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Dreadnought Pack Play Tips

ajma420ajma420 Member Posts: 0 Arc User
edited July 2013 in Romulan Discussion
So, since the dreadnought launch, I have noticed several things that may help you improve your performance in PvE.

1. My Scimitar is squishy, what do I do? The Scimitar class was not intended to be played like a conventional cruiser/carrier/tank, more like a more sluggish HEC with 5 fore weapons. If you want to cope with damage better, try the Falchion and add another armor console like neutronium and if you don't use DC/DHCs use the Universal Lt. Cmdr. slot for an engineering or sci BOff. Also, note that even thought the dreadnoughts have shields while cloaked, the regen rate while cloaked is severely reduced, so it would be wise to drop cloak while out of battle to regen.

2. Blah, Blah, Thalaron Pulse, Blah, Blah? I find that b/c of the novelty of the dreadnoughts makes people use the thalaron pulse in situations where they shouldn't be. Be smart, do not use the thalaron pulse against a small number of fast enemies or against dreadnoughts like tac cubes - trust me it does nothing to them. The thalaron pulse should be used on mobs of frigates, escorts, and a few battleships - like a fleet alert situation. If you are dead set on using it, do so at 7-9 km from the targets and activate secondary shields or RSP to cope with the MASSIVE aggro from just charging it. As a side note, Orb weavers are the ultimate killjoy for the thalaron pulse

3. Why can't I stop myself from flying into my enemies? Even though the Dreadnoughts have a turn rate of 7-9, they still have a huge inertia value on par with a ship of that size. To counter this, disengage full impulse and drop speed at ~11-13 km and slide in. Those of you who flew the vo'quv or the Atrox are familiar with this tactic and an experienced player can use this to increase maneuverability. RCS consoles do not change inertia values.

4. I have a 4 DHCs on my (X), (usually the Kumari people) why don't I do as much damage in my dreadnought? Duh, all warbirds have 10 less base power than fed or kdf ships. The Plasmonic leach helps but out of combat, most warbirds max out at 113 or so weapon power. Not much you can do about this. Personally, I didn't like DHCs on my Falchion and instead use DBBs. Some people can make it work, but I don't use them on this ship.

Hope this helps and use this post to ask any further questions.
Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

Ajma420 - Lv 50 Tac - Pride of the Federation
Catherine The Great - Lv 50 Tac - Pride of the Empire
Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
Post edited by ajma420 on
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Comments

  • aurangzeb4evaaurangzeb4eva Member Posts: 13 Arc User
    edited July 2013
    I really like this short-and-sweet list of advice -- it's well formated and well thought out.

    I, too, have foregone the thalaron pulse. The (possible fictitious) bug with the shielded cloak has kept me away from equipping all three consoles, and I don't think there's been much of a loss.

    I was also considering using DBBs on my Scimitar. Are you happy with them? Do you have beams or turrets in the back?
  • ajma420ajma420 Member Posts: 0 Arc User
    edited July 2013
    I really like this short-and-sweet list of advice -- it's well formated and well thought out.

    I, too, have foregone the thalaron pulse. The (possible fictitious) bug with the shielded cloak has kept me away from equipping all three consoles, and I don't think there's been much of a loss.

    I was also considering using DBBs on my Scimitar. Are you happy with them? Do you have beams or turrets in the back?

    I am very happy using DBBs. I have 4 fleet AP DBBs in front and 2 AP turrets + the cutting beam in back. you sacrifice some damage by using DBBs, but they're easy to keep on target.
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • voxiusvoxius Member Posts: 28 Arc User
    edited July 2013
    While I agree for the most part with what you're saying, I slightly disagree with you on point number 2.

    I was in a Borg invasion just last night and flew in after my team who were focused on a tactical cube, waited for the opportune moment (shields down) and then unleashed the pulse which killed the cube. I don't remember what its hull was exactly but it was in the 60% range.

    It was also a crit hit.

