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How do I make my ship go really fast?

edxelledxell Member Posts: 47 Arc User
With all the event queues being auto completed I've finally got my hands on the T5 Risian Corvette I queued up 6 years ago and forgot about. I want to make it go really fast but still be reasonably useful in combat if possible. Does anybody have any suggestions on how to do that? At the moment I'm using this build I found for inspiration

https://www.reddit.com/r/stobuilds/comments/7r5p5x/risian_corvette_ap_beam_array_plus_speed_build/

Comments

  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    How fast you wanna go? Super duper fight speed is 3100k 62km/s..

    But.. against NPCs..100 -200 flight speed is plenty.

    Emergency power to engines + comp engines and pattern omega will get ya their.

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    Rouge Sto Wiki Editor.


  • edxelledxell Member Posts: 47 Arc User
    Going to start with "plenty for NPCs" then if the ship's fun to play with I want to try and push it all the way to ludicrous speed.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    Competitive engines, polaric modulator, omega force shield, gamma rep 2 piece comes to mind as various equipment options.

    BOFF skills include aux to dampners, pilot team, attack pattern omega, emergency power to engines.

    I don't know how you'd manage to do much zipping around so fast, but it is fun to go fast!
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    [img][/img]MAx-speed-Wells.jpg..

    I guess it depends on your ship..Its easier to get escorts and some sci ships fo go fast. Cruiser will take more.
    I use:
    Emergency power to engines (Flight speed + Engine power)
    + comp engines ( The one that triggers on Weapon enhancements or heals)
    + and pattern omega.
    + Evasive maneuvers.
    + (Without evasive im in the mid 200's for about 10 seconds)

    If you have the Evasive doff from the Phoenix lock box you can go really fast and have evasive up more often with emergency power to engines.

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    Rouge Sto Wiki Editor.


  • lasoniolasonio Member Posts: 490 Arc User
    Going fast is not really interesting; in fact its actually harmful to your characters growth and your own game play. It's very unbalanced and will not be as simple or easy as you think it will be. In fact, a super fast ship in itself is just not reasonable for meaningful combat without giving up something, and usually it's the very speed it worked so hard to claim in the first place. When it actually enters combat to actually hit the enemy, speed and maneuverability beyond the scope is just harmful. Your dps would take a massive hit and you will take more damage then you dish out. If you are within 10km of the enemy for 3-4 seconds you wouldn't even able to release a full salvo before you would have to turn six or twelve to add another run and by then all your buffs would have been exhausted.

    You would literally have to come to a near stop in combat to actually be effective in any way with canons or even beams. Which literally defeats the purpose of the speed in the first place. And due to that fact you would be even weaker then you would have been if you had used other means to fight then to use speed. So you balance them out, you are neither super fast nor super strong, It's a double whammy. Just not worth it.

    But if you really just have to go fast their are plenty of ways to do it. Bozeman engines and such but the most effective way would have to be with space traits and specs like Pilot and intelligence and then add on to the speed you currently have and mod it out.

    Like the space traits helmsman and Fleet tactician, Fulcrum shift, galvanized munitions if you use cannons, prolly anchored when you come to a dead stop in front of the enemy, Lead Foot, Momentum, Point blank shot, Superior elusive, and Thrill seeker.

    Star-ship traits like Cold Hearted, Vulcan Hello, Badlands tactics, calm before the storm, Exitus Acta Probat, Harrying maneuvers, Highly Specialized, Hit and run, Improved pedal to the metal, Into the fray, out of time, Promise of ferocity, Punch it, Reciprocity, Stand Off, Tactical Retreat, Theta radiation infusion, vaulting ambition, and weapons emitter overload.

    Then once you chose from those you have to then supplement their draw backs with other things to keep them from leading to your own self destruction.

    Once you do that their are a ton of consoles that will also make you go fast like the Takyokentic converter and such... to build what you want and make it viable you will just have to pour too much resources and funds into it. Much in the way how players want to make ships do what they were not designed to do.

    It's possible, just really expensive and unless you can do it to the fullest then its probably not an endeavor worth doing in the first place.
    Even god rested. No work ethic.
  • edxelledxell Member Posts: 47 Arc User
    @lasonio It's a fun build. I've got other characters with ships that are effective in combat. I'm aiming for something that plays differently and ideally can just about hold its own in advanced content.

    Thanks for the tips. I'll give some of them a try when I've got some more spare EC. I'm a bit short right now after I poured too much resources and funds into another shuttle.
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