Welcome to the Deep Space Alliance Fleet Shipyard. At Deep Space Alliance we love our ships: we love to kit them out, we love to fly them, we love to fight with them, and we love to talk about them. There are countless ways to equip your ship and endless ways to fly them. Here is a roundtable where captains can post their ships, discuss different builds, and ask for advice.
Please remember to post with your full in-game handle so we know who you are and try to be as detailed as possible.
Here you can find builds depend on you character / skills / ship
Please post your build in a comment bellow
zinia@greatbritton1
ReplyDeleteIt's nothing too exotic, but I really like my Fleet Dervish. I'm a tac captain, so I'm all about the primary damage, but the Dervish's big pull is its survivability. You can't do damage when you're dead. With the Dervish I get to chain two instances of Emergency Power to Shields 1 and stay in the fight a lot longer compared to other escorts.
Ship: Fleet Patrol Escort
Captain: Tactical
Weapon Loadout:
Fore: Phaser Dual Heavy Cannons Mk XII [very rare borg] x4
Aft: Phaser Turret Mk XII [very rare borg] x2; Tricobalt Device Mk XII [very rare borg]
Deflector: MACO Deflector Array Mk XI
Engine: MACO Engines Mk XI
Shields: MACO Resilient Shield Array Mk XI
Tactical Consoles: Phaser Relay Mk XI [uncommon and rare] x4
Engineering Console: Neutronium Alloy Mk XI [rare]
Engineering Console: Neutronium Alloy Mk XI [uncommon]
Engineering Console: Isometric Charge (available on the Exchange)
Engineering Console: Subspace Jumper (available on the Exchange)
Science Console: Emitter Array Mk XI [uncommon]
Science Console: Field Generator Mk XI [uncommon]
Devices: Shields Battery, Subspace Field Modulator
Bridge Officer Layout:
Cdr Tac: TT1, CRF1, APO1, APO2
LtCdr Tac (A): TT1, TS2, CRF2 or LtCdr Tac (B): TT1, CSV1, CRF2
Lt Eng: EPtS1, Aux2Sif1
Ens Eng: EPtS1
Lt Sci: HE1, TSS2
Duty Officers: nothing in particular (3x hazard systems engineer, warp core engineer, shield distribution officer)
I love the resilient shield array. When I was at lower level I had a covarient shield, but when using my shield heals I often found I was dying with shields still up just due to the bleedthrough damage. Escorts are squishy. So since Commander level I've been running resilient shields, and the MACO is great.
I have TT1 x2 and EPtS1 x2 chained to my fire key so that they are going all the time, plus extra heals available when I need them. I get to have CRF and APO on most of the time, seriously increasing my damage and allowing me to escape tractor beams quite quickly. Given my BOFFs, I can't do anything other than shoot things and survive. That's why the extra Subspace Jump and Isometric Charge Universal consoles that you can get from special requisitions packs on the Exchange are nice. I do have to sacrifice armor to get these, but it's a fair trade.
I had previously tried putting a quantum torpedo up front with two instances of THY3 for extra burst damage on unshielded hulls, but found that it was a chore to use and didn't actually improve my killing power any, so I've gone with all guns up front. If I know in advance that I'm going to be clearing a lot of small craft I will swap in a spare turret in the aft and use the tactical officer that has CSV1. Normally though I have tricobalts pooping out the back. Technically, a 3rd turret in the back would do more dps, though only marginally so. That said, I prefer the tricobalt so I have a major attack available if I'm ever forced to overrun a target or as a going away present if I have to get out in a hurry. A spread of tricobalts makes your escape a wee bit easier.
