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Why is my DPS so low?

doublezapperdoublezapper Member Posts: 0 Arc User
edited July 2013 in Federation Discussion
I have one of the most expensive ships in the game, all Elite Fleet weapons, yet I still come in 3rd, 4th, or last during STFs in the DPS and Damage categories (according to my battle tracker), and I can just tell that other people are out DPSing me. I'm just wondering if there's something I'm doing terribly wrong with my ship layout? I rarely PVP so I'm really just looking for help in the PVE areas. Not a big fan of the PVP anyways so spend most of my time just doing STFs.

Here is my info:

Andorian Charel Escort

Fore Weapons
Elite Fleet Phaser Dual Heavy Cannons Mk XII [Dmg] [Acc]x2
Elite Fleet Phaser Dual Heavy Cannons Mk XII [Dmg] [Acc]x2
Elite Fleet Phaser Dual Heavy Cannons Mk XII [Dmg] [Acc]x2
Kumari Phaser Wing Cannons [Dmg]x4
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]


Deflector
Assimilated Deflector Array Mk XII

Impulse
Assimilated Subtranswarp Engines Mk XII

Warp
Overcharged Warp Core Mk XI [Bat] [SSS] (Uncommon)

Shields
Adapted MACO Covariant Shield Array Mk XII

Aft Weapons
Elite Restorative Fleet Phaser Turret Mk XII [Dmg]x2 [CrtH]
Kinetic Cutting Beam Mk XII [Dmg]x3


Engineering Consoles
Monotanium Alloy Mk XI (Rare)
Electroceramic Hull Plating Mk XI (Rare)
Electroceramic Hull Plating Mk XI (Rare)

Assimilated Module

Science Consoles
Wing Cannon Platforms
Field Generator Mk XI (Rare)

Tactical Consoles
Phaser Relay Mk XII (Uncommon)
Phaser Relay Mk XII (Uncommon)
Phaser Relay Mk XII (Uncommon)
Phaser Relay Mk XII (Uncommon)



BOFFs
Lt Science:
Hazard Emitters I
Science Team II


Cmdr Tactical
Tactical Team I
Torpedo Spread II
Cannon Scatter Volley II
Cannon Rapid Fire III


Lt Cmdr Tactical
Tactical Team I
Attack Pattern Beta I
Torpedo Spread III


Lt Engineering
Emergency Power to Weapons I
Engineering Team II


Ens Engineering
Emergency Power to Shields I


Skills
Starship Attack Pattern: 9
Starship Energy Weapons: 9
Starship Maneuvers: 9
Starship Stealth: 0
Starship Energy Weapon Specialization: 9

Starship Weapons Training: 9
Starship Projectile Weapons: 9
Starship Targetting Systems: 9
Starship Threat Control: 0
Starship Projectile Weapon Specialization: 9

Driver Coil: 9
Structural Integrity: 9
Starship Electro-Plasma Systems: 0
Starship Engine Performance: 9
Starship Armor Reinforcements: 0

Starship Batteries: 8
Starship Subsystem Repair: 0
Starship Impulse Thrusters: 9
Starship Hull Plating: 9
Starship Auxillary Performance: 0

Starship Hull Repair: 9
Starship Warp Core Efficiency: 0
Starship Warp Core Potential: 9
Starship Shield Performance: 5
Starship Weapon Performance: 0

Starship Flow Capacitors: 9
Starship Power Insulators: 0
Starship Graviton Generators: 0
Starship Inertial Dampers: 0
Starship Countermeasure Systems: 0

Starship Shield Emitters: 9
Starship Shield Systems: 9
Starship Particle Generators: 0
Starship Sensors: 0
Starship Subspace Decompiler: 0


Traits
Accurate
Elusive
Medical Vanguard
Soldier
Sure Footed
Techie
Warp Theorist
Photonic Capacitor

BOFFs
"Law"
Very Rare Chance to reduce the time to recharge torpedos
Ten of Ten
Very Rare Chance to reduce the time to recharge torpedos

Omet'Etan
Rare Chance to reduce the time to recharge torpedos


Katherine Lacey Marshall
Uncommon Recharge time on Bridge Officer abilities reduced


Adalberto Tyrone Boxer
Very Rare Recharge time reduced on all Transwarp abilities



I think that's everything but the kitchen sink. I realize my skills might be where my problem lies. This is my first try at this game and didn't really know what I was doing as far as skills go. Not sure if they're worth respeccing or not, but any help you guys can give me would be greatly appreciated!

