4/1/5 Combat Defense

Output

  • Phasers: 17.5km
  • Engines: 1,000kph
  • Shields: 5.0x
 

Notes

  • 4/1/5 is the mirror of 5/1/4
  • Shields have full power (without reroutes), and all remaining power is put into phasers
  • Speed and turn rate will be slow; dodging torpedoes with only 1 pip in engines will be difficult if not impossible
  • For torpedo dodging, use 2 engine circuits (4/2/4 or 3/2/5 instead of 4/1/5)
  • For better torpedo dodging and impulse escape, use 3 engine circuits (4/3/3 or 3/3/4)
  • No reroutes, no systems overload, power allocations remain stable
  • This allocation is inferior to 5/2/5 Combat Balanced and other reroute patterns

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