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 Hows The Build ((Guessing no Love for LSB)) 
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Joined: Wed May 23, 2012 10:45 pm
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Done one of these about 5 months ago and trying again to see where I stand. Going for the 'best' LSB. All comments welcome :)

Rank 218
Size Class: Heavy Star Destroyer
Space: 2567 / 2573
Attack: 3353 (Un-buffed)
Defense: 5717 (Un-buffed)
Scan: 601
Cloak: 1542
Cargo: 10499 / 18465
Upkeep: 1.1B
Vygoid: Research +20%
Builder: Upkeep +-50%

358 Engineers
45 Tactical Officers
878 Helmsmen
1172 Scientists

Totals Inc Equipped Items
Energy 1872 (Charge 61 p/h)
Hull 9329
Shield 2848 (Charge 3071 p/h)

Battles 36142 (Legend)
Player Kills 624
Deaths from Players 120
Non-Player Kills 2435
Planets Found 572
Planets Occupied 55
Planets Captured 27
Missions Completed 363
Scans Performed 2687
Successful Hacks 186
Successful Raids 138

Ship Mods
Ship Design Qpedd
Ships/Allies Apparitious, Bane Familiar (Rank 8)

Weapons Heavy Null Ray x8, Charged Bane Emitter x2, Vortul Blast Phaser x4, Radiant Surge Cannon - Mark II x2, Psionic Amplifier, Atmospheric Decimator, Ion Pulse Ballistae, Lazuli Mind Controller x3, Combat Analyzer, Prototype Mech XV

Energy Supernova Generator - Mark IV x3, Surge Plexus x3, XRP Battery Pack x4, Q-Pedd Ansible x2, Drannik Power Core x4, Q-Pedd Logic Servo x2, Wormhole Relay x4, F.A.T.H.E.R. x2, Chron-Transistor, Omicron Injector

Sensors Tetra-Seek Targeter x3, Stryll Prey Tracker, Sha'din AI Core x4, Decryption Quad-Frame x2, Stryll Hunt Sensor, AI Supercomputer

Hull Perfect Fermionic Armor x5, Scruuge Hypernode x2, BioMimetic Sealer x4, Vortul Plating x2, Protean Armory

Shields T.O. Force Barrier x2, Aegis Capacitor x3, Harvest Shield x2, T.O. Harmonic GigaPulser x3, T.O. Harmonic MegaPulser, Harmonic Resonator, Q-Phase Battery Array

Cloaking Anti-Tachyon Jammer - Mark III x2, Litheor Data Interface x3, Phase Interceptor Drive x3, Zolazin Jammer x2, Gamma Channeler

Defenses Trans-Temporal Nacelle - Mark III x4, Energy Nullifier - Mark III x4, BM50 Convoy Shuttle x3, Subquantum Tracing Console, Dark Complex Thruster, Scruuge X-Deflector x4, Dark Ring Thruster x3, Auto-Evasion Node, Trinity-Core Drive x2, Thrust Stabilizer

Research Tree Progress
Quasi-Chaotic Force 0/3
Flux Vibration Channeling 0/1
Force Obviation Fields 1/3
Dimensional Masking 0/3
Syncopated Phase Matter 0/3
Exergonic Inversion 0/3
Continuum Analysis COMPLETE
Topopolis Rings 0/1
Phase Transference 0/1

Others
Total Medal Points Awarded: 385 of 1830
Minerals 5276 units / hour
Artifacts 6320 points / hour
Production: 9174 research / hour

Despite most of the GL's collective agreement that SSB+MSB are the way to go, I do like having a lot of stuff on the ship and plan to place 5 more standard shields and a few scanners before placing anything else into tac officers and energy. Comment away :)

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Sun Mar 10, 2013 2:19 pm
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lol, IMO using RPs for your Decks is Useless, your crew is piss poor (no offense), you have to work on your crew, investing on your crew as early as possible can benefit your ship rather than just putting RP into Decks.