I also realize that I should have bought the entire Kumari ship set to take the most advantage of the Wing Cannon Platforms and am working toward getting the other two (unless you guys think it's not worth another 5k Zen).

Thanks in advance, I look forward to your help on this TRIBBLE
Post edited by doublezapper on
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Comments

  • doublezapperdoublezapper Member Posts: 0 Arc User
    edited June 2013
    Also, I am a Science Officer
  • questeriusquesterius Member Posts: 8,500 Arc User
    edited June 2013
    A few suggestions:
    - Activate autofire (in space right click on weapon)
    - Scale back speed to roughly 80 % so you can take better aim
    - Replace anything uncommon with at least the rare variety.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • doublezapperdoublezapper Member Posts: 0 Arc User
    edited June 2013
    Thanks Questerius
    Weapons are on autofire.
    I'm usually stationary or moving backwards when fighting so that I can keep all my guns trained on the baddy.
    And I'm working on replacing my greens and blues with purples, slowly but surely, hehe.
  • corseaucorseau Member Posts: 19 Arc User
    edited June 2013
    I'll probably catch flak for this but have you tried to run the special consoles from the rep system?
    zero point energy conduit
    assimilated module
    tachyokinetic converter(from lobi store)

    These consoles up your critical chance and critical severity.

    I see you have the assimilated console the others will boost that as well
    I would do something different for your doffs
    Maybe something like (just a thought I'm sure others will have better suggestion)
    2 very rare conn officers
    2 damage control engineers or warp core engineers
    1 hazard system officer

    the doffs your using are kinda redundant
    also I would personally use all scatter volley attacks for pve
    same for torp abilitieis I would suggest using all torp spread, unless you like the high yield
    I just find them to slow.

    I hope that helps a little. I am by no means a great player however I listened to some good pvpers and this setup come close to what they suggest.
  • edited June 2013
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  • crypticarmsmancrypticarmsman Member Posts: 4,115 Arc User
    edited June 2013
    Thanks Questerius
    Weapons are on autofire.
    I'm usually stationary or moving backwards when fighting so that I can keep all my guns trained on the baddy.
    And I'm working on replacing my greens and blues with purples, slowly but surely, hehe.

    One thing to remember - it you stay in reverse too long; it starts draining from your ship's power levels (and weapons power is very important when trying to max DPS. Reversing is not a good long term tactic in combat.
    Formerly known as Armsman from June 2008 to June 20, 2012
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  • corseaucorseau Member Posts: 19 Arc User
    edited June 2013
    Just thought I'd add that I also use the plasmonic leech console to keep my power levels up. It helps keep my weapons power near max.
  • twamtwam Member Posts: 0 Arc User
    edited June 2013
    Well, I hate to point out the obvious, but you're a science captain, so you don't get the tac captain buffs. Those rack up the DPS, by a lot. I also image you can get surpassed by decent captains running high level carrier pets.

    I can only echo the advice to use sensor scan effectively, use your photonic fleet as often as possible, and maybe include a copy of Attack Pattern: Omega.

    Edit: also: no matter what you're power levels show, always set base weapon power to 100. Don't think you can set it to 80 or something because your power level buffs make up for the difference - more weapons power equals more dps, even when you're at 125 power before firing.

    Edit2: also: don't take my comment as saying sci captains are bad. I like science a lot. It's just not the pure-dps-career. By using sensor scan your probably increase the dps of your team members, because you reduce the damage reduction on the target. This is very nice for your team. Same goes for good use of Subnuc Beam, which reduces enemy effectiveness. There's more to life than topping the charts ;)
  • redrickyredricky Member Posts: 1,004 Arc User
    edited June 2013
    4 team abilities. Too many, they all share a cd.

