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Help, best Star Ship setup?

dreadrass#2287 dreadrass Member Posts: 12 Arc User
Hi All,

I'm going to be buying a Ship tomorrow and I want it to be a more Weapons/Defense based ship. Based on what I have read the "Tactical Star Cruiser [T6]" would be my best option. Would someone be kind enough to give me a run down of the very best weapon and defense setup with what Consoles/Shields/Warp... etc that I would need to achieve the ultimate mean machine.

Any help you can offer I would appreciate it :)

Just to let you know I am Rank - Admiral [55] and I am NOT in a Fleet, So any Fleet recommendations won't work for me, unless I can use Fleet equipment?

Thanks to anyone who takes the time to reply :)

Regards,

Dread

Comments

  • georikzaberiskgeorikzaberisk Member Posts: 126 Arc User
    That would be difficult if you're not on a fleet since the best tact console can only be bought on the Fleet Spire using Fleet credits and Dil.

    Anyway General rule of the game when setting-up if you're min-maxing is well DPS. Offense is your best defense. But I guess there are some work around on your situation.

    For DPS people would probably suggest to you AP's (Antiproton Weapons) and anything that would increase this weapon type's damage. Rep gear for the consoles vary from player to player but Assimilated Module from the Borg Rep is probably one of the best to get. Others and this are just Suggestion are the Nukara Particle Converter which raises Beam accuracy. Depending on your skill Setup You can also use The Temporal Disentanglement console but I really wouldn't recommend using it if you're going for an A2B build.

    If you're Going to get the AssMod get the kinetic Beam cutter as well. There are so many combinations but for Iconian set is probably the best out now. Although I have my own build and I don't use it. But in general though don't use armors since their effect diminishes. Also if you got access to Lobi there is a good Console there too that is part of the Temporal set.

    Traits depends on your access to Ships and the amount of EC you can throw on the exchange to get those other elusive traits. Rep traits however are more accessible but to make good use of it you should really buy the 5th slot for if you can. So technically Joining a good fleet is quite necessary if you want to get those 5th rep and ship trait slots.

    Boff's since you're buying a Star Cruiser means you're a Fed then your options would be the Heirchy or Potato and Saurian with Crit in space since as you said you don't have a fleet and that means the SRO (Superior Romulan Operative) is out of your reach because they can only be bought on the Fleet Embassy... Which again... Requires Fleet Credits and Dil.

    Anyway there would be people that would go in here and suggest other things and what I told you is the icing since I also do not know on how much accessible things for you in game. Maybe if you can post a more detail information on which traits available for your toon and what Actual class you are would be a great way to give you more tips when other people comes along to give you advice.
  • nebfabnebfab Member Posts: 672 Arc User
    Well, on this one you have one Ltc tac boff and a ltc uni, so for a starter build you don't really need to go A2B (it's a very old-school cruiser build that trades auxiliary power for faster recharge) or for expensive stuff like Reciprocity. You can slot 2 Tac teams, 2 BFaWs, and 2 attack patterns comfortably.

    Add the usual Emergency Power to Weapons and Emergency Power to shield + 3 damage control engineers (if you're buying them, check that they're reducing cooldown on Emergency Power, and not something else) and whatever tickles your fancy in the remaining boff and doff slots, some single beams (Antiproton or disruptor or whatever.) and you'll do DPS.

    As previous poster said, Iconian set is currently "the best" deflector/engine/shield for those kinds of builds, but if you don't have it, any set would do in the meantime.

    Fleets have some very good consoles, so if you want "the best" you should consider joining. But again in a pinch standard Antiproton consoles and so on would work.

    Assimilated module and Kinetic beam are a very good idea.

    If you've got some EC to spend, Plasmonic Leech.

    Warp core -- you can actually craft and upgrade one almost as good as fleet one (it's Plasma-integrated warp core, craft at MKII until you get a purple one then upgrade. You don't need level 15 crafting for this one, but it should be reasonably high, so you have a chance for purple.) Or use one from a set.

