Ok I tried out the free ship the otherday, and while it was ok, I wasnt impressed, its lack of tactical bof slots seems to limit its offensive capablites, so I would like some advice on how I could use this ship.
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
Which Flight Deck Cruiser/Carrier are you talking about? There are several
I assume you mean the Vo'Quv, since its the only free one available
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It's a support ship. Load it up for either offensive(Eject Warp Plasma, Tractor Beam, Attack Pattern Beta, etc.) or defensive support(Extend Shields, Transfer Shield Stength, Engineering Team, etc.) and have fun being a force multiplier.
It can function as a mildly cumbersome Transphasic/Exotic torp boat as well - provided you understand how to set those up. Otherwise, you're probably better off fitting it with dual beam banks and heavy torps or like a Federation Cruiser.
Ok I tried out the free ship the otherday, and while it was ok, I wasnt impressed, its lack of tactical bof slots seems to limit its offensive capablites, so I would like some advice on how I could use this ship.
I had mine setup like this on my engineer, which i solely used for PvE:
Doffs:
3x Technician
1x Marion Dulmur (to take advantage of the DEMs energy drain resistance)
1x Shield Distribution (brace for impact)
The turnrate is horrible for any front-firing weapons or skills (or those that require movement), even after the buff to RCS consoles. Since the KDF doesn't have a 180? torpedo, I decided to go all plasma beams, taking advantage of the non-draining Romulan experimental and the cutting beam.
Other than that it's basically a stock Aux2bat build.
It does damage, it can take damage and it holds aggro, even of larger groups of mobs, quite well.
This was my free ship choice when I made 50 on my Orion a couple years ago. I usually make use of Single Cannons and turrets. As a tactical officer, I rely on my Orion Interceptors for additional DPS. It's not a bad ship, and considering the lack of Tactical Orion starships, it was sort of mandatory for me to pick this one. I play a pirate, after all.
Either way, the MPC is a great ship, and it's easy to use.
The lack of Tact officer skills is a set-back for the Marauder, but it can hold its own in battle.
I use Eject Warp Plasma and the Romulan Tractor Beam Mines to offset its slow turn rate by locking down the enemy. You can put a slow recharging torp in the rear, like the Har'peng.
I used to use only single cannon and a torp for fore weapons, but I'm using a dual beam bank and 2 single cannons now. I use a turret, a beam array, torp and mine launcher for the aft weapons. 8 total weapon slots + the Hangar pets = decent dps. Plus, as a cruiser, its built to take punishment.
My Marauder captain is a Tactical officer which offsets the lack of Tactical Boff skills somewhat. Make the most of its Engineering slots.
I use the Jem'Hadar set which provides a Drain bonus, use a Flow Capacitor in a Sci Console slot, and use the Orion Interceptor because it has Drain powers.
When I first got mine, years ago, I had it set up with 4 x MkXII Disruptor beams [borg-y-ness] and 4 x Mk XII Disruptor turrets [borg-y-ness]
A very unusual setup, but it worked quite well. Obviously you'd be better off switching the Beams for dual beams, or the turrets for beam arrays... Personally, I'd recommend the former - 8 beams is bad for power levels, plus it's a totally worthless layout. No ship is too slow/clumsy in the hands of a semi-competent captain.
___________________________ The day will not save them. And we own the night.
Ok I tried out the free ship the otherday, and while it was ok, I wasnt impressed, its lack of tactical bof slots seems to limit its offensive capablites, so I would like some advice on how I could use this ship.
I have flown one of these for some time. Here's what my setup was:
Front:
Chroniton DBB
Mk XII AP Beam Array x2
Omega Torp
Rear:
Mk XII AP Turret x2
Borg Cutting Beam
Temporal Distortion Device
AP Mag Regulators for the tac slots
Tachyoknetic and Borg assimilated console so you end up with:
2 PC KHG
3 PC Temporal Warfare
3 Pc Borg set
Advanced Slavers
If you have Eject Warp Plasma (Which I highly Advise) this gives you 2 options to offer speed debuffs between that and the 3pc Temporal power.
Possible options: I only chose AP so the Chriniton DBB would get a buff, but use whatever you like. You could drop the omega to or the cutting beam and go with a chroniton torp instead for additional speed debuff goodness. The temporal 3pc AND the KHG 2-pc set both will give bonuses to those torps.
I had lots of fun flying that Pig Carrier...I will likely go back to it.
