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Martok Tactical Battlecruiser

Started By:
Bozovic, Tue 20 Aug, 2019 12:16 PM
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    #1
    Martok Tactical Battlecruiser build help
    Some suggestion would be nice.

    Im most Sci builds, not god vith tactical.

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    - - - Updated - - -

    Fore weapons | Gravimetric Photon Torpedo Launcher Mk XV, Terran Task Force Disruptor Dual Heavy Cannons Mk XV, Krieger Disruptor Dual Heavy Cannons Mk XV
    Aft weapons | Krieger Wave Disruptor Turret Mk XV

    Console - Tactical - Vulnerability Locator Mk XV [Cannons]
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    #2
     –  Last edited by Bridger; Tue 20 Aug, 2019 12:53 PM.
    Ok, let's start:

    Com.Eng: Emergency Power to Engines I - Auxiliary to Battery I - Emergency Power to Weapons III - Auxiliary to Battery III

    Lt.Com Tac: Tactical Team I - Attack Pattern Beta I - Cannon: Scatter Volley II

    Lt.Com Uni/Com: Kemocite-Laced Weaponry I - Concentrate Firepower II - Torpedo: Spread III

    Lt.Sci: Polarize Hull I - Hazard Emitters II

    Ens Uni: Engineering Team I

    Get the Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [EPS] [HullCap] [Sh/HullCap] [ShCap]

    Get one of the Competetive Engines they do the same but triggered by either Tac, Eng or Sci abilities what you like the most they are very helpful for a slow turning ship.

    You can remove everything from your Devices except the Temporal Negotiator the rest only has to be in your inventory
    Get Battery - Energy Amplifier and Reactive Armor Catalyst and if you have put the Subspace Field Modulator on.

    Get the following Space Rep Traits:

    Precision - Advanced Targeting Systems - Magnified Firepower - Tyler's Duality
    Bridger
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    #3
    Ok, let's start:

    Com.Eng: Emergency Power to Engines I - Auxiliary to Battery I - Emergency Power to Weapons III - Auxiliary to Battery III

    Lt.Com Tac: Tactical Team I - Attack Pattern Beta I - Cannon: Scatter Volley II

    Lt.Com Uni/Com: Kemocite-Laced Weaponry I - Concentrate Firepower II - Torpedo: Spread III

    Lt.Sci: Polarize Hull I - Hazard Emitters II

    Ens Uni: Engineering Team I

    Get the Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [EPS] [HullCap] [Sh/HullCap] [ShCap]

    Get one of the Competetive Engines they do the same but triggered by either Tac, Eng or Sci abilities what you like the most they are very helpful for a slow turning ship.
    thanks
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    #4
    You are welcome, you also want to replace your Boarding Party Doff with another Technician and try to get some Blue ones.
    Bridger
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    #5
    With a 4/4 layout and a base 6.5 turn rate, are cannons really still the best way to go?

    That's a lot of turrets he'll be stuck with, and having a forward torp means just 3 DHCs fore.
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    #6
    With a 4/4 layout and a base 6.5 turn rate, are cannons really still the best way to go?

    That's a lot of turrets he'll be stuck with, and having a forward torp means just 3 DHCs fore.
    Beams Are Life.

    I took Bridger's advice on the Deflector and the Impulse Engine. I'm in a Pilot Escort. That engine does SERIOUS damage to my follow camera. I couldn't see where I was flying. Every time FAW popped off, I lost tracking. I had to pull one of the RCS consoles (+50% turn rate) just to keep the camera pointed in the right direction. That is a serious boost.
    "And when I saw the breadth of my domain, I wept, for there were no more worlds left to conquer."
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    #7
    With a 4/4 layout and a base 6.5 turn rate, are cannons really still the best way to go?

    That's a lot of turrets he'll be stuck with, and having a forward torp means just 3 DHCs fore.
    Thanks, i get the point... but dont have nice weapon on this character