This is a starter config i came up with for my beam boat healer
ReplyDeleteSwitch Configuration
z Playersay spacebar $$ bind_load_file spacebar.txt
Fire all weapons / Activate any on tray 3
Space "GenSendMessage HUD_Root FireAll $$+power_exec Distribute_Shields $$+TrayExecByTray 2 0 $$+trayexecbytray 2 1 $$+trayexecbytray 2 2 $$+trayexecbytray 2 3 $$+trayexecbytray 2 4 $$+trayexecbytray 2 5 $$+trayexecbytray 2 6 $$+trayexecbytray 2 $$+trayexecbytray 2 8 $$+trayexecbytray 2 9 $$+trayexecbytray"
Shield Heal
numpad1 "+TrayExecByTray 3 0 $$+TrayExecByTray 4 0 $$+TrayExecByTray 5 0"
Hull Repair
numpad2 "+TrayExecByTray 3 1 $$+TrayExecByTray 4 1 $$+TrayExecByTray 5 1 $$+TrayExecByTray 6 1"
Brace for Impact / Go down Fighting
numpad3 "+TrayExecByTray 6 2 $$+TrayExecByTray 6 3"
Iso Charge
numpad0 "+TrayExecByTray 6 0"
RSP
Decimal "+TrayExecByTray 6 4"
Team Heal
` "TrayExecByTray 3 1 $$+TrayExecByTray 4 1 $$+TrayExecByTray 5 0 $$+TrayExecByTray 5 1 $$+TrayExecByTray 6 1"
1 "Target_Teammate 1 $$+TrayExecByTray 3 1 $$+TrayExecByTray 4 1 $$+TrayExecByTray 5 0 $$+TrayExecByTray 5 1 $$+TrayExecByTray 6 1"
2 "Target_Teammate 2 $$+TrayExecByTray 3 1 $$+TrayExecByTray 4 1 $$+TrayExecByTray 5 0 $$+TrayExecByTray 5 1 $$+TrayExecByTray 6 1"
3 "Target_Teammate 3 $$+TrayExecByTray 3 1 $$+TrayExecByTray 4 1 $$+TrayExecByTray 5 0 $$+TrayExecByTray 5 1 $$+TrayExecByTray 6 1"
4 "Target_Teammate 4 $$+TrayExecByTray 3 1 $$+TrayExecByTray 4 1 $$+TrayExecByTray 5 0 $$+TrayExecByTray 5 1 $$+TrayExecByTray 6 1"
ok officer loadout
ReplyDeletelvl 50 tact officer
LT commander universal (enginnering)
EPS I
EPW II
APSIF II
EN universal (science)
HE I
Lt tact
TT I
APB I
Cmd eng
EPS I
EPW II
RSP II
APSIF III
Lt sci
ST I
HE II
ODy tact cruiser
running the polar/disrupt Mk XII (purple)
3 in the front 4 in the rear
1 cutting beam front
working on that set...need the torp
have aegis set
ENG console
tetra MK I (purple)
Ablat MK I (purple)
ISO
Assim mod
SCI console
emitter array MK I (purple)
Shield emitter MK I (purple)
Shield emitter MK I (purple)
TACT console
Disrupt induct MK I (blue)
Disrupt induct MK I (blue)
Disrupt induct MK I (blue)
morgan@kingaardvark (greatbritton1's alt)
ReplyDeleteTalking to Garrett earlier re: the cannon Oddy above got me thinking about how I should set up my Cruiser if I wanted to get the most damage out of it. Of course, at Lieutenant Commander level, the options are much more limited and Cannon Rapid Fire isn't available. The key is actually in the duty officers. Here's how I maxed the damage of my beamboat cruiser.
Ship: Cruiser
Captain: Tactical
Weapon Loadout:
Fore: Polarized Disruptor Array [very rare] x2
Aft: Disruptor Array [rare or very rare] x2
Deflector: Positron Deflector [uncommon]
Engine: Combat Impulse Engines [aux][turn][speed]
Shields: Regenerative Shield Array [reg]x2
Tactical Consoles: Disruptor Induction Coil [rare]
Engineering Console: Tritanium Alloy Mk IV [rare]
Engineering Console: SIF Generator Mk IV [rare]
Science Console: Isometric Charge
Devices: variety of batteries, deployable turrets
Bridge Officer Layout:
Ens Tac: TT1
Lt Eng: EPtW1, A2SIF1
Ens Eng: EPtW1
Ens Sci: HE1
Duty Officers: 3x [rare][uncommon] conn officer - tactical team variant, warp core engineer, spare
This is actually the important part. I have three conn officer DOFFS reducing the recharge time on tactical team by 16 seconds; this drops the recharge time on the tactical team to 14 seconds. Given that the shared cooldown of two TT1 is 15 seconds - which is actually the hard limit regardless of the DOFFs - I essentially get a very valuable second tac ensign ability. It also means I'm chaining TT1 like most escorts would.
For the rest of my BOFF abilities, I'm essentially eschewing cruiser healing for extra damage, chaining EPtW1. I've decided to hull tank, taking two hull heals and employing a
regenerating shield that is mostly unimpressive, but good regeneration is handy since I have no shield heals. I have an armor console that provides resistance to both kinetic and generic energy damage, and an engineering console that provides bonuses to hull healing. It's surprising how effective this hull tanking can be. I can (and often do) fly around with no shields left but my hull will still hover near 100%.
