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16-06-2013, 11:56 AM #1
STO "There is no stupid question" Thread
Inspired by the thread we use in the Planetside 2 forum.
If you have any question: just ask here.
Last edited by QuantaCat; 13-09-2014 at 11:12 AM.(Firefall: bug shot) // (PS2: bobby is going home)
16-06-2013, 12:26 PM #2
A few escort-related inquiries:
Are dual beam banks viable compared to the standard 3/4xDHC (w/ optional QHC) build?
Is it a bad idea to pack the rear slots with turrets?
Just how stupid of an idea is it to spam 4x Rapid Reload Transphasics on an escort? It`s a big alpha strike, but my inner MathWarrior is unsure of whether it is worth trading alpha for DPS.
Related to the DBB build, can a cruiser with saucer/chevron separation compete withan escort if both are geared for maximum damage?
16-06-2013, 02:48 PM #3
re: the turret: Depending on your build, I would say a turret is good in the back slots, if you dont broadside. So for an escort its probably ok.
16-06-2013, 03:10 PM #4
Thanks! Also, is it worth it to take an off-class ship (e.g. flying a cruiser even though I am a tactical officer)?
17-06-2013, 10:20 AM #5
19-06-2013, 10:35 AM #6
Can someone break down how the single vs several damage type setups work? If I get that correctly my weapons energy gets down if I use more then one damage type, so my overall damage decreases. So does it (or can it) make sense to use several damage types or is it best to always go for the same damage type?(Firefall: bug shot) // (PS2: bobby is going home)
19-06-2013, 06:47 PM #7
I would say single damage type due to the tactical consoles that give bonuses to certain damage types, these are always higher if they are specific. I'm not sure on the maths on stacking modules so I may well be doing it wrong but I currently run 3 phaser and a quantum console with my escort and do reasonable damage. Antiproton is probably the best due to its increased critical chance but I use phasers because star trek.
If you are having difficulties keeping up your weapon's energy consider taking a tactical bridge officer with tactical team to give them a boost.
How do you go about farming dilithium in this day and age?
20-06-2013, 11:00 AM #8
- Join Date
- Aug 2011
get your hands on as much contraband as you can and turn it in to security officers.
Federation Security Officers can be found at the following locations:
- The Control Center of Earth Spacedock
- In the lounge area outside the transporter room of Starbase 39
- The main area of Deep Space K-7
- The Promenade replimat near exchange entrance on Deep Space 9
- The Tactical floor of the Fleet Starbase.
since each of these missions returns 2000 Dilithium for 5 contraband, you can easily beat the 8k daily refinement limit if you can get your hands on enough of the stuff (mostly acquired via various DOff missions).
20-06-2013, 11:01 AM #9
and they are sharable between multiple chars.
20-06-2013, 03:40 PM #10
Using different damage types isn't really a good way to go, if you only have a couple of tactical console slots the lost damage potential isn't so bad but you really don't gain anything from having the variety of procs. Also putting one of each beam type on your ship is commonly referred to as skittle boating.
20-06-2013, 06:25 PM #11
im considering running an artillery boat. ie. 4 torps up front and 4 turrets in the back. any downsides aside from torp cooldowns?
20-06-2013, 10:11 PM #12
- Join Date
- Jun 2011
I don't think torps are very good at getting through shields, maybe load up on skills to negate the shields, otherwise you're relying solely on the bleedthrough which is normal about 10%.
21-06-2013, 05:45 AM #13
also, which beam type does damage to ignore shields again? is it antiproton?
also also, ive been thinking of having team builds. with the amount of ships every admiral is carrying around, it would make sense to have team tactics where one specialises in shield damage and another in hull?
21-06-2013, 10:27 AM #14
- Join Date
- Jun 2011
According to stowiki the various torpedos have the following base stats at MKXI:
2842 DPV, 437 DPS
3159 DPV, 372 DPS
33% chance apply Plasma Fire
2230 DPV, 262 DPS
33% change reduce flight speed and turn rate for 10s
2433 DPV, 232 DPS
40% shield penetration
2055 DPV, 196 DPS
13638 DPV, 227.3 DPS
Looking at those the transphasics do seem pretty powerful, I didn't realise they had extra shield penetration either, I personally fly a Prometheus escort which is loaded up with dual cannons which against lesser PvE ships can completely remove their shields which followed up with a high yield quantum torpedo strike can take them out completely if their shields are down.
Again according to stowiki the beam damage types have the following benefits:
Phaser: 2.5% chance to disable a random subsystem
Disruptor: 2.5% chance to lower the targets hull damage resistance by 10% for 15 sec
Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff
Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25
Tetryon: 2.5% chance to deal additional shield damage
Antiproton: +2.5% chance to inflict a Critical Hit
The team build sounds like a good idea, although you'd have to be careful that your skills overlap the various builds to benefit each.
21-06-2013, 10:29 AM #15
If you are running 3 purple projectile duty officers and put 4 torpedoes on your ship you'll find that 1 torpedo never gets a chance to fire and the other will only fire occasionally.
The conventional wisdom is you don't use cruisers as torp boats because of the low turn rate but in PVE most of the big stuff just sits still so it's not actually that much of a problem. I essentially have my carrier set up as a torp boat and I don't have any issues pulling my weight in most STF's.
I really like the idea of building a team with specific roles that compliment each other. It would mean we could use some out there builds that are not usually viable.
25-06-2013, 02:05 PM #16
What exactly are fleet shipps doing? Are they like their normal countarparts, only with the fleet emblem on them or do they get other bonuses?
25-06-2013, 03:09 PM #17
they are better variants of their regular counterparts.
25-06-2013, 04:54 PM #18
25-06-2013, 05:38 PM #19
errr. theyre generally better, stats and officer slots and consoles.
well, better than most atleast, there is no fleet ody for example. but the variants of that are still best.
26-06-2013, 01:53 PM #20
The problem with fleet ships is that they cost real money, quite a lot of real money. I would quite like the escort carrier but I'm not playing $20 for it.