Hi guys, just unlocked STF's, and i went into one of the normal difficulty ones named "Infected: the conduit" with my sovereign assault cruiser. Lets just say i'd like to perform a bit better, I died three or four times. I'm fairly new to this game, so i still haven't mastered the ship loadouts. Anyone have a good setup for a cruiser in STF's? Mine at the moment is:
Fore weapons:
2x Phaser beam array Mk X
Tricobalt topedo launcher mk X [CRTD0 x2
Quantum torpedo launcher mk IX
Aft weapons:
3x Phaser beam array Mk X
Transphasic torpedo launcher Mk X [DMG]
Deflector:
Tachyon deflector array Mk IX [FLwC] [SIF]
Impulse:
Combat impulse engines Mk X
Shields:
Regenerative shield array Mk X
Engineering consoles:
EPS flow regulator Mk X
Tetraburnium hull armor Mk IX
SIF generator Mk X
RCS accelerator Mk VIII
Science consoles:
Flow capacitor Mk X
Shield emitter amplifier Mk X
Tactical consoles:
Transphasic compressor Mk X
2x Phaser relay Mk X
I'm sure there's something i can do to make that better, i seet the other cruisers flying around barely taking any damage, firing these awesome looking beam weapons, and I have no idea what that equipment is.
I usually run 2 beams up front and both a quantum and photon launcher, tricobalts have such a long cooldown they become ineffective. The quantum/photon loadout has a steady stream of damage going out, especially with doffs that proc the cooldown rate.
Try a dual beam bank and a beam array with the 2 launchers up front, on the back you put 3 beam arrays. As for the 4th slot any good one shot torpedo will work nicely for when you are coming around but I prefer the harpheng, nice spike damage and radiation over time.
Consoles should be tailored to build, as far as I go I run 3 armors in engineering. Neutronium, monotanium and ablative. This gives a nice boost all around for damage resistance and does not suffer from diminishing returns.
Science console is your pick, a good field generator will beef up the shields or if you have a universal console it can go there as well.
Tactical, 2 phaser relays and a tactical warhead yield chamber. This will give you a weapon boost for everything. any slots I missed can be filled with whatever you so wish as far as consoles go.
EDIT
When using multiple types of torp the tactical warhead yield is your best choice all around, if you want better efficiency then you need to have the same damage type all around.
IE
quantum=zero point quantum chamber
photon=photon detonation assembly... and so on.
[SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
Thanks, I'll try that loadout, any ideas for shields? I like the regenerative ones, cause they regenerate faster but they don't take much of a beating.
I've run an Assault Cruiser for some time now, like at least the last year or so and I've found that my DPS can sometimes be higher than a lot of escorts.
Here's what I run:
Fore:
3x MKXII Anti-Proton Beam Arrays
1x Omega Plasma Torpedo (Used to be Quantum Torpedo)
Engineering Consoles:
SIF Generator MKXI (+16.2 Hull Repair) [This one could be exchanged for something better honestly]
RCS Accelerator MKXI (+35% Turn Rate)
EPS Flow Regulator MKXI (+70% Power Transfer)
Universal - Assimilated Module
Science Consoles:
Shield Emitter Amplifier MKXI (13.1% Shield Regen)
Field Generator MKXI (+17.5% Max Shields)
Deflector, Engine, and Shields are all Omega MKXII
Now I've been building this for a while and it seems to work really good. Here are my suggestions in building your cruiser:
1) If you go 3x Beam Array on Fore and Aft, make sure you get a EPS Flow Regulator console. This will help keep your power levels up. I find that keep 2 fore torpedo launchers is often a waste.
2) Almost any cruiser build needs a RCS Accelerator for turn rate. The higher the better.
3) Stick with one dmg type, especially on your energy weapons. I'm assuming your an engineer (might be a faulty assumption, but...) and generally we cant compete with Escort DPS, but you might consider using Tetryon or Plasma for your beam arrays. The procs are pretty nice.
4) Quantum Torpedos are generally the way to go because of the best dmg vs. refresh rate, but that isn't a law. Whatever your taste, roll with it.
5) I do find using a warhead console is kind of a waste. Your DPS will generally be better if you stick with + Energy Dmg consoles.
It seems like you have the general idea with some of your gear. This is just my experience and my build. I hope it helps some.
