well, I had to test a lot of things. so the costs = the items + the cost of the crappy upgrades + reroll the mods, if needed (again a crappy system. 18 000 dil for 2 mods for example). a broadsiding build is less expensive, unless you buy all the meta stuff.
the vortex boff skill -> 7 50 000 ec for the MK III, and this one is not very interesting. the less expensive funny console, delphic tear 9 000 000 ec etc.
I left the game during almost 2 years, and i was very surprised to see a huge price inflation.
btw, i don't have the past event stuff, if you mean the revolution set.
....I'd have 4 Omnis & 3-4 torpedos if I could get more decent Omnis (anyone know of any specific mission that drops them? Thanks in advance).....
Two things here:
- Torpedo launchers have a shared launch delay. If you use more than one, they interfere with each other. You would be better off using only one and replacing the others with energy weapons.
- Even if you found more omnis (and they are actually fairly plentiful; there's six episode reward omnis (one each pf phaser, disruptor, tetryon, and AP, and two polaron), plus ones you can get from R&D, reputations, lobi store, etcetera....).... there is an equip limit on omnis. You can only equip two per ship, and in order to equip two, it must be one that is part of an item set and one that is not (as the game sorts them into two different "one per ship" categories based on their set / non-set status).
As an example, since you mentioned phasers. There's the Trilithium omni (episode reward) and the alternate-energy Gamma reputation omni... these two cannot be equipped at the same time since they are both set pieces. Then there is the R&D phaser omni, which can be used with either of those... but cannot be used with a second copy of itself.
Against lower ships, 2 torps is sorta op. Against higher tier ships, it is really effective. Just time them so that you fire one when the other is at half cooldown. In between them, my beams work on as much of the shield as possible so the torpedoes get more hull contact. Especially if using High Yield or Scatter. I'm thinking I'm going to try 2 Omnis aft, 1 Array & 1 Bank/Cannon fore.
well, I had to test a lot of things. so the costs = the items + the cost of the crappy upgrades + reroll the mods, if needed (again a crappy system. 18 000 dil for 2 mods for example). a broadsiding build is less expensive, unless you buy all the meta stuff.
the vortex boff skill -> 7 50 000 ec for the MK III, and this one is not very interesting. the less expensive funny console, delphic tear 9 000 000 ec etc.
I left the game during almost 2 years, and i was very surprised to see a huge price inflation.
btw, i don't have the past event stuff, if you mean the revolution set.
You do not need the "vortex skill" for a solid EPG build. My Legendary Intrepid-X does not use it, for example.
In fact, my build has six fleet consoles, two R&D consoles, one episode console, and yes four universals (though one of the four I am using was included with a Zen ship purchase)... the other three being Constriction Anchor, Delphic Tear and Retrofitted Assimilator... and for the weapons, I have two episode weapons, three reputation weapons, and one from R&D. The deflector I'm using is from an episode, the rest of the space gear is a 3pc reputation set and a fleet secondary deflector. All of the BOFF skills I'm using are commonly available ones (Gravity Well, Photonic Officer, etc.) excepting Very Cold in Space which is from the Winter Event store. The BOFFs I'm using include three fleet BOFFs and two Zen store BOFFs (the science and engineer Jem'Hadar). All the traits I'm using are from Zen ships except Honored Dead, which is a lockbox trait (and that's being used for survivability and could be replaced with something else).
So basically, all I bought (via Exchange) was the three universal consoles and one trait. Add two consoles and a weapon if you don't make them yourself (I did - I routinely level all my toons to 15 in R&D for the traits, so it was just a matter of actually making the stuff... a little tedious since two of the three items I needed are consoles with non-re-engineerable mods so I had to mass produce until I got what I needed, but some of the rejects were usable for other builds and the others I sold on Exchange at or near cost).
Does that sound like it's significantly more expensive than an energy weapons build?
I only have 2 Lockbox consoles (needed that Lobi), no Rep consoles, 4 Zen ship consoles (NX01 Grapple usually), and upgraded episode consoles (some of which are maxed thanks to Phoenix Prize upgrading). I've never been big on the fancy insta-kill abilities I see being used in Encounters (takes away the immersion imo), nor the big fancy ones, save for Subspace Eddies. TL;DR I've never really had a costly build that didn't work. Just get bored with ssdd.
You do not need the "vortex skill" for a solid EPG build.
needed or not isn't the problem, I play to have fun and try a lot of things, i don't care if subspace vortex is meta or not, this skill is funny, that's all. Same thing for the "borg console" which have a clicky ability for assimilating ships.
