Post by Gogeta1701 on May 29, 2012 23:53:21 GMT -5
This guide is intended for use with ALL klingon ships, and can also be applied to Federation Escorts, since they can use dual cannons.
The thing that makes klingon ships so much more powerful than Federation ships of the same tier is simple. Cruiser, escort, and science vessels, not counting the birds of prey have 1 additional bridge officer power at tiers 4 and 5. An example being that where a federation tier 4 science vessel or carrier(Atrox Class) has 7 science powers( Commander and Lt. Commander slots) and 2 tactical and 2 engineering for a total of 11 powers. The klingon Vo'Quv class has 6 science(commander and Lieutenant) and Lt. commander tactical and Lt. Commander engineering for a total of 12 powers. This gives Klingon vessels more flexibility when it comes to bridge officer set ups when using powers that are not of the vessel's career bias. For instance, the Klingon carrier can use High Yield torpedo III and level II cannon buff skills, where as the Caitian Atrox carrier can only use level II high yield torpedo and, since it cannot equip dual cannons at all, has no use for the level I cannon buff skills unless you equip single cannons and turrets on it. But if your gonna use something like that you may as well use a pair of dual beam banks since they have roughly the same firing arc as dual cannons, only a little wider at the cost of some DPS. Then you may as well go with beam overload.
As for weapon loads, regardless what Klingon ship or Federation Escort your using, you want to use your last forward weapons slot for some kind of torpedo, and the others you want to have Dual Heavy cannons. However, if you want to go with a combination of increased critical hit damage with an increased chance of having your weapons respective energy Proc occur as well as making it look like your using quad cannons of your chosen energy type but with much higher DPS, go with 2 dual heavies and a dual light. This way you get 4 heavy shots with increased critical hit damage and 4 light shots that gives that weapon slot double the chance of having its proc go off at least once if not up to 4 times. In back though, it gets real simple real fast. Go ALL turrets, or turrets with the Klingon Hargh' Peng Torpedo launcher in back. This way your ship layout allows for massive damage to enemies in front, but the hargh' peng in back will ensure that your rear is well guarded, since turrets are not useful for anything more than supporting the front weapons array when facing an enemy head on.
As for your engines, shields and deflector systems. You want to go with an item set whenever possible. Your best bet for getting a set fast would be the borg set. You can get it with 15 EDC's from STF missions and the console for that set you get from the first Undine mission. Other options would be the MACO or Omega sets, but those are harder to get. A final last resort option would be either the Jem' Hadar set or the Reman set or the Breen set. Although, for the Jem' Hadar set, one episode offers both the engines and shields. You will have to do that episode twice to get both parts.
For consoles, in engineering, if your a cruiser, or carrier you want as many RCS controllers as possible. Monotanium alloy and Electroceramic hull plating are good options as well. the first provides defense against Kinetic damage and is more effective at it than Neutronium alloy(how that is I dont know, that material is supposed to be indestructible), the second provides resistance to plasma weapons(which the Borg use) and Tetryon weapons.
For science, it depends on the ship classification. For cruisers, you want bio-function monitors to get dead and injured crew back faster. For actual science vessels and carriers, you want consoles that boost the effectiveness of you science bridge officers abilities. For example if every singe power for those officers is primarily governed by your flow capacitor skill stat(tetryon beam, a shield draining attack) the you'll want all flow capacitor consoles. If your focus is tractor beams and gravity wells, and the like, then graviton generators are your best friend(although in the show and movies, graviton generators were used to generate energy for phaser style weapons and Starfleet shields)
For tactical consoles, only 2 variations are recommended. Either purely focused on boosting damage from your energy based weapons. Or, use one console mod for a console that boosts your torpedoes, increasing the damage they do when a targets shields are down. And of course, use the rest for enhancing energy weapons.
Remember, that since Federation escort vessels(Defiant, Prometheus, etc.) can use dual and dual-Heavy cannons, Klingon ship build practices for DPS Elite STF builds are compatible and recommended. Also, please remember, that the Federation Dreadnought Cruiser is the only Federation Cruiser that can use those cannons as well, and keep in mind that if using phasers as your energy type, keep the Sao Paulo class' Quad-Cannons in mind. They have a DMGx4 modifier. Note however, that a white quality weapon that says for instance 285 DPS will also show on its purple DMGx3 version the same DPS on some energy types with certain weapons. Its a similar glitch to how plasma weapons of green, blue and purple quality used to NOT show what their modifiers were.
