Thanks for the reply. There's no real drawback to it? The people in my fleet are being really discouraging in regards to this. I'm not really sure how i'd set up the bridge officers either.
No drawback. In fact, the Dread almost screams to be used by a tac captain, as the Boff and console slots scream DPS, and when it comes to tank and sci powers, it just screams.
An engineer will keep it alive longer at the cost of DPS.
A science cap will do its tricks, but it doesnt have science Boffs to complement.
It's definitely do-able. I created a theoretical build for you (see link below). This is geared more towards STF's and beams as I don't believe the dreadnought turns really well. (I haven't flown it yet, so I can't be certain. but cannon's may not be practical if it is slow-turning.) If you believe it turns well enough to use cannons, then by all means go for it. I'd use an RCS console though.
Normally I would get the heavy escort carrier, but I plan on getting the dreadnought because I already have the attack ship. Who else has both and has used the jemhadar attack ship pets? I figured they must be pretty nice, considering they will be fairly rare as most who were lucky enough to get a jem attack ship as well as a dreadnought will be a small percentage of people.
I have both the Jem HEC, and the Jem Dread with the bug ship pets with my Tac Captain.
To be honest, I stay alive better in the Jem HEC than I do in the Dread. This is mostly due to it being faster, so better defense, and more engineering BOFF slots. I really want to love the Dread, but because it is not as tanky as I would like, I dont fly it much at the moment.
Anyway, here is how I have it set up:
Borg MK12 deflector
Borg MK12 engines
Adapted MACO shields MK 12
3 phased pol DHCs, and 1 phased Pol DBB all MK12 for the fore weapons.
2 MK 12 phased pol turrets and the borg cutting beam aft.
Eng Consoles: Dominion Coordination Protocol, Borg universal, MK 11 very rare Neutronium Alloy, and Tachyokinetic Converter.
Sci Consoles: Dominion Command Interface, MK12 very rare Field Generator
Tac Consoles: 4 MK11 Very rare pol consoles
Hangar: Jem Hadar Attack Ships
To be honest, I stay alive better in the Jem HEC than I do in the Dread. This is mostly due to it being faster, so better defense, and more engineering BOFF slots. I really want to love the Dread, but because it is not as tanky as I would like, I dont fly it much at the moment.
And here is why an engineer is better for a Bugnaught. It's huge, it's slow, it can't run away. The extra hangar bay is your compensation for not being a tactical in a HEC.
The BOFF layouts are interesting, because you can make the ships mimic eachother. If you use the Dreadnaught's universal LT for an engineer, and the HEC's universal LT for tactical, the layouts match. Though from the sounds of it, I'd wager you're using the HEC's universal LT for science and using it as an all-around destroyer.
Well, I can safely say that you CAN use the Jem'Hadar Dreadnought with a Tactical Captain because that's what I currently have. Using the following:
FORE:
3x Phased Polaron Dual Cannons Mk XII [CrtD] [Dmg] Very Rare
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]
AFT:
2x Phased Polaron Turret Mk XII [CrtH] [Dmg] Very Rare
Kinetic Cutting Beam Mk XII [Dmg]x3
TACTICAL
3x Console - Tactical - Polaron Phase Modulator Mk XII Rare
Console - Tactical - Ambiplasma Envelope Mk XII
SCIENCE
Console - Universal - Dominion Command Interface
Console - Science - Field Generator Mk XI Rare
ENGINEERING
Console - Universal - Assimilated Module
Console - Tachyokinetic Converter
Console - Engineering - Ablative Hull Armor Mk XII Very Rare
Console - Engineering - Neutronium Alloy Mk XI Very Rare
Full MKXII Borg - Shields, Deflector, Impulse Engines
DEVICES
Red Matter Capacitor, Subspace Field Modulator, Deuterium Surplus
HANGARS:
Rare and Elite Scorpion Fighters
Does it work well?
When making changes to any of my ships, I usually jump into Starbase 24 to see how it will rate against 19 other random ships. If I place in the top 3, I'm happy.
With this, I've been able to finish in 1st place in the last 3 events I've joined in SB24 so a cannon-wielding Dreadnought is definitely do-able. It does magnificently in STFs and fleet actions (which is by choice).
hey i started this thread long ago and didn't look back but thanks for the reply. I will try it with my tactical. I actually dislike playing the engineering character, it's my least favorite. I'll post back about it though. On the build provided the skills didn't show up for some reason, what sorts of things were you using? Can you use antiproton with this as well? then i could just transfer over my current weapons.
I'm a tact career capt and I have a Jemmy Dread, Jemmy HEC, and JHAS.
I'm a dedicated PvP'er and I have been working on the dread for PvP to come up with an ideal build for all you 'bugnaught' captains. Keep in mind.... If it works in PvP (assuming you are a fairly skilled player), you will dominate in PvE.