It's possible to get free purple Technician doffs for your active duty roster that would support an A2B cannon or beam build
by parking a character at the B'Tran Cluster for a while.
After completing the 7/7 doff missions you gain access to the "Support B'Tran Colonization Efforts" mission that awards a purple tech upon critical success. It comes up every couple of days.
The 3 techs, an emergency conn hologram from a rare Phoenix prize pack token, and possibly a Shield Distribution Officer (hull heal variant) make for a pretty solid setup.
If not going the A2B route it might be better to go with 2 copies each of cannon skills and attack pattern beta but this still leaves needing 2-3 damage control engineers (EPtX variant) and possibly 2 conn officers (tactical team variant) to get emergency powers to weapons/engines and tactical team into cool down.
well, I had to test a lot of things. so the costs = the items + the cost of the crappy upgrades + reroll the mods, if needed (again a crappy system. 18 000 dil for 2 mods for example). a broadsiding build is less expensive, unless you buy all the meta stuff.
the vortex boff skill -> 7 50 000 ec for the MK III, and this one is not very interesting. the less expensive funny console, delphic tear 9 000 000 ec etc.
I left the game during almost 2 years, and i was very surprised to see a huge price inflation.
btw, i don't have the past event stuff, if you mean the revolution set.
You do not need the "vortex skill" for a solid EPG build. My Legendary Intrepid-X does not use it, for example.
In fact, my build has six fleet consoles, two R&D consoles, one episode console, and yes four universals (though one of the four I am using was included with a Zen ship purchase)... the other three being Constriction Anchor, Delphic Tear and Retrofitted Assimilator... and for the weapons, I have two episode weapons, three reputation weapons, and one from R&D. The deflector I'm using is from an episode, the rest of the space gear is a 3pc reputation set and a fleet secondary deflector. All of the BOFF skills I'm using are commonly available ones (Gravity Well, Photonic Officer, etc.) excepting Very Cold in Space which is from the Winter Event store. The BOFFs I'm using include three fleet BOFFs and two Zen store BOFFs (the science and engineer Jem'Hadar). All the traits I'm using are from Zen ships except Honored Dead, which is a lockbox trait (and that's being used for survivability and could be replaced with something else).
So basically, all I bought (via Exchange) was the three universal consoles and one trait. Add two consoles and a weapon if you don't make them yourself (I did - I routinely level all my toons to 15 in R&D for the traits, so it was just a matter of actually making the stuff... a little tedious since two of the three items I needed are consoles with non-re-engineerable mods so I had to mass produce until I got what I needed, but some of the rejects were usable for other builds and the others I sold on Exchange at or near cost).
Does that sound like it's significantly more expensive than an energy weapons build?
yes, it is more expensive than a beam build. I crafted myself the eng and sci consoles after too many attempts than I can remember and a lot of ressources wasted for nothing, I gave up.
Constriction anchor is very expensive, retrofitted assimilator idem.
In my opinion, the real problem is even not the cost of the science or beam builds, but all the systems (upgrade, re engineering, crafting - consoles or pep-) that make creating builds a real pain in the TRIBBLE. And of course, the prices in the exchange due to the death of the dilex don't help. fortunately, i'm not a newcomer, because I would leave this game at level 50.
I'm going to delete 3 toons, because I just don't have the time and the will to develop them. (I have already deleted my gamma recruit, tedious and the jem'hadar are not interesting at all)
But if I'm back, it is because i like this game after all, and I accept STO like it is. even if it is boring.
Dual Heavy Cannons on a cruiser? And you're a terrible pilot (like me)?
Quick PVE tip: Reverse is your friend.
1) Cloak (if you have it). If you're in a Defiant, KDF, or Rom ship, you probably do.
2) Close to the closest range you can where the targets you want are in your forward arc.
Do steps 3, 4, 5, and 6 below in as quick a sequence as you can.
3) Buff (including Scatter or Rapid)
4) Decloak
5) Open fire
6) Reverse (and if targets begin escaping your arc, hit Evasive Maneuvers, and/or other speed buffs, while still flying backwards).
7) Recloak and repeat as needed
NOTE: Flying backward gives you the same maneuverability (for pointing your cannons) as flying forward, but by pulling away from your target you improve your firing arc, rather than narrowing it.
Note 2: It also helps to do steps 3-6 while you are behind your target. Thus it will take him longer to turn and begin pursuit, further increasing your time on target.
Hope this helps someone! I've taken 1st place repeatedly in The Swarm with this tactic.
> @sennahcherib said: > In my opinion, the real problem is even not the cost of the science or beam builds, but all the systems (upgrade, re engineering, crafting - consoles or pep-) that make creating builds a real pain in the TRIBBLE. And of course, the prices in the exchange due to the death of the dilex don't help.