    BOFFs
    "Law"
    Very Rare Chance to reduce the time to recharge torpedos
    Ten of Ten
    Very Rare Chance to reduce the time to recharge torpedos

    Omet'Etan
    Rare Chance to reduce the time to recharge torpedos


    Katherine Lacey Marshall
    Uncommon Recharge time on Bridge Officer abilities reduced


    Adalberto Tyrone Boxer
    Very Rare Recharge time reduced on all Transwarp abilities

    The transwarp doff isn't helping anything.

    Names don't help, you need to list them by profession. Is the 4th one a technician? Those only work on Aux2Batt activation.

    There's nothing obviously terrible about the build, though I don't think the 3 PWO's (Projectile Weapons Officer) are really the best choice. I'd run 2 Damage Control Engineers to get both EPTx's up nearly all the time.

    I like APB3 for PvE, because you'll be helping everybody on your team. Might not move your personal ranking up if everybody is shooting the same thing, but increasing the uptime on attack patterns is probably going to give you a bump.

    Sorry if you know this one but pop an aux battery before Sensor Scan.

    Quantum's flight speed is important in PvP where a shield facing might not stay down. In PvE that's not as important. Torp Spread with the plasma is a fine choice, also it might not be showing up properly in your parser as far as the burn dot.
    _______________
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    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • edited June 2013
    This content has been removed.
  • silverrain79silverrain79 Member Posts: 98 Arc User
    edited June 2013
    My science captain out dps's most average tac captains. I see a lot of maxed out abilities on your skill points, and too few or 0 in vital systems. No points in sensors? No sensors doff? Ermegherd... You're nerfing one of your best offenseive/defensive abilities. And you're wasting thousands of points redlining abilities for a negligible gain. There are very few abilities it's worth putting more than 6pts in, and only after you've put pts into all the vital areas first. And then, it all comes down to how you fly it too. Timing is vital, esp with torps. And really.... Forget the elite fleet phasers, go with polaron or phased polarons, then those pts in flow caps will be even more useful.
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  • eardianmeardianm Member Posts: 0 Arc User
    edited June 2013
    Since the fittings and skills have already been addressed (fit 2 copies of AP:B, remove the non Tac Team team abilities, upgrade consoles, etc), how far are you from targets when you shoot? Usually the biggest damage gap once the basics are in place all comes down to piloting/positioning. The more often you can get point blank on your targets for the DHCs to hit max damage, the better. If you're trying to play it safe shooting 6k+ out from targets, you're losing a ton of damage potential. STFs have very familiar patterns to work out (although sphere behavior now is a bit more random), you should know exactly where you need to be pointing your ship at all times, and as mentioned, be as close as possible to your target.
  • crusader2007crusader2007 Member Posts: 1,883 Arc User
    edited June 2013
    twam wrote: »
    Well, I hate to point out the obvious, but you're a science captain, so you don't get the tac captain buffs. Those rack up the DPS, by a lot. I also image you can get surpassed by decent captains running high level carrier pets.

    This is quite true...Try it with a TACT character not a SCI...I know a few would say doesn't matter but test it for yourself. I have tested same skills, same weapons, same ships and a TACT will outrank a SCI in any DPS meter....of course they will be a few who might disagree and to each his own...find out for yourself like I did.

    After all if you want more DPS go with a TACT, last longer in battles go with a healer (ENG or SCI) :D
    DUwNP.gif

  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited June 2013
    This is quite true...Try it with a TACT character not a SCI...I know a few would say doesn't matter but test it for yourself. I have tested same skills, same weapons, same ships and a TACT will outrank a SCI in any DPS meter....of course they will be a few who might disagree and to each his own...find out for yourself like I did.

    After all if you want more DPS go with a TACT, last longer in battles go with a healer (ENG or SCI) :D

    A sci captain in a freebie T5 escort, using nothing but MK XI's from the exchange, without slotting a single doff, can get over 5k DPS in an STF. Its not as high as what a Tac captain can do, but its enough to consistently hit 1st place in a random pug. So the problem isn't that the OP is a sci captain, but something else.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited June 2013
    even as a sci captain and even with those somewhat sub-optimal doffs, he should still be able to outperfom most people in STFs and events with that equipment and Boff skill setup.

