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re: Loadout and BO Section
by FLTCAPT Savar on 09/30/10 16:57
As Mr Keogh and I were talking this afternoon about the defeat of the 7th fleet in space vs. the BLK it occurred to us that there was no where on the forum for people to post their loadouts and BO for suggestions etc... This will enable the 7th fleet to better utilize its resources in these battles and help us to define more specific roles for each person.
I would like to remedy this situation now. Please post your Loadouts and BOP here.
To Begin here are my primary loadouts and BO used during space pvp:
Forward Weapons:
3 Phaser Arrays
1 Quantum Torp
Aft Weapons:
3 Phaser Arrays
1 Quantum Torp
Devices:
One stack of each
Engineering Consoles
+35 % To Shield HP
+35 % To turn rate
+18 to all energy and kinetic resistance
+26 to phaser, disruptor, tet, and plasma
Science Consoles
+18 Hazard systems
+18 Hazard systems
+18 Starship Deflector Field
Tactical Consoles
+26 Phaser Weapons
+26 Phaser Weapons
BOP:
LT Tac: Beam Overload, High Yield II
CDR Eng: Emergency to Aux I, Reverse Shield Polarity I, Emergency Power to Shields III, Aux Power to Struc. Integrity III
LTCDR Eng: Emergency Power to Weapons I, Reverse Shield Polarity I, Engineering Team III
ENS Sci: Harzard Emitters I
LT Sci: Polarize Hull I, Transfer Shield Strength II
Loadout Strengths:
I have multiple BO loadouts, but I have found that this one provides a strong tank/ healer (because in this game healing is tanking)
Good for both PvE and PvP
Loadout Weaknesses:
I have moderate to low DPS (damage comes from being able to hang in a firefight longer than the other guy) I could get more damage out of an Assault Cruiser but then I would loose a sci slot... thus loose some staying power.
Lack of Science Team leaves me vulnerable to science debuffs (I hold Science Team II in reserve if I need it in a fight but don't have the need to pull it out much)
May the discussions commence.
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re: Loadout and BO Section
by CDR Hunter on 09/30/10 17:58
This is CALLAWAY's loadout;
Forward Weapons:
2 Phaser Arrays
1 Quantum Torp
Aft Weapons:
2 Phaser Arrays
1 Quantum Torp
Devices:
Red Matter
Stack of Shield Batteries
Holoemitter (I know... useless. BUT FUN!)
Engineering Consoles
+7 Shield Power
+7 Aux
Science Consoles
+18 Photonic Theory
+18 Astrometrics
+18 Spatial Anomaly
Tactical Consoles
+26 Phaser Weapons
+24 Torpedo Weapons
BOP:
CDR Sci: Science Team I, Tachyon Beam III, Gravity Well III, Polarize Hull I
LCDR Sci: Science Team I, Jam Sensors III, Tractor Beam II
LT Eng: Engineering Team I, Reverse Shield Polarity I
LT Tac: Beam Array Overload II, Torpedo High Yield I
ENS Tac: Beam Array Fire at Will I
Loadout Strengths:
Not as survivable as some loadouts I've tried. Deep Space Science vessels do get another Eng slot instead of a tactical slot but I miss the damage output which isn't that great no matter what you do in a science vessel. But I've stuck with this one because its great for PVE and team PVP. I can Snare, AOE, decloak, and usually manage to keep myself alive as long as I'm working with the team.
Loadout Weaknesses:
Low survivability. Only one RSP in PVP is pretty rough and my shield heals are hit and miss, especially when they have a nasty habit of not healing yours truly.
I'm considering getting a Star Cruiser but I'm pretty attached to my Luna class.
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Lang SEngineering - Vice Admiral

Joined: 22 Sep 2009 Posts: 650
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re: Loadout and BO Section
by Lang S on 09/30/10 20:27
Good work : Savar
I think Xivim has got a point so I will leave this thread for personal loadout but move it to Kinkaid Station instead of war college
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VADM pRettTactical - Vice Admiral