Isn’t it fascinating?! Happens when peeps don’t go for the dil sinks that were created to cater for them. A sink is only good if the others go for it, of course not you and me.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
....I'd have 4 Omnis & 3-4 torpedos if I could get more decent Omnis (anyone know of any specific mission that drops them? Thanks in advance).....
Two things here:
- Torpedo launchers have a shared launch delay. If you use more than one, they interfere with each other. You would be better off using only one and replacing the others with energy weapons.
- Even if you found more omnis (and they are actually fairly plentiful; there's six episode reward omnis (one each pf phaser, disruptor, tetryon, and AP, and two polaron), plus ones you can get from R&D, reputations, lobi store, etcetera....).... there is an equip limit on omnis. You can only equip two per ship, and in order to equip two, it must be one that is part of an item set and one that is not (as the game sorts them into two different "one per ship" categories based on their set / non-set status).
As an example, since you mentioned phasers. There's the Trilithium omni (episode reward) and the alternate-energy Gamma reputation omni... these two cannot be equipped at the same time since they are both set pieces. Then there is the R&D phaser omni, which can be used with either of those... but cannot be used with a second copy of itself.
The shared torp cooldown is pretty much never a problem with only two torps due to the long CD of torps in the first place. It becomes a potential issue with very fast CD torps or with projectile DOFFs, but at that point you're wanting as much refire from torps as possible, and are going to slot the terran rep console too, cutting the shared CDD in half.
4 torps will run into CD problems if you are using proj doffs, but then you are running a torp boat and probably want to emphasize your first two torps anyway.
....I'd have 4 Omnis & 3-4 torpedos if I could get more decent Omnis (anyone know of any specific mission that drops them? Thanks in advance).....
Two things here:
- Torpedo launchers have a shared launch delay. If you use more than one, they interfere with each other. You would be better off using only one and replacing the others with energy weapons.
- Even if you found more omnis (and they are actually fairly plentiful; there's six episode reward omnis (one each pf phaser, disruptor, tetryon, and AP, and two polaron), plus ones you can get from R&D, reputations, lobi store, etcetera....).... there is an equip limit on omnis. You can only equip two per ship, and in order to equip two, it must be one that is part of an item set and one that is not (as the game sorts them into two different "one per ship" categories based on their set / non-set status).
As an example, since you mentioned phasers. There's the Trilithium omni (episode reward) and the alternate-energy Gamma reputation omni... these two cannot be equipped at the same time since they are both set pieces. Then there is the R&D phaser omni, which can be used with either of those... but cannot be used with a second copy of itself.
The shared torp cooldown is pretty much never a problem with only two torps due to the long CD of torps in the first place. It becomes a potential issue with very fast CD torps or with projectile DOFFs, but at that point you're wanting as much refire from torps as possible, and are going to slot the terran rep console too, cutting the shared CDD in half.
4 torps will run into CD problems if you are using proj doffs, but then you are running a torp boat and probably want to emphasize your first two torps anyway.
The Terran console does not reduce the cooldown by half.
It takes the 1s shared CD down to .5s. That seems like half to me.
Current "filler" consoles - Assimilated Module, Voth Power Subcore, Prior's World Defense Satellite. So on a T6X potentially room for 2-3 "improved" or "other choice" consoles... lots of room for improvement, customization, or switching to Phaser or Disruptor
Perhaps someone will have some good ideas for other consoles to best fill things in?
I don't like how Beam Banks in STO all face forward. Canon ships would have one in each direction, giving 360 degree coverage. Just saying.
Really? the only time you see a Starship fire behind it with a phaser is in Nemesis, when the Ent E went FAW. The only other time you saw a ship fire backward was the Reliant, firing a torpedo backwards. I have not watched TAS in a very long time, I will stand corrected if someone points out a rearward fire there.
IMO, the 270 beam arc is more tied to the SFB game, with the firing arcs, Right/left half, Fore/aft half, and the expanded Left/right arcs
just to add to what Sea said, DBBs are useful if your ship can't equip cannons, but in that case they ship usually can't turn well enough to make them worthwhile either without a LOT of help.
I don't like how Beam Banks in STO all face forward. Canon ships would have one in each direction, giving 360 degree coverage. Just saying.
Really? the only time you see a Starship fire behind it with a phaser is in Nemesis, when the Ent E went FAW. The only other time you saw a ship fire backward was the Reliant, firing a torpedo backwards. I have not watched TAS in a very long time, I will stand corrected if someone points out a rearward fire there.