  • norobladnoroblad Member Posts: 2,624 Arc User
    weapons and defense do not really mix. Most of the defense ships are kind of slow to move and are generally lacking somewhere, either not having 5 tac consoles or commander tac seats or no intel seat or the like.

    also there is no one best build, there is room to trade a few items around and get compatible results.

    a typical fed ship like this will have 8 critdx4 (or if lacking crit chance, crith) antiproton beam arrays, a gold terran warp core for amp and leech and power overcap, fleet tac consoles, the lockbox antiproton specific console, the terran all weapons console, fleet plasma sci/threat/etc consoles, or flow caps/other consoles. I like the undine deflector. You can get a lobi store critd console as well. Leech isnt necessary anymore but if you still have room for it... Another set, you might install the engines and shields to get shield drain from every shot, with the borg rep tet glider, or whatever, there are a couple of 2 piece set bonuses that might work.

    Its late and I don't fed but I would take a long look at the fed intel cruiser(s). Over-ride safeties on a damage ship is outstanding ... you can get a very high weapon power for a bit, long enough to clear a big area or wave or whatever. But I cant remember if the intel cruiser is gimpy for tac damage or not. The benthan is a solid lockbox ship that sort of fits the class of ship I would recommend for your effort. ... tac consoles, intel seat, durable.

  • davefenestratordavefenestrator Member Posts: 10,693 Arc User
    The Eclipse intel cruiser has 3 tac consoles and Lt. Commander tac + Ensign universal. So you can slot 4 tac plus use the Commander Engineering / Intel for intel powers.

    The Fleet version ups the tac consoles to 4, as good as some tac ships. Remember if you buy the Fleet one by itself instead of buying the C-Store then getting the Fleet version, it is a single-character unlock and you do not get the console or mastery trait.

    You should almost always buy the C-Store ship then get the Fleet one as an upgrade.

    http://sto.gamepedia.com/Eclipse_Intel_Cruiser
  • georikzaberiskgeorikzaberisk Member Posts: 126 Arc User
    Ok since people are already giving you suggestions on ships that isn't the Oddy T6 I'll shoot mine on the fray.

    If you Don't have it, I would Suggest Getting the Presidio.

    Why the CBC? Because I'll have to be honest here the T6 Flagships aren't really that much of an improvement to the T5 except maybe for the KDF one which is way more better than it's T5 counter part.

    Now if you study the Presidio, Eclipse and the T6 Oddy you would be surprised that The T6 Oddy is well just like the Presidio in many ways but less slower than the Presidio in Turn rate. Eclipse has the faster Turn between the 3 having a Turn of 10 but has less Tact console than the 2.

    Both Eclipse and the T6 Oddy has Rapid repairs for their 2nd trait while the Presidio has Critical Severity. And in this Game that is DPS-palooza that is something you need much more.

    Console wise This is a toss up and really depends on the person's own preference. T6 Oddy has a very nice console for damage when using energy base weapons, the eclipse's console is very defensive wise and does kinetic damage to anyone affected by it. The Presidio's on the other hand goes well with Torps and mines. Which is a good combo for it's clicky and it's Boff Seating.

    But what makes me pick the Presidio is Versatility and the best Ship trait so far: AHOC or All Hand On Deck. I dare anyone to say they don't love this skill. This skill is a MUST since it with proper doffs can make your Cap and Sci abilities easy useable and can actually free you from using double skills Ex: BFAW 1 and BFAW 2 which gives you more option for it's Lieutenant Universal BOFF seat. If properly set up all your officer's Skill have greatly reduced cooldown which is a win in my book.

    But if you are a fan of GW then the alternate would be the Geneva which is almost the same as the Eclipse setup but with command instead of intel seating for your Engi and sci buff.

    Anyway don't stop what I said about the ships from buying the T6 Oddy. It's still a good ship and what I wrote here is just another option for you and in the end you should be the one to decide which one fits your play style and your budget.
  • freakiumfreakium Member Posts: 439 Arc User
    edited February 2016
    While everyone here is suggesting different ships entirely, I'll simply answer your question for kitting out the T6 Odyssey.

    Take a look at which energy type you want to pick and stick with it. Get 7 Mk XII Beam Arrays of your chosen energy type of whatever rarity you can afford and a torpedo of your choosing. Or if you prefer, 6 beams and a torpedo fore and aft. This suggestion of mixing beams and torpedoes is because you will benefit from the starship trait that will get unlocked at rank 5.

