Post by Jabitha on Sept 4, 2013 14:28:14 GMT -8
All right, time to get technical and talk Bird of Prey!
This is a very abnormal build for a Bird of Prey, and it works very well only in conjunction with the B'rel Retrofit because of the Enhanced Battle Cloak. This lets it fire torpedoes and mines while remaining under cloak.
It's pretty devastating in PvP, especially when working with a team.
Anyhow, I'll start it off with a ship introduction.
This is the I.K.S. Sabure - Jabitha's pride and joy.
Equipment
Engine - Adapted KHG Impulse Engines Mk XII
Shield - Adapted KHG Resilient Shield Array Mk XII
Deflector - Adapted KHG Graviton Deflector Array Mk XII
Warp Core - Overcharged Warp Core Mk XI
Weapons Fore - Hargh'peng Torpedo Mk XI, Breen Transphasic Torpedo, Rapid Reload Tranphasic Torpedo Mk XI, Omega Plasma Torpedo Launcher Mk XII
Weapons Aft - Bio-Neural Warhead, Quantum Mine Launcher Mk XII
Engineering Consoles - 3x Neutronium Alloy Mk XI
Science Consoles - Isometric Charge, Assimilated Module, Stealth Module Mk XI
Tactical Consoles - 3x Warhead Yield Chamber Mk XI
Bridge Officers
Commander Universal Station - Tactical Team I, Torpedo Spread II, High Yield Torpedo III, Dispersal Pattern Beta III
Lieutenant Commander Universal Station - Engineering Team I, Auxiliary Power to Structural Integrity Field I, Eject Warp Plasma I
Lieutenant Universal Station - Emergency Power to Shields I, Reverse Shield Polarity I
Lieutenant Universal Station - Polarize Hull I, Hazard Emitters II
Duty Officers
3x Projectile Weapons Officers (reduces torpedo recharge time)
1x Conn Officers (reduces tactical team recharge)
1x Technician (reduces bridge officer ability recharge times)
Power Levels
Engines - 43/25
Shields- 58/40
Weapons - 74/35
Auxiliary - 104/100
How to Fly the Ship
So, the build itself is pretty simple, engage your cloak whenever you are about to go into battle, and leave it active. When you fire, you will decloak for about 3 seconds, and then recloak again. When you launch mines, you remain cloaked the entire time. Use the Tactical abilities Torpedo Spread and High Yield to buff your attacks and use the B'rel's impressive maneuverability (it has a base turn of 23 degrees per second!) to keep the enemy confused as you attack from all angles.
If for any reason you get yanked out of cloak, use your engineering skills like emergency power to shields and engineering team to keep yourself healed, and then tap evasive maneuvers to try and get away so you may cloak again. If you get tractor beamed, use polarize hull. With your Auxiliary power maxed, your Hazard Emitters hull heal will deliver you from just about every bad situation. Auxiliary to Structural will deliver a good secondary hull heal, and if the going gets really tough, pop Eject Warp Plasma and run while the enemy ship is occupied.
You can switch the torpedoes around as you wish, but in general it's good to keep the Hargh'peng and the cluster torp as they deliver quick and healthy spike damage. The bio-neural is good because it can be launched from 15k, and it fires lasers to boot. Spread mines around with Dispersal Pattern Beta III and your enemy will be in a world of pain.
That's all there is to it. Took me about a month to build the ship right, but it was worth every energy credit.
If you have any questions or comments or tips, feel free to discuss below.
- Jabs
This is a very abnormal build for a Bird of Prey, and it works very well only in conjunction with the B'rel Retrofit because of the Enhanced Battle Cloak. This lets it fire torpedoes and mines while remaining under cloak.
It's pretty devastating in PvP, especially when working with a team.
Anyhow, I'll start it off with a ship introduction.
This is the I.K.S. Sabure - Jabitha's pride and joy.
Equipment
Engine - Adapted KHG Impulse Engines Mk XII
Shield - Adapted KHG Resilient Shield Array Mk XII
Deflector - Adapted KHG Graviton Deflector Array Mk XII
Warp Core - Overcharged Warp Core Mk XI
Weapons Fore - Hargh'peng Torpedo Mk XI, Breen Transphasic Torpedo, Rapid Reload Tranphasic Torpedo Mk XI, Omega Plasma Torpedo Launcher Mk XII
Weapons Aft - Bio-Neural Warhead, Quantum Mine Launcher Mk XII
Engineering Consoles - 3x Neutronium Alloy Mk XI
Science Consoles - Isometric Charge, Assimilated Module, Stealth Module Mk XI
Tactical Consoles - 3x Warhead Yield Chamber Mk XI
Bridge Officers
Commander Universal Station - Tactical Team I, Torpedo Spread II, High Yield Torpedo III, Dispersal Pattern Beta III
Lieutenant Commander Universal Station - Engineering Team I, Auxiliary Power to Structural Integrity Field I, Eject Warp Plasma I
Lieutenant Universal Station - Emergency Power to Shields I, Reverse Shield Polarity I
Lieutenant Universal Station - Polarize Hull I, Hazard Emitters II
Duty Officers
3x Projectile Weapons Officers (reduces torpedo recharge time)
1x Conn Officers (reduces tactical team recharge)
1x Technician (reduces bridge officer ability recharge times)
Power Levels
Engines - 43/25
Shields- 58/40
Weapons - 74/35
Auxiliary - 104/100
How to Fly the Ship
So, the build itself is pretty simple, engage your cloak whenever you are about to go into battle, and leave it active. When you fire, you will decloak for about 3 seconds, and then recloak again. When you launch mines, you remain cloaked the entire time. Use the Tactical abilities Torpedo Spread and High Yield to buff your attacks and use the B'rel's impressive maneuverability (it has a base turn of 23 degrees per second!) to keep the enemy confused as you attack from all angles.
If for any reason you get yanked out of cloak, use your engineering skills like emergency power to shields and engineering team to keep yourself healed, and then tap evasive maneuvers to try and get away so you may cloak again. If you get tractor beamed, use polarize hull. With your Auxiliary power maxed, your Hazard Emitters hull heal will deliver you from just about every bad situation. Auxiliary to Structural will deliver a good secondary hull heal, and if the going gets really tough, pop Eject Warp Plasma and run while the enemy ship is occupied.
You can switch the torpedoes around as you wish, but in general it's good to keep the Hargh'peng and the cluster torp as they deliver quick and healthy spike damage. The bio-neural is good because it can be launched from 15k, and it fires lasers to boot. Spread mines around with Dispersal Pattern Beta III and your enemy will be in a world of pain.
That's all there is to it. Took me about a month to build the ship right, but it was worth every energy credit.
If you have any questions or comments or tips, feel free to discuss below.
- Jabs