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My Steamrunner Tricobalt Bomber - inspired by ST Armada

Started By:
Wesstan, Wed 16 Apr, 2014 10:01 PM
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    #16
    I am currently thinking about switching attack pattern omega with dispersal pattern beta. I would then be able to run APO3 but wih DPB2 i would only be able to lay 3 mines Sad

    What do you all think?
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    #17
    The difference between the two Dispersal Patterns is a loss of 1/4.

    The difference between the two Attack Patterns is roughly 1/6.

    So you would lose more with the Dispersal Pattern set lower and the Attack Pattern set higher. Still, the difference is minimal

    An interesting note: according the wiki, APO has its immunity boosts go DOWN on Rank 3.
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    #18
    You might be right with that. What i will definetly do is to try out APD2 instead of APO1 his weekend. With my spike damage i keep grabbing all the aggro anyway (even two -thread fleet consloes dont help).
    Since i still have some problems with my own explosions the damage resistance of APD2 will hopefully help.
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    #19
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    #20
    Just happened in ISE:

    Your High Yield Tricobalt Explosion III deals 198483 (90630) Kinetic Damage(Critical) to Tactical Cube.

    Your Mine Explosion deals 78728 (3594Cool Kinetic Damage to Tactical Cube.

    Your Mine Explosion deals 78961 (36055) Kinetic Damage to Tactical Cube.

    Your Mine Explosion deals 79306 (36212) Kinetic Damage(Critical) to Tactical Cube.

    Nearly 440k damage in about 1 or 2 seconds Big Grin (i died because of the explosion but it was totally worth it Wink )
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    #21
    Wow, very impressive! Now you just need to figure out how to survive your own splash damage. Are you sure you aren't klingon? Klingon Grin
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    #22
    Ha. Tricobalt splash damage will eat you up. Try it in a T'varo submarine build where there are no shields to cushion the blowback.
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    #23
    This weekend i have spent some more time working on the build including a test of that ferengi rapid missile launcher. So far i can say the following:

    1. Running Attack Pattern Delta 2 is great. It enhances survivability alot (+37 damage resistance). And since i keep getting all the aggro due to my spike damage anyway it also decreases the resistance of all my attackers for -37.

    2. Matter-Antimatter Specialist (+ x inertial dampeners when activating EPtE) helps wonders. I am working on getting a purple version.

    3. FAW2 with 2 beam arrays helps with incoming projectiles and produces some nice extra damage aswell. Since i am flying in circle patterns to not fly into my own torpedoes and mines it is good to have at least SOMETHING to broadisde Wink The look and feel of FAW at an escort is nice too.

    4. I dropped the Bio-Neural warhead. Even the crit damage is not high enough to justify the use of it.

    5. The ferengi rapid missile launcher is useless. There is no way to decrease the tricobalt torpedo launchers fire rate to less than 15 seconds (Yes, i tested that). Which means that you can either use 2 launchers OR one launcher + the ferengi rapid missile launcher + 3 purple projectile doffs.
    But since that missile launcher is influenced by HY3 it will usually trigger on that weapon due to its lower cooldown (2 sec) instead of my mighty torpedo launcher. And flying this build without HY3 tricobalt torpedoes is only half the fun Sad - thats why i am sticking to 2 torpedo launchers.

    I also updated the build at the first post at this thread and am looking for suggestion for my 6th open DOFF spot. Now i am looking foward to save some Lobi for that ferengi console that gives +mine damage.
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    #24
    The Ferengi Missile Launcher is more-or-less useless on its own. It primarily serves as a DOff procer. The problem that you are having (other than it eating your HY3) is that you are using all of the same weapon type. Shared cooldown can only ever get so low. Its upside (other than being a good procer) is that its has a 180 firing arc. So you can broadside with it, the Kinetic Cutting Beam, and the C-Store Quantum Torp.

    You could try adding in a Temporal Disruption Device. It is like a Super Chroniton. 100% chance speed debuff, applies a mini version of Subnucleonic Beam, and it hits with the force of a Tricobalt. Its HY version applies the speed debuff to every enemy it passes by on the way to the target and creates a large temporal rift that hits any enemy that flies in to it. It does not share a cooldown with Tricobalts, either. Its downside is that is a Lobi Store item. Up side: it gets a good buff when combined with the Tachyokinetic Converter if you have one. Two Tricobalts and a TDD would do some hellacious bomber damage.
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    #25
    Just reading this makes me want to dust off my steamrunner, your signature looks awesome with it. Loving the build
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    #26
    Thank you. I really can say that it the most fun ship to play i am owning right now (and i have a bunch of them).
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    #27
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    #28
     –  Last edited by Wesstan; Thu 29 May, 2014 8:44 PM.
    Now lets find out what those tricobalt mines can really do when being correct buffed Smile

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    #29
    If i had the ferengi missile launche id use it for sure - especially combined with 3 projectile doffs.

    As for tricobalts and projectile doffs:
    With my current setup i can run a HY3 every 15 secs.
    If i would use projectile doffs i could get the CD of the tops down to ~10secs (by a chance of 60/100)

    Which means that in the best case i would fire the following:
    HY3 - 10 secs reload - normal tric torp - 10 sec reload - HY3... and so on

    I am not really sure if its worth it and in the worst case i would even harm my dps. The 3 energy weapon doffs i am using are offering a 90% chance that my attacks ignore 30% of the shields which is great for HY tricobalt explosions (as far as i understand the mechaincs) for 4 secs (outof 15 seconds until i can place my next BO).
    As an FYI, with 3 torp CD doffs, you do not just simply add them together. The chance is actually 48.8%.

    -- Ark
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    #30
    I have tweaked my build a bit (as you may recognize from the screenshot. The outcome is this:

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    209k damage? Nice!