    But yes, in general the thalaron pulse is better used for groups of enemies possessing less defensively capable ships. However I still think it's just as good for a burst of DPS on larger targets as well.
  • defalusdefalus Member Posts: 4 Arc User
    edited July 2013
    Another good tip would be to get a Reman boff with superior infiltrator space trait. The Scimitar 2 part set bonus lets you keep your cloaked turn rate for the duration of cloak ambush and a superior infiltrator will boost cloak ambush to 15 seconds. So Scimitar 2 set + Reman superior infiltraitor = 15 seconds of enhanced turn and damage after decloaking.
    __________________________________________________
  • mreeves7amreeves7a Member Posts: 499 Arc User
    edited July 2013
    Another method to avoid some damage when charging Thalaron (at least vs. NPCs) is to use Mask Energy Field (KHG/A-MACO 3-piece). MEF will cloak you for most of the charge duration.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited July 2013
    defalus wrote: »
    Another good tip would be to get a Reman boff with superior infiltrator space trait. The Scimitar 2 part set bonus lets you keep your cloaked turn rate for the duration of cloak ambush and a superior infiltrator will boost cloak ambush to 15 seconds. So Scimitar 2 set + Reman superior infiltraitor = 15 seconds of enhanced turn and damage after decloaking.

    To add onto this, you don't need to go through the full 5-second cloaking animation.

    Cloak turn bonuses are applied after three seconds, so drop your cloak then and you'll get the full ambush bonus (with turn rate boost) 40% faster than waiting for the animation to end.
  • gonjaagonjaa Member Posts: 126 Arc User
    edited July 2013
    I have found tractor beam mines to be a worthwhile addition to this ship
    [SIGPIC][/SIGPIC]
  • wufangchuwufangchu Member Posts: 778 Arc User
    edited July 2013
    I'm finding with the thaleron that if i charge aux and then start the shot at 5KM, letting my ship drift in to 3KM while the wings open, that even with a weak shot i can usually knock a tac cubes down from 100% to 94%. Its not much, but it does get the ball rolling. The biggest drawback to the thaleron weapon is time.. With the power of most of the ships I see in STF's these days, there simply isnt enough time to charge and fire before whatever your shooting at has been rendered to space debris by everyone else.. This makes it useful almost exclusively against tac cubes and little else. One thing i'm thinking is that in Infected: The Conduit Elite, there is an exact amount of time between the second generator going down and the appearance of the cube and spheres. A Thaleron pulse at the right instant could go a long way at taking down at least some of the spheres, making it easier on the whole team to complete the estf.
    wraith_zps7pzgamff.jpg
  • marc8219marc8219 Member Posts: 0 Arc User
    edited July 2013
    Thalaron pulse works good for me in pve against large spawns of mostly battleships and cruisers like mirror event, azure, and fleet events. I decloak around 5k and buff with tac team, epts and secondary shields, have all power shifted to aux, then use tac buffs and activate it. I am hitting everything for 50-70k then whtever is left dies to the dot and my weapons after. I use aux2bat so I hit that while aux is still high and shift to weapons too and am back at full weapon power almost instantly after firing thalaron.
    Tala -KDF Tac- House of Beautiful Orions
  • necromortenecromorte Member Posts: 6 Arc User
    edited July 2013
    wufangchu wrote: »
    The biggest drawback to the thaleron weapon is time.. With the power of most of the ships I see in STF's these days, there simply isnt enough time to charge and fire before whatever your shooting at has been rendered to space debris by everyone else...

    That and it seems like every time I go to fire it, someone decides to hit Tractor Beam Repulsors, knocking everything out of my cone making it a complete waste of time.
  • msk5msk5 Member Posts: 185 Arc User
    edited July 2013
    I don't bother with Thalaron. Honestly I'm not convinced that the durability of this ship isn't bugged right now. I've taken quite a few deaths I really shouldn't have with my setup.

    One tip I could throw in is that if you're a tac captain who wants to mount DHCs, mount at least one DBB as well. Reason being DBBs do more damage at longer range, DHCs need to be within tractor range to reach their potential. I rarely have the thing flying faster than 1/4 impulse in combat just so I can manage my drift and not overshoot targets while keeping them in my forward arc. When you're doing this you're going to be engaging at varying ranges and there isn't a whole lot you can do about it.

    Also, BO3 is fun, so there is that.
  • ajma420ajma420 Member Posts: 0 Arc User
    edited July 2013
    msk5 wrote: »
    I don't bother with Thalaron. Honestly I'm not convinced that the durability of this ship isn't bugged right now. I've taken quite a few deaths I really shouldn't have with my setup.

