How are people's Risa corvette build?s coming along? What have you done and why?
I first ran it as a cannon escort but found that the sit and fire tactic left it very fragile. I also found the speed, when moving, made it hard to aim the cannons. I thought that the ship should almost always move, except in CSE, that is the nature of its build and I thought that a torpedo or mine boat would best suit this purpose.
I'm playing around with a photon torpedo build. It evolved from my tinkering with a general torpedo boat (Photon, Harpeng, Transphasic, Roluman, and Omega). My tweaks have included a single DBB (Hyper Refracting DBB) or alternating an addition DBB, Refracting cannon or third Borg torpedo up front. I have a beam array in the back for defense or TSS:S use. I ran without one for a while and felt defenseless and worried about losing opportunities to use TSS:S when flying by a ship. I have three Borg Torps up front and two Mk XI's in the back. I'm using HYT 2 and HYT 3. Oh, and I use the Wake console.
I'm using the Adapted Deflector and Shield for the torp bonus and the Borg Engine which has a nice turn rate and engine bonus. I do not remember specific settings now but generally my settings by point allocation are 1) shields 2) aux 3) engine 4) weapon
I tried dropping weapon power to minimum (per the advice on numerous build and in threads), and maxing Aux (I am Sci) but it took much longer to drop a shield facing (attesting to the power of cannons and beams to damage shields also) using TSS:S, a Tractor beam and a tractor beam doff (or using Tachyon Beam 1 and TSS:S). So I run at least 50 in Weapons for my DBB. Dropping shields has been a problem-as numerous threads will mention. With two Refracting DBB's and the Nukara Munitions bonus from the console I can drop a ship's facing easier than using one DBB, but I am wasting my four torp tact consoles with two not three fore torps. She runs a little slow and it can take a V pass or more to knock a cruiser's facing down but when the three forward photon's connect they connect.
I'm not done playing with this build, and I may go back to a standard escort build. I've learned quite a bit about torp builds, shield stripping mechanics, max speed defense (setting 25 from what I've read) and engines as I read and played around with Hyper, Impulse and Combat engines to review impulse speeds at different settings. But more importantly, I'd be interested in hearing about other people's build and rationales.
I'm using my Vette as a testbed for both Nukara sets, arming it with Dual Beam Banks. I don't like cannons and I don't use 'em in any of my Escorts, and I'm already accustomed to DBBs, so the transition to the Nukara Tetryon DBB should be fairly smooth.
My eng is driving one with APO3, BO3, and the Omega Torpedo with THY2. I figure I'm only gonna be on target for moment before I shoot by at way too fast, so may as well make the most of it.
My eng is driving one with APO3, BO3, and the Omega Torpedo with THY2. I figure I'm only gonna be on target for moment before I shoot by at way too fast, so may as well make the most of it.
Do you like using APO with the Vette? I have it also and like everything except the speed, which makes the boat uncontrollable. I use it mostly in CSE when stationary and attacking nanities. With the Wake and emergency impulse it seems redundant in some senses.
The one on my engi was using 2x EPtE/EPtW with polaron beam arrays. Pretty straightforward build, just fly circles around the target, try to keep power maxed as much as possible, and keep them as weak as possible. If I start to get hit, just leave the area. Lack of spike damage makes it weak in PVP, mostly just good at harrassing the enemy and making it easy for tacs to get more kills and call me noob for making it easier on them. I am looking at ways to boost damage, maybe I can get a viable pressure cooker build out of it one day.
I have another one on a tac, and am trying to set it up as a speed bomber, similar to decloaking torp boat but using speed instead of a cloak. Torps and mines realeased in sequence while passing the target, and a KCB for anything I need to shoot. It works but timing issues are insanely tight at high speed. You also lose the advantage of surprise that cloakers have--the enemy only need to get hit once, and lack of cloak means they can see you coming. Its basically a sucker-punch setup, you wait til they are engaged then lend your kinetics to the fight.
I have also been thinking about a straight-up escort with DBBs instead of cannons. DBBs are very forgiving, but they also suck up a lot of energy.
Do you like using APO with the Vette? I have it also and like everything except the speed, which makes the boat uncontrollable. I use it mostly in CSE when stationary and attacking nanities. With the Wake and emergency impulse it seems redundant in some senses.
I've seriously thought about replacing APO.
Honestly part of what I like about it is the uncontrollability. Its built for speed above all afterall, so may as well play to its strengths. Plus I normally fly cruisers and tanky escorts and sci ships, so its a fun change of pace learning to function at 2-3 times my normal speeds.
If you spec/build for speed, it's a great kiting/evasion tank, which seems like a great STF build.
If you spec/build for turnrate, it's still pretty good with cannons because you can keep forward cannons in arc providing you mouse steer... and if you take unwanted damage, you just maneuver to make your other facings take hits.
I've played with both.
I think if you're looking at a cannons build, I'd be really tempted to put a couple of torpedos in the aft slots.
I'd probably look into an anti-proton/quantum build there.
Maybe the Temporal Chroniton in aft (which is a quantum, right?) and the wide angle quantum from the Sovvie refit.
