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Fleet armitage sucks!

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  • voporakvoporak Member Posts: 5,621 Arc User
    edited June 2013
    keeny75 wrote: »
    The 5th console had a Borg module in it.

    Why?

    /10char
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  • keeny75keeny75 Member Posts: 319 Arc User
    edited June 2013
    voporak wrote: »
    Why?

    /10char

    1, couldn't go anywhere else. Being that an escort is glassy it's good to be able to take damage as well as take it. So I had a crew regen in science. 2 alloys 1 hull regen and 1 turn rate in engineer.

    2, +0.92% Critical Chance
    +9.2% Critical Severity
    +5 Weapon Power Setting
    +5.1 Starship Hull Repair
    +23 Starship Graviton Generators

    3, with the cutting beam and plasma torpedo I got this

    On hit with any energy weapon, 2.5% chance: to self: Applies Omega Weapon Amplifier:
    +10 Current Weapon Power
    +500 Current Weapon Power Resistance Rating for 3 sec
    +500 Maximum Weapon Power Resistance Rating for 3 sec
    Set 3: Reactive Deflection

    Passive
    1% Chance when hit to reduce all incoming damage by approximately 99% for 2 seconds. This cannot occur more frequently than once every 30 seconds.
    [SIGPIC][/SIGPIC]
  • mrtsheadmrtshead Member Posts: 487 Arc User
    edited June 2013
    keeny75 wrote: »
    The 5th console had a Borg module in it.

    The armitage had the same 4 tactical consoles the bug ship had.
    It also had the same 2 alloys and hull regen in engineer slots. And the same crew recovery in science.

    Only difference was the bug has a turn rate console, and armitage had a shield regen console.

    But again neither ship was moving.

    What BOFF powers and active DOFFs were you using on the Bug, and what were you using on the Armitage, and did you remember to adjust your ship power levels when you moved to the Armitage?

    I would say that at this point, there are only three possibilities:

    1) Your BOFF power selection (and associated DOFF combinations) were inappropriate for the Armitage in the given situation.

    2) Your ship power levels were inappropriate for the situation.

    3) There is no problem at all, and what you are perceiving is simply not what is really happening.

    My money is on option 1, but really I wouldn't be surprised by 2 or 3 either.
  • kurumimorishitakurumimorishita Member Posts: 1,410 Arc User
    edited June 2013
    perhaps there is another option to add to mrtsheads' list..

    when exactly have you tested the bug and when the fleet armitage?
    do you use human boffs?
    if so.. could it be that you tested the bug before the release of lor and the armitage after the release?
    "We might get pretty singed at that range, but not as singed as they're going to get. Engage."
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  • keeny75keeny75 Member Posts: 319 Arc User
    edited June 2013
    mrtshead wrote: »
    What BOFF powers and active DOFFs were you using on the Bug, and what were you using on the Armitage, and did you remember to adjust your ship power levels when you moved to the Armitage?

    I would say that at this point, there are only three possibilities:

    1) Your BOFF power selection (and associated DOFF combinations) were inappropriate for the Armitage in the given situation.

    2) Your ship power levels were inappropriate for the situation.

    3) There is no problem at all, and what you are perceiving is simply not what is really happening.

    My money is on option 1, but really I wouldn't be surprised by 2 or 3 either.

    Ok doffs are same on both ships
    2 reduce cannons powers
    1 reduce torpedo power
    1 crew regen at 75%
    1 Borg warfare speciel.

    Bug and armitage boffs

    Torp spread
    Rapid fire
    Cannon volley
    High yield torp.
    tactical team
    Science team
    X2 engineer team
    Repulser beams
    Attack pattern beta

    The bug ship and another tactical team and the armitage had a polorize hull
    [SIGPIC][/SIGPIC]
  • keeny75keeny75 Member Posts: 319 Arc User
    edited June 2013
    And yes both power levels were on weapons
    [SIGPIC][/SIGPIC]
  • keeny75keeny75 Member Posts: 319 Arc User
    edited June 2013
    perhaps there is another option to add to mrtsheads' list..

    when exactly have you tested the bug and when the fleet armitage?
    do you use human boffs?
    if so.. could it be that you tested the bug before the release of lor and the armitage after the release?

