Jo and Vic Aug 22, 2013 @ 11:36pm
How is your ship setup? (Ship builds)
This post is to show your ship setup, might get an advice on your ship or your new to the game and want to see other peoples ship builds. I know there are tons of forums about ship builds, but hardly see any on steam forums or they are out dated.

(The list down below is a full info (You don't have to go full detail about your setup))

Exporation Cruiser Retrofit (Zen-store ship)

Fore Weapons: (very rare) 3 Disruptor Beam Array Mk XI [Acc] [CrtD] [CrtH]
(very rare) Plasma Torpedo Launcher Mk XI [Acc] [CrtH]x2

Deflector: (very rare) Positron Deflector Array Mk XII [PrtG] [FlwC] [Em]
Impulse: (very rare) Combat Impulse Engines Mk XII [Aux] [Full] [Turn]
Warp: (rare) Field Stabilizing Warp Core Mk XI [Rep] [W->E] [SSS]
Shields: Reman Prototype Covariant Shield Array Mk XI

Aft: (very rare) 4 Disruptor Beam Array Mk XI [Acc] [CrtD] [CrtH]

Devices: Subspace Field Modulator

Engineering Consoles: (rare) 3 RCS Accelerator Mk XI
Saucer Separation

Science Consoles: (rare) Particle Generator Mk X
(rare) Biofunction Monitor Mk X
(rare) Emitter Array Mk XI

Tactical Consoles: (rare) 2 Disruptor Induction Coil Mk XI

Power Levels W=116/100 S=85/60 E=60/20 A=48/20
Showing 1-15 of 28 comments
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Akaebeel Aug 23, 2013 @ 11:39am 
Heavy Escort Carrier (Armitage)

Fore Weapons:
Phased Tetryon Dual Heavy Cannons XI (purple) (CRTDx2)
Tetryon Dual Heavy Cannons XI (purple) (CRTHx2) (DMG)
Phased Tetryon Heavy Cannons XI (purple) (CRtH) (DMG)
Rapid Reload Transphasic Torpedo Launcher XI

Deflector: Aegis Deflector Array
Engines: Aegis Hyper-Impulse Engines
Warp Core: Field Stablizing Warp Core
Shield: Aegis Covariant Shield Array

Aft Weapons:
Tetryon Turret XI (blue) (ACC) (CRTD)
Tetryon Beam Array XI (blue) (ACC) (DMG)
Quantum Mine Launcher XI (purple) (CRTD) (CRTH) (DMG)

Devices:
Red Matter Capacitor
Heavy Phaser Satellite Turret

Engineering Consoles:
EPS Flow Regulator XI +65%
Universal Torpedo Point Defense System
Electroceramic Hull Plating XI (Gets pulled out and replaced depending on what type of enemy is being fought)

Science Consoles:
Universal Transwarp Computer
Universal Resonance Cascade Modulator

Tactical:
Tetryon Pulse Generator XI (blue) x2
Prefire Chamber XI (blue) x2

Hanger:
Peregrine Fighters - Fighters get pulled out and replaced depending on the situation.

Power Levels:
Weapons: 125/100
Shields 80/50
Engines 40/25
Auxillary 44/25

In the future I'll either change the fore torpedo launcher or rear mine launcher.
I also fly an Operations Odyssey.
Warwolf Aug 23, 2013 @ 2:58pm 
Scimitar Dreadnaught (Tac Version)

Fore:
3x Romulan Plasma DHCs [Acc x2]
2x Romulan Plasma DHCs [Dmg x2]

Aft:
3x Romulan Plasma Turret [Acc x2]

Deflector, Engine, Shield:
Full Maco Mk XII Set

Singularity Core:
Advanced Fleet Hyper Stabilizing Singularity Core [SingA] [OLoad] [WCap] [SSS]

Engineering Consoles:
Enhanced Neutronium Mk X [+Turn]
Enhanced Neutronium Mk X [+HullHP} Science Consoles: Field Generator Mk XI Universal Console - Secondary Shields Universal Console - Absorptive Frequency Generator Tactical Consoles: Universal Console - Cloaked Barrage 4x Plasma Infuser Mk Xi Hangar: Advanced Drone Ship Neutronium Consoles will get switched for higher Tier in the future. Overall I'm very pleased with this build. What do you guys think about it? Pls let me know ;)
shinobi1027 Aug 23, 2013 @ 3:43pm 
Originally posted by JudgeHerbst:
Scimitar Dreadnaught (Tac Version)

Fore:
3x Romulan Plasma DHCs [Acc x2]
2x Romulan Plasma DHCs [Dmg x2]