Has anyone tested this ship with the Impulse Capcitance Cell? I'm thinking that would be insane for a tanking build.
Escorts should never sit and fire, they are too fragile - as you have found out. The faster you move, the higher your defense in the game mechanics = harder to be hit.
Escorts should also be using cannons (of some type) which have narrow firing arcs and therefore you should be making striffing runs at your targets. Have turrets in back.
Get the best shields you can afford (also with 20% reduction of Plasma energy) and keep the shield energy level at 50 or higher, but weapon power has priority = maximum.
Get a warp core that boosts the maximum engine power to 130... I forget which type that is.
Setup with two BOffs that have CRF (Cannon Rapid Fire) to speed the firing rate of the cannons.
Use one energy type for your cannons and get tactical consoles that boost that type of damage... fill all you tactical slots with these. Phaser type = Phaser Relays, etc.
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Running eject warp plasma (with supporting doffs to immobilise enemies) coupled with aux to inertial dampners and cooldown improvements for evasive manuevers. Spinning round a group in tight circles dropping plasma, dashing away then re-orientating to fire a few volleys of dual heavy cannons is pretty effective.
Not suggesting for a moment that a cannon build (with eject warp plasma) is optimal but its hilarious to fly. Have been strongly considering a beam build for more sustained dps but havent had too many issues with keeping enemies in the targetting arc (due to the vettes inherent turn rate etc).
Heartily recommend trying this for comedy value if nothing else (though its actually quite good as well). No other ship makes me smile as much while flying it.
Has anyone tested this ship with the Impulse Capcitance Cell?
I played with that once... combined with everything else I could find to increase speed, my corvette reached impulse 1161.49. I definitely do not need to be going that fast!
I played with that once... combined with everything else I could find to increase speed, my corvette reached impulse 1161.49. I definitely do not need to be going that fast!
For reference's sake, that would be faster than traveling at Warp 2.
I swapped out the Subspace Wake weapon and my Hull regeration console for an Elite Flow Cap console (-threat/shield proc) and a purple MXI Flow Caps console. Much better results at taking shields down with this configuration.
I tried using 3 Flow Caps console and removed my Neutronium console (in addition to the Wake and Hull Heal console) but that left the Vette too frail.
I added another Refracting DBB to the fore leaving two Borg photon torps and boosted my weapon power to 60 to allow the fore beams to do base damage. I was not dropping shields quickly enough with Hyper-Refracting DBB, tractor beam + doff and TSS: Shield for three fore trops to be effective.
With two fore DBB's and my flow caps consoles I fair much better at taking shields down and finishing off PVE targets. Not the torp boat I wanted, but this setup is more effective.
If I had 360 degree torps, if they existed, on the back of my ship it would be quite a buster.
I scored an Elachi Disruptor Wave dual heavy cannons from the new lockboxes. I use a second set of heavy cannons and a Dual beam bank and fore torp. The awesome turn-rate allows me to strip shields, do a 180, hit the same side with aft torps (Breen Cluster Torp) then turn and do it again.
I used to pass the target, turn and attack the other side but I find a 180 does much better.
I have been considering using single cannons, beam arrays, and mine launcher to get a wider arc of damage. Aft weapons are almost as important as fore weapons.
I scored an Elachi Disruptor Wave dual heavy cannons from the new lockboxes. I use a second set of heavy cannons and a Dual beam bank and fore torp. The awesome turn-rate allows me to strip shields, do a 180, hit the same side with aft torps (Breen Cluster Torp) then turn and do it again.
I used to pass the target, turn and attack the other side but I find a 180 does much better.
I have been considering using single cannons, beam arrays, and mine launcher to get a wider arc of damage. Aft weapons are almost as important as fore weapons.
Really interesting post and tactics, thanks pugdaddy. Hitting the same facing can take some skill on my behave. I'm trying to perfect the V pass myself. I've used beams only because of the Nukara console bonus.
Fleet Tetryon DBB, 2DHC, Omega Torp front, KCB, Rom Hyper Torp, and switchout Turret and Web mines aft. Takes out a cube in one pass for borg alerts.
HY3 for the plasma bolt, Tets to take the shields, spin around, TRIBBLE a TS2 of Hyper torps just as the bolt gets there and hit the mines. Cube in a web= funny
Oil, because Matter-Antimatter reactors haven't been invented yet... Please Hurry!
I went for an absolutely different tactic than i normally use, i wont go into my boffs or consoles for the most part as i change them out regularly for different situations.
My main setup is the full breen MK XI (i know why would i do that)
Fore
Breen cluster torp
Rapid Reload Transphasic
2x Fleet Antiproton DHC's Damage x3
Comments
Do you like using APO with the Vette? I have it also and like everything except the speed, which makes the boat uncontrollable. I use it mostly in CSE when stationary and attacking nanities. With the Wake and emergency impulse it seems redundant in some senses.
I've seriously thought about replacing APO.