I'd get Elite Slavers and Armoured Maurading Force Shuttles.
Elite Slavers loot, or at there supposed to, but they're also got good fire power with photon torps and Quantum mines.
The Armoured Mauraders are like Boarding Party, but tac team does not end it and it probably has the best non frigate hull for pets. Down side is its weapons suck, its only got distruptor pulse cannons, no projectiles and give its fewer ships means less damage dealt. But its tough and its boarding parties can cripple enemy ships.
To get these Elite Pets you need to be members of a fleet and if said fleet doesn't have t5 science on there starbase, then you can contact nerds of prey over thier channel for an invite to thier base.
Also if you want more offense try 2x Emergency Power to weapons, it not only buffs weapons power, but puts a damage buff to your energy weapons on top of that, and having two means that you can keep at least one up at all times (or most of the time).
I'm mostly used to the Fleet Corsair; which has 1 turn rate faster then the maurader, not major and I can tell you it works fine, if you use RCS consoles at least two.
I don't have it, but if you have the lobi the Heavy Crescent Wave Cannon would be great for a cannon build.
So does this setup beat a basic beam boat loadout?
It's an interesting idea but I can't see beating beams.
Might be better in PvP scenarios (with DEM) and 360 coverage but for PvE, beams I would suggest offer more output (+40dps each weapon), despite the drain. Fairly easy to broadside everything.
So does this setup beat a basic beam boat loadout?
Switch the fore weapons to single cannons --same proc rate and higher DPS but with 180 degree firing arc - and should be comparable. Single cannons of anything are very cheap on the Exchange, even special varieties with good mods. Turrets and Beam Arrays are far more expensive right now. I have 3x of the new Elachi Crescent Disruptors Mk XII purples that I got for a few hundred thousand EC total and one MK XII standard I had laying around, paired with old [Borg] Disruptor turrets and the Cutting Beam aft, just to play around on an alt.
With Tactical Initiative and running Tac Team and CSV, it put out OK DPS, particularly when DEM was up. For more consistent DPS output you'd need Conn Officers and Energy Weapons Officers to bring down those two abilities, or run Aux2Bat with Tech DOffs.
Like using single cannons, turrets, photon torpedoe, and Plasma Mines works great for pve. I find I don't have a problem lining targets up thanks to two blue RCS consoles. Hit Evasive in pinch.
Right now I'm using an odd mix of distruptor weapons, one Elachi single cannon (yes they're relatively cheap on the exchange), one Elite Fleet Distruptor cannon accx2 dam and the bonus shield damage proc, one Advanced Fleet Distruptor damx2 chtch or whatever, and 1 Photon Torp with 2 accuracy and a damage mod. In the back I'm running a Plasma Mine, 2 advanced fleet turrets and one Elite Turret. All of its disruptors distruptor damage. I see no reason it can't work on a Maurader, although if you have the lobi you might want the disturptor heavy crescent single cannon.
Comments
I assume you mean the Vo'Quv, since its the only free one available
Return of Ja'Dok Series (6 Part Series)
Enemy of the Exile Series (4 Part Series)
Task Force Ja'Dok Series (3 Part Series)
http://sto.perfectworld.com/news/?p=961661
It can function as a mildly cumbersome Transphasic/Exotic torp boat as well - provided you understand how to set those up. Otherwise, you're probably better off fitting it with dual beam banks and heavy torps or like a Federation Cruiser.
I had mine setup like this on my engineer, which i solely used for PvE:
http://skillplanner.stoacademy.com/?build=marauderaux2bat_0
Doffs:
3x Technician
1x Marion Dulmur (to take advantage of the DEMs energy drain resistance)
1x Shield Distribution (brace for impact)
The turnrate is horrible for any front-firing weapons or skills (or those that require movement), even after the buff to RCS consoles. Since the KDF doesn't have a 180? torpedo, I decided to go all plasma beams, taking advantage of the non-draining Romulan experimental and the cutting beam.
Other than that it's basically a stock Aux2bat build.
It does damage, it can take damage and it holds aggro, even of larger groups of mobs, quite well.
Either way, the MPC is a great ship, and it's easy to use.
I use Eject Warp Plasma and the Romulan Tractor Beam Mines to offset its slow turn rate by locking down the enemy. You can put a slow recharging torp in the rear, like the Har'peng.
