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Lenfest



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re: Tips for my first t6

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So tomorrow is the day I get to spend all those fleet ship modules i got at the beginning of the month. I'm going to go over each of the ships I am considering and why and see if anyone has any useful advice. Keep in mind I'm a quick and fairly aggressive player. That's why I like escorts.

 

Intel Cruiser:

It looks nice, has the highest hull of any of the ships Im looking at and it has a high level of maneuverability for a cruiser. This also lets me equip everything I want to plus an extra weapon. On the down side I only get one tactical station and its not as high level as what I have, I have to adjust my playstyle to fit dual engineers instead. I also lose out on the upgraded science stations (going from 1 lt sci and i ens sci to lt cmd sci and a lt universal) which I use for added damage. I am also concerned about lack of turn rate (although I am likeing the kdf cruisers).

 

Intel Escort:
It looks nice as well. I can use all the same abilities I have now but like the cruiser I won't be able to double up on resonance beam the way I wanted to. It also has the same turn rate as what I was planning on getting. On the downside it has the lowest hull of everything Im looking at and if I want to use specializations latter I will have to get the training things for it (I currently has my bridge crew trained to take advantage of the tactical escort). On the up side I don't lose much and I get the skill tree.

 

Fleet Battlecruiser:
I love the way this ship looks. On the up side it gives me high hull and not only can I keep most of my skill plans and even upgrade most of it (including resonance beam) I have to give up my ability to double up on my tactical abilities. This ship also gives me an extra weapon slot and it puts it in the front were I want it. On the downside I have to give up my ability to do away with the sectioned ship design the feds like so much and while it only has 1 less turn rate then the intel cruiser it still may suffer greatly in the maneuverability for what I have planned. I want to go with this ship but can't help but feel I will regret it and have to undo all the work I have put in since war games.

 

Escort Carrier:

It looks ugly as sin and doesn't give a whole lot on the plus side. Short version, I think I can make it work and I would be able to join in on fleet carrier nights.

 

Fleet Advanced Escort:
The tactical slots are screwy and it looks like what I already have however I can do what I want to with it for the most part and I get a skill tree. Going from a t5 advanced escort to a t6 advanced escort was not my idea of an upgrade.

 

Fleet Tactical Escort:

This is modeled after my favorite Star Trek ship of all time and maneuvers like a dream. I can do everything I want to with it including specialization abilities. The hull is good. However it doesn't have a skill tree and fleet members have advised against it in the past. This would be my ideal ship but I don't want to go with this ship and end up still being left behind.

 

Keep in mind that whatever ship I chose it has to be purchased from fleet stores at the moment. What does everyone think?

 

 

BigBob357

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re: Tips for my first t6

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I wouldn't worry about getting left behind. We could set you up in a T4 that can handle any of the advanced content without spending a dime of real money. Buy a T6 should be for your enjoyment. So if flyin the Fleet Tactical Escort will bring you the most enjoyment then go with that. That being said, there are some economic issues to be considered.

1) Is the ship part of a bundle? If so, it may be worth saving up for it. 

2) Does the non-fleet version have a trait you can see yourself wanting? If so, buying the fleet version first means you would have to spend a total of 6500 Zen to get the trait, whereas it would only cost you 3500 Zen if you bought the non-fleet version first. 

3) Are there any Lobi or Lockbox ships that you're interested in? 5x fleet ship modules should net you around 75 Million EC. With a little effort you could raise additional funds to get one of those as the price of many of those ships has fallen considerably.

But at the end of the day you should fly whatever makes you happy, and sometimes being happy doesn't make sense. 



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Wupteedo
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re: Tips for my first t6

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I would listen to him; he's pre-med

Cheers -

Reporting in from Las Vegas! 

Qa'pla



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Nimmoth
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re: Tips for my first t6

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well, as a arbiter "main" (battlecruiser) - it is probably one of the top ships in game.  i would definently buy the c-store version first as its trait is top 3 in game, then get the fleet.plus you will have three ship costumes then (avenger/arbiter/fleet) to kit bash to look better.  sell the 3 modules for extra EC.. it doesnt turn as fast as an escort, but running a dbb setup with no RCS/turn consoles i have never had problem keeping pointed toward target. works great as a drake/dragon build.(yes not the meta anymore, but eps still = dps)

also, most builds call for a leech. if you dont have one, the fleet can help u out, as prices have dropped so much. i have an extra one too if you need. the leech cost me 300m when i bought it a long time ago. lol. cry. 

i played the intel escort (phantom) to grind out its trait, and i really had fun in it too. after playing alot of ships recently, i always seem to come back to the arbiter. 

on another note, i dont know if you got the summer ship - it parsed 36k in ISA for me with very little gear, and it is fun to fly too, and looks good with breen impulse visuals. 



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Edward Hau

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re: Tips for my first t6

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Wupteedo wrote:

I would listen to him, he's pre-med!

 Here is his med school picture:



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VADM JT Kerry
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re: Tips for my first t6

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The Abiter/Avenger combo is a good set (I have and am currently using this set).  The Arbiter or Avenger at level 5 has the "Emergency Weapon Cycle" ship trait (once gained can be used as your toon's general Ship Trait) and the Avenger comes with the "Universal Console: Variable Auto-Targeting Armament" and the Arbiter comes with the "Universal Console: Ablative Hazard Shielding" - the set is known as the "Deadly Maneuvers Set" along with the use of a Cloaking Device (that can run on both ships) I guess makes for a very effective surprise attack configuration with a 2 part set bonus of a Weapons boost and 1/3 increase in turn rate.

The VATA Console runs in three modes that are set by your Cruiser Command console - below the weapons in the weapons tray:  Strategic Maneuvering (Chroniton Mode), Weapons System Efficiency (Quantum Mode) and Shield Frequency Modulation (Tachyon Mode).  These all depend on what you want to happen.

More Info:  Deadly Maneuvers Set

JT

 

 



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