The thing that makes klingon ships so much more powerful than Federation ships of the same tier is simple. Cruiser, escort, and science vessels, not counting the birds of prey have 1 additional bridge officer power at tiers 4 and 5. An example being that where a federation tier 4 science vessel or carrier(Atrox Class) has 7 science powers( Commander and Lt. Commander slots) and 2 tactical and 2 engineering for a total of 11 powers. The klingon Vo'Quv class has 6 science(commander and Lieutenant) and Lt. commander tactical and Lt. Commander engineering for a total of 12 powers. This gives Klingon vessels more flexibility when it comes to bridge officer set ups when using powers that are not of the vessel's career bias. For instance, the Klingon carrier can use High Yield torpedo III and level II cannon buff skills, where as the Caitian Atrox carrier can only use level II high yield torpedo and, since it cannot equip dual cannons at all, has no use for the level I cannon buff skills unless you equip single cannons and turrets on it. But if your gonna use something like that you may as well use a pair of dual beam banks since they have roughly the same firing arc as dual cannons, only a little wider at the cost of some DPS. Then you may as well go with beam overload.
As for weapon loads, regardless what Klingon ship or Federation Escort your using, you want to use your last forward weapons slot for some kind of torpedo, and the others you want to have Dual Heavy cannons. However, if you want to go with a combination of increased critical hit damage with an increased chance of having your weapons respective energy Proc occur as well as making it look like your using quad cannons of your chosen energy type but with much higher DPS, go with 2 dual heavies and a dual light. This way you get 4 heavy shots with increased critical hit damage and 4 light shots that gives that weapon slot double the chance of having its proc go off at least once if not up to 4 times. In back though, it gets real simple real fast. Go ALL turrets, or turrets with the Klingon Hargh' Peng Torpedo launcher in back. This way your ship layout allows for massive damage to enemies in front, but the hargh' peng in back will ensure that your rear is well guarded, since turrets are not useful for anything more than supporting the front weapons array when facing an enemy head on.
As for your engines, shields and deflector systems. You want to go with an item set whenever possible. Your best bet for getting a set fast would be the borg set. You can get it with 15 EDC's from STF missions and the console for that set you get from the first Undine mission. Other options would be the MACO or Omega sets, but those are harder to get. A final last resort option would be either the Jem' Hadar set or the Reman set or the Breen set. Although, for the Jem' Hadar set, one episode offers both the engines and shields. You will have to do that episode twice to get both parts.
For consoles, in engineering, if your a cruiser, or carrier you want as many RCS controllers as possible. Monotanium alloy and Electroceramic hull plating are good options as well. the first provides defense against Kinetic damage and is more effective at it than Neutronium alloy(how that is I dont know, that material is supposed to be indestructible), the second provides resistance to plasma weapons(which the Borg use) and Tetryon weapons.
For science, it depends on the ship classification. For cruisers, you want bio-function monitors to get dead and injured crew back faster. For actual science vessels and carriers, you want consoles that boost the effectiveness of you science bridge officers abilities. For example if every singe power for those officers is primarily governed by your flow capacitor skill stat(tetryon beam, a shield draining attack) the you'll want all flow capacitor consoles. If your focus is tractor beams and gravity wells, and the like, then graviton generators are your best friend(although in the show and movies, graviton generators were used to generate energy for phaser style weapons and Starfleet shields)
For tactical consoles, only 2 variations are recommended. Either purely focused on boosting damage from your energy based weapons. Or, use one console mod for a console that boosts your torpedoes, increasing the damage they do when a targets shields are down. And of course, use the rest for enhancing energy weapons.
Remember, that since Federation escort vessels(Defiant, Prometheus, etc.) can use dual and dual-Heavy cannons, Klingon ship build practices for DPS Elite STF builds are compatible and recommended. Also, please remember, that the Federation Dreadnought Cruiser is the only Federation Cruiser that can use those cannons as well, and keep in mind that if using phasers as your energy type, keep the Sao Paulo class' Quad-Cannons in mind. They have a DMGx4 modifier. Note however, that a white quality weapon that says for instance 285 DPS will also show on its purple DMGx3 version the same DPS on some energy types with certain weapons. Its a similar glitch to how plasma weapons of green, blue and purple quality used to NOT show what their modifiers were.