- Lt Tac: FAW 1, Attack Pattern: Delta 1
- Ens Tac: FAW 1 (Fire at Will)
- Lt Sci: Hazard Emitters 1, Transfer Shield Strength 2
- LtC Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Reserve Shield Polarity 2
- Cmdr Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Engineering Team 3, Auxiliary to Structural Integrity Field 3
Use 6 Beams and 2 torps of your choice (Breen Transphasic Cluster Torpedo and Chroniton Torps/Mines aren't a bad idea)
That should give you a nice amount of AoE damage and a good bit of resistance for a new player. Having 4 Emergency Power to X abilities may seem like much, but if you use them properly, you can use both (Weapons and Shields) with 100% uptime.
This is a good 'starter' build. Once you feel comfortable with the game and how the mechanics work, you may want to look into using some of the other toys, like Eject Warp Plasma, Tractor Beam Repulsors, Extend Shields, etc etc.
Unless you guys switch your power presets DURING COMBAT, the EPS Flow Regulators aren't helping you. At all. Get rid of them. For something that does help you.
/sigh
Why is this engineering console which got nerfed in a patch that brought us Season 2 still getting so much love and use from the playerbase? Your energy regenerates at a set rate now, and those consoles won't help it recover.
Unless you guys switch your power presets DURING COMBAT, the EPS Flow Regulators aren't helping you.
...
Why is this engineering console which got nerfed in a patch that brought us Season 2 still getting so much love and use from the playerbase? Your energy regenerates at a set rate now, and those consoles won't help it recover.
Care to link the relevant patch notes, if possible?
Console - Engineering - EPS Flow Regulator
The EPS Flow Regulator is an Engineering Console that improves the power transfer rate between systems and recharge rates of a ship's power levels.
...
It is helpful in recovering from power loss caused by a beam overload or full impulse.
1) If there's console might be of little worth for a AC (T5 standard ship with turnrate 7) it's the turn rate accelerator, since it's bonus is %age based, and 35% of next to nothing is still very little ... . Better invest in Toon skills and engine energy to ge the thing going around
2) Oh, there's surely a good cause to use a Flow capacitor, right?
3) A little bit of info about your Toon and the (intended) skill/boff setup would go along way to let people give you more precise, helpful suggestions ...
There is no Q in Star Trek!... really wish he wheren't, but at least that annoying *** got punched in the face finally ... There is no healing magic in Star Trek!... most times, at least. There is no Trinity in Star Trek! ... so why do you insist?
I generally agree with most of the other opinions on here, except the EPS regulator and turn console.
You dont need the turn rate if you broadside properly and use your inherent captain powers to augment the need for quick turns.
As far as having 2 torps up front, the quantum/photon layout I use is good under the condition that you have at least 1 doff which affects that cooldown rate. When I run my assault cruiser I literally TRIBBLE torpedos, for a lead in its quite nice and in a group on an STF its even better because everyone is pounding so the enemy shields go away rather quickly.
Most consoles are a matter of user choice, whatever works for you, I just suggested my build as I have had so much success with it. My assault cruiser build is sturdy and dishes out a very good amount of hurt in PVE.
As far as not using a warhead yield chamber (or alternative torp boosters), thats a bit rubbish. Its always better to boost all weapons on your ship, even the lowly torpedo. On one build using a very similar tactical console layout I use a tricobalt on the back end of my escort for large spike damage when doing attack runs. The yield chamber boosts the output of this weapon from somewhere in the 20,000s to doing 40,000+ and in the case of criticals I have seen almost 80k. Against bare hull on a tactical cube, or donatra this is pretty nice.
[SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
With some of my cruisers, I like to swap power settings during combat to heal teammates and/or myself. Why toss out a weak heal when I can make it much stronger? I've kind of always assumed players who don't are really doing it wrong. Why have multiple settings if you don't use them? Batteries and other devices also work well for this, of course. But on these ships I do use the EPS console.
