Post by nibun on May 16, 2015 15:05:57 GMT -6
This is going to be a 3 part guide, basic, intermediate, and advanced.
Basic will cover basic DPS and tank and everything listed here should be affordable by all players, no matter how causal.
Intermediate will extend basic's principles, and will be more expensive, this will probably not be affordable to very casual players who don't spend real money on the game.
Advanced will be foucused on min/maxing, and can be VERY expensive.
Ships
There are 3 basic classes of federation ships; Escorts, Cruisers, and Science vessels.
Escorts have more tactical consoles, faster turn rates, and faster impulse speed.
Cruisers have more engineering consoles, cruiser commands, and more hull.
Science vessels have more science consoles, sensor analysis, and larger shields.
There are 3 basic classes of KDF ships; Raiders, Battle cruisers, and Raptors.
Raiders have higher turn rates, faster impulse, raider flanking, and battle cloaking.
Battle cruisers have more engineering consoles, cruiser commands, more hull, and can cloak.
Raptors have more tactical consoles, and can cloak.
There are 2 basic classes of Romulan ships; Warbirds and Battle cruisers.
Warbirds have more tactical consoles, a higher turn rate, faster impulse, singularity abilities, and a battle cloak.
Battle cruisers have more engineering consoles, more hull, more shields, singularity abilities, and a battle cloak.
Weapon Type
There are 6 basic types of weapons; Beam arrays, Dual beam banks, Turrets, Single cannons, Dual cannons, and Dual heavy cannons.
Beam arrays have a 250° firing arc.
Dual beam banks have a 90° firing arc.
Turrets have a 360° firing arc.
Cannons have a 180° firing arc.
Dual cannons have a 45° firing arc.
Dual heavy cannons have a 45° firing arc.
Damage Type
There are 6 basic damage types; Antiproton, Disruptor, Phaser, Plasma, Polaron, and Tetryon.
Antiproton has increased critical severity.
Disruptor has a chance to weaken your targets defenses for 15 seconds.
Phaser has a chance to knock out one of your targets subsystems for 5 seconds.
Plasma has a chance to cause a damage over time plasma fire to the hull of your target.
Polaron has a chance to reduce your targets power level by 25.
Tetryon has a chance to cause extra damage to your targets shields.
Consoles
There are 3 basic types of consoles; Engineering, Tactical, and Science.
There is 1 basic type of tactical console, the named damage type enhancer. I.E. Antiproton Mag Regulator, Disruptor Induction Coil, Plasma Infuser.
There are 6 basic types of engineering console; RCS Accelerator, Monotanium Alloy, Neutronium Alloy, Diburnium Hull Plating, Electroceramic Hull Plating, and Parametallic Hull Plating.
RCS Accelerator increases how fast you can turn.
Monotanium Alloy increases kinetic damage resistance.
Neutronium Alloy increases all damage resistance.
Diburnium Hull Plating increases Phaser and Disruptor damage resistance.
Electroceramic Hull Plating increases Plasma and Tetryon damage resistance
Parametallic Hull Plating increases Polaron and Antiproton damage resistance.
There are 3 basic types of Science consoles; Biofunction Monitor, Shield Emitter Amplifier, and Particle Generator. *Particle Generator is only used on Science vessels.
Biofunction Monitor increases crew recovery rate.
Shield Emitter Amplifier increases shield regeneration rate.
Particle Generator increases exotic damage.
Ship Fitting
There are 2 basic ship fitting styles; "Beam Boat" and "Cannon Boat".
Beam Boat is where all ship weapons slots, fore and aft, have beam arrays in them. They have a 70° firing arc intersection on each side of the ship.
Cannon Boat is where the fore weapons are Dual Heavy Cannons and the aft are Turrets. They have a 45° firing arc intersection on the front of the ship.
Currently Beam Boats can produce more DPS and have a higher survival rate than Cannon Boats. This is due to a codding bug and will probably be fixed at some point.
A ship with DHC's and Turrets will have a firing arc like such, the red space is the arc intersection:
A ship with beam arrays will have a firing arc as such:
So what should my ship build look like?
If your broadsiding, you should have beam arrays fore and aft. Fill your tactical console slots with the named energy console (e.g. Antiproton Mag Regulator, Polaron Phase Modulator). Fill your Science console slots with biofunction monitors. Fill your Engineering console slots with neutronium alloys, or if you have enough Engineering slots, one of each of the hull plating. *It should be noted, you will want more Monotanium alloy's than the other types if you don't use neutronium alloys.
Example: Cruiser Escort
If you are using DHC's, you should have dual heavy cannons fore, and turrets aft. Fill your tactical console slots with the named energy console (e.g. Antiproton Mag Regulator, Polaron Phase Modulator). Fill your Science console slots with biofunction monitors. Add 1 or 2 neutronium alloys and fill the rest of your Engineering console slots with RCS consoles.