I have another one on a tac, and am trying to set it up as a speed bomber, similar to decloaking torp boat but using speed instead of a cloak. Torps and mines realeased in sequence while passing the target, and a KCB for anything I need to shoot. It works but timing issues are insanely tight at high speed. You also lose the advantage of surprise that cloakers have--the enemy only need to get hit once, and lack of cloak means they can see you coming. Its basically a sucker-punch setup, you wait til they are engaged then lend your kinetics to the fight.
I have also been thinking about a straight-up escort with DBBs instead of cannons. DBBs are very forgiving, but they also suck up a lot of energy.
Being an engineer specced into threat, kinda also had no choice.
Only about 1/3 of the eSTF enemys shots hit me at half speed. As a result of the constant need to move, it's also a broadsiding beamscort.
Build link in signature below
Honestly part of what I like about it is the uncontrollability. Its built for speed above all afterall, so may as well play to its strengths. Plus I normally fly cruisers and tanky escorts and sci ships, so its a fun change of pace learning to function at 2-3 times my normal speeds.
Thanks for sharing your build eradicator84 and for the comments and insight everyone. I'm working on posting a link to mine.
If you spec/build for turnrate, it's still pretty good with cannons because you can keep forward cannons in arc providing you mouse steer... and if you take unwanted damage, you just maneuver to make your other facings take hits.
I've played with both.
I think if you're looking at a cannons build, I'd be really tempted to put a couple of torpedos in the aft slots.
I'd probably look into an anti-proton/quantum build there.
Maybe the Temporal Chroniton in aft (which is a quantum, right?) and the wide angle quantum from the Sovvie refit.
Has anyone tested this ship with the Impulse Capcitance Cell? I'm thinking that would be insane for a tanking build.
Escorts should never sit and fire, they are too fragile - as you have found out. The faster you move, the higher your defense in the game mechanics = harder to be hit.
Escorts should also be using cannons (of some type) which have narrow firing arcs and therefore you should be making striffing runs at your targets. Have turrets in back.
Get the best shields you can afford (also with 20% reduction of Plasma energy) and keep the shield energy level at 50 or higher, but weapon power has priority = maximum.
Get a warp core that boosts the maximum engine power to 130... I forget which type that is.
Setup with two BOffs that have CRF (Cannon Rapid Fire) to speed the firing rate of the cannons.
Use one energy type for your cannons and get tactical consoles that boost that type of damage... fill all you tactical slots with these. Phaser type = Phaser Relays, etc.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Not suggesting for a moment that a cannon build (with eject warp plasma) is optimal but its hilarious to fly. Have been strongly considering a beam build for more sustained dps but havent had too many issues with keeping enemies in the targetting arc (due to the vettes inherent turn rate etc).
Heartily recommend trying this for comedy value if nothing else (though its actually quite good as well). No other ship makes me smile as much while flying it.
my build
I played with that once... combined with everything else I could find to increase speed, my corvette reached impulse 1161.49. I definitely do not need to be going that fast!
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Im a sci captain and i just use a dbb and 6 beam arrays on it. I use the uni slot for engi and it tanks quite good.
I use it really for pvp zipping around at full speed to annoy the other team
lol nasty.
I think you must have missed my "most revolting Risian corvette challenge" thread
For reference's sake, that would be faster than traveling at Warp 2.
lol, nice tidbit
I swapped out the Subspace Wake weapon and my Hull regeration console for an Elite Flow Cap console (-threat/shield proc) and a purple MXI Flow Caps console. Much better results at taking shields down with this configuration.
I tried using 3 Flow Caps console and removed my Neutronium console (in addition to the Wake and Hull Heal console) but that left the Vette too frail.
I added another Refracting DBB to the fore leaving two Borg photon torps and boosted my weapon power to 60 to allow the fore beams to do base damage. I was not dropping shields quickly enough with Hyper-Refracting DBB, tractor beam + doff and TSS: Shield for three fore trops to be effective.
With two fore DBB's and my flow caps consoles I fair much better at taking shields down and finishing off PVE targets. Not the torp boat I wanted, but this setup is more effective.
If I had 360 degree torps, if they existed, on the back of my ship it would be quite a buster.
That said, I seem to be drawing more aggro than I probably should for this ship, anyone else have this issue?
No more than normal; but then I have no points in threat at all.
I used to pass the target, turn and attack the other side but I find a 180 does much better.
I have been considering using single cannons, beam arrays, and mine launcher to get a wider arc of damage. Aft weapons are almost as important as fore weapons.
Really interesting post and tactics, thanks pugdaddy. Hitting the same facing can take some skill on my behave. I'm trying to perfect the V pass myself. I've used beams only because of the Nukara console bonus.
HY3 for the plasma bolt, Tets to take the shields, spin around, TRIBBLE a TS2 of Hyper torps just as the bolt gets there and hit the mines. Cube in a web= funny
My main setup is the full breen MK XI (i know why would i do that)
Fore
Breen cluster torp
Rapid Reload Transphasic
2x Fleet Antiproton DHC's Damage x3
Rear
3x Fleet Antiproton turrets Damage x3
Tac consoles
2x Antiproton mag regulators Blue MKXI
2x Transphasic compressors Pirple MkXI
and i gotta say at full speed she is a mean, mean little B***h
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]