Hi guys, just unlocked STF's, and i went into one of the normal difficulty ones named "Infected: the conduit" with my sovereign assault cruiser. Lets just say i'd like to perform a bit better, I died three or four times. I'm fairly new to this game, so i still haven't mastered the ship loadouts. Anyone have a good setup for a cruiser in STF's? Mine at the moment is:
Fore weapons:
2x Phaser beam array Mk X
Tricobalt topedo launcher mk X [CRTD0 x2
Quantum torpedo launcher mk IX
Aft weapons:
3x Phaser beam array Mk X
Transphasic torpedo launcher Mk X [DMG]
Deflector:
Tachyon deflector array Mk IX [FLwC] [SIF]
Impulse:
Combat impulse engines Mk X
Shields:
Regenerative shield array Mk X
Engineering consoles:
EPS flow regulator Mk X
Tetraburnium hull armor Mk IX
SIF generator Mk X
RCS accelerator Mk VIII
Science consoles:
Flow capacitor Mk X
Shield emitter amplifier Mk X
Tactical consoles:
Transphasic compressor Mk X
2x Phaser relay Mk X
Thanks!
Weapons: Go 6 Beam Array and 2 Torpedoes (Quantum and or Tricobalt).
Shields: Replace with Covariant or Resiliant (Upgrade to MACO MK11 or 12 when you can).
Engineering Consoles: 1 or 2 Neutronium Consoles / Montanium (Kinetic Console). Lose the RCS and Flow (Flow is only good if you are in the support role).
Science: Get rid of Flow Capacitor and add in Field Generator (Boost Shield HPs).
The Wiki is misleading, and kind of flat out wrong if you folks are reading that and thinking it's going to help you regen your weapons power faster. The EPS console doesn't do that and hasn't done that since THIS PATCH.
The weapon energy drain mechanic will be changing once this build goes to Holodeck. Weapon Power drain is now instantly refunded at the end of a weapons firing cycle, instead of a slow return as was previously implemented. Multiple weapons being fired at the same time will still produce a significant drain and will affect their damage proportionately, but once the weapons stop firing, the weapon power level will immediately return to normal.
This change was primarily inspired by player feedback - specifically on the topic of the energy drain caused by firing multiple bursts of energy weapons. Players may now fire all of their energy weapons repeatedly burst after burst, but the damage for each weapon is still diminished during the firing cycle.
As a result of this change to the energy drain mechanic, the EPS Flow Regulator Station Mods, will no longer have an effect on DPS. They will continue to function to improve power transfer rates between different systems.
The EPS console was changed back in June of 2010. It is February of 2013. Stop equipping them for the wrong reason. I'm not sure why the Wiki continues to mislead, but it should probably be updated to reflect this patch, from 2010.
Keep in mind back in 2010, the wiki was not part of the official site.
But really, unless you run a setup that does switch power settings in combat (and some ships and some builds do indeed run that kind of power management setup) ... don't equip this console. It's not helping. More armor would at least help. More shield power. More weapons power (heck, more weapons power is what does help with energy drain on a beam boat setup). Anything other than EPS consoles.
/sigh
This forum has always been terrible about keeping information about mechanics transparent and clear for its players. So I shouldn't be surprised that I'm still having to post about Energy drain this many years later.
Weapons: Go 6 Beam Array and 2 Torpedoes (Quantum and or Tricobalt).
Shields: Replace with Covariant or Resiliant (Upgrade to MACO MK11 or 12 when you can).
Engineering Consoles: 1 or 2 Neutronium Consoles / Montanium (Kinetic Console). Lose the RCS and Flow (Flow is only good if you are in the support role).
Science: Get rid of Flow Capacitor and add in Field Generator (Boost Shield HPs).
Tactical: Add in a Third Phaser Relay
Got it, i'll try that. Should I use phaser arrays? Or something else like disruptors?
And for the people that asked, I'm a tactical officer. I'm saving my dilithium to get the Prometheus class escort, is it any good?
Some ships you can, specifically the ones that pop out of lockboxes. You need to look in the "Reward Packs" tab as in order to be traded they still have to be "boxed". C-Store ones, ones you get by leveling up, and Fleet ones are only available in their respective shops and can't be traded.
Some ships you can, specifically the ones that pop out of lockboxes. You need to look in the "Reward Packs" tab as in order to be traded they still have to be "boxed". C-Store ones, ones you get by leveling up, and Fleet ones are only available in their respective shops and can't be traded.
Are there any others? or just mirror universe ships? Are these ships as good as the ones you can get for dilithium from the shipyard?
Comments
Try a dual beam bank and a beam array with the 2 launchers up front, on the back you put 3 beam arrays. As for the 4th slot any good one shot torpedo will work nicely for when you are coming around but I prefer the harpheng, nice spike damage and radiation over time.
Consoles should be tailored to build, as far as I go I run 3 armors in engineering. Neutronium, monotanium and ablative. This gives a nice boost all around for damage resistance and does not suffer from diminishing returns.
