U.S.S. Aquila
Terran Eagle Pilot Raider
Build Overview and Focus
Last Updated October 2024
The release of the Eagle and its Covert Warhead Module console that reduces the torpedo global cooldown to 0.5 seconds on ships with Pilot Maneuvers sharply tilted the meta in favor of torpedo boats with Cmdr Pilot seating, of which the Eagle is one. It's also the only ship in the game that has Cmdr Pilot and LtCmdr Command for Concentrate Firepower III. This ship is an absolute DPS monster and is the first STOBETTER ship to break the 1M DPS threshold as well as the current record holder.
Since then, it's taken me a long time to meaningfully improve the build, despite adding new toys to it. I think part of that was a change to the Infected map, where generators don't heal the transformers anymore, resulting in some hit point loss. The other part is that the Eagle is fast, twitchy, and has a lot of things going on, meaning it's a high actions-per-minute (APM) ship to fly well. As with many build types, piloting is crucial, but especially on kinetic boats. After much trying and experimenting, I've finally been able to achieve 1.5M DPS with it, and it's our first ship to cross that threshold! This is also our first 1M DPS kinetic build on HSE.
With its Enhanced Battle Cloak, I could have chosen to build this in stealth style, utilizing mines and weapons that can be deployed from Cloak, but that really works better on a Romulan character to prolong the Ambush bonus. I went more conventional and used a single aft energy weapon, mostly ignoring the cloak as well as mines since I couldn't fit Dispersal Pattern Beta or more than 1 launcher easily.
Flavor/Theme Choices
Not building with a mine launcher or maximizing enhanced battle cloak
Energy weapon in the back
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Namesake
The term Aquila comes from the Latin for Eagle and was the sacred animal of Zeus/Jupiter, some times depicted as carrying his thunderbolts. It was also used to refer to the standard of a Roman legion. This ship, a speedy raider with terrifying power in its torpedo launchers, represents the king of birds and its mythological namesake as well.
Meta Analysis
ISA: 315K (solo)
ISE: 1537K (premade)
HSE: 1070K (premade)
Budget Analysis
Using the EZRA rubric, this build would cost 662 USD to replicate. That is far more than what I spent on STO to make it. If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
Elite Captain/T6X upgrade, all fleet unlocks
8 T6 C-store ships (Shran, Bozeman, Gagarin, Grissom, Achilles, Adamant, Eagle, Cabot, or cross-faction equivalents)
3 Lockbox ships (Mirror Engle, Texas Miracle Worker Escort, Crossfield Refit)
1 Lobi ship (Son'a Intel Battlecruiser)
1 Legendary ship (Legendary D'Deridex)
3 Lobi items (Delphic Distortion Torpedo, Boimler Effect, Varuvian Explosives) - the latter 2 should be bought on the Exchange via EC rather than using Lobi
2 Event Items (Pahvan Omni, Kobayashi Maru Transponder)
2 Lockbox consoles, 7 lockbox traits including Ceaseless Momentum, 4 non-standard doffs, 2 lockbox bridge officer abilities, 1 lockbox boff
Reputation + fleet gear; all Mk XV Epic
0 Promotional R&D ships
Change History
October 2024: Added VAQ Launcher, Universal Designs, and Kobayashi Maru Transponder with T6X2. Swap Self-Modulating Fire to Unconventional Systems, Dropped a reloader PWO for CrtD PWO, replaced Warp Core Engineer with 23 of 47. Replaced Ablative Shell with Whole Lotta X's. Replaced Altamid Omni with Pahvan Omni. Replaced Tricobalt Tear Launcher with Micro-Quantum Torpedoes Phalanx Array. Was at 1494K ISE, 860 HSE.
August 2023: Replaced Multi-Directional Artillery Barrage with Agony Redistributor. Upgraded Kinetic Batteries to Advanced. Replaced Temporal Disruption Device with Wide Angle Heavy Dual Beam Bank. Was at 362K ISA / 1109K ISE / 609K HSE.