    Both ships was tested yesterday on Azura nebula. Both ships went up against D'deredix mobs and bird of prey mobs. I played with friends and they was happy to leave me to it.

    All the boffs are purple humans on both ships. See earlier post with boff and doff abilitys used.
    [SIGPIC][/SIGPIC]
  • thratch1thratch1 Member Posts: 0 Arc User
    edited June 2013
    keeny75 wrote: »
    Now the bug ship has a hull rating of 34,500 and a crew of 50
    Fleet armitage 35,200 crew of 200.

    So with the hull and crew increase you would have thought the armitage would have better survive ability.
    NO IT DOESN'T.
    in fact it's worse a lot worse.

    Discard Crew counts for any ship -- Crew doesn't really do anything, since they're killed off at a percentage rather than a flat number. In fact, if anything this makes having a lower Crew better since they'll recover faster.

    As for the hull... well, the JHAS actually has higher shields and shield modifier than the FHEC. Not substantially, but at the same time, Shields are much more valuable than Hull. It does lack Science Console slots, obviously, so if you stack Field Generators you can get a lot more out of your shields on a FHEC anyway.

    In your FHEC, try filling those Science Consoles with Field Generators (bonus % to Shields), and add Emergency Power to Shields and Transfer Shield Strength. Make sure you either have Tactical Team Doffs that reduce the global cooldown on Tac Team to 15s, or have two Tac Teams running. That means ditching Science Team and Engineering Team -- they put a GCD on Tac Team, and you want Tac Team running as much as possible. Use Hazard Emitters to repair your hull (and HE will clear Plasma Fires and Shield Drain when fighting the Borg).

    Once you can keep your shields up, then your FHEC will be a lot more durable.

    Gonna be honest -- seeing you run so many Engineering Teams and Science Teams on top of Tac Team is really telling about how OP the Bug Ship is.
    [SIGPIC][/SIGPIC]
  • mrtsheadmrtshead Member Posts: 487 Arc User
    edited June 2013
    keeny75 wrote: »
    Ok doffs are same on both ships
    2 reduce cannons powers
    1 reduce torpedo power
    1 crew regen at 75%
    1 Borg warfare speciel.

    Bug and armitage boffs

    Torp spread
    Rapid fire
    Cannon volley
    High yield torp.
    tactical team
    Science team
    X2 engineer team
    Repulser beams
    Attack pattern beta

    The bug ship and another tactical team and the armitage had a polorize hull

    Uhm? I don't think this list can be accurate, and it's certainly incomplete - first, you are only listing 11 powers for each ship, which is one short. Second, you don't list the levels of each of the powers, which makes a difference. Third, you are giving the Fleet Armitage 3 sci powers, which it cannot use - it only has one Sci LT.

    I strongly suspect that what you are feeling is a combination of options 1 and 3. I'll be honest, your Bug set up doesn't strike me as very optimal, which leads me to believe that it doesn't actually perform as well as you feel it does, and that furthermore the attempt to shoehorn the same power selections onto a very different ship configuration is causing your setup to go from "not optimal, but functional" to "Not functional at all".

    Given the situation and usage you are describing, here are my recommendations for each station on the Armitage.

    With the Doffs you have, I might be tempted to try something like this for the Tac Commander: Scatter Volley III, Torp Spread III, AP:Beta I, Tac Team I

    That makes the LT tac this: AP:Beta I, Tac Team I

    And the Tac Ensign Torp Spread I.

    For the LtC Engineer, run Aux to structural II for a decent, low CD hull heal/resist, then Emergency power to Shields II and Emergency power to Shields I for a 100% uptime shield resistance bonus.

    For the Sci, use Transfer Shield Strength II and Hazard Emitters I, and you'll have plenty of healing for what PVE throws at you.
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited June 2013
    keeny75 wrote: »
    Look people it's a very simple question.

    If a bug ship with 50 crew and 34,500 hull strength can take a group of ships out with out dying.

    Why can't a fleet armitage with 200 crew and 35,200 hull strength using the same set up and facing the same group of ships?


    Because I can't get my head around how bad it is in game when on paper it should be able to stand up to the beating better.