    Next, buy 4 tactical consoles of Mk XII that increase the damage of your chosen energy type. For example, if you're using phasers, buy a phaser relay.

    As for shields, impulse engines, etc., just get whatever Mk XII you can afford for the time being and replace them with better versions as you level up.

    Once you're in your ship, remember to set energy levels to 100% weapons. The rest are up to you but I typically prioritize auxiliary next since my BOff powers require it.

    For your BOff abilities, simply get what you think feels right. Beam: Fire At Will is a given as well as Tactical Team. The rest you can simply experiment though I will also strongly suggest Auxiliary to Structural (Aux2SIF). This is a fast hull heal with a cooldown of only 15 seconds.

    I don't know if you've flown cruisers before but always remember to activate your cruiser commands. By this I mean Weapon System Efficiency, Shield Frequency Modulation, etc. These powers require very little time to activate so use whichever is necessary when you need it.

    The T6 Odyssey has a better inertia rating than the previous T5 but it's still quite the whale when it comes to maneuverability. If you find you're turning way too slowly, consider getting an RCS Accelerator console.

    You should be well on your way to achieving the ultimate mean machine. Best of luck to you!
    m12Pkoj.png
  • georikzaberiskgeorikzaberisk Member Posts: 126 Arc User
    freakium wrote: »
    While everyone here is suggesting different ships entirely, I'll simply answer your question for kitting out the T6 Odyssey.

    Take a look at which energy type you want to pick and stick with it. Get 7 Mk XII Beam Arrays of your chosen energy type of whatever rarity you can afford and a torpedo of your choosing. Or if you prefer, 6 beams and a torpedo fore and aft. This suggestion of mixing beams and torpedoes is because you will benefit from the starship trait that will get unlocked at rank 5.

    Next, buy 4 tactical consoles of Mk XII that increase the damage of your chosen energy type. For example, if you're using phasers, buy a phaser relay.

    As for shields, impulse engines, etc., just get whatever Mk XII you can afford for the time being and replace them with better versions as you level up.

    Once you're in your ship, remember to set energy levels to 100% weapons. The rest are up to you but I typically prioritize auxiliary next since my BOff powers require it.

    For your BOff abilities, simply get what you think feels right. Beam: Fire At Will is a given as well as Tactical Team. The rest you can simply experiment though I will also strongly suggest Auxiliary to Structural (Aux2SIF). This is a fast hull heal with a cooldown of only 15 seconds.

    I don't know if you've flown cruisers before but always remember to activate your cruiser commands. By this I mean Weapon System Efficiency, Shield Frequency Modulation, etc. These powers require very little time to activate so use whichever is necessary when you need it.

    The T6 Odyssey has a better inertia rating than the previous T5 but it's still quite the whale when it comes to maneuverability. If you find you're turning way too slowly, consider getting an RCS Accelerator console.

    You should be well on your way to achieving the ultimate mean machine. Best of luck to you!

    What he said. But for the record I only commented on a ship after the others did but I did say almost the same thing on my post here lol :wink:

    Anyway he also has some good advice OP.
  • davefenestratordavefenestrator Member Posts: 10,693 Arc User
    Next, buy 4 tactical consoles of Mk XII that increase the damage of your chosen energy type. For example, if you're using phasers, buy a phaser relay.

    That's by far the cheapest option and a great bargain if you stick with white or green consoles.

    The others choices are: Fleet Vulnerability Locators (50K Fleet credits + Dil) or buying a Mark II VR console for 50-100,000 EC and then using a pile of Superior Tech Upgrades to level it up. You'll get at least a VR mark -x- and you have maybe a 1 in 5 chance of it going Ultra Rare.
  • nebfabnebfab Member Posts: 672 Arc User
    And... Congrats, all this advice would probably be invalidated in a few weeks/months, thanks to skill system 3.0. That said, Cryptic probably won't shoot itself in the foot and C-store ships would still be good, when we re-learn how to build them, that is.
  • davefenestratordavefenestrator Member Posts: 10,693 Arc User
    nebfab wrote: »
    And... Congrats, all this advice would probably be invalidated in a few weeks/months, thanks to skill system 3.0. That said, Cryptic probably won't shoot itself in the foot and C-store ships would still be good, when we re-learn how to build them, that is.