    What tracker are you using and what is your dps in what encounter? Do you have numbers against a certain, preferrably long-living target?

    For example if you're pulling 1-2k DPS in CSN with that ship, then something is fundamentally wrong. If you're doing 5-6k+ and you're still getting outperformed then it's the small things that need fixing.
  • aspheasphe Member Posts: 0 Arc User
    edited June 2013
    Perhaps it's the competition. 4k in a PUG STF will probably get you the #1 spot.

    edalgo wrote: »

    --

    Also you must try to upgrade your phaser relay consoles. Trust me it helps alot.

    --

    QUOTE]

    Regarding the tact consoles, just how much % in average DPS will you get going from green to purple? (and if people think < 4% to base damage is not much, well go look at a 100m foot race. Besides winning in PvP by 1% or 99% is still a win ^-^)

    twam wrote: »


    I can only echo the advice to use sensor scan effectively, use your photonic fleet as often as possible, and maybe include a copy of Attack Pattern: Omega.

    Edit: also: no matter what you're power levels show, always set base weapon power to 100. Don't think you can set it to 80 or something because your power level buffs make up for the difference - more weapons power equals more dps, even when you're at 125 power before firing.

    Edit2: also: don't take my comment as saying sci captains are bad. I like science a lot. It's just not the pure-dps-career. By using sensor scan your probably increase the dps of your team members, because you reduce the damage reduction on the target. This is very nice for your team. Same goes for good use of Subnuc Beam, which reduces enemy effectiveness. There's more to life than topping the charts ;)

    Weapon power over 125 (or 130 with the right core) won't increase your weapon damage. But it does seem if you set your weapon power to over 125 (with bonuses/buffs), the average weapon power level is higher (since it starts off higher... even if the power meter level only shows 125/130). If I set my AUX power to 'just' hit 124... I might get 6k out of my DHCs. But setting it to '142', and I can get a few hundred mode. With the right doffs and skills, you can improve this even more, a lot more.

    Maybe the OP should get a Vesta too ^-^. DPS is not everything (just nearly everything). And the Vesta lets you use two power pools to power your weapons (AUX powers 2 DHCs while WEP powers one DHC and 3 turrets on mine)

    My science captain out dps's most average tac captains. I see a lot of maxed out abilities on your skill points, and too few or 0 in vital systems. No points in sensors? No sensors doff? Ermegherd... You're nerfing one of your best offenseive/defensive abilities. And you're wasting thousands of points redlining abilities for a negligible gain. There are very few abilities it's worth putting more than 6pts in, and only after you've put pts into all the vital areas first. And then, it all comes down to how you fly it too. Timing is vital, esp with torps. And really.... Forget the elite fleet phasers, go with polaron or phased polarons, then those pts in flow caps will be even more useful.

    ... and 2 pieces of Omega gear for the Tetryon Glider. A few extra % vs shielded targets is nice and it doesn't cost power too. Of course most Borg lack shields (or soon will).

    BTW for most things, going from rank 6 to rank 9, only adds around 2% to the 'base' skill capability. Totally agree with yer.


    And after all that, the surest way to be #1 and to get a high DPS number on the 'tracker', make sure the other guys are sailing cruisers with lots of Grav Well/Tyken's Rifts so they bunch up all the available targets nicely... AND let you kill them.