Aft:
3x Romulan Plasma Turret [Acc x2]

Deflector, Engine, Shield:
Full Maco Mk XII Set

Singularity Core:
Advanced Fleet Hyper Stabilizing Singularity Core [SingA] [OLoad] [WCap] [SSS]

Engineering Consoles:
Enhanced Neutronium Mk X [+Turn]
Enhanced Neutronium Mk X [+HullHP} Science Consoles: Field Generator Mk XI Universal Console - Secondary Shields Universal Console - Absorptive Frequency Generator Tactical Consoles: Universal Console - Cloaked Barrage 4x Plasma Infuser Mk Xi Hangar: Advanced Drone Ship Neutronium Consoles will get switched for higher Tier in the future. Overall I'm very pleased with this build. What do you guys think about it? Pls let me know ;) [/quote]

Science Consoles:
Field Generator Mk XI
Universal Console - Secondary Shields
Universal Console - Absorptive Frequency Generator

Tactical Consoles:
Universal Console - Cloaked Barrage
4x Plasma Infuser Mk Xi

Hangar:
Advanced Drone Ship



Neutronium Consoles will get switched for higher Tier in the future. Overall I'm very pleased with this build. What do you guys think about it? Pls let me know ;) [/quote]
seems solid :).. i am using romulans space set mark 12i can tank stuff in it its my play style . :) but yeah if you like it thats good :)
Ice K Aug 24, 2013 @ 1:19am 
Fleet T'varo Light Warbird Retrofit

Fore:
Advanced Fleet Polaron Dual Heavy Cannons Mk XII [Acc x2][Dmg x2]
Bio-neural Warhead
Advanced Fleet Plasma Torpedo Launcher Mk XII [CrtD][Dmg x3]
Romulan Hyper-Plasma Torpedo Launcher

Aft:
2xAdvanced Fleet Polaron Turret Mk XII [Acc x2][Dmg x2]
Kinetic Cutting Beam Mk XII [Dmg x3]

Deflector, Engine:
Adapted MACO

Shield:
Advanced Fleet Resilient Shield Mk XII [Cap x3][ResB]

Singularity Core:
Advanced Fleet Reinforced Singularity Core [SingA] [OLoad] [WCap] [SSS]

Engineering Consoles:
Console - Universal - Singularity Stabilizer
Console - Universal - Subspace Integration Circuit
Console - Engineering - Enhanced Neutronium Alloy Mk X [+HullRep] (Fleet)

Science Consoles:
Universal Console - Zero-Point Energy Conduit
Universal Console - Assimilated Module
Universal Console - Plasma Destabilizer

Tactical Consoles:
4x Console - Tactical - Ambiplasma Envelope Mk XII (Blue)

This is a very very good torpedo vessel with extreme dmg (10k DPS)

Other Build:

With the skillplanner...

Assault Cruiser Refit:
http://www.stoacademy.com/tools/skillplanner/?build=polaronbeamboatv20_0

Odyssey Tactical Cruiser:
http://www.stoacademy.com/tools/skillplanner/?build=poloddystf_0
Energy Lvl: 125 Weapons and 130 Shield

Scimitar Dreadnought Warbird:
http://www.stoacademy.com/tools/skillplanner/?build=polscimstf_0
Last edited by Ice K; Aug 24, 2013 @ 4:09pm
[GP] Alexai Kroskovich Aug 25, 2013 @ 8:47am 
I got a jem hadar dread, need to get on to check teh stats lulz.
[Sco] Cooper Kid Aug 25, 2013 @ 10:44am 
I've actually been asking around for some advice on my build - any thoughts?
I'm an Engineering Vice Admiral. This build is aimed more at tanking and support than dealing damage. But it's pretty good at that too :)
Bear in mind that anything below Mk XI is in need of upgrading - I can't really afford to buy everything I need off the exchange!


Star Cruiser USS Urquhart:

Fore Weapons:
Dual Plasma Beam Bank Mk XI [Dmg]x3
Experimental Romulan Plasma Beam Array
Romulan Hyper-Plasma Torpedo Launcher
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]

Aft Weapons:
Plasma Turret Mk XII [Acc] [CrtH] [Borg]
Plasma Turret Mk XII [Acc] [CrtH] [Borg]
Kinetic Cutting Beam Mk XII [Dmg]x3
Plasma Mine Launcher Mk XII [CrtD]x2 [CrtH]

Deflector:
M.A.C.O. Graviton Deflector Array Mk XII

Engine:
M.A.C.O. Impulse Engines Mk XII

Warp:
Field Stabilizing Warp Core Mk X [SEP] [S->W]