    Boff powers are staying the same. Subsystem power mechanics are staying the same. Tac console effects are staying the same.

    "What's best in life" for PVP might change, but I don't see the captain skill respec messing up the choice of ship much for PVE.

    Borticus did say in the GNN thread that space gear that boosts captain skill points will get new boosts to match the new skills, so yes the best rep sets and other space gear (besides tac consoles) has a good chance of changing. Like how Fleet warp cores that were [ W -> S ] (?) suddenly changed on us before.
  • nephitisnephitis Member Posts: 456 Arc User
    Hi All,

    I'm going to be buying a Ship tomorrow and I want it to be a more Weapons/Defense based ship. Based on what I have read the "Tactical Star Cruiser [T6]" would be my best option. Would someone be kind enough to give me a run down of the very best weapon and defense setup with what Consoles/Shields/Warp... etc that I would need to achieve the ultimate mean machine.

    Any help you can offer I would appreciate it :)

    Just to let you know I am Rank - Admiral [55] and I am NOT in a Fleet, So any Fleet recommendations won't work for me, unless I can use Fleet equipment?

    Thanks to anyone who takes the time to reply :)

    Regards,

    Dread

    Then the following will be your best bet. Do note that I based this around another post that you can find here. The following build is based around the splendid T6 Oddyssey / Tactical Star Cruiser with emphasis on "easy-to-acquire", "cheap", good beginner's build for relatively good damage, excellent mobility and speed. Feel free to ask me about my choices and I will do my best in trying to explain why.

    *********

    Fore Weapons (4): Bio-Molecular Phaser Array*1, Quantum Phase Array*2 , Quantum Phase Torpedo*2
    Aft Weapons (4): Bio-Molecular Phaser Array, Bio-Molecular Phaser Array, Bio-Molecular Phaser Array
    Deflector: Iconian Deflector*3
    Engine: Iconian Engine*3
    Warp Core: Elite Fleet Hyper Charged Core (with Weapon->Eng) / Alternatively Counter Command Hyper Injection Core*1
    Shields: Elite Fleet ResB Covariant shield / Alternatively Adapted MACO*4

    Engineer Consoles (4): Polaric Modulator*5, Hydrodynamics Compensator*1, Assimilated Module*4, Plasmonic Leech / Alternatively Zero Point Conduit*9
    Science Consoles (3): Temporal Disentanglement Suite*6, Sustained Radiant Field*3 / Proton Particle Stabilizer*8, Ferrofluid Hydralic Assembly*7
    Tactical Consoles (4): Spire Vulnerability Locator x 4 (or four regular phaser consoles if unavailable)

    *1 8472 Counter Command Reputation (and power levels to reflect either choice for cores), console for extra turn rate, engine and aux power.
    *2 Sunrise mission reward (Future Proof Tab), for set bonuses and united energy types.
    *3 Iconian Resistance Reputation, for speed as well set shield heal bonus and high HP/shield stats. Console for extra damage and self shield/hull healing.
    *4 Task Force Omega Reputation, for highest shield capacity with the ship's innate shield modifier. Console for weapon power and bonus critH and critDmg.
    *5 Delta Flight mission reward for extra turn rate, inertia and Weapon->Engine.
    *6 Butterfly mission reward (Iconian War tab), for extra critH, critD, shield capacity, aux power etc.
    *7 Terran Task Force Reputation, console for extra hull, weapon and aux power.
    *8 Dyson Joint Command, console for extra weapon and engine power
    *9 Plasmonic Leech can be found on the exchange (leeches power from enemies when attacking) / New Romulus Reputation, console for extra critH and power to all subsystems.
    *10 Blood of Ancients mission reward (Iconian War tab).