So can I really dps with the escorts? Not really, but it's close. By chaining EPtW1 I'm running at 120 weapons power compared to the escorts 115. The EPtW1 also gives a short
damage increase. But they get to use CRF1 and dhcs and use two tactical consoles, which puts the damage more in their favour.
So does this build make sense? Short answer is Not Really. Long answer is That Depends. It's excellent in PVE, good for winning SB24, and good for me since I'm impatient and hate that it takes so long to kill stuff in a typical engineering cruiser. It is not so smart in PVE. Granted, most people at lieutenant commander level are easy to beat, and it is nice being able to kill people a little faster, but I'm giving up an awful lot of shield healing to do so. Basically, it's about 15% damage bonus for giving up 50% healing. In a tough pvp fight, that's not a good trade.
Hi,I have been playing sto for over a year now. I am trying to kill people in pvps but I just don't have enougth fire power or dps, I can stay alive but I can not kill on my own. I have tryed most types of weapons and torpedos but nothing seems to work, I am starting to think that if you want to kill someone then you need to be a tactical capitain. does anyone have any advice how I can do more damage because I am out of ideas.
ReplyDeletehere is my setup
ship: jem'hadar attack ship
capitain: sci
weapons:
fore: 4x advanced fleet tetryon dual heavy cannons MKII
aft: 3x advanced fleet tetryon turrets MKII
deflector: assimilated deflector array MKI
Engine: assimilated subtranswarp engine MKI
shields: assimilated regenerative shield MKI
Enineering consoles: Assimilated module
dominion coordination protocol
zero point energy conduit
neutronium alloy MKII rare
Sci console: biofunction monitor MKII very rare
tac console: 5x tetryon pulse generator MKII very rare
devices: subspace field modulator
weapons battery
Bridge officer layout:
Humain engineer Lt:emergency power to weapons I
Directed energy modulation I
Humain engineer Lt:emergency power to weapons I
Directed energy modulation I
Borg officer ensign: emergency power to shields I
Humain tactical com: high yield I
tactical team II
cannon rapid fire II
attack pattern omega III
Humain tactical Lt com: tactical team I
attack pattern delta I
cannon rapid fire II
duty officers:
2x conn officer reduce recharge time attack patterns dy 15% very rare
2x systems engineer +200 resistance to weapon power drain for 8sec on use of directed enery modulation very rare
1x nurse +150% crew recovery rate while in combat
Richard@darkseedf
Hi Garett, thanks for the advice, it is very much appricated. I will try your suggestions and let you know how it goes. I have most of the consoles and equipe that you are talking about so I just have to do the changes. I use the biofunction monitor with the nurse because it keeps my crew constatly full which keeps my hull repair rate at max, so I didn't need hull heals just somthing to put shields back up and keep moving and the hull fixed its self. my fleet weapons have acc modifier and I have phased tetryon weapons in my bank. my skills are very simular to what you suggest. i put high yield because i didn't know what else to put there and could try some torpedos and the 2x 15% reduction on attack parrerns gave me Omaga III evry 30sec to get out of holds.what cruiser would you suggest I have oddyssey kit and the other 2 jem'hadar ships. thanks again
ReplyDeletehi all
ReplyDeleteI have been playing pvp 1vs1 against Richards science bug and an Andorian escort with a science captain known as mark using the same set up.
I could not Beat them at all it turned out 15-0 what a disaster.
I was the family champion and have been for months,that all change since Garrett did a good science set up.
I have tried everything I know, and still 15-0
got any ideas?.
here is my set-up
ship: fleet tactical escort retrofit.
capitain: tac
weapons:
fore: 3x disruptor dual heavy cannons MKII vary rare
1x quantum torpedo launcher MKII vary rare
aft: 3x disruptor turrets MKII vary rare
deflector: assimilated deflector array MKI
Engine: assimilated subtranswarp engine MKI
shields: assimilated regenerative shield MKI
Enineering consoles: Assimilated module
2x neutronium alloy vary rare
Sci console: biofunction monitor MKII very rare
shield regen vary rare
tac console: 5x disruptor induction coil MKII rare
devices: subspace field modulator
shields battery
Bridge officer layout:
Humain tactical com: TT1,CRF1,APO1,CRF3
Humain tactical lt: HY1,HY2,APO1
Humain tactical ensign:TT1
Borg officer ensign: EPtS1 EPtS2
Humain sci lt: TSS1,HE2
duty officers:
2x conn officer energy weapons officer 50% chance cannon recharge very rare
1x recharge torpedoes very rare
1x nurse +150% crew recovery rate while in combat
1x conn officer recharge time TT
i am open to all suggestions if anyone has any?