    The simple answer is that there is more to it than crew and hull strength. Pay attention.
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited June 2013
    Omfg... you missed the point of my post COMPLETELY.

    The JHAS has a better CONSOLE layout and BOff layout. It's designed to deal damage and survive ON IT'S OWN.

    The FHEC has a more offensively oriented console and BOff layout. It is designed to deal lots of damage AND BE SUPPORTED BY IT'S PETS. It is not the easy win button that the JHAS is.

    So before complaining about the FHEC being weak, try playing the ship LIKE IT'S SUPPOSED TO BE PLAYED. You need to change up your playstyle when you change up ships.

    You won't see me playing a bug like a fleet defiant. You won't see me playing a raptor like a battlecruiser. You won't see me playing an Odyssey like an Imperial or Excelsior. Actually for that matter you won't see me playing an Excelsior, so that problem is solved there. You won't see me playing a Fleet Horizon like a Fleet Comet. You won't see me play a Vo'quv like a Jem'hadar Dreadnought.

    You need to change YOUR playstyle. It's not the ships. Ship and gear is only about 30% of what makes you good. The rest is dumb luck, skillset, and player ability. And the majority is player ability.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • sayyadinanox#6094 sayyadinanox Member Posts: 2 Arc User
    edited June 2013
    Caveat: I consider myself a competent but in no way "Elite" player. I often in many of the games I play take odd builds and make them work better than might be expected (Most of the time :P ) I've flown all 3 classes of ships in STO and have settled on the FHEC for my Federation Engineer.

    I've always liked the look of the Akira, and the concept of it being a torpedo heavy vessel. I chose a unique build for my FHEC that is more torpedo centric yet not a true torpedo boat ( This set up )

    Flight experience of this ship has proven that it is very capable for STfs. Keeping my hangar on CD, using my skills wisely and flying aggressively, usually sees my completing an decent STF with no deaths (even with Borg invisi-torpedos ).

    However there are times, and pugs that when you zone in you get that feeling that you have Star Fleet Academy's rejects as your team mates. For those pugs I've pulled off some rather fun achievements with my FHEC. Some examples are, tanking the cubes in Vortex and handling probes (no probe made it past *flex* ) Inadvertently grabbing aggro on ALL the spawned spheres in Conduit, holding aggro, and not dieing, and other ridiculously silly things that should have left my ship nothing more than a cloud of exotic particles.

    I do have to say that the new trait to give Miracle Worker a chance to reset CD on taking damage is just lovely.
  • insanerandomnesinsanerandomnes Member Posts: 228 Arc User
    edited June 2013
    I'll make this simple mate:

    Theres a lot of reasons. It could be your litteral real world skills aren't up to par. Not saying your a bad player, just your used to something different.

    It could be your specced for a bug ship far better than an armitage. I personally found that when I had my NON-fleet armitage, I shreaded things with my torp setup.

    The bug ship is also a far superior ship to every other ship in game. From what I'm told. I was going to get one, and was even saving up for one, until I decided against it. Everytime I get the best of the best in a game, I stop playing, cause there's no more challenge.

    Theres a lot of reasons. Just because the armitage isn't working well doesn't mean it's a TRIBBLE ship, it just means your doing something wrong. The fleet armitage is a great ship, one of the best. And I'll not have anyone running around and telling me otherwise.

    Post your setup in the fed shipyards, your complete setup, all the way down to the doffs, get some suggestions for builds, try them, and then tell me what you think. Don't just go and blame the system for user error.
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  • jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    I've just read through this whole thread, and what I get from your description of your abilities, equipment, and tactics, as well as the way you're making your complaints, is that you just plain don't know what you're doing. No ship tanks by just sitting around doing nothing. If you had any success doing that in the Bug it's probably a game bug. Crew is totally insignificant (and giving up a tac console for a crew buff, I'm astonished that anyone would ever do that), and 1500 hull strength is almost as insignificant. You need to look around on the forums, see the advice that people are giving, learn what works, and learn keybinding. I'm not all that good and I never come close to dying in Azure Nebula, it's actually a very easy encounter. mrtshead's build suggestion was pretty good, I would drop the Torp Spread 3 for a Scatter Volley 2 (the cannon ability reduction doffs really aren't an adequate substitute for 2 copies, just a buff for ships that can only fit one) and probably change up the levels of some of the stuff, but it's pretty close to what I would run.
  • shookyangshookyang Member Posts: 1,122
    edited June 2013
    Not sure if this was stated yet, but number of crew is irrelevant.