    Bridge Officers:
    3 Slot Universal: Tactical/Command BOFF with Overwhelm Emitters I, Fire at Will II / Overload II*, Torpedo Spread III
    3 Slot Tactical: BOFF with Tac Team I, Torpedo High Yield II, Fire at Will III / OverLoad III*
    1 Slot Tactical: BOFF with Target Shields Subsystems I** / Torpedo Spread I
    4 Slot Engineering: BOFF with Engineering Team I, Structural Integrity Collapse I, Emergency Power to Weapons III, Emit Unstable Warp Bubble III***
    2 Slot Science: BOFF with Science Team I, Hazard Emitters II

    * Use Fire at Will II / Overload III or Fire at Will III / Overload II combo.
    ** To avoid redundant abilities and unnecessary global cooldowns. Sometimes useful against larger targets like the Borg Queen etc. However, Torpedo Spread I can be used in conjunction with Torpedo Spread III to override some of the torpedo cooldowns.
    *** Mission reward from Broken Circle.

    Power levels recommendation based on current gear:
    Weapon: Maxed
    Shields: Lowest
    Engines Second Maxed
    Auxiliary: Lowest

    Specialization (level 60) to focus on: Intelligence for defense and Pilot for turn rate.
    DOFFs: Blue or purple 2 x projectile weapons officer (chance to reduce torpedo cooldown) and energy weapons officer (chance to reduce beam abilities cooldown when using them)

    All of this will result in a ship that not only does decent damage. It also comes with decent survivability and mobility for fun engagements. This can of course be revised and improved in the future. For example, you can replace the energy weapons with antiproton for critical damage. Thi is a good start though and hopefully it will help you on your way.
  • nebfabnebfab Member Posts: 672 Arc User
    nebfab wrote: »
    And... Congrats, all this advice would probably be invalidated in a few weeks/months, thanks to skill system 3.0. That said, Cryptic probably won't shoot itself in the foot and C-store ships would still be good, when we re-learn how to build them, that is.

    Boff powers are staying the same. Subsystem power mechanics are staying the same. Tac console effects are staying the same.

    "What's best in life" for PVP might change, but I don't see the captain skill respec messing up the choice of ship much for PVE.

    Borticus did say in the GNN thread that space gear that boosts captain skill points will get new boosts to match the new skills, so yes the best rep sets and other space gear (besides tac consoles) has a good chance of changing. Like how Fleet warp cores that were [ W -> S ] (?) suddenly changed on us before.
    In general yes, I'm not by any means doomsaying... But, from what info we have now, beams/torps/cannons are definitely re-balanced in fairly major ways as part of this, flowcaps are lumped together with all kinds of other stuff (and we have no idea how warp core/subsystem power skills are now working) so power mechanics has to be affected too, maybe in a minor way, but still. I won't be at all surprised if AoE attack spam boats would be no longer the best choice for DPS...

    I'd personally put any grindy or 200 mil on the exchange gear decisions on hold until after this thing settles, and fly with easy to obtain gear in the meantime.
  • norobladnoroblad Member Posts: 2,624 Arc User
    The issue may be the thread title, he asked for the best ship setup for a tanky damager, not the best setup for a specific ship. They are different questions. I recommended a diff ship because I felt the one he picked wasn't the best for the job. If he loves that ship, ask the other question ... though both were answered very nicely by everyone already.

    I agree ... if you are new, don't spend big if we are about to get a re-work.
  • dreadrass#2287 dreadrass Member Posts: 12 Arc User
    Hi All.

    Thanks so much for all your comments! Amazing... Maybe the thread should of stated "Best Ship & Setup" rather than focusing on just the setup alone, however you seem to all jump onto the ships as well which is great and given me alot to think about.

    Although I appreciate each and every answer given, I have to give a thumbs up to "nephitis" who gave me more what I was looking for, sort of a run down guide on what engines to use, shields and so on and the reasons behind it.

    I am certainly not set on that ship I mentioned I just felt that looking at my options and looking at the ships that seemed to be the best one albeit someone of you tend to disagree so I will certainly go back and compare.

    The problem is your really only given a very limited amount of information such as amount of Crew, Turn Rate, Fore/Aft Weapons & Consoles. The only other one is something to do with the Shields. So it's really hard to know, especially for someone like me in which direction to go, do you get more ENG Consoles or SCI or TAC it's very confusing! And that's not to mention the million acronyms after most device like DMGx2 ACC CtrlD etc.. etc..

    I think what I will do is go with "nephitis" recommended setup with AntiProton as suggested. As for the ship, now you know that, that is also up for discussion I will back on your feedback as to determine the best ship to go with too. Just a reminder my rank is Admiral [56].