Science console is your pick, a good field generator will beef up the shields or if you have a universal console it can go there as well.
Tactical, 2 phaser relays and a tactical warhead yield chamber. This will give you a weapon boost for everything. any slots I missed can be filled with whatever you so wish as far as consoles go.
EDIT
When using multiple types of torp the tactical warhead yield is your best choice all around, if you want better efficiency then you need to have the same damage type all around.
IE
quantum=zero point quantum chamber
photon=photon detonation assembly... and so on.
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
Here's what I run:
Fore:
3x MKXII Anti-Proton Beam Arrays
1x Omega Plasma Torpedo (Used to be Quantum Torpedo)
Aft:
3x MKXII Anti-Proton Beam Arrays
1x MKXII Quantum Torpedo Launcher
Tactical Consoles:
3x Antiproton Mag regulator MKXI (+26.2% Antiproton Dmg)
Engineering Consoles:
SIF Generator MKXI (+16.2 Hull Repair) [This one could be exchanged for something better honestly]
RCS Accelerator MKXI (+35% Turn Rate)
EPS Flow Regulator MKXI (+70% Power Transfer)
Universal - Assimilated Module
Science Consoles:
Shield Emitter Amplifier MKXI (13.1% Shield Regen)
Field Generator MKXI (+17.5% Max Shields)
Deflector, Engine, and Shields are all Omega MKXII
Now I've been building this for a while and it seems to work really good. Here are my suggestions in building your cruiser:
1) If you go 3x Beam Array on Fore and Aft, make sure you get a EPS Flow Regulator console. This will help keep your power levels up. I find that keep 2 fore torpedo launchers is often a waste.
2) Almost any cruiser build needs a RCS Accelerator for turn rate. The higher the better.
3) Stick with one dmg type, especially on your energy weapons. I'm assuming your an engineer (might be a faulty assumption, but...) and generally we cant compete with Escort DPS, but you might consider using Tetryon or Plasma for your beam arrays. The procs are pretty nice.
4) Quantum Torpedos are generally the way to go because of the best dmg vs. refresh rate, but that isn't a law. Whatever your taste, roll with it.
5) I do find using a warhead console is kind of a waste. Your DPS will generally be better if you stick with + Energy Dmg consoles.
It seems like you have the general idea with some of your gear. This is just my experience and my build. I hope it helps some.
I recommend the following:
- Lt Tac: FAW 1, Attack Pattern: Delta 1
- Ens Tac: FAW 1 (Fire at Will)
- Lt Sci: Hazard Emitters 1, Transfer Shield Strength 2
- LtC Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Reserve Shield Polarity 2
- Cmdr Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Engineering Team 3, Auxiliary to Structural Integrity Field 3
Use 6 Beams and 2 torps of your choice (Breen Transphasic Cluster Torpedo and Chroniton Torps/Mines aren't a bad idea)
That should give you a nice amount of AoE damage and a good bit of resistance for a new player. Having 4 Emergency Power to X abilities may seem like much, but if you use them properly, you can use both (Weapons and Shields) with 100% uptime.
This is a good 'starter' build. Once you feel comfortable with the game and how the mechanics work, you may want to look into using some of the other toys, like Eject Warp Plasma, Tractor Beam Repulsors, Extend Shields, etc etc.
/sigh
Why is this engineering console which got nerfed in a patch that brought us Season 2 still getting so much love and use from the playerbase? Your energy regenerates at a set rate now, and those consoles won't help it recover.
Care to link the relevant patch notes, if possible?
'cause the Wiki still says otherwise:
Console_-_Engineering_-_EPS_Flow_Regulator
Back to topic:
0) This is the wrong place to ask - there's a special subforum for this: Character Builds and Powers
1) If there's console might be of little worth for a AC (T5 standard ship with turnrate 7) it's the turn rate accelerator, since it's bonus is %age based, and 35% of next to nothing is still very little ... . Better invest in Toon skills and engine energy to ge the thing going around
2) Oh, there's surely a good cause to use a Flow capacitor, right?
3) A little bit of info about your Toon and the (intended) skill/boff setup would go along way to let people give you more precise, helpful suggestions ...
There is no healing magic in Star Trek! ... most times, at least.
There is no Trinity in Star Trek! ... so why do you insist?
You dont need the turn rate if you broadside properly and use your inherent captain powers to augment the need for quick turns.
