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build for multiple ships/classes possible?

ksylverksylver Member Posts: 4 Arc User
With the recent updates to let us switch between ships and keep equipment and bridge officer load outs, I was wondering if it is now possible to create a setup that would work across different ships. So.. A question to those who know better than me...

I have 3 characters, one of each class, all Fed, all Max lvl. I want to get them each a cruiser,an escort and a science vessel and to be able to switch between them without having to reconfigure skills and such each time.

I tend to set up the space ui to use only a single bar,so only 10 buttons to worry about. Button 1 for toros, 2-3 for torp abilities, 4-5 for cannon/beam, 6-7 for other offensives,8-9 for shield heals and 0 for a hull heal

How would you go about setting up each class to work for each ship type? Which 3 ships would you select (avoiding the hard to get ones perhaps)? What skills would you give your bridge officers to cater for all three ship types without drastically changing the available skills between the classes?
Post edited by ksylver on

Comments

  • snowpig74snowpig74 Member Posts: 267 Arc User
    edited February 2014
    you would need to spec almost in everything a little (like 3-6 points) just to be able to use the different tricks every ship has. Any points left i'd suggest to put into the damage-"tree" because this one is universal and every ship gains benefits of that.

    If i had to do this kind of stuff i would go energy weapons only, which frees more skill points up for those other skills i would need. (especially in the science tree).

    From the "stock" ships i would go like: patrol escort, recon science and assault cruiser.

    (TAC 1) one Tac Boff with: TT 1, CRF/CSV1, CRF/CSV2, APB3/APO3
    (TAC 2) one Tac Boff with: FAW1, APB1/APD1, BO3 /FAW 3 (<< this is rather meh and could be done better)

    (SCI 1) One Sci boff with: HE1, TSS2, TR2, GravWell 3
    (SCI 2) one Sci boff with: PH 1, TB 2, (insert something here)

    (ENG 1) One eng boff with: EptS1, Aux2Bat1, Aux2Bat2, DEM3
    (ENG 2) one eng boff with: ET1, RSP1, EptW3

    Pat escort: TAC1(cmdr)+2(ltc), ENG 2 (lt), ENG 1(ens), SCI 1 (lt)
    Recon Science: SCI1(cmdr)+2(ltc), ENG2 (lt.), TAC2 (lt.) TAC1(ens.)
    Assault Cruiser: ENG1 (cmdr)+ 2(ltc), Tac1 (ens.), TAC2 (lt.), Sci 1(lt.)

    Get a set of the right Doffs per ship and swap them in when changing your ship.

    This setup is not optimal for each ship - more a sort of "jack of all trades" and should perform more or less sufficient if each ship is equiped right. At least "TAC 2" would need further optimization.
  • twamtwam Member Posts: 0 Arc User
    edited February 2014
    In that scenario, with 6 boffs, I'd go with something like:

    TT1, APB1, CSV2, APB3
    TT1, TS2, CSV2, APO3

    EPtS1, RSP1 , EPtS3, Aux2SIF
    EPtW1, Aux2Damp1, EPtW3, EWP1

    TSS1, HE2, TBR2, PSW3
    TB1, HE2, TR2, GW3

    With that setup, you could probably be effective in all free endgame ships and most paid ones, to a greater or lesser extent. It's not optimised and you don't have FaW for beamboats (personally, I could live with that), but it also has very light doff requirements (conn officers nice for some sci vessels/cruisers, Damage Control Engineers to get 100% EPtX uptime on non-cruisers). You should be able to do fine in pretty much all endgame content without doffs, even, just by picking the right ship for the job.

    If you got 2 more boffs, that would allow for a FaW tac option and a boff carrying EPtS1+2 or EPtE1+EPtS2. That'd probably get you set completely. Unless you want Aux2Bat, then you'd need to shuffle the eng ones a little, preferably with an aux2bat1+aux2bat2 variant, so you don't have to mess up escort and sci ship compatibility.

    Edit:
    I suggest Excel or similar spreadsheet program to optimise: make templates of the ship layouts you want to use, then fill them with the skills you want/need, trying to get the boffs to fit multiple layouts. TSS1+HE2 is good for all ship types, for instance.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited February 2014
    it is absolutely possible... as already said, 6 points in the major skills on the captains. The biggest issue that I see is you will probably need at least 4, if not 5, tactical officers. The same sci & eng skills should work well across the board but for tac you will need a full set of cannon officers (2 copies each of rapid and scatter) and beam (2 copies of FAW and one BO3) and you may also want one with TS/HY for your torps (if you use them much??).

    I do have to ask why you would put a tac or eng in a pure sci ship? I can see all the other combinations, but those are oddball niche builds (they work, but its a dedicated gimmicky setup). I would do the ships one at a time: buy you favorite c-store escort and get it on all 3, set it up, play it for a while, then get the cruiser/carrier/cow for each, and save sci ship for last (assuming each one will take some time to equip and set up on 3 characters).
  • bpharmabpharma Member Posts: 2,022
    edited February 2014
    Best way to look at the problem is divide it into what you can change easily and what you can't change easily.

    You can change easily:
    Weapons
    Bridge officers
    Bridge officer abilities
    Ships
    Gear

    You can't change easily:
    Skill points

    So really it's a skill point distribution question as you can always retrain your bridge officers if needed. For that there's been questions in this forum not long ago, have a quick search and you should find them.

    It also depends if your PvPing or not, the reason I say this is that some higher rank science abilities and counters cost points but if you're not then this game is so easy you can completely ignore them. In fact using any form of disable or confuse on NPCs is completely pointless most of the time so it's a lot of science points saved.

    Generally put it something like this and you'll be able to do most PvE content and be pretty decent in any ship you fly.

    There are skill points left if you notice, feel free to max anything you like, take a rank 3 to a rank 6 or even put points in something else. I would however avoid threat control (unless wanting to tank 3 will do for tanking) and stealth.

    Recommendations:
    Take subspace decompiler and countermeasures to rank 3
    Take flow caps to 9
    Put the rest into increasing attack patterns, weapons damage but not specialization.
    Also look at this and think very carefully about cost vs benefit.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • ksylverksylver Member Posts: 4 Arc User
    edited February 2014
    It was retraining and re-gearing that I wanted to avoid. Sure - they're easy enough... but they're time (and EC) consuming.

    What I'm hoping to achieve is that I could log onto any one of the three characters, and fly which ever ship I feel like and have a set of bridge officer abilities that would be fun and easy to play.

    I'm not particularly pvp focused so getting an absolutely optimum build isn't what I'm after. Simply something fun to play, not overly complicated by large numbers of abilities, and having to re-acclimatising to different controls on the action tray not being one of the challenges of switching ships/characters.
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