    Any damage to crew is percentage of crew. Any heals are determined by percentage of crew.

    If you have lose 50% of your crew, your repair rate will be at 50%. Doesn't matter if you have 50 crew or 1000.
  • gwassalorgwassalor Member Posts: 164
    edited June 2013
    shookyang wrote: »
    Not sure if this was stated yet, but number of crew is irrelevant.

    Any damage to crew is percentage of crew. Any heals are determined by percentage of crew.

    If you have lose 50% of your crew, your repair rate will be at 50%. Doesn't matter if you have 50 crew or 1000.

    It is relevant to the point of crew recovery rate, which is still the same. So the more crew you have , the slower it recovers.

    Anyway the first post is hilarious. I've been flying mostly Armitage and then Fleet Armitage, I just like the ship. Then recently I got Chimera and I thought, well it's got 750 crew vs 200 crew of Armitage, so it must be better tank. Lol, I got shredded bad and fast and I thought at that moment, why is FHEC so overpowered :D. The same experience with Vo'quv with it's immense crew.

    To conclude:
    - crew mechanic is broken
    - bug ship is inherently overpowered, compared to any other ship
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited June 2013
    I find it somewhat amusing once a consensus was reached among the posters here that OP was doing it wrong and that the fault lay with that person and not their ship that OP stopped responding.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • timezargtimezarg Member Posts: 1,268
    edited June 2013
    I winced pretty hard when I saw that the OP was running FOUR 'team' abilities on his ships. Tactical Team, Science Team, and two Engineering Teams. At best, he'd have two of those available for regular use, with the other two not being used, or only rarely being used.

    His console setup's a bit wonky, as well.

    I'm ultimately just sad that a JHAS, the best damn escort in the game, is in this guy's hands. . .when he doesn't understand how to design loadouts and how everything works together. When he seems to think that hull and crew count make a difference anywhere. It's a waste of an awesome ship at this time.

    To the OP, if you're even bothering to listen to the advice given here: I suggest you follow it, and I suggest you spend some time really learning the basics of how everything works in this game. Maybe then you'll understand what you're doing wrong.
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  • howiedizzlehowiedizzle Member Posts: 122 Arc User
    edited June 2013
    I actually didn't know this until recently, being a mostly KDF player, that people actually thought the Armitage was awesome to start with... I got into it with this guy on ESD and then roflstomped him in my Fleet Excelsior...

    Armitage just isn't that good to start with, sub par ship all the way around...
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited June 2013
    I've just read through this whole thread, and what I get from your description of your abilities, equipment, and tactics, as well as the way you're making your complaints, is that you just plain don't know what you're doing.

    ^

    At least this is confirmation that a phat wallet can't replace skill. Bad stays bad.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited June 2013
    Armitage just isn't that good to start with, sub par ship all the way around...

    No, the Armitage is actually a very powerful ship. If you know what you're doing. It isn't sub-par in many ways if any at all. It makes a wonderful torpedo boat, and is a good ship overall. You just have a lot of really bad players flying them. Example being OP.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • age03age03 Member Posts: 1,664 Arc User
    edited June 2013
    It is probaby because you aren't use to it as it is bigger ship.It just takes some getting use to sure your bug might do lots of damage but so can this ship set up right.You do hve Point Defence onbroard to help out.It may not have all the consol sots you want but it does come with fighters which aid in the damage.

    It take a bigger ship to take them a long so get use to it a lot like the t3 ship you had the heavy escort if you had it at all.

    this happens to be one of my favourite escorts along wth retrofit Defiant and Patrol Escort.

    I really like the bug ship along with the Jem Hadar heavy dread carrier best box ships I like other than the mirror and temporal.

    Up there for once you and I agree on something.