As far as having 2 torps up front, the quantum/photon layout I use is good under the condition that you have at least 1 doff which affects that cooldown rate. When I run my assault cruiser I literally TRIBBLE torpedos, for a lead in its quite nice and in a group on an STF its even better because everyone is pounding so the enemy shields go away rather quickly.
Most consoles are a matter of user choice, whatever works for you, I just suggested my build as I have had so much success with it. My assault cruiser build is sturdy and dishes out a very good amount of hurt in PVE.
As far as not using a warhead yield chamber (or alternative torp boosters), thats a bit rubbish. Its always better to boost all weapons on your ship, even the lowly torpedo. On one build using a very similar tactical console layout I use a tricobalt on the back end of my escort for large spike damage when doing attack runs. The yield chamber boosts the output of this weapon from somewhere in the 20,000s to doing 40,000+ and in the case of criticals I have seen almost 80k. Against bare hull on a tactical cube, or donatra this is pretty nice.
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
But yeah not for energy recharge between firing.
equal parts cynical and helpful
Weapons: Go 6 Beam Array and 2 Torpedoes (Quantum and or Tricobalt).
Shields: Replace with Covariant or Resiliant (Upgrade to MACO MK11 or 12 when you can).
Engineering Consoles: 1 or 2 Neutronium Consoles / Montanium (Kinetic Console). Lose the RCS and Flow (Flow is only good if you are in the support role).
Science: Get rid of Flow Capacitor and add in Field Generator (Boost Shield HPs).
Tactical: Add in a Third Phaser Relay
Specifically this post.
The relevant text:
The EPS console was changed back in June of 2010. It is February of 2013. Stop equipping them for the wrong reason. I'm not sure why the Wiki continues to mislead, but it should probably be updated to reflect this patch, from 2010.
Keep in mind back in 2010, the wiki was not part of the official site.
But really, unless you run a setup that does switch power settings in combat (and some ships and some builds do indeed run that kind of power management setup) ... don't equip this console. It's not helping. More armor would at least help. More shield power. More weapons power (heck, more weapons power is what does help with energy drain on a beam boat setup). Anything other than EPS consoles.
/sigh
This forum has always been terrible about keeping information about mechanics transparent and clear for its players. So I shouldn't be surprised that I'm still having to post about Energy drain this many years later.
But damn, people. Damn.
Got it, i'll try that. Should I use phaser arrays? Or something else like disruptors?
And for the people that asked, I'm a tactical officer. I'm saving my dilithium to get the Prometheus class escort, is it any good?
Disruptors are better for PvE, but you won't see a huge difference. Choose the type you like best
Tac + Escort is a good choice for beginners, as most of the PvE content screams for high DPS. Before you spend your hard earned dilithium for a ship, have a look at the Mirror(Universe)-Escorts:
http://www.stowiki.org/Mirror_Universe_Advanced_Escort
http://www.stowiki.org/Mirror_Universe_Patrol_Escort
Last time I checked the exchange, both were available for ~100.000 EC
Thanks! I never knew I could buy ships on the exchange!
Are there any others? or just mirror universe ships? Are these ships as good as the ones you can get for dilithium from the shipyard?
There are other ships, yes. Lockbox ships.
From ~35mil EC for a Tholian Orb Weaver up to +300mil EC for a Jem'Hadar Attack Ship (called "Bug").
The mirror universe ships are equal to the 200k(?) dilithium ships from the shipyard.
They have a mirrored console layout and boffs.
imho better then the non-mirror ships
It is. I flew one for a long time. It is a good little ship, but after flying a Cruiser expect to die a lot until you get the hang of Escorts.
Fore weapons:
2x dual plasma cannons
1x dual heavy plasma cannon
1x quantum torpedo launcher
Aft weapons:
3x plasma cannons
Engineering consoles:
Monotanium alloy
Electroceramic ally
Something else I can't remember, I'll edit it in tomorrow when I'm on my computer.
Science:
2x shield emitter amplifier ( I think)
Tactical:
4x plasma induction coils ( probably got that name wrong lol)
Engines
Combat impulse engines Mk XI [turn]x2
Shields:
Resilient shield array Mk XI [reg] [pla]
Remind me if I forgot something, all equipment is Mk XI. I've heard that disrupters might be better than plasma for escorts, and opinions?
Shouldn't those be turrets?
Ah, yes I meant turrets.