Shields:
M.A.C.O. Resilient Shield Array Mk XII

Engineering Consoles:
Monotanium Alloy Mk XI (+35 kinetic damage resistance)
Emergency Force Fields Mk X (+32.5 able and alive crew resistance)
Universal - Zero Point Energy Conduit (Subsystem power boost, drain resistance and +1.8% critical chance)
Universal - Assimilated module (Increased critical chance, weapon power, hull healing and graviton generators)

Science Consoles:
Emitter Array Mk XI(+26.2 shield emitters)
Biofunction Monitor Mk XI (+35/5 crew recovery rate)
Universal - Isometric Charge (Enables Isometric Charge ability)

Tactical Consoles:
Plasma Infuser Mk X (+24.4% plasma energy weapon damage)
Ambiplasma Envelope Mk XI (+26.2% plasma projectile energy weapon damage)


So that's mostly plasma weapons, with turrets at the back so that everything can fire at my main target at once (as long as I keep it in front of me) and a few mines to keep people away from my behind.

I've also got the M.A.C.O., Omega and Romulan sets.

My crew abilities are mostly aimed towards defence and support - friendly healing, friendly shield boosts, friendly energy boost, plus a few distract and annoy abilities such as Tractor Beam, Boarding Party, Heavy Graviton Beam and Aceton Beam.
Dota2Noob Aug 26, 2013 @ 4:42pm 
you can also use the gateway of Star Trek Online. Its still in beta but its working. Some things are not done and buggy but .. to see the Shipload.

Link to the Gateway
http://gatewaytest.startrekonline.com/

And thats my Loudout of my Arimitage:
Image; http://i.imgur.com/ef9RI1p.png
And Link to my Gateway Shiploadout:
http://gatewaytest.startrekonline.com/#char(Sutamu@SurlAruru)/ship-equipment

So if you want to see some others Ship Loadout .. simply modify the URL

http://gatewaytest.startrekonline.com/#char(Character@handle)/ship-equipment

Unholy_Nexus Aug 26, 2013 @ 4:49pm 
I'm not at my final ship yet, but was curious about what would be best. Going Torpedos/Mines, Phasers/Cannons, All Phasers, All Cannons, or other combos?
Badass Viking Aug 27, 2013 @ 6:55pm 
I am a tactical commander looking for a fleet patrol cruiser pvp build.
Any suggestions?
Szeron Aug 29, 2013 @ 2:52am 
Fleet Patrol Cruiser for PvP?
There's a couple routes you can go with it(Aux2Bat builds are popular at the moment, but can be a bit costly to get all the doffs). Generally speaking though, make sure you're running 4xDHC up front with as many Accuracy mods as you can afford. Obviously, make sure you're slotting the usual suspects like Attack Pattern Omega and Attack Pattern Beta to stack with your Attack Pattern Alpha and Fire on My Mark for maximum burst potential. Science Team is also advisable for clearing subnukes and viral matrix. The rest ultimately comes down to how well you can fly your ship and knowing/learning when and how to fight.


@Cooper Kid
It's a strange build that's kind of all over the place, but I can see why you probably like it(kitchen sink approach). I'm curious to know what you're running for your (extremely) limited tactical bridge officer slots and how you're allocating power to your subsystems. I will say that Hyper Torpedos and turrets really don't synergize well though(turrets only become fully effective around ~3km, where you start to run the risk of hitting yourself with heavy torpedo explosions). Granted, the experimental array doesn't drain power, but you'll probably get better performance putting it on the back and fitting a second DBB in the front.

I would also recommend swapping the energy damage console to a kinetic/projectile one(plasma fire is only modified by the kinetic consoles - which also boost your mines and torpedos). You'll probably get more mileage from swapping out the crew consoles for some RCS as well.

Oh, and I'll highly suggest dropping Boarding Party for Eject Warp Plasma. Boarding Party really doesn't do much against mobs with all their resistances and immunities, and most players will be savvy enough to intercept or counteract them. Warp Plasma on the otherhand is an excellent area denial weapon, means of point defense, and snaring enemies means everyone will do more damage to them(due to the defense value penalty of not/slowly moving).
Last edited by Szeron; Aug 29, 2013 @ 2:54am
[Sco] Cooper Kid Aug 31, 2013 @ 8:55am 
Originally posted by Szeron:
@Cooper Kid
It's a strange build that's kind of all over the place, but I can see why you probably like it(kitchen sink approach). I'm curious to know what you're running for your (extremely) limited tactical bridge officer slots and how you're allocating power to your subsystems. I will say that Hyper Torpedos and turrets really don't synergize well though(turrets only become fully effective around ~3km, where you start to run the risk of hitting yourself with heavy torpedo explosions). Granted, the experimental array doesn't drain power, but you'll probably get better performance putting it on the back and fitting a second DBB in the front.

