That's a lot of acronyms right there. I really should know them |
I didn't know about Dual Heavy Cannons being more efficient, so shall have to check that out. Already have the rest really, except Torpedo Spread as mostly use the Bioneural Warhead which isn't compatible, and prefer High Yield for the rear.
Star Trek Online • Page 159
Pageof 182 First / Last
Hmm not sure about the tractor on an escort, you want to be nimble and keep moving.
Being pretty much all turrets on the back is a big thing for an escort and I wouldn't have anything there apart from maybe a torp of some kind.
I wouldn't run a rear torpedo, 90% of the time you should be facing your enemy (and eventually you'll get the borg cutting beam which is a must-fit IMO).
I'm also not sure about the bioneural warhead, I've used it a lot in the past but the fact it can't be buffed is a big disadvantage (same for the har'peng, though I do use that on my torp boat T'Varo - it has a lot shorter cooldown though). Torpedos already have a small window when they're effective, to get maximum DPS you need to be spamming them (hence why the romulan rep torpedo is so good - it's like having kinetic cannons).
Whizzo wrote:yo-yo backwards and forwards, no needing to worry about transversal velocity unlike Eve
Hmm not sure about the tractor on an escort, you want to be nimble and keep moving.
In PvP it would be different, but most PvE stuff is tankable, even in an escort. And even if you are flying around, ships lose defence if they're stationary (and gain it if they're buzzing around with EPtE).
DFawkes wrote:Excellent. I can sense my annual play starting soon. I will fly around shoot some ships and then as soon as a ground based mission starts I'll forget about it
Of course the ESA still exists! It still has everyone in it from beta and early access, no-one has ben kicked or anything. There are about 10 still active. We have a starbase with a bartender and disco. I think that's the important stuff.
I thought purple doffs can't die? I've certainly never had anything blue or better snuff it, even on failure. I shall have to research this further.
Edit: Was almost right, it seems it's green or better that can't die, although there was bug that killed a few by mistake. So only common will die on an epic assignment failure. Yes, even a green redshirt is safe
Bioneural is rubbish, I ran that as a Fed (got it from a lockbox) it's fun for about five minutes but you'd be better off with a conventional torpedo, preferably Romulan OP Beast Torp, with THY and TS.
Having said that now I've got the bug out of storage I've bought a MKXII QT launcher for front usage, I was getting splash damage from my own Rom torps far too much, plus it is canon!
Fitting a subspace jump is rather nice for alpha strikes in an escort too, shame about the cool down!
Bioneural is absolutely fantastic on my escort. I wouldn't trade that for a large amount of tea, or even a drink I prefer When you get the timing right, there's very little that won't take a heck of a pounding from a volley of shield shredding cannons followed by a warhead. Plus it works really well as a support weapon for a B'Rel with the firing whilst cloaked as it has a 15km max range.
I also did try out all turrets at the back, but the damage increase was outweighed by the ability to fire from cloak from the rear too. Being able to fire a couple of times from cloak has saved me more than once. Both of these things are rather B'Rel specific though, I'd have all turrets at the rear of anything else. I'd still have the Bioneural though. I didn't like it at first but I love it now
Don't forget DOFF set up can make quite a difference too, I've got three purple torpedo officers, I'm either firing HYT or TS every time I fire them.
You know, I'm not entirely sure I've ever managed my Doffs at all on my KDF character. That'd explain a lot
what you really need is a T'Varo, it's an ideal torp boat. And has the giant red ball of doom(tm) that will blow you up at least 33% of the time.
Must get my Armitage out of storage, that point defence photon torpedo console is insane when you do a TS immediately afterwards.
Ah do we feel a Fleet Action Thursday coming on?
I generally like to run 2 attack pattern omegas on an escort if I can. Damage boost plus helps keep enemy tractor beams from being a major problem.
I don't run APO at all on my Chimera now, also got rid of polarise hull. I tend to just use evasive manoeuvres or sit there and take the hits.
HE 1, TBR 1, Gravity Well 1
TS 1, CRF 1, APD 2, CSV 3
EPtW 1, EPtS 2
TB 1, Tyken's Rift 1
Despite the few heals it survives pretty well, thanks mainly to the 2 piece assimilated set bonus and elite fleet shields/MACO shields. Before getting them I had HE 3 in place of the gravity well.
The destroyers can usually take a bit more of a pounding. I found I needed APO in my brel.
Well I've been away from the game for a long time but that said I've been playing the game again recently and on my escort I run at the front 1 quantum torpedo launcher, 2 Dual cannons and a dual beam array and at the back it's all turrets. Now I know people swear by heavy cannons now but when I equipped my ship I actually did the math on the DPS I was outputting with heavy cannons as well as dual cannons and dual cannons came out on top in raw DPS it may of changed since I did that though.