    This is what sort of along the lines of my intended message, but its not a bug. there seems to be a hidden defense drain and mega-aggro boost while charging the thalaron pulse.

    By no means am I saying the thalaron pulse is bad, just be careful using it in the right scenario. For example someone mentioned using it on the spheres in ISE - watch out b/c they will often use their OP EPtEngines3 power to zoom out of your arc and take advantage of your vulnerability.
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    ajma420 wrote: »
    1. My Scimitar is squishy, what do I do? The Scimitar class was not intended to be played like a conventional cruiser/carrier/tank, more like a more sluggish HEC with 5 fore weapons. If you want to cope with damage better, try the Falchion and add another armor console like neutronium and if you don't use DC/DHCs use the Universal Lt. Cmdr. slot for an engineering or sci BOff. Also, note that even thought the dreadnoughts have shields while cloaked, the regen rate while cloaked is severely reduced, so it would be wise to drop cloak while out of battle to regen.

    2. Blah, Blah, Thalaron Pulse, Blah, Blah? I find that b/c of the novelty of the dreadnoughts makes people use the thalaron pulse in situations where they shouldn't be. Be smart, do not use the thalaron pulse against a small number of fast enemies or against dreadnoughts like tac cubes - trust me it does nothing to them. The thalaron pulse should be used on mobs of frigates, escorts, and a few battleships - like a fleet alert situation. If you are dead set on using it, do so at 7-9 km from the targets and activate secondary shields or RSP to cope with the MASSIVE aggro from just charging it. As a side note, Orb weavers are the ultimate killjoy for the thalaron pulse

    3. Why can't I stop myself from flying into my enemies? Even though the Dreadnoughts have a turn rate of 7-9, they still have a huge inertia value on par with a ship of that size. To counter this, disengage full impulse and drop speed at ~11-13 km and slide in. Those of you who flew the vo'quv or the Atrox are familiar with this tactic and an experienced player can use this to increase maneuverability. RCS consoles do not change inertia values.

    4. I have a 4 DHCs on my (X), (usually the Kumari people) why don't I do as much damage in my dreadnought? Duh, all warbirds have 10 less base power than fed or kdf ships. The Plasmonic leach helps but out of combat, most warbirds max out at 113 or so weapon power. Not much you can do about this. Personally, I didn't like DHCs on my Falchion and instead use DBBs. Some people can make it work, but I don't use them on this ship.

    Hope this helps and use this post to ask any further questions.


    1) Why waste all that tactical power with Engineering skills? Firstly, Science heals > Engineering Heals and Secondly, Learn 2 Fly. Not trying to be a jerk but the Scimitar should be thought of as the most OP Bird of Prey you ever saw. If you are taking too much damage get out of there. Your Singularity powers make escape very easy. Get free and cloak and let your Drone Ships (get them for your hangar) take Aggro for you. Also invest a few points into Hull and Armor defense skills. Always have Hazard Emitters I and II, Emergency Power to Shields I and II, and Transfer Shield Strength I along with a pair of Tactical Teams. Remember that secondary shielding can save your rear and that if you sit still you will be destroyed much faster. Also do NOT forget Brace for Impact, most NPC's kill with Torps and nothing else.

    2) Recluse are not much better here... I mostly agree with what you say except that it DOES do a fair bit of damage to Cubes. Make sure you buff up before firing and get your Aux to full power before releasing the pulse. Also... It can wipe out ALL the Generators in Elite STF's in one shot... Handy that. Pairs real well with someone using gravity well.

    3) So very true. It is a bit odd sliding with this considering it turns so well but yeah you have to be careful or you will slide right into death heehee.

    4) That can be overcome easily with the Borg Assimilated Module and other power boosting toys. You should be able to outclass ANY other ship in the game DPS-wise in a Scimitar especially when exiting cloak. However, as great as its turn rate is I would recommend against using DHC's. Dual Beam Banks are nearly as effective, better at range, and have a superior arc. Also Beam Overload III = a Kill Shot and Beam Fire at Will + Attack Pattern Beta + Torp Spread III = a WHOLE LOT OF DEAD THINGS.
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited July 2013
    I just got done pvping with my fleeties tonight, my scimitar which isnt yet setup for pvp pulled 2nd in dmg every time, 1st went to our bug ship. And he does almost nothing but pvp, has all the best doffs and has a proper setup.

