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
But.. against NPCs..100 -200 flight speed is plenty.
Emergency power to engines + comp engines and pattern omega will get ya their.
Rouge Sto Wiki Editor.
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!
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.
Rouge Sto Wiki Editor.
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.
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.