I would also recommend swapping the energy damage console to a kinetic/projectile one(plasma fire is only modified by the kinetic consoles - which also boost your mines and torpedos). You'll probably get more mileage from swapping out the crew consoles for some RCS as well.

Oh, and I'll highly suggest dropping Boarding Party for Eject Warp Plasma. Boarding Party really doesn't do much against mobs with all their resistances and immunities, and most players will be savvy enough to intercept or counteract them. Warp Plasma on the otherhand is an excellent area denial weapon, means of point defense, and snaring enemies means everyone will do more damage to them(due to the defense value penalty of not/slowly moving).

My Tactical officer has Beam Overload I and the enhanced torpedo II. Unfortunately it's kind of hit-or-miss on which type of torpedo will be enhanced - I have my weapons auto-firing most of the time. I leave full power on the weapons sub-systems, about half on shields and the rest spread between engines and auxiliary. I have to rely almost entirely on speed abilities (emergency power to engines, evasive manoeuvres or an engine battery) to get out of a tight spot or spin around to face an enemy. If things get really bad, I can switch everything to shields and resist a heck of a lot of damage.
The turrets in the aft slots are really only there for a little extra firepower, so that I don't have any weapons being wasted by not firing when I'm facing an enemy. It's the 360 degree firing arc that's their selling point :)

I didn't know that about plasma energy weapons - so you're saying that the increased base energy damage from the Plasma Infuser would be worth trading off for more DoT by using a kinetic damage console?
I've had the crew consoles for some time, and did try swapping them around for other consoles, but I found that this usually ended with most of my crew being incapacitated at the beginning of a fight. I tend to try and take the big hits for the team, but that also means I need to be able to heal up fast which isn't really possible without a decent percentage of your crew working to repair the hull. RCS is a nice idea, and I've got a good RCS console in the bank figuring I might need it some day, but as I said earlier I can get by despite my low turn rate by using one of my abilities, or if need be by stalling my enemy with a tractor beam.

Warp Plasma seems like a really good idea - I'll definitely need to try that out :) At the lower ranks I found Boarding Party to be indispensable as it was so crippling to enemy subsystems, but you're right in that nowadays most enemies can counter it. I'm curious - would my tactical plasma consoles buff Warp Plasma as well?


Thanks so much for your input, you've given me a lot to think about :)
Szeron Sep 1, 2013 @ 12:15am 
Turrets can be a catch-22 with the way weapons draw power and calculate damage. You can actually end up doing more damage without turrets in some cases because they just steal power from your primary weapons just as/right before they fire. Because they're very different weapons, they have very different firing cycles and it's a lot more likely that they'll trip over each other. (This is why it's a bad idea to mix beam arrays and dual beam banks, or single cannons with dual heavy cannons, let alone trying to mix beams and canons.) The Experimental Beam Array is an exception because it simply doesn't draw power. Broadsiding beamboats are going to suffer from this regardless(it's hard to ensure fore and aft arrays at firing at the same time), which is why they'll generally overcharge weapons past 125.(There is no damage benefit past 125, but you can 'buffer' up to the hard cap around ~180.)

Since you're running full power to weapons, I'd definitely suggest putting a second Dual Beam Bank on the front to fully get use out of all that power. Beams: Fire at Will will likely get you more overall damage as well. Beam: Overload is really more of an all-or-nothing kind of deal with Beam: Overload 3("You've got one shot, make it count as much as possible.").

Warp plasma being modified by consoles: Good question that I'm not certain about... While it does do plasma damage, I'm fairly sure Eject Warp Plasma is only modified by Particle Generators(which tends to cover the damage component of most boff abilities - Gravity Well, Tractor Beams, Feedback Pulse, etc.).
[GP] Alexai Kroskovich Sep 1, 2013 @ 12:35pm 
Jem'Hadar Dreadnought Carrier setup :

Fore weapons :


4X Polarized Dual heavy disruptors Cannons MKXI (Dmg, CRTD)


Aft Weapons :


Nanite disruptor Beam Array MK X (DMG X3)
Breen torpedos
Rapid Reload Transphasic Torpedo launcher MK XI

Deflector :

Polarized parabolic Deflector MK XI

Impulse :

Supercooled Combat impulse Engine MKXI

Warp :

Classic Warp engines

Shield :

Dielectric Oscilliation Resilient shields MKXI

Engineering Consoles :

3x Parametallic Hull plating MK X (+35 polaron DMGRES, +35 Antiproton DMGRES.)
Sif Generator (+ 16.2 Hull repair)

Science Console :

Shield Emitter Amplifer MK X (+12.2 Shield regeneration rate)
Sensor probes MK X

Tactical Consoles :

Dominion Command interface
3x Tactical Disruptor Induction Coil (+24.4 Dis. DMG)

Hangar Bay ;

Jem'hadar Fighters, saving for the elite ones.