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Sun Mar 10, 2013 3:34 pm
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its painful to look :?

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Sun Mar 10, 2013 4:03 pm
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the modules are impressive (null rays are standard for that rank, as is defense and hull but the generators are ahead, and you have thetas researched which is a way forward).

you need a few more crew members, all are good except the TOs..which are, as rusty said, piss poor.

you need more mdal points, hacks and raids (latter 2 will assist medal points) and youre deaths could be better, but that cant be fixed now.


Sun Mar 10, 2013 6:16 pm
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howesy wrote:
the modules are impressive (null rays are standard for that rank, as is defense and hull but the generators are ahead, and you have thetas researched which is a way forward).

you need a few more crew members, all are good except the TOs..which are, as rusty said, piss poor.

you need more mdal points, hacks and raids (latter 2 will assist medal points) and youre deaths could be better, but that cant be fixed now.

RustyTinCan wrote:
lol, IMO using RPs for your Decks is Useless, your crew is piss poor (no offense) [None Taken], you have to work on your crew, investing on your crew as early as possible can benefit your ship rather than just putting RP into Decks.


What would be a acceptable opinion for crew numbers rank x ?, rank/ratio and in what areas?

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Sun Mar 10, 2013 8:02 pm
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My crew @Rank 429
1642 Engineers
5704 Tactical Officers
1726 Helmsmen
3508 Scientists
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12580 In total, about 29.32 Crew per rank. Imo I would say 10+ per rank is a good and easy achievable goal. Start working on your crew members as early as possible!

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Sun Mar 10, 2013 8:15 pm
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what he said...i slow ranked for a while, and mine are terrible but im working on it.

about 20x rank AT LEAST.


Sun Mar 10, 2013 8:24 pm
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I'd suggest working towards 1k tactical officers as a goal before adding any more engineers, might be a good idea to save up Android helmsman to get your Velox Thrusters.

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Sun Mar 10, 2013 8:35 pm
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howesy wrote:
what he said...i slow ranked for a while, and mine are terrible but im working on it.

about 20x rank AT LEAST.

I never said to slow rank to achieve it... normally pace yourself, you'll get there. Slow ranking won't help if her ap/h is like that tbh, it'll just be a waste of time.

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Sun Mar 10, 2013 8:49 pm
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RustyTinCan wrote:
howesy wrote:
what he said...i slow ranked for a while, and mine are terrible but im working on it.

about 20x rank AT LEAST.

I never said to slow rank to achieve it... normally pace yourself, you'll get there. Slow ranking won't help if her ap/h is like that tbh, it'll just be a waste of time.


i never said to slow rank to achieve it.

the slow ranking point was a seperate point, saying its not the right way to go.


Sun Mar 10, 2013 9:04 pm
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I don't know about these guys, but once I hit ~1500 decks I stopped using rank points for decks. I typically throw all 5 rank points into tactical officers, and 5/6 prisoner-points into tactical officers, with the sixth into engineers. I have a few hundred less engineers than Rusty (probably because I often switch to all-tactical-officer setups with little or no reason or need), but I have tons and tons of tactical officers.

Also scientists, but they're all androids, and I don't know why I get so many of them.

I think a more generalized and well-accepted rank point distribution tends to be all 5 rank-up points into engineers, and then prisoners in a 2 TO:1 Engineer ratio.

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Sun Mar 10, 2013 10:08 pm
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Rank 126

Engineers- 600
TO's- 970
Helmsmen- 266
Scientists- 318.

First thing I thought was increase your crew but that has been said.

So my advice will be... Get the other two Protean Armories.

