Thunor StrykerTactical - Captain
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re: Tactical Advice
by Thunor Stryker on 01/10/11 7:33
Looking for suggestions to increase my damage output for my Tactical VA. The floor is open gentlemen. Obviously I am looking to do maximum damage.
I currently have Escorts, although I do have a Dreadnought Cruiser and and Excelsior class.
Ship Type:
Fore Weapons:
Aft Weapons:
Shields:
Engines:
Deflector:
Engineering consoles:
Science Consoles:
Tactical Consoles:
Thank you in Advance!
Last edited by Thunor Stryker on 01/10/11 9:26; edited 1 time in total
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"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."
- George S. Patton
"Space is disease and danger wrapped in darkness and silence."
- Dr. Leonard 'Bones' McCoy
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re: Tactical Advice
by Ezreq Blodvaerd on 01/10/11 9:14
What ship type do you use?
Have you looked at the (Captain's) Engineering Skills that increase your Weapons ratings?
If you are in an Escort, then I would suggest:
Fore Weapons: 1 x Beam Array; 2 x Dual beam Arrays; 1 x Torp
In this order (slotted), this is how they will fire.
1. Beam Array (280 deg arc)
2. Dual Beams x 2 (90 deg arc) - Beam Overload will probably come into play
with this attack.
3. Torpedo x 1 - By the time the torp gets there, the shields should be down or
nearly down. This will increase Torp DPS.
Aft Weapons:
3 x Turrets (360 deg arc).
Again, combined, and if flying an Escort, you will effectively have 7 x forward firing weapons and depending on your skills your Weapons rating could be around 122!
As for Weapon Types, I go with:
Phaser Beam Array; Dual Beam Disruptor Arrays; Quantum Torpedo
Phaser Turret; 2 x Disruptor Turrets
Rationale: Phasers take down shields, but do lower hull damage. disruptors take down hull, but lesser shield damage.
I like to think that my damage goes:
Shield / Hull + Hull / Shield + Hull = Boom!
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Thunor StrykerTactical - Captain
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re: Tactical Advice
by Thunor Stryker on 01/16/11 21:31
I have a defiant.
two dual plasma hvy cannons
dual plasma bank
plasma torp
Ageis set
boost to plasma weapons for my tactical consoles.
Also does anyone have any recommendations for the dreadnought cruiser?
_________________
_________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."
- George S. Patton
"Space is disease and danger wrapped in darkness and silence."
- Dr. Leonard 'Bones' McCoy
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re: Tactical Advice
by FLTCAPT Savar on 01/16/11 21:39
This is a highly contested debate. It really depends on your build and BO powers, but I have found I have the highest damage output with my escort tac officer with the following weapons (all disruptors):
Fore:
2 Heavy Cannons
1 Dual Beam Bank
1 Quantum Torpedo
Aft:
3 Turrets (and sometimes a tricobolt mine launcher with 2 turrets)
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Thunor StrykerTactical - Captain
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re: Tactical Advice
by Thunor Stryker on 01/17/11 8:52
I also have the three turrets aft. Maybe I need to have some Mark XI Very rare stuff crafted.
_________________
_________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."
- George S. Patton
"Space is disease and danger wrapped in darkness and silence."
- Dr. Leonard 'Bones' McCoy
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Thunor StrykerTactical - Captain
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re: Tactical Advice
by Thunor Stryker on 01/27/11 10:54
I am somewhat disappointed with the lack of response. Here is one of my ships as it is spec'd out:
Ship Type: VA Tactical Escort Retrofit
Fore Weapons:
Dual Plasma Bank MK XI (Very Rare)
Dual Heavy Plasma Cannons MK XI (Very Rare)
Dual Heavy Plasma Cannons MK X (Very Rare)
Plasma Torpedo MK XI (Very Rare)
Aft Weapons:
Plasma Turret MK XI (Very Rare)
Plasma Turret MK XI (Very Rare)
Plasma Turret MK X (Very Rare)
Shields:
AGEIS
Engines:
AGEIS
Deflector:
AGEIS
Engineering consoles:
Shield Emitter Amplifier MK XI (Rare)
Field Generator MK XI (Rare)
Science Consoles:
Halon System MK XI (Rare)
Collimator MK XI (Rare)
Tactical Consoles:
Plasma Infuser MK XI (Rare)
Plasma Infuser MK XI (Rare)
Prefire Chamber MK XI (Rare)
Prefire Chamber MK XI (Rare)
Looking for ways to improve. Any advice would be most helpful.
_________________
_________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."
- George S. Patton
"Space is disease and danger wrapped in darkness and silence."
- Dr. Leonard 'Bones' McCoy
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Morgan Shackelfordsparrow794Tactical - Vice Admiral
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re: Tactical Advice
by sparrow794 on 01/27/11 12:31
All in all I would say that is a pretty good looking setup. The only thing I could think of maybe swapping is a console or two.
