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re: Optimum Tactical loadouts at Captain level?
by William O'Machaire on 09/07/15 23:39
Hey guys, I'm stil lpretty new to this. Slowly grinding my way up the ladder. Just wondered if you guys had suggestions for my loadout on the defiant class. Right now i have 3 dual heavy antiproton cannons fore, with a torpedo. Then aft is one antiproton beam with another torpedo. My tactical stations all give extra antiproton damage... anyway any advice is much appreciated.
Cheers
Barry
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re: Optimum Tactical loadouts at Captain level?
by BigBob357 on 09/08/15 1:07
Can't really give you any advice as far as your build is concerned. But I did recently discover the skill planner at STO Academy. It's a pretty useful site that let's you input your build, boffs, doffs, traits, etc. You can post links to your build for people to check out so they can make suggestions.
SC
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re: Optimum Tactical loadouts at Captain level?
by davisjm0311 on 09/08/15 8:46
You will get better results if you keep the front as is, but switch the rear to 3 AP Turrets. With an escort your forward weapons do most of your damage so you need to keep them facing the target...having the 3 turrets in the rear will allow all of your rear weapons to fire while facing forward (and take advantage of your cannon bridge officer abilities).
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re: Optimum Tactical loadouts at Captain level?
by davisjm0311 on 09/08/15 9:12
Here's a fairly standard build for the Defiant, it's not the Captain level one, but it should still hopefully help.
---Click ME---
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WupteedoScience - Fleet Captain
Joined: 12 Oct 2012 Posts: 1222
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re: Optimum Tactical loadouts at Captain level?
by Wupteedo on 09/08/15 10:05
davisjm0311 wrote: |
Here's a fairly standard build for the Defiant, it's not the Captain level one, but it should still hopefully help.
---Click ME---
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FltCapt Davis, ROFL, you really made my day, Sir. In a good way I might add. Yeah, it's a standard build ship if you been playing STO for awhile and play hardcore PvP.
I'm slowly working my way through having a "gold standard" ship for each of my toons. However, it takes a lot of resources (fleet credits, Dilithium, EC and time) to take a ship to that level. For the sake of curiosity, can you provide a rough estimate of the resources you used to bring that ship/build to that level. Please don't spend a lot of time on this, just a rough estimate. I cringe every time I bring a console or weapon up to Mark 14 and have yet to try to bring them to yellow. I'm just too cheap.
Progression:
Lincoln Logs, Lego, Erector Sets, 10" GI Joe, models, bikes, small engines, big engines, cars, houses, computer rigs, computer games, Star Trek Online and someday, Star Citizen.
Qapla'
_________________
Improvise Adapt Overcome
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re: Optimum Tactical loadouts at Captain level?
by davisjm0311 on 09/08/15 11:35
Lol I meant the layout of weapons, gear, skills, and BOFFs was standard. The quality will vary from person to person. I'll link my science ship in this post after lunch Wupteedo...it has roughly 700 million dilithium in its upgrades (a lot of that is because I don't wait for R&D or upgrades to finish so I use the dilithium heavy "finish now" option), and I'm not sure how many credits...probably close to the same.
http://www.stoacademy.com/tools/skillplanner/?build=fcaptdavisdrainintrepid_6775
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re: Optimum Tactical loadouts at Captain level?
by William O'Machaire on 09/10/15 20:05
Thanks for the advice folks. I'll take the turret idea and implement it today, I was always wondering why would you use turrets since the damage is so low, I didn't know they were capable of forward firing! I'm normaly able to put more time into this... I've only been playing 2 weeks(ish) but infant son and staffing a PADI instructor course might keep me away over the next week or so. So if any of you see me on don't hesitate to say hi!
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