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re: Re: Loadout and BO Section
by VADM pRett on 10/03/10 14:36
This is for p'Rett.
Vice Admiral 1
Andorian Tactical Officer
Accurate (+10% Accuracy)
Elusive (+10% Defense)
Techie (+10 Starship Engineering Training)
Tactical Officer specific skills:
Fire on My Mark III (-48 all damage resistance for 30 seconds, -146 Stealth strength for 30 seconds)
Attack Pattern Alpha III (+58% all damage strength, +3.9% critical chance, +39% critical severity, +80 Flight Turn Rate strength for 30 seconds, self-only)
Tactical Fleet II (+30% all damage strength, +16 Starship Attack Vectors, 30 seconds, team)
Advanced Heavy Cruiser Retrofit
Power Settings:
Attack:
W: 85 [96]
S: 65 [81]
E: 25 [35]
A: 25 [40]
Defense:
W: 65 [77]
S: 85 [99]
E: 25 [35]
A: 25 [40]
Forward Weapons:
1 AP Beam Array
1 AP Beam Bank
2 Quantum Torps
Deflector Dish
+15 Starship Sensors
+25 Starship Deflectors
+25 Sarship Emitters
Impulse Engine:
+13 Flight speed
+8 Flight Turn Rate
Shield Array:
Covariant
7,650 Max Capacity
128 shield regen
Aft Weapons:
2 AP Beam Arrays
1 Tricobalt Torp
1 Transphasic Cluster Torp
Devices:
Red Matter Capacitor (RMC)
Shield Batteries
Weapon Batteries
Engine Batteries
Engineering Consoles
+32 Hull Repair
+6 Weapon Power
+32 Phaser and Disruptor resistance
+15 All and Kinetic resistance
Science Consoles
+30% Crew Recovery Rate
+15 Hazard systems
Tactical Consoles
+21 AP Weapons
+22 Beam Weapons
+22 Beam Weapons
BOP:
LC Tac: Beam Overload (BOv) I, Target Shields Subsystems (TSS) II, Torpedo High Yield (THY) III
CDR Eng: Engineering Team (ET) I, Reverse Shield Polarity (RSP) I, Auxiliary Power to the Structural Integrity Field (APSIF) II, Aceton Field (AF) III
LT Eng: Engineering Team I, Reverse Shield Polarity I
ENS Eng: Emergency Power to Shields (EPtS) I
LT Sci: Science Team (ST) I, Charged Particle Burst (CBP) I
Loadout Strengths:
More to come.
Loadout Weaknesses:
Relies too much on Engineering teams for hull heals; may retrain Sci BOff to Hazard Emitters II instead of CBP. CBP is too situationally useful. A little bit too much jack of all trades in the Engineering consoles, in my opinion.
Last edited by VADM pRett on 10/04/10 8:11; edited 5 times in total
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VADM pRettTactical - Vice Admiral

