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A few ideas though... are you maximizing your criticals?
- CrtD mods where possible on all your weapons? (CrtD/Dm for epic)
- Are the tactical consoles, Vulnerability Locator [AP] ones? (if not you can get these from your Fleet Spire)
- Do you have all available +Critical Hit Chance and +Critical Severity personal and reputation traits active? (Don't forget "Terran Targeting Systems" (recent lockbox trait that gives +15 Critical Severity) and "Tyler's Duality" (Disco rep))
- Do you have a Protomatter Deflector with a [ColCrit] mod? (if not you can get this from your Fleet Colony)
- If you are Romulan (faction), do you have Bridge Officers with the "Superior Romulan Operative" trait in all BOFF seats?
- If you are not Romulan, do you have Romulan Tactical Officers with the "Superior Romulan Operative" trait in all Tactical BOFF seats? (you can get these from your Fleet Embassy)
- If you are not Romulan, do you have access to the Jem'Hadar Vanguard BOFFs? (if so you should be using the Science and Engineering ones)
Also, given that it is an intel ship, you can use "Override Subsystem Safeties" to produce a damage spike (as it will overcharge your weapons subsystem energy level)
Why not just go with beams? You can slot two AP 360 beam turrets and the borg kinetic beam in the rear and either dual or just regular beams up front. That's full coverage and it doesn't require you to pay a ton of attention to positioning like cannons do. Especially with regular beam arrays.
Well, true... turrets have 75% of the base damage value of beam arrays. Of course, the arrays have about 70% of the firing arc, so there's a bit of a tradeoff, though that can be mitigated more or less depending on how you fly.
But... in general you're probably looking at a turret build having about 3/4 of the damage of the beam array equivalent.
I could play most PvE endgame content without any problems. The battles were quite long, though. DPS wise, that ship was really bad, and in TFOs I couldn't contribute much, even as a tactical captain. I guess I was not the ideal teammate. Perhaps if you go Antiprotons, you should follow the tips from cap-boulanger above, that will help with your DPS.
But it was a lot of fun, and yeah, Scatter Volley looks cool.
Those tips will actually help regardless of energy type, although Antiproton weapons have an extra +20 Crit Severity (effectively an extra CrtD mod) built in, so it's even better for those.
(Of course, you would vary the mod on the Locators to whichever energy type you are using.)
If you do go over to beams, pretty much all of the non-weapon equipment is the same anyway.
For weapons, in terms of advising specific ones, it depends if you want to go to a dual beam/omni sort of build or an array build (I personally usually put omnis on arrays anyway, though some people don't; I do so because it still gives you a little bit of a forward skew in your damage availability).
There is an AP Omni from "Sphere of Influence".
As for your equipment... in addition to the Protomatter Deflector, I would personally look at using a 2pc Nukara set (+cat2 damage) since there is not a space gearset with +AP Damage. There is also a warp core (from the same episode) that makes a set with the omni with a +AP Damage set bonus, but using that warp core might be a big sacrifice. I personally prefer the Elite Fleet Plasma-Integrated that has both [AMP] and [W->E] (second from bottom of list at fleet spire vendor), as it has a nice +Power Transfer Rate, the AMP is a stackable +Damage, and the W->E will help stack AMP and is the best available of its type (with a possible match in W->A, but W->A will get sucked into the cycle if you are using Aux2Bat while W->E does not).
Yeah, full turret builds can be pretty viable - if you're willing to put in the effort and money...