    Thanks for all your responses!

    Regards,

    Dread
  • davefenestratordavefenestrator Member Posts: 10,693 Arc User
    edited February 2016
    One thing you can look at is the Tribble test server. I don't know if you can (pretend to) buy C-Store ships there but you can use it to try lobi ships and gear before you buy them for real.
  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    I would be very cautious about spending significant resources right now. The skill revamp that's coming is introducing some major changes that could bring some significant shifts in the "best" setups. It's hard to fully test it on Tribble right now because we currently can't bring over top-end builds, and trying to build them with what we have is not really feasible (no C-Store access for one thing), but looking at some of the tooltips of what's coming, and how various skill boosts/new powers are acquired, there could be some huge shifts coming in the equipment to use.

    A rough example right now is that there is a power that can be continuously active and it sets your crit chance to 50% along with other boosts, so if you go that route, crit chance boosting consoles will have no effect. There are many other significant changes that are coming as well.

    In short, I wouldn't invest any resources right now until this new system gets finalized and patched to Holodeck and we have some time to figure it out properly.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited February 2016
    the wiki has all you need to know about a ship once you learn to read it.

    what you need to know:
    officer seating and types. In general, intel/anything is good. Commander seat is 4 slots(the wiki icons take a while to unravel... figure this out so you can understand it), ltcmdr is 3, lt is 2, ensign is 1. its always from the fed perspective here.

    turn rate. Simple, its degress/sec. So if it has 36, it takes 10 seconds to go all the way around.

    weapon layout. The majority of which are 5/3 (heavy hitters) or 4/4 (usually tankish) or 4/3 (usually escortish), or science is 3/3 mostly.

    consoles... it gives the number. You want 4-5 tactical for anything that hits hard. Protip: the bulk of endgame consoles are either tactical or universal (go in any slot), unless you are a science captain, then it becomes sci/universal.

    The shield number you can "mostly" ignore. its just a multiplier... if your shields do 1000 / face and you have a ship modifier of 1.4, then they are now 1400/face. Multiplier of 1 is 1000/face. Multiplier of .9 is 900/face. Etc. Sci ships have bigger shields, as do tanks, while little damage dealiers have less. Hull is straightforward to understand but it also varies from ship to ship a bit. I pretty much ignore these two ... difference is pretty small once you start being hit for 150k per npc torp.

    oh, and the wiki color codes... red is tac, blue is sci, and yella is eng. Same as in game.







  • dreadrass#2287 dreadrass Member Posts: 12 Arc User
    Hi All,

    Thankyou for all your advice :)

    Regards,

    Dread
  • raj011raj011 Member Posts: 987 Arc User
    For damage, which is the best weapon layout, 6 beams and 2 torpedoes or 4 beams and 4 torpedoes?
  • norobladnoroblad Member Posts: 2,624 Arc User
    8 beams on a 4/4 boat.
  • nephitisnephitis Member Posts: 456 Arc User
    raj011 wrote: »
    For damage, which is the best weapon layout, 6 beams and 2 torpedoes or 4 beams and 4 torpedoes?
    Depends entirely on your ship. If you fly one of the cruisers with the Weapon Command ability (reduces power drain) then you can go with let's say 7 beams and 1 fore torpedo. This provided that you can actually turn fast enough to make good use of a fore torpedo only. Otherwise you can also install an aft torpedo.

    The latter is very ideal for ships that have 8 weapon slots and lack the Weapon Command ability. If I have an aft torpedo I personally like to have it as fire-and-forget, so I usually go for the Romulan Hyper Plasma torpedo or the Wide Arc Quantum torpedo.

    However, since I always fly carriers with 7 weapon slots I only go for 6 beam arrays and 1 fore torpedo.
  • thetaninethetanine Member Posts: 1,367 Arc User
    Hi All,

    I'm going to be buying a Ship tomorrow and I want it to be a more Weapons/Defense based ship. Based on what I have read the "Tactical Star Cruiser [T6]" would be my best option. Would someone be kind enough to give me a run down of the very best weapon and defense setup with what Consoles/Shields/Warp... etc that I would need to achieve the ultimate mean machine.

