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  1. #1
    Secondary Hivemind Nexus bonkers's Avatar
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    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)
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  2. #2
    Network Hub EPICTHEFAIL's Avatar
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    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?

  3. #3
    Moderator QuantaCat's Avatar
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    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.
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

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  4. #4
    Network Hub EPICTHEFAIL's Avatar
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    Thanks! Also, is it worth it to take an off-class ship (e.g. flying a cruiser even though I am a tactical officer)?

  5. #5
    Activated Node Tink's Avatar
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    Quote Originally Posted by EPICTHEFAIL View Post
    Are dual beam banks viable compared to the standard 3/4xDHC (w/ optional QHC) build?
    Very viable, you can actually combo them up quite nicely with a couple DHC. The reason for this is Beam Overload and Cannon Rapid Fire don't share a cool down so you can beam overload the dual bank to take down shields fast then spray cannon fire direct to the hull. The only thing to be careful with is power management as beam overload really saps weapon power.


    Quote Originally Posted by EPICTHEFAIL View Post
    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.
    Because you can't fire all the torpedoes at once and torpedoes of the same type share a cool down this is a really bad idea. If you are thinking of making a torpedo boat get 3 purple projectile weapon duty officers as they give you a % based chance to basically reset the firing time on a torpedo. Then you can put 2 rapid Reloads and have them firing at the most efficient rate. Or do what I do and get the Romulan rep torpedo launcher that launches 3 heavy plasma torps at once and a normal plasma torpedo to help reset it and watch as the screen fills with all the torpedoes.

  6. #6
    Secondary Hivemind Nexus bonkers's Avatar
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    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)
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  7. #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?

  8. #8
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    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:



    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).

  9. #9
    Moderator QuantaCat's Avatar
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    and they are sharable between multiple chars.
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

    "It's frankly embarrassing. The mods on here are woeful."

    "I wrinkled my nose at QC being a mod."

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  10. #10
    Activated Node Tink's Avatar
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    Quote Originally Posted by bonkers View Post
    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?
    OK, so this one is a real problem with the wording. Each energy weapon equipped drains power when it fires, there is no extra drain penalty for equipping different damage types. So a phaser beam and a plasma beam will drain the same amount of power as 2 phasers. However tactical consoles give the highest boosts to specific damage type. So it is more efficient to run all of the same type of weapon and tactical consoles that boost that specific type of damage.

    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.

  11. #11
    Moderator QuantaCat's Avatar
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    im considering running an artillery boat. ie. 4 torps up front and 4 turrets in the back. any downsides aside from torp cooldowns?
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

    "It's frankly embarrassing. The mods on here are woeful."

    "I wrinkled my nose at QC being a mod."

    "At least he has some personality."

  12. #12
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    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%.

  13. #13
    Moderator QuantaCat's Avatar
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    Quote Originally Posted by sgc2000 View Post
    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%.
    err. i have great success with transphasic. why should that change now? doing a spread 3 transphasic lowers their shields and takes off atleast 5 percent of hull in my experience. ofcourse I cant just use transphasic.. actually, why not?! they do less damage in general, but I can just ignore the shields.

    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?
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

    "It's frankly embarrassing. The mods on here are woeful."

    "I wrinkled my nose at QC being a mod."

    "At least he has some personality."

  14. #14
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    According to stowiki the various torpedos have the following base stats at MKXI:

    Photon
    Kinetic damage
    6.5s reload
    2842 DPV, 437 DPS

    Quantum
    Kinetic damage
    8.5s reload
    3159 DPV, 372 DPS

    Plasma
    Kinetic damage
    8.5s reload
    33% chance apply Plasma Fire
    2230 DPV, 262 DPS

    Chroniton
    Kinetic damage
    10.5s reload
    33% change reduce flight speed and turn rate for 10s
    2433 DPV, 232 DPS

    Transphasic
    Kinetic damage
    40% shield penetration
    10.5s reload
    2055 DPV, 196 DPS

    Tricobalt
    Kinetic damage
    60.5s reload
    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.

  15. #15
    Activated Node Tink's Avatar
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    Quote Originally Posted by QuantaCat View Post
    also, which beam type does damage to ignore shields again? is it antiproton?
    Plasma, has a 2.5% chance to add a DOT that does direct hull damage. Also there is the new Piercing Tetryon weapons that you pick up for the last quest in the Wasteland chain. The plasma DOT on energy weapons is really weak though and you see very few people using plasma weapons.

    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.

  16. #16
    Activated Node Chaoskilla's Avatar
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    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?

  17. #17
    Moderator QuantaCat's Avatar
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    they are better variants of their regular counterparts.
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

    "It's frankly embarrassing. The mods on here are woeful."

    "I wrinkled my nose at QC being a mod."

    "At least he has some personality."

  18. #18
    Activated Node Chaoskilla's Avatar
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    Which means?

  19. #19
    Moderator QuantaCat's Avatar
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    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.
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

    "It's frankly embarrassing. The mods on here are woeful."

    "I wrinkled my nose at QC being a mod."

    "At least he has some personality."

  20. #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.

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