March 2023: Posted build
Build Breakdown
This ship emphasizes projectile damage and is very fast with Pilot Maneuvers and Fly Her Apart III. It's not completely squishy.
Skills
Skill Unlocks
Notes
All weapon-centric builds benefit from the tactical ultimate, as weapon haste and bonus weapon damage from the Focused Frenzy active are appreciable when used on big targets. Applying the bonus to your team is also appreciated. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
Engineering skills
Two points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains.
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Efficiency is particularly good at adding power to subsystems I am not allocating much power to.
I take a single point in EPS Power Transfer to recover power levels faster after drains or Full Impulse, but it's low impact on this build.
Science skills
Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
Since this character is using Gravity Well and Tractor Beam, having both points in ControlX boosts those as well as the Exotic Particle Generator skill adds value. Control Amplification further increases damage dealt by exotics like Isolytic Tears. DrainX helps amp Neutronic and/or Quantum Phase Torpedoes on builds which use them so I take both points on this character
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Projectile Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost energy weapon damage directly. Since I do have some energy weapons that deal decent damage, 2 points in Energy Weapon Training is a good choice.
I like taking 2 points apiece in accuracy and defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.
Coordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. They also benefit hangar pets on builds that have those. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme.
Unlocks
There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance.
Temporal Operative is useful for Entropic Rider and Atrophied Defenses as well as Phasic Artillery and Continuity. The passive EPG is nice as well for feeding Subspatial Warheads. Intel is an option and I use that on my Kinetic Scimitar, but I like the safety in Temporal as well as the lessened piloting need since flanking is not a consideration with Temporal.
Build
Starship Weapons
Notes
Only a Pilot ship with the Eagle's console can effectively fire five torpedoes. For my fifth torpedo, I chose the Temporal Disruption Device. I'd previously explored using it on a Scimitar but it rarely fired and underwhelmed. That was not the case here but required additional reload support from doffs to make it work. That said, it did significant damage and if you're going for a 5th torpedo on a Pilot-torp build, then make it a good one. Alternatives could have included the Terran Task Force Torpedo or Morphogenic Torpedo with its 3-piece. Still undecided on this, but a longer cooldown torp seems better since it won't fire that often.
I could have used a Mine Launcher in the back and the Eagle's Experimental Weapon which can be fired under Battle Cloak and built around cloak. That said, this character is not Romulan and speccing hard into Ambush/She's a Predator didn't seem worthwhile without the addition of more Subterfuge Bridge Officers and would have just added to the piloting workload of an already-difficult to fly ship. Most offensive boff abilities cannot be cast while cloaked.
The use of the Quantum Phase torpedo (which I'm normally a big fan of) was rejected due to the difficulty of making sure that torpedo is spread since I'm autofiring torps. I can't manually fire them fast enough to make it worthwhile on this ship.
I tried using Maelstrom torpedoes on it, but they require some unique keybinding and I wasn't impressed with the results for a weapon that fires so little. If you're even higher DPS than this, doing a strategy where an ISE is completed in under 60 seconds, that might be more valuable, but for general use, I wasn't impressed.
Starship Equipment
Notes:
The Adapted M.A.C.O set is underrated by many torpedo drivers, but if you don't need/want the Competitive Engines, then it's a solid option. If the Competitive (Prevailing) engines are desired, then I would use the Tilly Shield (Discovery Legends reputation), possibly adding the warp core from that set as well.
