Hows The Build ((Guessing no Love for LSB))
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abb.tighe
Joined: Wed May 23, 2012 10:45 pm Posts: 433 Location: The Dark Justice or quite possibly flux jacking your planets :)
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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 ItemsEnergy 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 ModsShip 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 ProgressQuasi-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 OthersTotal 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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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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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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Hawkeblade
Joined: Tue Oct 26, 2010 5:29 pm Posts: 3022
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its painful to look 
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Sun Mar 10, 2013 4:03 pm |
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howesy
Joined: Sat Aug 13, 2011 5:40 pm Posts: 3100 Location: Zolazin Prime
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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.
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Sun Mar 10, 2013 6:16 pm |
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abb.tighe
Joined: Wed May 23, 2012 10:45 pm Posts: 433 Location: The Dark Justice or quite possibly flux jacking your planets :)
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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?
_________________Wings of Valmar Rank 1611 Ship Size 7915 and counting !  Signature created by Necromancer
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Sun Mar 10, 2013 8:02 pm |
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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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My crew @Rank 429 1642 Engineers 5704 Tactical Officers 1726 Helmsmen 3508 Scientists __________________ 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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howesy
Joined: Sat Aug 13, 2011 5:40 pm Posts: 3100 Location: Zolazin Prime
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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.
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Sun Mar 10, 2013 8:24 pm |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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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.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Sun Mar 10, 2013 8:35 pm |
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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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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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howesy
Joined: Sat Aug 13, 2011 5:40 pm Posts: 3100 Location: Zolazin Prime
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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.
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Sun Mar 10, 2013 9:04 pm |
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RigorMortis
Joined: Mon Nov 28, 2011 4:43 pm Posts: 2110
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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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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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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.
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Sun Mar 10, 2013 10:41 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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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
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Sun Mar 10, 2013 11:01 pm |
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abb.tighe
Joined: Wed May 23, 2012 10:45 pm Posts: 433 Location: The Dark Justice or quite possibly flux jacking your planets :)
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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 
_________________Wings of Valmar Rank 1611 Ship Size 7915 and counting !  Signature created by Necromancer
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Mon Mar 11, 2013 4:26 am |
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Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
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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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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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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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swinephil
Joined: Sun Aug 26, 2012 7:06 am Posts: 510 Location: New Zealand
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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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Dreadlost
Joined: Wed Aug 03, 2011 3:12 pm Posts: 725 Location: England
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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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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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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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MiracleOne
Joined: Sun Feb 20, 2011 5:26 am Posts: 337
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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 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" 
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Mon Mar 18, 2013 11:31 am |
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