    I run all Acc x2 dmg x2 plasma fleet weapons, 1 dbb, 3 dhc, 1 Acc x3 mk xi quantum torpedo, 2 turrets, 1 kcb.

    5 Plamsa infuser consoles, for pvp i used all 3 scimitar consoles in sci spot i swap them out for -Th +Pla embassy partical generators or ZPE console/Borg console, tachyokenetic converter, and 1 RCS.

    For my boffs I use TT 1 x2, HYT2, BO3, CRF3. EptS1, EpTE1, ASIF1, RSP1, EptW3. PH1, HE2.

    Atm im using MK X KHG shield, Aegis engine/deflector. For doffs im using green cannon doffs, and EpT reduction doffs.

    Far from the ideal setup, yet i wasnt far behind him in dmg and i was cloaking uncloaking constantly alpha striking. If i can nearly match him with being so far behind in build, doffs, and gear aka no fleet shields etc, no reason other people cant put out good dmg.

    For an example how close it was, he had 560k dmg, i had 503k dmg. He runs A2B APO endlessly i have a turnrate of 19-39 depending on cloak or not. Console helps keep it at 28 or so for 13 sec after cloak good enough to keep my DHC on target for a long while.

    After i dismissed my shuttle my scimitars survivability went through the roof. Though there are still several bugs that still effect it, the 2 pc bonus says you maintain your cloaked turn rate bonus when you decloak, but in reality you only maintain 50% youll drop from 39 to 28.
  • nagrom7nagrom7 Member Posts: 995 Arc User
    edited July 2013
    Something I have noticed about the thaleron on both players and NPCs. The main shot is a big hit, but a lot more damage comes from the DoT. I do more damage in total with the DoT than with the initial burst. I haven't got any points into particle gens but I do run full aux power when firing it.

    -Edit- I have no problem getting within the targeting arc of DHCs, but range can be an issue, what do you guys recommend? DHCs or DBBs?
    [SIGPIC][/SIGPIC]
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  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited July 2013
    you can run either, just depends on your boffs/playstyle and how good you are with lining up a shot. I have deuterium burn and epte1 + EM to help keep cannons on target. I use my throttle and inertia to swing about. A lot of people will just hit evasive and try to circle, fly straight away for 2 sec hit full stop on throttle then swing to left or right you will do a 180, then hit full throttle again and charge back at what was chasing you.

    I time that with my BO3 HYT2 and CRF3. Had a guy tonight chase my scimitar thinking i was running, next thing he knows im coming right at him, nailed him with a BO3 blowing off front shield and dropping 3 tac buffed quantum torps in his face with my 3 dhc firing like mad. Safe to say that guy went poof!

    For added kick throw in a singularity jump to fire off a rear cluster torpedo. If you time your distance just right your jump will end point blank behind them leaving little if any time to dodge. You can also use the subspace jump to great effect by firing on their forward section the second you pass them subspace jump and your on target again, i do it sometimes to line up deadly BO3's point blank.

    My crit chance is at 17% without tac buffs so all those weapons tend to crit a hellva lot. I BO3'd a tac cube for 106,000 dmg yesterday on a crit, right after i thelaroned it for 80k + dot. Btw never try the thelaron in pvp, I havent tried it but 12 sec even if you live you might hit 1 person odds are no one. One chance you might have is using the honor guard mask energy sig to hide your ship while it charges up but its very iffy.

    If your fed allied get the yellowstone runabouts. Their tractor + warp plasma can really TRIBBLE someones ability to turn, also using torp spread chroniton torpedos helps. Toss in cloaking tractor mines, or the borg sets assimilated tractor + a reg tractorbeam 1. Keeping most people in limited firing arcs these days is easy mode.
  • ajma420ajma420 Member Posts: 0 Arc User
    edited July 2013
    hasukurobi wrote: »
    1) Why waste all that tactical power with Engineering skills? Firstly, Science heals > Engineering Heals and Secondly, Learn 2 Fly. Not trying to be a jerk but the Scimitar should be thought of as the most OP Bird of Prey you ever saw. If you are taking too much damage get out of there.