First, definitely pick up the Universal - Assimilated Borg Console from the 'Assimilated' mission (this may be in your mission replay if you have already done it). Second, possibly swap out for an additional engineering console that would grant a further bonus to weapons power level (the name escapes me atm, but they usually give +6 or +7 weapons power setting). The higher the weapons setting, the more damage you're doing, of course.
It's difficult to really say that a setup is wrong - because imho, it's never wrong. Everyone plays differently, and there are other factors even beyond playstyle that have to be considered such as your captains spec and your BO powers. I'm not a fan of cookie cutter specs/setups, obviously... being a Tac officer that flies an assault cruiser sort of bucks the notion that a tac has to fly an escort to be effective.
I choose to fly a cruiser because it's more survivable. Ask Talbot, or Blod, or Ardell - anyone I've dueled who puts an escort up against my cruiser - I tend to win; not because my dps is better, it's generally about the same - but because I can live a bit longer. Higher hull points and more heals are available to me than I would get in an escort. And, of course, if you're dead, your dps output is zero. I also choose to fly a cruiser for one other important reason - it suits me. I've tried flying an escort, and I'm just not very good at it.
As far as escorts go, there's a couple of schools of thought. Some captains prefer a cannon setup, like you have; others exclusively utilize dual beam banks. Some captains carry two torp launchers, some carry one. I think the only thing they all tend to agree on is that your rear slots should be filled up with turrets, because they are the only rear weapons that will fire into your forward arc; and in an escort, you want to squeeze every last drop of dps into that forward arc.
Then you can get into a debate over damage types... some folks are going to think you're crazy for using plasma - and others will think it's genius. Personally, I'm a huge fan of a phaser/disruptor combo. Plasma is weak on shields, but great on hull; but it also has a component of shield penetration that other weapons lack. Add the fact it has a chance to add a DoT, and the argument becomes even more complicated. Are you sacrificing some up-front damage for DoT damage by using plasma? Some captains would say you are, and that your job as an escort captain is to deal burst dps, not sustained - so DoT's are worthless.
The bottom line is simple, though. Forget what everyone else says, find a setup and spec that you find fun. If it's fun, and is done well enough that you are able to meet whatever in game goals you might have - well, then who gives a shit what everyone else thinks?
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VADM pRettTactical - Vice Admiral
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re: Tactical Advice
by VADM pRett on 01/27/11 12:46
What Shack said.
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Thunor StrykerTactical - Captain
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re: Tactical Advice
by Thunor Stryker on 01/27/11 13:34
That is awesome. I will take some of those tips into consideration. I will start mixing a few consoles and see if someone can craft me Plasma Turret MK XI (Very Rare) Dual Plasma Bank MK XI (Very Rare) Dual Heavy Plasma Cannons MK XI (Very Rare) so I can try to mix and match a little.
_________________
_________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."
- George S. Patton
"Space is disease and danger wrapped in darkness and silence."
- Dr. Leonard 'Bones' McCoy
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Morgan Shackelfordsparrow794Tactical - Vice Admiral
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re: Tactical Advice
by sparrow794 on 01/27/11 13:39
Let me know if no one else gets to it today, I can log in later tonight and pull some mats from the vault and make them for ya.
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Thunor StrykerTactical - Captain
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re: Tactical Advice
by Thunor Stryker on 01/27/11 14:04
That would be fantastic! Thank you Sir!
_________________
_________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."
- George S. Patton
"Space is disease and danger wrapped in darkness and silence."
- Dr. Leonard 'Bones' McCoy
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Anton MercerEngineering - Captain
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re: Tactical Advice
by Anton Mercer on 01/27/11 18:56
Saw you n but didnt get a tell to you in time before you logged off
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re: Sensors
by Shardded on 01/28/11 2:19
Most poeple overlook the two Sensor skills at Lt. and LtC. aswell .Theas skills increas sensor lock on and in return gives you a higer damage output.
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VADM pRettTactical - Vice Admiral
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re: Re: Sensors
by VADM pRett on 01/28/11 7:31
Shardded wrote: | Most poeple overlook the two Sensor skills at Lt. and LtC. aswell .Theas skills increas sensor lock on and in return gives you a higer damage output. |
Which skills are those?
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Morgan Shackelfordsparrow794Tactical - Vice Admiral
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re: Re: Sensors
by sparrow794 on 01/28/11 11:13
Borannus wrote: | Shardded wrote: | Most poeple overlook the two Sensor skills at Lt. and LtC. aswell .Theas skills increas sensor lock on and in return gives you a higer damage output. |
Which skills are those? |
Think he's talking about sensor jam and sensor probe...
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