirisraa on

Comments

  • harrymonkleyharrymonkley Member Posts: 100 Arc User
    edited December 2012
    Your equipment loadout is pretty solid, but your Boff abilities could probably be improved;

    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.
  • osirisraaosirisraa Member Posts: 13 Arc User
    edited December 2012
    thx Harry looks intrusting, I'll give you it a try. How do you bind things to space bar?
  • thlaylierahthlaylierah Member Posts: 2,985 Arc User
    edited December 2012
    Scroll down a bit and it lists how to bind to spacebar.

    Overall great guide:

    http://hilbertguide.com//
  • thratch1thratch1 Member Posts: 0 Arc User
    edited December 2012
    I was under the impression you could only equip the Quad Cannons on Tactical Escorts?
    [SIGPIC][/SIGPIC]
  • osirisraaosirisraa Member Posts: 13 Arc User
    edited December 2012
    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 :(
  • darkenzedddarkenzedd Member Posts: 881
    edited December 2012
    thratch1 wrote: »
    I was under the impression you could only equip the Quad Cannons on Tactical Escorts?

    Nope, you can put the Quad Cannons on any ship that can load Dual Cannons :D

    Can only equip one on each ship though....
  • harrymonkleyharrymonkley Member Posts: 100 Arc User
    edited December 2012
    osirisraa wrote: »
    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).

    Now go back to the chat and

    /bind_load_file kirk_space.txt

    and all should be working.
  • rfzanderrfzander Member Posts: 125 Arc User
    edited December 2012
    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.
  • osirisraaosirisraa Member Posts: 13 Arc User
    edited December 2012
    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)

    Here are the numbers from the tool tip;

    No tactical consoles 1383(922 dps)

    1 tactical console 1496.9(998 dps) - added 113.9(76)

    2 tactical consoles 1610.9(1073.9 dps) - added 114(75.9)

    3 tactical consoles 1724.8(1149.9 dps) - added 113.9(76)

    4 tactical consoles 1838.7(1225.8 dps) - added 113.9(75.9)

    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.
  • thratch1thratch1 Member Posts: 0 Arc User
    edited December 2012
    osirisraa wrote: »
    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.
    [SIGPIC][/SIGPIC]
  • osirisraaosirisraa Member Posts: 13 Arc User
    edited January 2013
    thratch1 wrote: »
    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.
  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    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?
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited January 2013
    How do you prevent the beam from draining energy when you use mutiple weapon types
  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    ... what?

    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.
    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?
  • raptorgtraptorgt Member Posts: 0 Arc User
    edited January 2013
    thratch1 wrote: »
    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.
    [SIGPIC][/SIGPIC]
  • roddy229roddy229 Member Posts: 64 Arc User
    edited January 2013
    Your equipment loadout is pretty solid, but your Boff abilities could probably be improved;

    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.



    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)
  • roddy229roddy229 Member Posts: 64 Arc User
    edited January 2013
    thratch1 wrote: »
    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)
  • osirisraaosirisraa Member Posts: 13 Arc User
    edited January 2013

    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?
  • thlaylierahthlaylierah Member Posts: 2,985 Arc User
    edited January 2013
    The Quad Cannons actually do less Burst damage than the Dual heavy Cannons so you will want to leave that gimmick on one of your other ships.

    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.
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