IMO, the 270 beam arc is more tied to the SFB game, with the firing arcs, Right/left half, Fore/aft half, and the expanded Left/right arcs
That's always been a bone of contention, for as long as I've played the game. It would make a lot of sense for there to be ventral weapon slots, or for beams to have a wider arc, like omni's. If all phasers were omni, then that would be the same as in the shows. Cannons, absolutely they should only be front firing like the Defiant and torpedos too...straight forward front and back, but beams should arc.
> @sennahcherib said:
> In my opinion, the real problem is even not the cost of the science or beam builds, but all the systems (upgrade, re engineering, crafting - consoles or pep-) that make creating builds a real pain in the TRIBBLE. And of course, the prices in the exchange due to the death of the dilex don't help.
Isn’t it fascinating?! Happens when peeps don’t go for the dil sinks that were created to cater for them. A sink is only good if the others go for it, of course not you and me.
the dil sinks shouldn't be a kind of punishment, but something which give the feeling of accomplishment.
Can't wait to see the new dil sink, this will be fun .
they would never do it, because it would be an absolute nightmare to program, but say your beam has an output of 300 in a 45* arc. Make it modifiable that you can add 45* of arc, but for rvery one you add, the power of the beam drops 12.5% that would give you the 8 omni beams, but their power output would be horribad. Ideally you would want 220 degrees arc, giving your broadsides a sweet spot of overlap
> @kayajay said: > That's always been a bone of contention, for as long as I've played the game. It would make a lot of sense for there to be ventral weapon slots, or for beams to have a wider arc, like omni's. If all phasers were omni, then that would be the same as in the shows. Cannons, absolutely they should only be front firing like the Defiant and torpedos too...straight forward front and back, but beams should arc.
Ent-D fired in a small arc in a roughly 1-2 sec clip. Can't remember the episode. It was a dorsal shot of the saucer array.
Comments
the vortex boff skill -> 7 50 000 ec for the MK III, and this one is not very interesting. the less expensive funny console, delphic tear 9 000 000 ec etc.
I left the game during almost 2 years, and i was very surprised to see a huge price inflation.
btw, i don't have the past event stuff, if you mean the revolution set.
Against lower ships, 2 torps is sorta op. Against higher tier ships, it is really effective. Just time them so that you fire one when the other is at half cooldown. In between them, my beams work on as much of the shield as possible so the torpedoes get more hull contact. Especially if using High Yield or Scatter. I'm thinking I'm going to try 2 Omnis aft, 1 Array & 1 Bank/Cannon fore.
I only have 2 Lockbox consoles (needed that Lobi), no Rep consoles, 4 Zen ship consoles (NX01 Grapple usually), and upgraded episode consoles (some of which are maxed thanks to Phoenix Prize upgrading). I've never been big on the fancy insta-kill abilities I see being used in Encounters (takes away the immersion imo), nor the big fancy ones, save for Subspace Eddies. TL;DR I've never really had a costly build that didn't work. Just get bored with ssdd.
needed or not isn't the problem, I play to have fun and try a lot of things, i don't care if subspace vortex is meta or not, this skill is funny, that's all. Same thing for the "borg console" which have a clicky ability for assimilating ships.
by parking a character at the B'Tran Cluster for a while.
After completing the 7/7 doff missions you gain access to the "Support B'Tran Colonization Efforts" mission that awards a purple tech upon critical success. It comes up every couple of days.
The 3 techs, an emergency conn hologram from a rare Phoenix prize pack token, and possibly a Shield Distribution Officer (hull heal variant) make for a pretty solid setup.
If not going the A2B route it might be better to go with 2 copies each of cannon skills and attack pattern beta but this still leaves needing 2-3 damage control engineers (EPtX variant) and possibly 2 conn officers (tactical team variant) to get emergency powers to weapons/engines and tactical team into cool down.
yes, it is more expensive than a beam build. I crafted myself the eng and sci consoles after too many attempts than I can remember and a lot of ressources wasted for nothing, I gave up.
Constriction anchor is very expensive, retrofitted assimilator idem.
In my opinion, the real problem is even not the cost of the science or beam builds, but all the systems (upgrade, re engineering, crafting - consoles or pep-) that make creating builds a real pain in the TRIBBLE. And of course, the prices in the exchange due to the death of the dilex don't help. fortunately, i'm not a newcomer, because I would leave this game at level 50.
I'm going to delete 3 toons, because I just don't have the time and the will to develop them. (I have already deleted my gamma recruit, tedious and the jem'hadar are not interesting at all)
But if I'm back, it is because i like this game after all, and I accept STO like it is. even if it is boring.
Quick PVE tip: Reverse is your friend.