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re: Re: Loadout and BO Section
by VADM pRett on 10/03/10 15:03
This is for Syrann.
Vice Admiral 1
Vulcan/Romulan Science Officer
Astrophysicist (+10 Starship Operations Training)
Science Officer specific skills:
Sensor Scan III (-68 All damage resistance for 30 seconds, -575 Stealth strength to target, +5.8% StealthSight to self for 15 seconds)
Starship Dampening Field III (+128 All energy damage resistance for 30 seconds)
Subnucleonic Beam III (Removes target's current buffs, -178% Power recharge speed for 30 seconds)
Photonic Fleet II (Summons 3 ships - Frigate [high], Cruiser [moderate], escort [low])
Science Fleet I (+12 Starship Operations, reduces damage to shields by 46% for 30 seconds, team)
Deep Space Science Vessel
Power Settings:
Team Support:
W: 50 [52]
S: 50 [63]
E: 25 [29]
A: 75 [97]
Forward Weapons:
1 Phaser Beam Array Mk X [Acc] [CrtD] [CrtH]
1 Phaser Beam Bank Mk IX [CrtH]x2
1 Quantum Torp Mk X [CrtH]
Deflector Array Mk X [Def] [Em]:
+22 Starship Sensors
+32 Starship Deflectors
+32 Starship Emitters
+10 Astrometrics
+10 Spatial Anomaly
Combat Impulse Engine Mk IX [Spd] [Turn]:
+13 Flight Speed
+9.6 Turn Rate
Covariant Shield Array Mk X [Cap]x2:
10,189 Capacity
170 regen
Aft Weapons:
1 Phaser Beam Array Mk X [Acc] [CrtD] [CrtH]
1 Phaser Beam Array Mk X [Acc]
1 Transphasic Cluster Torp
Devices:
Red Matter Capacitor (RMC)
Aux Batteries
Engine Batteries
Engineering Consoles
+6 Aux Power
+6.5 Aux Power
+15 All Energy and Kinetic Damage Resistance
Science Consoles
+15 Starship Deflector Field
+15 Starship Deflector Field
+15 Spatial Anomaly
+16 Spatial Anomaly
Tactical Consoles
+22 Phaser Weapons
+22 Beam Weapons
BOP:
LT Tac: Tactical Team (TacT) I, Target Shields Subsystems (TSS) II
ENS Eng: Emergency Power to Shields (EPS) I
LT Eng: Engineering Team (ET) I, Emergency Power to Auxiliary (EPA) II
CDR Sci: Polarize Hull (PH) I, Transfer Shield Strength (XSS) II, Transfer Shield Strength III, Gravity Well (GrW) III
LC Sci: Science Team (SciT) I, Tyken's Rift (TyR) I, Hazard Emitters (HE) III
(alternate Sci) Transfer Shield Strength I, Photonic Officer (PhO) I, Gravity Well I, Feedback Pulse (FP) III
Strengths:
Refocused the BOff abilities and consoles to be a dedicated shield healer, as well as providing some AE damage (TyR and GrW).
Weaknesses:
Can't do a whole lot of focused damage, and minimal hull heals.
EDIT: ship type changed, BOff abilities changes, some equipment/weapons changed.
Last edited by VADM pRett on 10/15/10 6:20; edited 5 times in total
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VADM pRettTactical - Vice Admiral