Example: Escort
Basic will cover basic DPS and tank and everything listed here should be affordable by all players, no matter how causal.
Intermediate will extend basic's principles, and will be more expensive, this will probably not be affordable to very casual players who don't spend real money on the game.
Advanced will be foucused on min/maxing, and can be VERY expensive.
Ships
There are 3 basic classes of federation ships; Escorts, Cruisers, and Science vessels.
Escorts have more tactical consoles, faster turn rates, and faster impulse speed.
Cruisers have more engineering consoles, cruiser commands, and more hull.
Science vessels have more science consoles, sensor analysis, and larger shields.
There are 3 basic classes of KDF ships; Raiders, Battle cruisers, and Raptors.
Raiders have higher turn rates, faster impulse, raider flanking, and battle cloaking.
Battle cruisers have more engineering consoles, cruiser commands, more hull, and can cloak.
Raptors have more tactical consoles, and can cloak.
There are 2 basic classes of Romulan ships; Warbirds and Battle cruisers.
Warbirds have more tactical consoles, a higher turn rate, faster impulse, singularity abilities, and a battle cloak.
Battle cruisers have more engineering consoles, more hull, more shields, singularity abilities, and a battle cloak.
Weapon Type
There are 6 basic types of weapons; Beam arrays, Dual beam banks, Turrets, Single cannons, Dual cannons, and Dual heavy cannons.
Beam arrays have a 250° firing arc.
Dual beam banks have a 90° firing arc.
Turrets have a 360° firing arc.
Cannons have a 180° firing arc.
Dual cannons have a 45° firing arc.
Dual heavy cannons have a 45° firing arc.
Damage Type
There are 6 basic damage types; Antiproton, Disruptor, Phaser, Plasma, Polaron, and Tetryon.
Antiproton has increased critical severity.
Disruptor has a chance to weaken your targets defenses for 15 seconds.
Phaser has a chance to knock out one of your targets subsystems for 5 seconds.
Plasma has a chance to cause a damage over time plasma fire to the hull of your target.
Polaron has a chance to reduce your targets power level by 25.
Tetryon has a chance to cause extra damage to your targets shields.
Consoles
There are 3 basic types of consoles; Engineering, Tactical, and Science.
There is 1 basic type of tactical console, the named damage type enhancer. I.E. Antiproton Mag Regulator, Disruptor Induction Coil, Plasma Infuser.
There are 6 basic types of engineering console; RCS Accelerator, Monotanium Alloy, Neutronium Alloy, Diburnium Hull Plating, Electroceramic Hull Plating, and Parametallic Hull Plating.
RCS Accelerator increases how fast you can turn.
Monotanium Alloy increases kinetic damage resistance.
Neutronium Alloy increases all damage resistance.
Diburnium Hull Plating increases Phaser and Disruptor damage resistance.
Electroceramic Hull Plating increases Plasma and Tetryon damage resistance
Parametallic Hull Plating increases Polaron and Antiproton damage resistance.
There are 3 basic types of Science consoles; Biofunction Monitor, Shield Emitter Amplifier, and Particle Generator. *Particle Generator is only used on Science vessels.
Biofunction Monitor increases crew recovery rate.
Shield Emitter Amplifier increases shield regeneration rate.
Particle Generator increases exotic damage.
Ship Fitting
There are 2 basic ship fitting styles; "Beam Boat" and "Cannon Boat".
Beam Boat is where all ship weapons slots, fore and aft, have beam arrays in them. They have a 70° firing arc intersection on each side of the ship.
Cannon Boat is where the fore weapons are Dual Heavy Cannons and the aft are Turrets. They have a 45° firing arc intersection on the front of the ship.
Currently Beam Boats can produce more DPS and have a higher survival rate than Cannon Boats. This is due to a codding bug and will probably be fixed at some point.
A ship with DHC's and Turrets will have a firing arc like such, the red space is the arc intersection:
A ship with beam arrays will have a firing arc as such:
So what should my ship build look like?
If your broadsiding, you should have beam arrays fore and aft. Fill your tactical console slots with the named energy console (e.g. Antiproton Mag Regulator, Polaron Phase Modulator). Fill your Science console slots with biofunction monitors. Fill your Engineering console slots with neutronium alloys, or if you have enough Engineering slots, one of each of the hull plating. *It should be noted, you will want more Monotanium alloy's than the other types if you don't use neutronium alloys.
Example: Cruiser Escort
If you are using DHC's, you should have dual heavy cannons fore, and turrets aft. Fill your tactical console slots with the named energy console (e.g. Antiproton Mag Regulator, Polaron Phase Modulator). Fill your Science console slots with biofunction monitors. Add 1 or 2 neutronium alloys and fill the rest of your Engineering console slots with RCS consoles.
Example: Escort