With my dread, STF elites are a joke to me. The dread is a beast in PvE, but in PvP you must assume a different role.
To everyone here who is a 'bugnaught' fan, I will be posting a thread in the PvP Gameplay sub-forum with a solid setup and how it should be utilized. By the end of this week I should have it up.
I will give the thread the title "PvP Bug-naught"
So please remember all those of you who like this ship, I'd like to help out.
If anything you can search for threads started by my user name to find it easier in the advanced search options at the top of the forum.
Start searching for it by Saturday, March 9th, 2013
Using this carrier is simple: Plasma burn stacking from distance. You can stack multiple HY3, HY2 and HY1 (pets) as well as standard torpedo and energy weapon plasma burns on the target in the opening salvo. That plus the experimental plasma beam array heavy burn ability once per 3 mins (good for boss type mobs).
Atk beta and disruptor proc from the turrets constantly keep the target's hull debuffed. Tac Capt. abilities neatly increase the plasma burn hit significantly. Atk Omega 3 guarantees a full HY torp opening salvo to hit with maximum burn (more important than hull debuff)
The torpedo barrage brings the shield down anything you shoot..its getting hit by approximately 16 heavy plasma torpedoes at once. Cuttting Beam makes a mess of exposed hulls. Even more if you close enough to use borg tractor beam for added joy.
Temporal disruption device is a very slow torpedo but its AOE snare and high damage. I keep it off autofire and toss it as my opening torpedo...and fire the full barrage+pets once its 3/4th of the way in. This debuffs enemy defense and increase the chance of crit plus torpedo damage (and thus plasma burn damage).
Finally the plasma burn is buffed by the tac consoles, atk omega3, alpha and the romulan consoles (burn=energy damage).
you can turn a bit faster if you use reverse gear, and same goes if you want to stop.
All Hands Full Astern!!!!
This is one of my tactics for my KDF. I fly by firing away. Vent some plasma to get them stuck in the cloud. Start turning around. Then kick it in full reverse. To get my ship to face them. Then just hammer them to a pulp. I blown up all kinds of ship sizes using this method. They don't last long even the larger battleships.
My KDF is an Eng. in a Battlecruiser.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
Comments
An engineer will keep it alive longer at the cost of DPS.
A science cap will do its tricks, but it doesnt have science Boffs to complement.
http://www.stoacademy.com/tools/skillplanner/index.php?build=JemDreadnaughtSTFBeamTac_2596
And yes, the ship doesn't turn very well. I use one front torpedo and 6 beams.
To be honest, I stay alive better in the Jem HEC than I do in the Dread. This is mostly due to it being faster, so better defense, and more engineering BOFF slots. I really want to love the Dread, but because it is not as tanky as I would like, I dont fly it much at the moment.
Anyway, here is how I have it set up:
Borg MK12 deflector
Borg MK12 engines
Adapted MACO shields MK 12
3 phased pol DHCs, and 1 phased Pol DBB all MK12 for the fore weapons.
2 MK 12 phased pol turrets and the borg cutting beam aft.
Eng Consoles: Dominion Coordination Protocol, Borg universal, MK 11 very rare Neutronium Alloy, and Tachyokinetic Converter.
Sci Consoles: Dominion Command Interface, MK12 very rare Field Generator
Tac Consoles: 4 MK11 Very rare pol consoles
Hangar: Jem Hadar Attack Ships
Commander Tac: TT1, APB1, CSV2, CSV3
Lt. Tac: TT1, BO2
Lt. Commander Eng: EPtS1, Aux2Structural, Reverse Shield Polarity
Ensign Sci: HE1
Lt. Universal (sci): TSS1, HE2
And here is why an engineer is better for a Bugnaught. It's huge, it's slow, it can't run away. The extra hangar bay is your compensation for not being a tactical in a HEC.
The BOFF layouts are interesting, because you can make the ships mimic eachother. If you use the Dreadnaught's universal LT for an engineer, and the HEC's universal LT for tactical, the layouts match. Though from the sounds of it, I'd wager you're using the HEC's universal LT for science and using it as an all-around destroyer.
FORE:
3x Phased Polaron Dual Cannons Mk XII [CrtD] [Dmg] Very Rare
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]
AFT:
2x Phased Polaron Turret Mk XII [CrtH] [Dmg] Very Rare
Kinetic Cutting Beam Mk XII [Dmg]x3
TACTICAL
3x Console - Tactical - Polaron Phase Modulator Mk XII Rare
Console - Tactical - Ambiplasma Envelope Mk XII
SCIENCE
Console - Universal - Dominion Command Interface
Console - Science - Field Generator Mk XI Rare
ENGINEERING
Console - Universal - Assimilated Module
Console - Tachyokinetic Converter
Console - Engineering - Ablative Hull Armor Mk XII Very Rare
Console - Engineering - Neutronium Alloy Mk XI Very Rare
Full MKXII Borg - Shields, Deflector, Impulse Engines
DEVICES
Red Matter Capacitor, Subspace Field Modulator, Deuterium Surplus
HANGARS:
Rare and Elite Scorpion Fighters
Does it work well?
