Starfleet/Klingon Strike Group
Fleet Sovvy - rough draft - Printable Version

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Fleet Sovvy - rough draft - scissorlizard - 10-01-2017

Hey, everyone! Long time, no post.

Some of you know I'm theory-crafting a fleet cruiser for my wife. This project has been in the works for months, and then was shelved when STO stopped supporting DX9.

BUT NOW WE'RE BACK!

Those of you who donated generously to this project deserve an update, so here is the tentative plan for this new starship:

http://skillplanner.stoacademy.com/b173908c19c5148e587f02b09650c06f

Some of you donated traits and other non-gear items which don't appear in this rough draft; I will fill in the remaining blanks after I work out some glaring problems, like "How does one copy of Aux2Batt keep itself at global cooldown?" I've seen it done, on rare occasions; I just don't remember how it works. If you know the answer, please explain this to me.

The point of this ship is to be easy to fly (FAW spam), while having enough gimmicky clickies (see science BOFF abilities) to stay fun, even after press-spacebar-to-win gets old. Besides, effective crowd control disproportionately offsets low DPS due to its base CrtH being 9.5%, with no fleet/rep gear or [CrtH] weapon mods.


RE: Fleet Sovvy - rough draft - brawndo_mom - 10-01-2017

Sweet! I can't wait to see her in action!


RE: Fleet Sovvy - rough draft - scissorlizard - 10-02-2017

It turns out that half-batting requires a huge investment of other stuff, and isn't viable. Meanwhile, with a Strategist build, I can fit DEM, SIC, RSP or Aux2SIF (pick 3) into the build, without sacrificing much. Okay, so the cooldown timers don't sync perfectly with uptimes and other abilities, and that's going to cost DPS. Oh well, that's always been my weakest area of building starships.

This also means rewriting the skill tree, so here's the new build:
http://skillplanner.stoacademy.com/ab2f809fcbb14959debed570e94a3c23


Here is the STO Cooldown calendar, as of season 13:
https://docs.google.com/spreadsheets/d/1LMPZbTHi2ja8c0ZMTDjIYKTTZW1KHcerBllAFSpvXd4/edit#gid=1306182790


Borg


RE: Fleet Sovvy - rough draft - scissorlizard - 11-30-2017

She decided she wants the T6 "Yamato", dreadnought cruiser, so here's the updated build:

https://www.reddit.com/r/stobuilds/comments/7ggal3/fleet_t6_dreadnought_cruiser_yamato_held_together/

Skill planner: http://skillplanner.stoacademy.com/4a784eb6c02bdddde7c694052b0d489b


RE: Fleet Sovvy - rough draft - Edarta - 11-30-2017

My Opinion:
Tractor Beam Repulsors are a bad idea.
If not used very carefully it pushes foes out of one's own weapon range, out of team mates's weapon range, and out of hazards from Sceince ships. So, if a Science ship has placed a Tyken's Rift or Gravity Well, one should restrain oneself from using it. 1 Skill Point dedicated to an ability that can not alway be used is a very bad choice IMO (2 pts in Control Expertise is something I feel OK for the resistence gained) The Structural Intergrity Collapse, a follow-up for the TRB, also is a bit limited, though helpful when said Sci Abilities have been used by other players.

On a vessel like the Yamato I would go for Polarize Hull and Hazard Emitters 2, have Emergency Powers to Shields-1 on board and retweak the higher grade Eng Abilities. Make a Dragon Build with room to develop into a Drake Build (DCE DOffs and WCE DOff). Get a Wing Commander Trait (Box/Exchange) and thus have hangar ships on steroids.