    Any help you can offer I would appreciate it :)

    Just to let you know I am Rank - Admiral [55] and I am NOT in a Fleet, So any Fleet recommendations won't work for me, unless I can use Fleet equipment?

    Thanks to anyone who takes the time to reply :)

    Regards,

    Dread

    Yo, DeadAss! HA! Dead is what you'll be if you don't follow my advice:

    Find a TAC ESCORT you like. Make sure it has the ability to seat:

    SCI LT: Hazard Emitters or Polarize Hull as the ENSIGN power and then SCI TEAM as the Lt. power.
    ENG LT: Emergency Power to Weapons or Shields as the ENSIGN power and then ENG TEAM as the Lt. power.

    Being able to seat more than one of either of the above is excellent! For EXAMPLE, on the SAME ship:

    SCI BOFF 1: Hazard Emitters, Sci Team
    SCI BOFF 2: Polarize Hull, use the Lt. slot here for anything you like: Drain, Tractor, Control, etc.

    ENG BOFF 1: Emg. Power to Shields, ENG Team
    ENG BOFF 2: Emg. Power to Shields, Aux to Dampers, SIF, etc.

    Using this as a basis for ALL OF YOUR SHIP BUILDS will carry you FAR. Watch your own six. No One Else is Going to Do it For YOU!

    NOW use your TAC/INT/CMD/PLT seats to put the HEAT into your build. Having Polarize Hull will make it ok to not have to use Attack Pattern Omega, thus freeing up TAC slots for other TAC/ETC. Powers like SCATTER VOLLEY III, or just INSERT YOUR FAVORITE TAC POWERS HERE.

    If you do this, you will never need to rely on any other player in the game to help you survive while you rack up the kills. This is what it's all about. If you can get Sci Team/Eng Team III then all the better.

    Take care of your own TRIBBLE, and to hell with everyone else. Keep yourself healed up and lay down the fire like a BOSS.

    Try to upgrade all of your gear to Mark 14 Ultra Rare, at the very least--if not all the way up to GOLD if you need that level of power/elitism.

    Word to tha'TRIBBLE yo!​​
    STAR TREK
    lD8xc9e.png
  • raj011raj011 Member Posts: 987 Arc User
    edited February 2016
    nephitis wrote: »
    raj011 wrote: »
    For damage, which is the best weapon layout, 6 beams and 2 torpedoes or 4 beams and 4 torpedoes?
    Depends entirely on your ship. If you fly one of the cruisers with the Weapon Command ability (reduces power drain) then you can go with let's say 7 beams and 1 fore torpedo. This provided that you can actually turn fast enough to make good use of a fore torpedo only. Otherwise you can also install an aft torpedo.

    The latter is very ideal for ships that have 8 weapon slots and lack the Weapon Command ability. If I have an aft torpedo I personally like to have it as fire-and-forget, so I usually go for the Romulan Hyper Plasma torpedo or the Wide Arc Quantum torpedo.

    However, since I always fly carriers with 7 weapon slots I only go for 6 beam arrays and 1 fore torpedo.

    With my science fed office, I am flying with the T6 science flagship. I normally switch between balanced power levels and full power to weapons. Also switch between the Weapon System Efficiency and other command abilities. With the balanced power level and the 6 beam layout, the problem with this is that the weapon power levels go in to minus numbers. Each feature has the advantages and disadvantages. I prefer the balanced power levels and only go full power to weapons if necessary. What other advantages would a 4 beam 4 torpedo layout have other than solving the power drain?
  • norobladnoroblad Member Posts: 2,624 Arc User
    did a 4 turret 4 torp setup with tet glider proc. CRF could pull the shields off about the time the torps landed. Throw in a quantum phase torp spread and the shields are gone on anything not a boss or elite level group stuff. I don't think it would work with beams, its per/hit.
  • raj011raj011 Member Posts: 987 Arc User
    The benefits I find with the 4 beams and 4 torpedoes is that I can manoeuvre easily and receive less damage compared to the 6 beams and 2 torpedo layout. Also from watching the target selected on some targets I can see the shields and hull damage go down faster compared to the shields going down faster and the hull strength go down slowly. Plus I use all beam tac consoles in both selections.
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