    CSV3 works great on 4+ targets after all, same with TS3/etc. How else can a tac/escort blow 20k+ in ISE/ACT? Helps if you team doesn't steal everything and helps set the bowling pins for you ^-^. You get 5 guys chasing the meter though, and you will run out of targets. There's only so much damage you can do, simply because the number of targets are limited.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    Definitely try to get the Zero Point Energy Conduit from Rom Rep as soon as you can. Replace Eng Team with Aux to SIF and Sci Team with Transfer Shield Strength so you don't have those cooldown conflicts. Your doffs aren't doing much for you, the Technician won't do anything if you don't have an Aux to Battery, the Projectile Weapons Officers don't help the Omega torp, and the reduced Transwarp cooldown won't do anything in combat. Your skills could also use some work. You don't need to put any power boosting skill over 6 points, it just isn't worth it, Hull Plating isn't isn't that great either, and you're not using Flow Capacitors. Conversely, you would really benefit from some points in Electro-Plasma Systems and Weapon Performance, and Power Insulators can be nice too. Skip Sensors though, it doesn't boost the damage resistance debuff of Sensor Scan, which is all that really matters. http://www.stoacademy.com/tools/skillplanner/index.php is a very handy tool for planning this stuff out, and http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm will tell you how much any skill will actually do. Even with all that though I would still think you should be doing pretty well, you are setting your Weapon power at 100, right?
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited June 2013
    Three things I'd like to point out.

    1) You don't need 9 points in ANY of the skills. 7 is usually plenty. If you go with 9, those last two points will at most give you only a 1-3% bonus of whatever it is you're buffing. If you only at most put 7 points in any given skill, that gives you a huge number of skillpoints you can put elsewhere.

    2) Accuracy is nice, but against NPCs it's unnecessary. 7 points in starship targeting systems and your accurate trait is usually more than sufficient. I would focus more on crits and crit severity. That will majorly increase your DPS. Also if you can, get the Romulan BOffs from the embassy. They will increase your crit chance and crit severity.

    3) I've been getting odd reports from a number of players that phasers seem to be doing a lot less damage than before. That might be part of 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)
  • mojobapmojobap Member Posts: 0 Arc User
    edited June 2013
    Thanks Questerius
    Weapons are on autofire.
    I'm usually stationary or moving backwards when fighting so that I can keep all my guns trained on the baddy.
    And I'm working on replacing my greens and blues with purples, slowly but surely, hehe.
    your build is based on phasers dump them alo get rid of the wing cannons and the Phaser relay consoles.....i did and switched to my fleet Anti-Proton DHC with Mag regulators.... result total utter destruction (its all in the crits ) on one crit hit i swear i hit 24K !!!, and also its the pilot that determines DPS, as an Escort pilot it takes more skill to keep your opponents in front of you...... at all times if you overshoot your opponents then you loose a lot of DPS (Only hits with Borg KCB and Turrets)

    this is my build with skill set to optimize Cannon Damage (Read my Comments Section)

    http://www.stoacademy.com/tools/skillplanner/?build=warmachineversion25_0
    *****************************

    “Appear weak when you are strong, and strong when you are weak.”
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited June 2013
    to OP. it would be helpful, if we got some figures on how much you are actually doing, and what outperforms you, as we have no idea of your standards :)

    sci is more of a tank-dps blend, than pure dps, but I see no reason why you shouldnt deal atleast 9k DPS with that build (some optimization can be done here and there, but its kinda late for that for me)

    also, if you are not doing it, delet combatlog. every round should be started with a different combatlog. for me, it tends to get messed up, if there are loads of missions in a combatlog, and not only will it be hard to separate things, but somehow the log itself becomes kinda messed up.
    its a bit annoyance to alt tab every round, but you can get used to it

    10k DPS Vesta threads: 1; 2
  • whytelyonwhytelyon Member Posts: 0 Arc User
    edited June 2013
    I kinda skimmed the comments so I don't know if this has been mentioned, but projectile DoFFs don't work with the Omega torpedo. They specifically say so.
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  • asardetemplariasardetemplari Member Posts: 447 Arc User
    edited June 2013
    Everything looks okay except for these...

    -Swap the Electroceramic Hull with Neutronium.
    -Upgrade those phaser relays as soon as you can.
    -Dual Heavies, at least for me, seem like they do a lot of damage in a short burst. I mix my Kumari's cannons: 2 sets of Dual Heavies, 1 set of Duals, the Wing Cannons and Quad Cannons. It feels right to me, but that's my personal preference.