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Joined: 14 Jan 2010 Posts: 1866
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re: Re: Loadout and BO Section
by VADM pRett on 10/03/10 16:29
This is for Shayduko.
Rear Admiral, Lower Half 1
Liberated Borg Human Engineering Officer
Efficient Captain
Warp Theorist
Engineering Officer specific skills:
EPS Power Transfer III (+32 all power settings for 30 seconds)
Nadion Inversion III (reduces energy drain by 54%, self-only)
Miracle Worker II (+8.8k HP, +2.9k shield, repairs disabled systems, self-only)
Rotate Shield Frequency III (5.1k shield regen, reduces damage to shields by 47% for 30 seconds, self-only)
Fleet Escort
Power Settings:
Attack:
W: 75 [95]
S: 50 [50]
E: 50 [50]
A: 25 [25]
Defense:
W: 50 [70]
S: 75 [75]
E: 50 [50]
A: 25 [25]
Forward Weapons:
3 Tetryon Dual Heavy Cannons
1 Quantum Torp
Deflector Dish:
+19 Starship Sensors
+29 Starship Deflectors
+29 Starship Emitters
Impulse Engine:
+15 Flight Speed
+19 Turn Rate
Shield Array:
Resilient
4,797 Capacity
145 regen
Aft Weapons:
2 Tetryon Turrets
1 Transphasic Cluster Torp
Devices:
Red Matter Capacitor (RMC)
Engine Batteries
Engineering Consoles
+12 Kinetic and All damage resistance
+5 Weapon Power
+22 Phaser, Disruptor, Plasma, Tetryon resistance
Science Consoles
+14 Hazard Systems
+12 Hazard Systems
Tactical Consoles
+17 Cannon Weapons
+21 Cannon Weapons
+19 Tetryon Weapons
+22 Tetryon Weapons
BOP: (typical)
CDR Tac: Torpedo High Yield (THY) I, Attack Pattern Delta (APD) I, Cannon Scatter Volley (CSV) II, Attack Pattern Omega (APO) III
LC Tac: Torpedo High Yield I, Cannon Scatter Volley I, Cannon Rapid Fire (CRF) II
ENS Eng: Emergency Power to Shields (EPS) I
Lt Eng: Emergency Power to Engines (EPE) I, Reverse Shield Polarity I
Lt Sci: Hazard Emitters (HE) I, Science Team (ST) II
(alternate) Polarize Hull (PH) I, Hazard Emitters (HE) II
Strengths:
The weapons and tactical consoles are pretty well focused, and the tetryon weapons have a chance of doing extra shield damage, which then lets me get Q-torp shots on the hull. The EPE, APO and PH help me keep from getting trapped, and allow me to quickly egress a bad situation or do hit-and-run.
Weaknesses:
It's an escort, so it's a glass cannon. If I stay in the fight too long, I get dead. Very little firepower outside of my forward 45 degree firing arc.
Last edited by VADM pRett on 10/04/10 16:00; edited 6 times in total
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re: Loadout and BO Section
by Myles Keogh on 10/03/10 17:24
Keogh's loadout...
Myles Keogh (Liberated Borg)
Efficient Captain Trait (+10 to power levels)
Tactical Officer Abilities:
Attack Pattern Alpha
Tactical Initiative
Fire on My Mark
Go Down Fighting
U.S.S. COMANCHE
EXCELSIOR CLASS RETROFIT -
Forward Weapons:
2 Dual Disruptor Beam Bank MK XI (purple)
[CrtD]x2 [Dmg]
221 DPS
+40% Critical Severity
1 Disruptor Beam Array MK XI (purple)
[Acc] [CrtD] [Dmg]
170 DPS
+20% Critical Severity
+10% Accuracy
1 Quantum Torpedo Launcher MK XI (purple)
[CrtD]x2 [Dmg]
375 DPS
+40% Critical Severity
Aft Weapons:
1 Disruptor Beam Array MK XI (purple)
[CrtH]x2 [Dmg]
170 DPS
+4% Critical Chance
1 Disruptor Beam Array MK XI (purple)
[Acc] [CrtD] [Dmg]
170 DPS
+20% Critical Severity
+10% Accuracy
1 Quantum Torpedo Launcher MK XI (purple)
[CrtD]x2 [Dmg]
375 DPS
+40% Critical Severity
1 Tricobalt Torpedo Launcher MK X (purple)
[Acc] [CrtD] [CrtH]
13,108 Kinetic Dmg
+2% Critical Chance
+20% Critical Severity
+10% Accuracy
Devices:
1 Red Matter Capacitor
+25 Power Settings (10 Seconds)
1 Shields Battery (20)
1 Weapons Battery (20)
1 Subspace Field Modulator
Engineering Consoles:
2 SIF Generator MK XI (blue)
+35 Hull Repair
1 Neutronium Alloy MK XI (blue)
+18 Kinetic Dmg Resistance
+18 Energy Dmg Resistance
1 Field Generator MK XI (blue)
+35% Maximum Shield Capacity
Science Consoles:
1 Biofunction Monitor MK XI (blue)
+35% Crew Recovery Rate
1 Halon System MK XI (blue)
+18 Hazard System
Tactical Consoles:
3 Disruptor Induction Coil MK XI (blue)
+26 Disruptor Weapons
Ship Equipment:
Deflector Array MK XI (purple)
[Def] [DefD] [DefF]
+24 Sensors
+34 Deflectors
+24 Emitters
+10 Deflector Field
Combat Impulse Engines MK XI (purple)
[Aux] [Full] [Spd]
+13 Flight Speed
+7.5 Turn Rate
25% speed with engines disabled
+16 Full Impulse Flight Speed
Covariant Shield Array MK X (purple)
[Cap]x3
8,491 Maximum Shield Capacity
131 Regeneration Every 6 Seconds
Bridge Officers:
Tactical (Efficient Saurian):
Torpedo High Yield 1, Attack Pattern Beta, Beam Overload 3
Engineer (Efficient Saurian):
Emergency Power to Auxiliary 1, Engineer Team 2, Emergency Power to Shields 3, Auxiliary to SIF 3
Engineer (Efficient Saurian):
Engineering Team 1, Reverse Shield Polarity 1
Engineer (Efficient Borg):
Emergency Power to Weapons 1
Science (Efficient Saurian):
Hazard Emitters 1, Science Team 2
Power Levels:
Weapons: 104 (90)
Shields: 70 (40)
Engines: 51 (25)
Auxiliary 72 (45)
Training:
Engineering Team Leader - 9
Cruiser Captain - 9
Heavy Cruiser Captain - 9
Exploration Cruiser Captain - 9
Retrofit Cruiser Captain - 9
Science Team Leader - 4
Starship Vectors - 9
Starship Command - 9
Starship Combat Maneuvers - 9
Starship Battle Strategy - 9
Tactical Team Leader - 6
Starship Energy Weapon Training - 9
Starship Beam Weapons - 9
Starship Disruptor Weapons - 9
Starship Projectile Weapons Training - 9
Starship Torpedo Weapons - 9
Starship Quantum Projectiles - 9
Starship Engineering Training - 9
Auxiliary Systems Maintenance - 9
Auxiliary Systems Efficiency - 9
Auxiliary Systems Performance - 9
Warp Core Training - 9
Engine Maintenance - 9
Energy Weapons Efficiency - 9
Shield Performance - 9
Hull Repair - 9
Shield Maintenance - 9
Weapons Systems Maintenance - 9
Shield Efficiency - 9
Operations Training - 9
Deflectors - 4
Deflector Field - 5
Starship Emitters - 9
Hazard System - 9
***EDITED ON 10/17/10 TO REFLECT CHANGES MADE SINCE PATCH***
Last edited by Myles Keogh on 10/17/10 19:03; edited 1 time in total
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Morgan Shackelfordsparrow794Tactical - Vice Admiral