When making changes to any of my ships, I usually jump into Starbase 24 to see how it will rate against 19 other random ships. If I place in the top 3, I'm happy.
With this, I've been able to finish in 1st place in the last 3 events I've joined in SB24 so a cannon-wielding Dreadnought is definitely do-able. It does magnificently in STFs and fleet actions (which is by choice).
I love this ship!
All Hands Full Astern!!!!
Ain't Nobody Got Time for That
[SIGPIC][/SIGPIC]
I'm a tact career capt and I have a Jemmy Dread, Jemmy HEC, and JHAS.
I'm a dedicated PvP'er and I have been working on the dread for PvP to come up with an ideal build for all you 'bugnaught' captains. Keep in mind.... If it works in PvP (assuming you are a fairly skilled player), you will dominate in PvE.
With my dread, STF elites are a joke to me. The dread is a beast in PvE, but in PvP you must assume a different role.
To everyone here who is a 'bugnaught' fan, I will be posting a thread in the PvP Gameplay sub-forum with a solid setup and how it should be utilized. By the end of this week I should have it up.
I will give the thread the title "PvP Bug-naught"
So please remember all those of you who like this ship, I'd like to help out.
If anything you can search for threads started by my user name to find it easier in the advanced search options at the top of the forum.
Start searching for it by Saturday, March 9th, 2013
Cheers!!!
Check my post in the PvP Gameplay forum, the thread is up now "PvP Bug-Naught!!!"
It's a PvP type build.
Just to add, almost forgot, works extremely well in PvE/Elite STFs.
Weapons:
Fore:
Hyper-Plasma Torpedo
Omega Torpedo
romulan experimental plasma beam array
temporal disruption device
Aft:
Cutting Beam
2 romulan plasma turrets (its for disruptor & plasma proc..alternatively you can just load 2 plasma mines in here).
Consoles:
Engineering: 2 +energy+kinetic resits consoles, tachyokinetic console, borg console. (last 2 complete set bonuses)
Science: 2 romulan +plasma damage, -threat consoles.
Tactical: 4 plasma torp consoles
Equipment:
Two choices. Full KHG for the torpedo damage bonus (suggested) or full borg kit for the added survivability (shield/hull procs).
Boffs:
Cmdr Tactical : Tac Team 1, HY2,HY3, atk Omega3
Lt Tactical: Tac Team 1, Atk Beta 1
Lt. Cmdr. Engineering: Emg to Shield 1, Reverse Shield Polarity 1, Emg to Shield 3
Sci Ensign: Hazard 1
Lt Universal (Sci): Tractor Beam 1, Hazard 2.
Pets: 2 Elite Scorpions
Using this carrier is simple: Plasma burn stacking from distance. You can stack multiple HY3, HY2 and HY1 (pets) as well as standard torpedo and energy weapon plasma burns on the target in the opening salvo. That plus the experimental plasma beam array heavy burn ability once per 3 mins (good for boss type mobs).
Atk beta and disruptor proc from the turrets constantly keep the target's hull debuffed. Tac Capt. abilities neatly increase the plasma burn hit significantly. Atk Omega 3 guarantees a full HY torp opening salvo to hit with maximum burn (more important than hull debuff)
The torpedo barrage brings the shield down anything you shoot..its getting hit by approximately 16 heavy plasma torpedoes at once. Cuttting Beam makes a mess of exposed hulls. Even more if you close enough to use borg tractor beam for added joy.
Temporal disruption device is a very slow torpedo but its AOE snare and high damage. I keep it off autofire and toss it as my opening torpedo...and fire the full barrage+pets once its 3/4th of the way in. This debuffs enemy defense and increase the chance of crit plus torpedo damage (and thus plasma burn damage).
Finally the plasma burn is buffed by the tac consoles, atk omega3, alpha and the romulan consoles (burn=energy damage).
Mean Green Sizzlin' machine.
This is one of my tactics for my KDF. I fly by firing away. Vent some plasma to get them stuck in the cloud. Start turning around. Then kick it in full reverse. To get my ship to face them. Then just hammer them to a pulp. I blown up all kinds of ship sizes using this method. They don't last long even the larger battleships.
My KDF is an Eng. in a Battlecruiser.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.