    You say you are using DBBs? Personally I found that the tac Cmdr slot provides enough tac powers to be effective. I have TT1, BFAW2, THY3, APB3 and another TT1 in the ensign universal. Now I know you're saying "WHAT ABOUT BO!?!?!" but I don't like how much energy it drains. Instead, I have the rommy torp and beam and 3 fleet AP DBBs and the rommy set 3-piece power is devastating and the beam uses no power. The reason I use the Falchion w/ the eng lt. cmdr in the univ slot is partially because -
    ajma420 wrote: »
    there seems to be a hidden defense drain and mega-aggro boost while charging the thalaron pulse.

    Also, I like to get down and dirty and just fling torpedoes and beams everywhere and I prefer a ship that can deal with the aggro of fighting a gate, spheres, and tac cube at the same time in an ESTF

    You want to play it like a massive BoP? thats fine, but the post was about making the ship more durable.
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • tcostiktcostik Member Posts: 0 Arc User
    edited July 2013
    The Scimitar is being looked at. Lots of people are experiencing bugs. I know I am. Half the time my Scimitar is an unstoppable tank that puts out tons of DPS, the other half its like I'm whipping someone with a wet noodle whilst wearing a wet paper bag for armor.

    http://sto-forum.perfectworld.com/showpost.php?p=11253401&postcount=58
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    ajma420 wrote: »
    You say you are using DBBs? Personally I found that the tac Cmdr slot provides enough tac powers to be effective. I have TT1, BFAW2, THY3, APB3 and another TT1 in the ensign universal. Now I know you're saying "WHAT ABOUT BO!?!?!" but I don't like how much energy it drains. Instead, I have the rommy torp and beam and 3 fleet AP DBBs and the rommy set 3-piece power is devastating and the beam uses no power. The reason I use the Falchion w/ the eng lt. cmdr in the univ slot is partially because -

    You want to play it like a massive BoP? thats fine, but the post was about making the ship more durable.

    BO3 is a One Hit Kill in many cases and in PvP it is the "Oops you have no shields" button. If you use the Assimilated Module and Cutting Beam you frequently negate the power drain and some EPS points (preferably from gear) will make the power shoot right back up fast after using it. Dropping from cloak with a BO3 is one of the most deadly things you can do. Also your build is missing out on APO which is a huge issue... Tractor Beams, Theta Clouds, Warp Plasma, you name it APO gets you out of all that, increases your damage AND your defense.

    I will agree that Hull Melt from the 3 piece Rommy set is utterly vicious but it pairs extremely well with BO3.

    The thing is that you can make it survive plenty well for the time you are out of cloak without sacrificing even the tiniest bit of DPS or Burst Damage and in reality if you are not cloaking and decloaking on a regular basis you are already wasting MASSIVE damage potential with Ambush. If you have all 3 of the consoles you have shields while cloaked which means unlike any other vessel you can battle cloak on a whim without worry of being obliterated by that incoming torp.
  • neok182neok182 Member Posts: 551 Arc User
    edited July 2013
    DHCs are fine. if your speced right. two RCS, RCS and 2 piece, or just the 2 piece should give you enough turn rate to turn around and attack. theres also cloak, omega, and more to help as well.

    The problem is the drift, in ISE for example, the spheres are so damn fast now that the scimitar really gets screwed because of how slow it is. You'll do a 180 but drift backwards another 2-3km even at full throttle. meanwhile that sphere that was 5km away from you is now 15 thanks to their insane EPTE3.

    Gotten so bad that i switch back into my ha'feh now for every ISE. but that is the only one that i leave my scimitar for just because of the damn spheres. in KASE, CSE, or other PVEs it works just fine.

    Personally i'm using.

    4x Fleet DHC 1x Omega/Rommy Torp (switch between them depending on what i'm doing)
    3x Fleet Turrets
    2x 35% RCS. to be replaced with Fleet RCS + energy/kinetic resist
    Valdore Console, Zero Point, Borg.
    leech 4x tet consoles.

    this setup has worked great for me. I will admit i've been tempted to switch to plasma and maybe run the rom experimental beam array up front and toss the cutting beam in the back to get some more DPS when i can't line up the front shot, but with the 2 RCS i'm at 18 turn rate before any abilities probably hit 20 with the fleet consoles, which also will give some nice resists. add cloak, omega, engine battery and eventually a shields+engine singularity core it will give it a nice speed boost and works out just fine.