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Sun Mar 10, 2013 10:41 pm
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despite my SSB proclivities, i think that any type of ship build can be played successfully.

the main thing is that you are having fun. that said, you do need to focus a bit. having more decks to carry everything, doesn't mean you should carry everything at once.

it would be better to think about module sets ... what is your mission build ... what is your pvp build ... what is your offline build ... and so on. this is essential for an SSB, but can also be useful for a LSB. you're not looking at deck efficiency so much, but stacking ALL of a particular type of module at once for a particular task.

for an offline build, if you want to keep rocking shields, the velox suggestion is great. the cloak modules fit into that scheme.

if you're focused on a mission build, you need plenty more engineers.

for an npc build, you need the t.o.'s and drop the cloak mods for more attack / defense.

my current crew at r216:

1609 engineers
1610 tactical officers
1834 helmsmen
1897 scientists

total crew per rank is 32.18

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Sun Mar 10, 2013 11:01 pm
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Thanks for all the comments, going to get crew numbers up seems the best way forward. Will give it another 5 months and post again :)

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Mon Mar 11, 2013 4:26 am
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I stopped putting RP into decks around 2000-2500, I can't remember which. Don't worry much about being an LSB - being easier to disable is a minor consequence since being disabled costs you nothing. And any time where you'll really care about being disabled (defending Exotica, for example), you should be online anyway. If you're offline, you'll probably just get disabled regardless of build.

'Ha ha! I have to constantly rearrange my ship and have items sitting in my cargo, all so you had to spend 100 extra energy to kill me!'

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Tue Mar 12, 2013 3:52 pm
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Toastar wrote:
I stopped putting RP into decks around 2000-2500, I can't remember which. Don't worry much about being an LSB - being easier to disable is a minor consequence since being disabled costs you nothing. And any time where you'll really care about being disabled (defending Exotica, for example), you should be online anyway. If you're offline, you'll probably just get disabled regardless of build.

'Ha ha! I have to constantly rearrange my ship and have items sitting in my cargo, all so you had to spend 100 extra energy to kill me!'

I agree with this as well as the last sentence (quote), that's why I left medium ship build, too much module switches, gets too annoying. Also stopped putting RPs around 'Goliath' rank.

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Tue Mar 12, 2013 3:56 pm
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I'm closer in Rank to you (I'm rank 220) and my crew is:

562 engineers
1919 tactical officers
313 helmsmen
749 scientists

My helmsmen is low as I'm saving the artis for the CT Lab artis.

Philus

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Wed Mar 13, 2013 1:00 am
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howesy wrote:
the modules are impressive (null rays are standard for that rank, as is defense and hull but the generators are ahead, and you have thetas researched which is a way forward).

you need a few more crew members, all are good except the TOs..which are, as rusty said, piss poor.

you need more mdal points, hacks and raids (latter 2 will assist medal points) and youre deaths could be better, but that cant be fixed now.

nahh they are not.

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Wed Mar 13, 2013 7:46 pm
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Dreadlost wrote:
howesy wrote:
the modules are impressive (null rays are standard for that rank, as is defense and hull but the generators are ahead, and you have thetas researched which is a way forward).

you need a few more crew members, all are good except the TOs..which are, as rusty said, piss poor.

you need more mdal points, hacks and raids (latter 2 will assist medal points) and youre deaths could be better, but that cant be fixed now.

nahh they are not.

At that rank... it's somewhat impressive, the crew needs a lot of work, as I already stated. Heavy Nulls' a good weapon at that rank bracket.

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Wed Mar 13, 2013 8:23 pm
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abb.tighe wrote:
Done one of these about 5 months ago and trying again to see where I stand. Going for the 'best' LSB. All comments welcome :)



Looking at your rank and current achieve.... I would say "Looking Great!" ...and now you are about ready to switch to phase II in building your ship :mrgreen:

RustyTinCan wrote:
My crew @Rank 429
12580 In total, about 29.32 Crew per rank. Imo I would say 10+ per rank is a good and easy achievable goal. Start working on your crew members as early as possible!


Mmmm... so average 10 crews per rank is GOOD?! I got over 50 crews per rank and I still think it's not good enough lol!!

*Head to head, took me 5 times to get a successful raid on "Negron" :mrgreen:

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Mon Mar 18, 2013 11:31 am
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