    To the OP do you even own one if so prove it.If so you wouldn't of ade this thread or you entirely yuck space combat.
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  • jestersagejestersage Member Posts: 8 Arc User
    edited June 2013
    With my recent experience, I think the real problem is this:

    OP want something that can SOLO. as in he can go in any PUG, shoot and SURVIVE - survive is the key point. And he get the carrier because he expected to be a one man fleet

    Everyone and their guides is about making sure they have high DPS, expecting that someone else will support / heal them.

    Quite frankly, OP, after my recent experience, all I can say is this:
    1) You are asking the wrong question at the wrong crowd
    2) You are also playing on the wrong team. Fed is more about traditional trinity working together. KDF is where you would go to if you want to be a one-man fleet. (I still need to wait until schimatar come out to see if Rom can be a one-man fleet too)

    I also do noticed that my standard armitage do suffer more recently, but then I realize I follow guides for DPS instead of survival. Change it back to my prefered setup solves the problem.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited June 2013
    jestersage wrote: »
    With my recent experience, I think the real problem is this:

    OP want something that can SOLO. as in he can go in any PUG, shoot and SURVIVE - survive is the key point. And he get the carrier because he expected to be a one man fleet

    Everyone and their guides is about making sure they have high DPS, expecting that someone else will support / heal them.

    Quite frankly, OP, after my recent experience, all I can say is this:
    1) You are asking the wrong question at the wrong crowd
    2) You are also playing on the wrong team. Fed is more about traditional trinity working together. KDF is where you would go to if you want to be a one-man fleet. (I still need to wait until schimatar come out to see if Rom can be a one-man fleet too)

    I also do noticed that my standard armitage do suffer more recently, but then I realize I follow guides for DPS instead of survival. Change it back to my prefered setup solves the problem.

    If you look at OPs setup to begin with, it's quite bad. And it's so clunky he limits his own survival and damage output. And he thinks it's the ship's fault, not player error. I really feel sorry for his ships and BOffs.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2013
    Figures that a noob that has luckily gotten the OP bugship cannot comprehend playing another well designed Escort :cool:

    The Akira at any tier is a fine Escort, and if you cannot make that ship work, and this game being solely designed around damage and nothing else... you have issues in your gameplay knowledge of STO.
    XzRTofz.gif
  • edited June 2013
    This content has been removed.
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited June 2013
    The FHEC has a lower shield mod than the JHAS, and in this game, shields are everything. Therefore, even with the same console types slotted, the JHAS would survive longer because 1% more shield hp and regen amplified by power level outdoes whatever you can squeeze out from that extra HP with your captain's SIF stat.

    It?s more a symptom of how damn useful shields are and how pointless hull-tanking is.


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  • msk5msk5 Member Posts: 185 Arc User
    edited June 2013
    Man, OP, if you didn't have that OP bug ship to fall back on I'd hate to wind up in an STF with you. There's nothing wrong with the FHEC, the bug is just the most ridiculously overpowered ship in the game. If you want something that's as tanky/maybe tankier than the bug but NOT the bug, get the Steamrunner. That's the only comparable escort as far as survivability goes.

    Also, crew doesn't really mean jack. Its a neglected mechanic that the devs don't really know what to do with.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited June 2013
    msk5 wrote: »
    Man, OP, if you didn't have that OP bug ship to fall back on I'd hate to wind up in an STF with you. There's nothing wrong with the FHEC, the bug is just the most ridiculously overpowered ship in the game. If you want something that's as tanky/maybe tankier than the bug but NOT the bug, get the Steamrunner. That's the only comparable escort as far as survivability goes.

    Also, crew doesn't really mean jack. Its a neglected mechanic that the devs don't really know what to do with.

    Not completely true. The Fleet Patrol Escort is barely less tanky, in fact I find it to be equal to the Bug in staying-aliveability (yes, that's a word. Deal with it).
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • wast33wast33 Member Posts: 1,855 Arc User
    edited June 2013
    dont wanna read all of this thread, so here just my 2ct's:
    fleet armitage is just fine. set your skills, set your boffs, set your doffs and gear.
    u also should consider that moving helps ^^... u r comparing 2 different ships for 2 different purposes i'd say.
    i own both ships, nothing wrong about the armitage (though i'd liked that ens.tac to be an eng one on armitage).
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