    -the torpedo doffs do not stack with the Omega torp launcher... either swap the doffs or swap your launcher.
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  • doublezapperdoublezapper Member Posts: 0 Arc User
    edited June 2013
    Thanks everyone, some really good information in here! I do have my weapon power set to 100, and I'll rearrange my doffs (had the torp doffs in there when I was running the Romulan plasma torps, but forgot that they don't do anything with the Omega torps).

    I use the Advance Battle Tracker (only one I could get to work) and it's clunky, but it seems to be accurate. I test a variety of different weapon setups on foundry loot mission (Loot O Matic 3000) to see which gives a quicker enemy death, and the Omega torps seem to outdo the Romulan Plasma torps, especially with Torp Spread III.

    I'll go ahead and rework my skills, that seems to be the biggest consensus among everyone who replied, so I'll retrain those as soon as I can.

    Thanks again to everyone for replying, it's nice to see a healthy gaming community on this particular MMO, which not every MMO has.

    Cheers!
  • saxfiresaxfire Member Posts: 558 Arc User
    edited June 2013
    your problem is your boffs, try this setup out


    epts1 ats1
    epts1

    tt1 crf1 crf2 apo3
    tt1 csv1 apo1

    he1 tss2

    your consoles are also a mess, get retro, tachyo, romulan consoles and leech, 1 neutronium and field gen should be enough

    get rid of phasers, get disruptors.

    practice your flying to aim your target sooner, go closer to your enemy to improve dps
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  • oldkhemaraaoldkhemaraa Member Posts: 1,039 Arc User
    edited June 2013
    Original poster person.

    I'm also a Science captain (KDF side) and I fly one of the gif bad fleet Tor'khat battle cruisers.

    You charactr skill and talent build are going to gave a very very great deal to do with your damage out put. I am jelous of your little ships indeed and dream heady thoughts about what I could do with it.

    Your set up is much better then my own with a few very specific differences.
    To raise my own DPS and removed torpedos from my ship, and respeced entirely out of any torpedo or mine related skills. When I did so mt damage over time went significantly up.

    My boffs and doffs are set up to support my offensive damage output. Consoles are set up to enhance a great many things.. the few sceince ability my BOFFS have. Strangly I only use a single console or armor of any specific type. I cant catch the fast little guys (fed escorts) in PvP so I don't try. I have other things I can do to them and am set up to refresh my sci debuff abilliteis as fast as possible I run 4 DHC forward, 4 turrets aft.. no torps what so ever.

    In STO torps are finishing weapons, all of them other then a hand full of very specialized types cause little or no damage if a ships shields are up.. oh they certainly in most cases can leak damage through but I've found the solid turn rate of my battle cruiser and all those cannon pounting away (turrets are cannons ya know) will chew through shields and hull like no ones biz without heroic efforts to prevent it. And it happens very very fast..
    In your andorian ship you out gun all other escort classes.. more so if your running the andorian set. Consider going to an all gun build, and a pursuit mind set.. In and and out, in and out, blazing away. Torps are marvelous burst damage..but it hard to be consistant with them... my gun ship build and spec have stood me well for over a year. and concentrating on energy weapon damage only allows me to put skill points in other critical areas.. such as energy management and generation. (blazing away with everything my weapons power does not drop below 80% ever.. with consoles spec and BOFF I also maintain over 60% aux power base..real handy for those sci powers.... Consider a slight respec toward specialization. It's just another form of min maxing. You'll figure it out I am sure.. Have fun!
    "I aim to misbehave" - Malcolm Reynolds
  • oldkhemaraaoldkhemaraa Member Posts: 1,039 Arc User
    edited June 2013
    oh one other thing.. Once your over 5km away from a target damage from cannon of any type drops off significantly.. Your retrograde tactic is likely taking you right out of the sweet zone for damage. Try to stay 2-5 KM from a target, and avoid getting closer then 2 KM unless your making a high speed strafing run where you movement will carry you past the Area of a Effect when your target blows to free ions. Tactica and manuver do count. As you primarily PvE your targets are generally going to be moving on utterly predictable paths..
    "I aim to misbehave" - Malcolm Reynolds
  • persephone51313persephone51313 Member Posts: 45 Arc User
    edited June 2013
    as others have said, get rid of the technician, he is doing nothing for you.