Skill wise I run couple of tactical teams, high yeild torps and spread, couple of cannon buffs and and couple of Beam overloads, specifically Beam overload 3 because it will get rid of an entire facing shield on most ships or do around 10-20k hull damage, following that up with some high yield torpedoes and it is a terrifying amount of burst damage to do to any ship if you get lucky you can hit for about 50-100k of damage in few seconds if the crits are kind to you.
Other skills tend to depend on the ship and who your fighting, for instance when fighting the borg polarize hull is nice to have since it eliminates the effect of tractor beams on you but if your fighting the hirogen science team is nice to have because of their attack that increases skill cooldown timers is stopped by science team.
Generally speaking in any escort most battles you get into will be over in a minute, if they last longer than that you don't have enough heals to keep your ship from being destroyed so you need to gear your ship to that end.
Other skills I have are emergency power to shields, reverse shield polarity 2, polarize hull and hazard emitters on my defiant retrofit.
That lot seems to cover everythign I've ever faced, it does big damage, I could probably do more but the fact remains it's more than adecuate to kill most everything it faces.
However what I would say is that the advanced escort with the multi vector module on it is a very effective ship and has far better survivability that any other escort ship I've tried.
found this while looking for torpedo build videos yesterday, a JHAS fighting a special power spam build.
I'd forgotten how flimsy my elite scorpions were when using my Armitage, my JHAS pets have ruined them!
Plus my Armitage feels pretty weak now too after my Dread...
Yay free sluts!!
No, wait, free slots, just after I'd spent some Zen to boost Silva's bank space (I'd already maxed out the inventory capacity on him ages ago).
http://community.arcgames.com/en/news/s ... il/3035243
“Let's make sure history never forgets... the name...’Enterprise’!” – Jean-Luc Picard
The Galaxy Class starships (the Tier 4 Exploration Cruiser Refit, the Tier 5 Exploration Cruiser Retrofit, and the three nacelle alternate universe counterpart, the Galaxy Dreadnought Cruiser) were some of the first starships Star Trek Online ever released for purchase. The T4 Galaxy Refit comes with an Antimatter Spread Console (originally used against the Borg in “TNG: The Best of Both Worlds”), as well as unlocking the slick new Venture Class costume variant. The T5 Galaxy Retrofit comes with a Saucer Separation Console, which introduced the first time we saw saucer separation in the game and arguably the first time anything like this has ever been seen in any MMO. The T5 Galaxy Dreadnought comes with its devastating integrated Phaser Lance and a Cloaking Device Console, as seen in The Next Generation Series Finale “All Good Things”. To this day, these remain some of the most popular ships is STO – undoubtedly due to their iconic stature.
It’s been a long time since the STO team has taken a close look at these ships, though it wasn’t for lack of desire. When we released the Enterprise-F Odyssey Class, we developed new technology that allowed players to separate their saucer while the ship was still in motion. The reconnect sequence became much more refined, and utilized the player’s actual geo and material choices. The older Galaxy saucer separation would bring your ship to a full stop while separating and the reconnect sequence featured a generic galaxy saucer that didn’t reflect the players ship customization choices. From that moment, we wanted to apply what we learned from the Odyssey to the Galaxy. But game developer desires always far exceed their schedules, and every time we would get close, bigger priorities took precedent.
Over the last year, STO has seen some phenomenal growth. The game has matured in astounding ways, and so has our team. One of the most important things the team wants to is go back and address old issues. One issue that was dear to us is bringing the Galaxy ships up to speed, and now we can. I am happy to announce the following changes:
•Saucer Separation – Saucer Separation now uses the new separation technology as seen on the Odyssey. You can now separate while in motion, and your returning saucer will match your ship customization. The sequence is generally smoother and richer. You can even continue to fire while separating.
•Galaxy Dreadnought Improvements – We have updated the Galaxy Dreadnought stats to bring it in line with other Dreadnoughts. •New BOff seating – The Galaxy Dreadnought’s Ensign Tactical BOff seat will become an Ensign Universal BOff seat.
•Hangar Bay – The Galaxy Dreadnought will now have one Hangar Bay Slot, equipped by default with Type 8 Shuttles. It can equip any standard Federation hanger pet.