    I don't use any of the ships consoles because i just haven't really found them worth using.

    Thaloron as has been pointed out is useless a lot of the time. I can take out a whole group of enemies faster than the thaloron takes to charge. and the insane aggro you get makes it a terrible thing to try in elites since it seems that you instantly get a dozen invisitorps on you.

    2 piece is pretty good. the +2 to turn rate is less than what an RCS will give you but still good, and getting the cloak turn rate bonus out of cloak is pretty good as well. I actually ran that for a bit with 2 superior infiltrators for 25 seconds of the bonus turn rate and it was pretty nice but eventually didn't seem to really be needed since i wasn't really having issues turning to begin with.

    As far as the individual consoles go.

    Cloaked Barage was probably my favorite, but i rather decloak and get the +25% bonus damage than fire while cloaked. Though i will say it's fun and helpful for going up against cubes. Fire that off, decloak, hit a weapons battery and/or EPTW and fire everything off again.

    Shields While Cloaked. I'll admit this is pretty nice. Helps when you actually cloak while getting attacked, but in my experience from 1-50 in a romulan and for the past month in a mogai and ha'feh it was never an issue, and still isn't with the scimitar unless I'm next to a cube and i couldn't get away, which is pretty rare.

    Secondary Shields. Probably the best of the three. good oh-TRIBBLE button or just good to get some extra help before heading into a tough fight. If i didn't use the valdore console, i would be using this one for sure.

    They're all good consoles, not hating on them just for me i've found my setup to be better for my personal play style.
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  • salemkanesalemkane Member Posts: 53 Arc User
    edited July 2013
    A Tip for all those having Problems with the high Inertia Modifier of the Scim Dreads.

    When you come in under Full impulse, hit stop BEFORE! you disengage full impulse. A stop under full impulse will always make you stop in a matter of meters.

    The other thing is, don't approach the targeted Ship directly. Always try to fly a bit sideways, when you stop or go down to 1/4 impulse, you will still drift around 3-5km in the before direction, but you will drift alongside the targeted ship, and the high turnate from the cloak ambush allows you to keep the ship in your cannon/DBB arc.

    This is something Vo'Quv DHC Players should be familiar with, but the Scim takes it to the next level with the ambush turnate boost.

    Also in my personal experience, RCS consoles are a waste on this ship (and any ship with a base turnrate below 20) since the bonus is X% of the base rate. Get resistance there, will help you more than the RCS consoles.
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  • neok182neok182 Member Posts: 551 Arc User
    edited July 2013
    salemkane wrote: »
    A Tip for all those having Problems with the high Inertia Modifier of the Scim Dreads.

    When you come in under Full impulse, hit stop BEFORE! you disengage full impulse. A stop under full impulse will always make you stop in a matter of meters.

    The other thing is, don't approach the targeted Ship directly. Always try to fly a bit sideways, when you stop or go down to 1/4 impulse, you will still drift around 3-5km in the before direction, but you will drift alongside the targeted ship, and the high turnate from the cloak ambush allows you to keep the ship in your cannon/DBB arc.

    This is something Vo'Quv DHC Players should be familiar with, but the Scim takes it to the next level with the ambush turnate boost.

    Also in my personal experience, RCS consoles are a waste on this ship (and any ship with a base turnrate below 20) since the bonus is X% of the base rate. Get resistance there, will help you more than the RCS consoles.

    Yup fleet mate taught me the stop before disengaging full impulse, which while cloaked is great since you can get right next to the enemies.

    Still learning how to drift, but the 2x RCS that i'm using does help with that since even if i TRIBBLE up the drift, the 18 turn rate is enough to keep the scimitar angled on the enemies as long as they don't run away like the damn borg spheres.

    I agree that RCS consoles are normally a waste, if it wasn't for the fleet consoles i'd just use the 2 piece set, but with the fleet consoles i'll be gaining +20 resist in addition to my turn rate being boosted to almost 20, if my math is correct.