Awarded:
Joined: 17 Jan 2010 Posts: 3119
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re: Loadout and BO Section
by sparrow794 on 10/10/10 16:15
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Anton MercerEngineering - Captain

Awarded:
Joined: 20 Sep 2009 Posts: 1623
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re: Loadout and BO Section
by Anton Mercer on 10/10/10 20:13
and of course shack has to out do everyone :P
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Mac D. ArdellTactical - Captain

Awarded:
Joined: 29 Dec 2009 Posts: 167
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re: Loadout and BO Section
by Mac D. Ardell on 10/10/10 20:20
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Morgan Shackelfordsparrow794Tactical - Vice Admiral

Awarded:
Joined: 17 Jan 2010 Posts: 3119
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re: Loadout and BO Section
by sparrow794 on 10/10/10 20:38
| Anton Mercer wrote: | | and of course shack has to out do everyone :P |
Hehe... what'd you expect from the art department, a wall of text? :D
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re: Loadout and BO Section
by FLTCAPT Savar on 10/13/10 18:44
I am going to be going over this data as soon as I can. I hope to then start assigning people to more defined roles. I will be asking for your opinion in the days to come, so please keep an eye on this thread.
Thanks,
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VADM pRettTactical - Vice Admiral

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Joined: 14 Jan 2010 Posts: 1866
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re: Loadout and BO Section
by VADM pRett on 10/14/10 19:58
Syrann's entry edited today; changes annotated in the post.
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re: Loadout and BO Section
by Myles Keogh on 10/17/10 19:04
Edited my loadout post to reflect changes I've made since the patch.
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