[Sco] Cooper Kid Sep 1, 2013 @ 6:37pm 
Originally posted by Szeron:
Turrets can be a catch-22 with the way weapons draw power and calculate damage. You can actually end up doing more damage without turrets in some cases because they just steal power from your primary weapons just as/right before they fire. Because they're very different weapons, they have very different firing cycles and it's a lot more likely that they'll trip over each other. (This is why it's a bad idea to mix beam arrays and dual beam banks, or single cannons with dual heavy cannons, let alone trying to mix beams and canons.) The Experimental Beam Array is an exception because it simply doesn't draw power. Broadsiding beamboats are going to suffer from this regardless(it's hard to ensure fore and aft arrays at firing at the same time), which is why they'll generally overcharge weapons past 125.(There is no damage benefit past 125, but you can 'buffer' up to the hard cap around ~180.)

Since you're running full power to weapons, I'd definitely suggest putting a second Dual Beam Bank on the front to fully get use out of all that power. Beams: Fire at Will will likely get you more overall damage as well. Beam: Overload is really more of an all-or-nothing kind of deal with Beam: Overload 3("You've got one shot, make it count as much as possible.").

Warp plasma being modified by consoles: Good question that I'm not certain about... While it does do plasma damage, I'm fairly sure Eject Warp Plasma is only modified by Particle Generators(which tends to cover the damage component of most boff abilities - Gravity Well, Tractor Beams, Feedback Pulse, etc.).

I've been scrutinising my power levels, and it seems that even with all weapons firing, my weapon power level never drops below 100% (there's always some green bit at the top). Using all my high-yield powers at once drops it further, but I usually coincide the use of those with a power level boost as well. So if I'm right, that means that those extra turrets at the back aren't affecting my overall damage output by much, are they?

I hear what you're saying about another dual beam bank at the front, but I need that Romulan plasma array somewhere to get the set bonus, and at the back it won't be being used half the time, as well as taking up a turret slot. Or do you think it would be worth the tradeoff?

On another note, I'm thinking that my Tactical officer's tier-1 skill could be better used. It's currently on Beam Overload I, but as there's a separate overload ability for the Romulan array anyway, it could probably be put to better use. Any ideas?
Szeron Sep 1, 2013 @ 7:27pm 
Originally posted by Sco Cooper Kid:
I've been scrutinising my power levels, and it seems that even with all weapons firing, my weapon power level never drops below 100% (there's always some green bit at the top). Using all my high-yield powers at once drops it further, but I usually coincide the use of those with a power level boost as well. So if I'm right, that means that those extra turrets at the back aren't affecting my overall damage output by much, are they?

I hear what you're saying about another dual beam bank at the front, but I need that Romulan plasma array somewhere to get the set bonus, and at the back it won't be being used half the time, as well as taking up a turret slot. Or do you think it would be worth the tradeoff?

On another note, I'm thinking that my Tactical officer's tier-1 skill could be better used. It's currently on Beam Overload I, but as there's a separate overload ability for the Romulan array anyway, it could probably be put to better use. Any ideas?

Well, there's an easy experiment you can run. Head over to Tau Dewa and enter one of the patrol missions. Take the turrets off your ship and watch the stability of your power levels and your damage output. Then, put them on and watch minimal damage difference versus how unstable it makes your weapon power.

I entirely think a Dual Beam Bank on the front will do more damage than the Experimental Array(and BOTH turrets, combined). Both DBBs will also be synced so they won't be competing against each other for power.(Weapon damage is calculated just before power is drained - this is why DHCs are king, and why firing cycles matter.) I completely understand running the experimental array for the set bonus - I run one on the aft of my monsterous torpedo Vesta despite it running at minimal weapon power. In fact, I'd suggest putting another regular array back there as well - the lack of power drain from the experimental means they'll both be hitting for their maximum damage.

Lastly, yeah, my suggestion was to replace Beam Overload with Beams Fire at Will. This will really benefit your damage output if you drop the turrets as well(and give you excellent point-defense against fighters and seeking weapons).

Really though, I hope it's not coming across like you HAVE to do any of this. Part of the fun of this game is finding out what works best for you, personally. =)
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Date Posted: Aug 22, 2013 @ 11:36pm
Posts: 28