    Additionally i could also buy the armor consoles to gain +42 resist, and +42% turn rate.
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  • buddha1369buddha1369 Member Posts: 386 Arc User
    edited July 2013
    Hold up people, the two piece set bonus only boosts turn rate during the ambush? I thought it gave a flat 2 point bonus at all times, from 7 to 9.
  • defalusdefalus Member Posts: 4 Arc User
    edited July 2013
    buddha1369 wrote: »
    Hold up people, the two piece set bonus only boosts turn rate during the ambush? I thought it gave a flat 2 point bonus at all times, from 7 to 9.

    It does give a flat bonus, it also lets you maintain most of your cloaked turn rate for the duration of cloak ambush.
    __________________________________________________
  • buddha1369buddha1369 Member Posts: 386 Arc User
    edited July 2013
    defalus wrote: »
    It does give a flat bonus, it also lets you maintain most of your cloaked turn rate for the duration of cloak ambush.

    Score. Thanks
  • johankreigjohankreig Member Posts: 449 Arc User
    edited July 2013
    I am realy glad people are finding good things in this ship, its bugged but we are adapting (I adapted from the start) will need to rethink my guns dbb sounds like a better option over my cannons, will need to work up a better tac officer, is neutronium hull the best console, I allways use ablative due to its varied resistances.
    Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    salemkane wrote: »
    A Tip for all those having Problems with the high Inertia Modifier of the Scim Dreads.

    When you come in under Full impulse, hit stop BEFORE! you disengage full impulse. A stop under full impulse will always make you stop in a matter of meters.

    The other thing is, don't approach the targeted Ship directly. Always try to fly a bit sideways, when you stop or go down to 1/4 impulse, you will still drift around 3-5km in the before direction, but you will drift alongside the targeted ship, and the high turnate from the cloak ambush allows you to keep the ship in your cannon/DBB arc.

    This is something Vo'Quv DHC Players should be familiar with, but the Scim takes it to the next level with the ambush turnate boost.

    Also in my personal experience, RCS consoles are a waste on this ship (and any ship with a base turnrate below 20) since the bonus is X% of the base rate. Get resistance there, will help you more than the RCS consoles.

    Always LOVED doing this in my Bortaqu' and Odyssey lol. Sliding around the enemy while shooting them the whole time is fun stuff and against the Borg it is usually easy to accomplish.

    Also do not forget the Tachyokinetic Converter. That is superior to a normal RCS considering it gives you other boosts while still helping you turn. Or the new armor consoles if you have access to them. I generally NEVER waste slots on a raw RCS... Just not enough of a difference to care. Attack Pattern Alpha and Omega, Evasive Maneuvers, Deterium Surplus, Engine Batteries, Emergency Power to Engines, and Aux to Inertial Dampeners can all help turn rate immensely.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited July 2013
    hasukurobi wrote: »
    Always LOVED doing this in my Bortaqu' and Odyssey lol. Sliding around the enemy while shooting them the whole time is fun stuff and against the Borg it is usually easy to accomplish.

    Handle the cloak right, and you'll be able to slide backwards (not reverse, actually drifting in the opposite direction of the front of the ship) while pew-pewing away in a Scimmy.
  • msk5msk5 Member Posts: 185 Arc User
    edited July 2013
    I've had very good results with the Tachyo plus Advanced Neutronium [+Turn] and Advanced RCS [+AllRes]. It provides a substantially greater boost to survivability and turn rate than two piece Scimitar set. I keep all three consoles plus the Valdore console and the Leech on me at all times, swapping them for my fifth antiproton mag regulator as suits my fancy.

    The ship has so much firepower that while dropping the fifth tac console does definitely have an impact, for the extra survivability it is sometimes worth it to put something else in there. I keep the Tachyo, the Assimilated, and the Zero Point consoles in the sci slots, as I don't run plasma weapons.
  • johankreigjohankreig Member Posts: 449 Arc User
    edited July 2013
    I took alot of the advice here on board and re geared my ship, she is now preety spectacular (see my current gera on the bugged thread on here), using the cloak more helps alot, still need to practice drifting it, but when I get it right I can slide her round with the front facing the target.
    Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
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