1) Cloak (if you have it). If you're in a Defiant, KDF, or Rom ship, you probably do.
2) Close to the closest range you can where the targets you want are in your forward arc.
Do steps 3, 4, 5, and 6 below in as quick a sequence as you can.
3) Buff (including Scatter or Rapid)
4) Decloak
5) Open fire
6) Reverse (and if targets begin escaping your arc, hit Evasive Maneuvers, and/or other speed buffs, while still flying backwards).
7) Recloak and repeat as needed
NOTE: Flying backward gives you the same maneuverability (for pointing your cannons) as flying forward, but by pulling away from your target you improve your firing arc, rather than narrowing it.
Note 2: It also helps to do steps 3-6 while you are behind your target. Thus it will take him longer to turn and begin pursuit, further increasing your time on target.
Hope this helps someone! I've taken 1st place repeatedly in The Swarm with this tactic.
> In my opinion, the real problem is even not the cost of the science or beam builds, but all the systems (upgrade, re engineering, crafting - consoles or pep-) that make creating builds a real pain in the TRIBBLE. And of course, the prices in the exchange due to the death of the dilex don't help.
Isn’t it fascinating?! Happens when peeps don’t go for the dil sinks that were created to cater for them. A sink is only good if the others go for it, of course not you and me.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
The shared torp cooldown is pretty much never a problem with only two torps due to the long CD of torps in the first place. It becomes a potential issue with very fast CD torps or with projectile DOFFs, but at that point you're wanting as much refire from torps as possible, and are going to slot the terran rep console too, cutting the shared CDD in half.
4 torps will run into CD problems if you are using proj doffs, but then you are running a torp boat and probably want to emphasize your first two torps anyway.
It takes the 1s shared CD down to .5s. That seems like half to me.
From an existing work in progress all Polaron cannon Escort build -
T - BSC1, APB1, CRF2, CSV3
T - TT1, Kemo
E - EPtE1, A2B1, EPtW3
E - ET1, A2B1
S - HE plus 1 intel ability of choice or ST
Devices - Kobayashi Maru Transponder, Temporal Negotiator, Reactive Armor Catalyst.
Fore - 3x DHC, wide-arc DHC (crafted/exchange), Advanced Piezo-Polaron DC (Lukari Reputation Initiative Armaments 1/3)
Aft - Morphogenic Polaron Energy Wpn (from mission Home, Morphogenic Armaments 1/3), Advanced Inhibiting Polaron Heavy Turret (Gamma Rep Task Force Ordnances 1/3)
Def/Eng/WC/Shield - Fleet Intervention Deflector, Competitive Engine, 2 pc Discovery Core & Shield
Consoles - Tac: Morphogenic Matrix Controller (Morphogenic Armaments 2/3), Lorca's Custom Fire Controls, Fleet Vulnerability Locators. Universal: Piezo-Electric Focuser (Lukari rep 2/3), Ordinance Accelerator (Gamma Rep 2/3), DPRM.
Current "filler" consoles - Assimilated Module, Voth Power Subcore, Prior's World Defense Satellite. So on a T6X potentially room for 2-3 "improved" or "other choice" consoles... lots of room for improvement, customization, or switching to Phaser or Disruptor
Perhaps someone will have some good ideas for other consoles to best fill things in?
Really? the only time you see a Starship fire behind it with a phaser is in Nemesis, when the Ent E went FAW. The only other time you saw a ship fire backward was the Reliant, firing a torpedo backwards. I have not watched TAS in a very long time, I will stand corrected if someone points out a rearward fire there.
IMO, the 270 beam arc is more tied to the SFB game, with the firing arcs, Right/left half, Fore/aft half, and the expanded Left/right arcs
That's always been a bone of contention, for as long as I've played the game. It would make a lot of sense for there to be ventral weapon slots, or for beams to have a wider arc, like omni's. If all phasers were omni, then that would be the same as in the shows. Cannons, absolutely they should only be front firing like the Defiant and torpedos too...straight forward front and back, but beams should arc.
the dil sinks shouldn't be a kind of punishment, but something which give the feeling of accomplishment.
Can't wait to see the new dil sink, this will be fun .
> That's always been a bone of contention, for as long as I've played the game. It would make a lot of sense for there to be ventral weapon slots, or for beams to have a wider arc, like omni's. If all phasers were omni, then that would be the same as in the shows. Cannons, absolutely they should only be front firing like the Defiant and torpedos too...straight forward front and back, but beams should arc.
Ent-D fired in a small arc in a roughly 1-2 sec clip. Can't remember the episode. It was a dorsal shot of the saucer array.