    I would swap out the omega torpedo with the romulan hyper plasma torpedo, and replace the armor consoles with a neutronium, zero point and tachyokinetic (or if lobi is an issue, then another neutronium). Also replace torpedo spread with torpedo high yield. With 2 purple projectile doffs you will have a good stream of normal and high yield torpedoes, and the bonus plasma damage from the romulan torpedo/zero point console is a nice plus. Just get closer to your target to reduce the flight time of the torpedoes, but not too close or you will hit yourself with the plasma splash.
  • captainobvious09captainobvious09 Member Posts: 182 Arc User
    edited June 2013
    Not sure if anyone noticed but you have 3 torp doffs, and no torp they can modify. The Omega can not be affected by torp doffs, try a TRIBBLE green torp in the slot then go to space you will notice this on the weapons panel for that torp(make sure your weapons panel is visible):

    20% to reduce torpedo cooldown by 5 sec.
    20% to reduce torpedo cooldown by 5 sec.
    20% to reduce torpedo cooldown by 4 sec.

    The Omega torp does not and will not say this.

    That being said I prefer photons with a nose on fast reload build.
  • avengerkid1993avengerkid1993 Member Posts: 323 Arc User
    edited June 2013
    doublezapper I think you build is very good, I really don't understand how you could do low Dps.

    Howeer, you can try this skill (I found it very useful):
    Attack Pattern Beta 2/3.

    Try this (for PVE):

    BOffs:
    Cmd Tac: TT1 - CRF1 - APB2 - APB3
    Lt.Cmd Tac: THY1 - CRF1 - THY3
    Lt. Eng: EPtS1 - AtS1
    Lt. Sci: HE1 - TSS1
    Ens Tac: EPtA1 / APtW1 / EPtE1

    and this (for PVP)
    BOffs:
    Cmd Tac: TT1 - CRF1 - APO1 - APO3
    Lt.Cmd Tac: THY1 - CRF1 - THY3
    Lt. Eng: EPtS1 - AtS1
    Lt. Sci: HE1 - TSS1
    Ens Tac: EPtA1 / APtW1 / EPtE1

    DOffs:
    2x Conn Officers (Purple) (or 3 Blue)
    3x Projectile Weapons Officers

    I use Adanced Fleet Antiproton Weapons [Acc]x2 [Dmg]x2, but I think its quite the same.
  • dareaudareau Member Posts: 2,390 Arc User
    edited June 2013
    I have one of the most expensive ships in the game, all Elite Fleet weapons, yet I still come in 3rd, 4th, or last during STFs in the DPS and Damage categories (according to my battle tracker), and I can just tell that other people are out DPSing me. I'm just wondering if there's something I'm doing terribly wrong with my ship layout? I rarely PVP so I'm really just looking for help in the PVE areas. Not a big fan of the PVP anyways so spend most of my time just doing STFs.

    Let me open with this observation: It's virtually impossible to out-DPS a tac/escort that's spamming the tactical captain trinity - APA, GDF, FoMM, unless said captain has a crud build or a complete lack of piloting skill...

    On that note:

    1. Not mentioned yet, but get a better warp core, with "synergy". For example, if you want to use your warp core to improve shield performance, get the field-emitting core (+ to shield power) and make sure that it has the [S->W] mod on it - so that your natural shield power, along with the shield bonus, is combined into a boost to your weapons power.

    2. Overcap weapons power. Yeah, you might not "see" anything above 125 when in battle, but the overcap is tracked to a certain point and is applied to that first shot's power drain (so if you overcap to 135, the first -12 shot will drop visible weapons power to 123, second -12 to 111, etc.) Obviously, this will translate into a minor, but noticeable, gain to DPS.

    I also recommend respeccing those 9s off your build, and the BOff changes, especially to the extraneous science and engineering team. Also, double check your reputation choices, to maximize offense obviously pick every offensive option in the 3 trees...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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