•Saucer Separation – The Galaxy Dreadnought will finally support Saucer Separation. The Galaxy Dreadnought does not come with the Saucer Separation Console, but if you own one, you can now use it on the Dreadnought. The separated Saucer pet of a Galaxy Dreadnought has a more tactical flavor than the standard Galaxy Saucer pet. It is equipped with Dual Phaser Cannons, and a mini-Phaser Lance.
•Phaser Lance Wide Beam – When the Saucer is separated, the Galaxy Dreadnought’s Phaser Lance standard beam becomes a Wide Beam attack (like a sawed-off shotgun). Damage is only slightly reduced, but the affect area is much larger.
•All existing Galaxy Dreadnoughts will be automatically fixed-up; however, you will not be automatically granted a Type 8 shuttle pet. You can either purchase one in the Hangar Pet store for Energy Credits, or dismiss your Dreadnought and reclaim a new one which will be fully outfitted with a Type 8 shuttle.
•Set Bonus – The Antimatter Spread Console and Saucer Separation console will enjoy a 2 piece set bonus. Equipping both on a ship will grant you: •+20 Starship Starship Hull Plating skill
•+20 Starship Armor Reinforcement skill
•+1 Turn Rate bonus
•Antimatter Spread on Saucer – As always, when equipping the Antimatter Spread console on any ship that supports saucer separation (any Galaxy, Odyssey, or Prometheus Variant), the separated Saucer pet will gain the Antimatter Spread ability. This bonus will now also apply to the Galaxy Dreadnought.
•Fleet Galaxy Dreadnought – The Fleet Galaxy Dreadnought will be available to any Fleet with a Tier 4 Shipyard. Like all Fleet ships, the Fleet Galaxy Dreadnought will enjoy the standard +10% Hull Hit Points and Shields, and a 10th console slot. It will come standard with an integrated Phaser Lance, and Hanger Slot, but will not come with a Cloaking Device Console (if you own a Cloaking Device Console Mod, you can equip it on the Fleet Galaxy Dreadnought). The Fleet Galaxy Dreadnought will be available for 5 Fleet Modules or 1 Fleet Module if you already own the C-Store Galaxy Dreadnought.
•New Galaxy Bundle – The Tier 4 Galaxy Exploration Cruiser Refit, Tier 5 Galaxy Exploration Cruiser Retrofit, and Tier 5 Galaxy Dreadnought will be available as a bundle for 4000 Zen. If you purchase the Galaxy Bundle, you can claim the Galaxy Bridge for Free in the C-Store.
Note: If you already own any of these Galaxy ships, the Galaxy Bundle will not be available for purchase.
Note: That the Tier 4 Galaxy Refit cannot use Saucer Separation, but as always, if you own the T4 Galaxy Refit, you will unlock the Venture Class costume geometry in the ship tailor for all Galaxy variants.
Note: The Turn Rate set bonus on the Odyssey and Bortasqu’ was increased from 0.5 to 1.
If you are a Star Trek Online 600 Day Subscription Veteran, or Lifetime Subscriber, you can continue to choose to claim the Tier 5 Galaxy Exploration Cruiser Retrofit for Free Vice Admiral Ship Token.
As always, remember details are subject to change.
The above ships will become available around 10AM PST next Thursday, March 6th, 2014. More detailed stats for the Fleet Galaxy Dreadnought Cruiser will be posted in a Dev Blog next week.
Al “Captain Geko” Rivera
Star Trek Online
our first season dev blog for Season 9:A New Accord which goes live in late April featuring a brand new redesign for the interior of Earth Spacedock, rumours are that the Undine will strike Earth in the Season opening.
Sounds exciting then! The ESA had better be on hand to save the world once again!
I've just cleaned up after the last threat to earth,can't you stay saved for less than a minute, I mean where the hell is the rest of Starfleet!!!!!!
Edited by Ranger_Ryu at 01:52:42 18-03-2014
Umm we are starfleet....
btw if anyone doesn't know there's a mirror event on, loads of marks and a cool doff reward (mirror hakeev, spreads hazard emitters to ships within 3km). only downside is that you have to run it 14 times (doing it on 7 characters...)
Currently doing it on my three Starfleet characters, it's a lot quicker in Silva's JHAS than the other two.
I'm finally using it more now with the loadout switching making it easy. It absolutely demolishes everything that it faces and it's not like I've gone too nuts on the set up either. Lovely.
Did a PUG fleet alert last night, me in my JHAS, another player in a JHAS, a Jem'Hadar Dread and a couple of Federation ships. It took about five minutes, easily the quickest I've done one.
due to an issue with my keyboard barely done any MU events need to get on with them
Earth Spacedock's new interior slight problem with AA and depth of field so yeah a bit jaggy
Sometimes posts may contain links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here.