I used to use only single cannon and a torp for fore weapons, but I'm using a dual beam bank and 2 single cannons now. I use a turret, a beam array, torp and mine launcher for the aft weapons. 8 total weapon slots + the Hangar pets = decent dps. Plus, as a cruiser, its built to take punishment.
My Marauder captain is a Tactical officer which offsets the lack of Tactical Boff skills somewhat. Make the most of its Engineering slots.
I use the Jem'Hadar set which provides a Drain bonus, use a Flow Capacitor in a Sci Console slot, and use the Orion Interceptor because it has Drain powers.
A very unusual setup, but it worked quite well. Obviously you'd be better off switching the Beams for dual beams, or the turrets for beam arrays... Personally, I'd recommend the former - 8 beams is bad for power levels, plus it's a totally worthless layout. No ship is too slow/clumsy in the hands of a semi-competent captain.
The day will not save them. And we own the night.
Seriously.
Just watch this.
Thissler's Turret Marauder Elite STF
So does this setup beat a basic beam boat loadout?
Front:
Chroniton DBB
Mk XII AP Beam Array x2
Omega Torp
Rear:
Mk XII AP Turret x2
Borg Cutting Beam
Temporal Distortion Device
AP Mag Regulators for the tac slots
Tachyoknetic and Borg assimilated console so you end up with:
2 PC KHG
3 PC Temporal Warfare
3 Pc Borg set
Advanced Slavers
If you have Eject Warp Plasma (Which I highly Advise) this gives you 2 options to offer speed debuffs between that and the 3pc Temporal power.
Possible options: I only chose AP so the Chriniton DBB would get a buff, but use whatever you like. You could drop the omega to or the cutting beam and go with a chroniton torp instead for additional speed debuff goodness. The temporal 3pc AND the KHG 2-pc set both will give bonuses to those torps.
I had lots of fun flying that Pig Carrier...I will likely go back to it.
Elite Slavers loot, or at there supposed to, but they're also got good fire power with photon torps and Quantum mines.
The Armoured Mauraders are like Boarding Party, but tac team does not end it and it probably has the best non frigate hull for pets. Down side is its weapons suck, its only got distruptor pulse cannons, no projectiles and give its fewer ships means less damage dealt. But its tough and its boarding parties can cripple enemy ships.
To get these Elite Pets you need to be members of a fleet and if said fleet doesn't have t5 science on there starbase, then you can contact nerds of prey over thier channel for an invite to thier base.
Also if you want more offense try 2x Emergency Power to weapons, it not only buffs weapons power, but puts a damage buff to your energy weapons on top of that, and having two means that you can keep at least one up at all times (or most of the time).
I'm mostly used to the Fleet Corsair; which has 1 turn rate faster then the maurader, not major and I can tell you it works fine, if you use RCS consoles at least two.
I don't have it, but if you have the lobi the Heavy Crescent Wave Cannon would be great for a cannon build.
It's an interesting idea but I can't see beating beams.
Might be better in PvP scenarios (with DEM) and 360 coverage but for PvE, beams I would suggest offer more output (+40dps each weapon), despite the drain. Fairly easy to broadside everything.
Switch the fore weapons to single cannons --same proc rate and higher DPS but with 180 degree firing arc - and should be comparable. Single cannons of anything are very cheap on the Exchange, even special varieties with good mods. Turrets and Beam Arrays are far more expensive right now. I have 3x of the new Elachi Crescent Disruptors Mk XII purples that I got for a few hundred thousand EC total and one MK XII standard I had laying around, paired with old [Borg] Disruptor turrets and the Cutting Beam aft, just to play around on an alt.
With Tactical Initiative and running Tac Team and CSV, it put out OK DPS, particularly when DEM was up. For more consistent DPS output you'd need Conn Officers and Energy Weapons Officers to bring down those two abilities, or run Aux2Bat with Tech DOffs.
Right now I'm using an odd mix of distruptor weapons, one Elachi single cannon (yes they're relatively cheap on the exchange), one Elite Fleet Distruptor cannon accx2 dam and the bonus shield damage proc, one Advanced Fleet Distruptor damx2 chtch or whatever, and 1 Photon Torp with 2 accuracy and a damage mod. In the back I'm running a Plasma Mine, 2 advanced fleet turrets and one Elite Turret. All of its disruptors distruptor damage. I see no reason it can't work on a Maurader, although if you have the lobi you might want the disturptor heavy crescent single cannon.