Starship Consoles
Set Bonuses
Notes:
For beams or cannons, energy type and subtype doesn't matter all that much and an astounding number of keystrokes have been spent asking whether Phaser or Disruptor is better, should I fill up with Spiral Wave Disruptors or Sensor-Linked, etc. when difference between them until one starts hard-core chasing numbers is minimal. That is NOT the case with torpedoes, where I will say that conservatively there's about a dozen usable types of torpedoes for high-level play and the rest of them are basically trash. This is where the torps-are-weak crusaders have a point--the average torp is not strong, and 3 whole subtypes are basically not worth slotting (Transphasic, Chroniton, and Tricobalt). This is my personal list of strong/decent torpedoes. If it's not on this list, I personally wouldn't slot it (though I may have missed one)
Photons: Gravimetric (especially with Sci Builds!), Enhanced Bio-Molecular, Adv. Piezo Photon, Terran Task Force
Quantums: Neutronic, Quantum Phase, Delphic Distortion, Dark Matter, Advanced Radiant
Plasma: Particle Emission Plasma (especially with Sci Builds), Romulan Hyper-Plasma (Plasma torp builds only), Omega (Plasma torp builds only), Altamid (Plasma energy builds only), Nanopulse (Plasma torp builds only)
Energy: Morphogenic Polaron, Adv. Diffusive Tetryon (Tetryon builds only with set), Nausicaan Energy (Disruptor builds only with set), Agony Phaser (Phaser builds only)
Other: Temporal Disruption Device (weird Tricobalt/Chroniton hybrid that's somehow good)
Consoles: While it pains me to give up my healing console, the Tachyon Net Drones from the Bozeman are REALLY good and there's an argument to be made for slapping them onto pretty much any kind of build. Support, tank, energy, projectile, maybe even exotic. It's hard to pick apart the active in the parser but if you tally up all the pieces, it hits really hard and also takes enemy shields offline.
Budget Tweaks:
If Imperial Rift warp core is unavailable, use the Discovery one instead. Potentially take Discovery Shield and Romulan Engines instead
Agony Redistributor -> Ordnance Accelerator
Delphic Torpedo -> Quantum Phase
Altamid Omni -> Advanced Inhibiting Omni
Phased Space Membrane -> Deconstructive Resonance Emitter (should be cheap-ish)
Micro-Quantum Torpedoes Phalanx Array -> Temporal Disentanglement Suite
Tachyon Net Drones -> Assimilated Module
Bridge Officers
Meta Notes
This ship avoids using A2B so that it can take advantage of the Phased Space Membrane, whose duration expires when aux goes down.
Torpedo High Yield III has a lot more damage potential than Torpedo Spread III if you have Subspatial Warheads. If you don't have that trait, might be better to stick with Spread III, but note that the FAW for ETM will conflict with the FAW from TS and puts them on cooldown.
Traits
Personal Traits
Meta-Focused Tweaks:
If going full glass-cannon with unlimited budget
Whole Lotta X's -> Terran Targeting Systems
Give Your All -> Adaptive Offense
Budget Tweaks:
Try and keep the ones at the bottom, but the default traits are not very good for torpedoes at all.
Drop Boimler Effect (Elite Captain)
Whole Lotta X's -> Redirected Armor Plating
Context Is For Kings -> Operative
Self-Modulating Fire -> Innocuous
Resonating Payload Modification -> Astrophysicist
A Good Day to Die -> Elusive
Intelligence Agent Attache -> Particle Manipulator (super strong on scitorp builds, pretty weak here)
Starship Traits
Meta-Focused Tweaks:
These are pretty well close-to-meta traits at this price point. If your budget is unlimited, replace Strike From Shadows with Terran Goodbye at the high end.
Budget Tweaks:
Try and keep the ones at the bottom. Torpers really need Entwined Tactical Matrices to function
Drop Universal Designs (T6X2)
Drop Subspatial Warheads (T6X)
Rapid Emitting Armaments -> Angle on the Bow if available, Improved Command Frequency if not
Superior Area Denial -> Promise of Ferocity if available, Unconventional Tactics if not
Strike From Shadows -> Onboard Dilithium Recrystallizer
Ceaseless Momentum -> This one is very hard to give up, but if it's truly out of your budget, you don't have a lot of good options. Improved Critical Systems would be okay; so would Programmable Matter Enhancements.
Notes:
There are 3 items in this build that come from the 12th Anniversary Bundle. While it is extremely expensive, captains wishing to use those items will find it more cost-effective to buy the bundle on sale rather than shelling out individually.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
The Space Warfare Specialist helps defensively mitigate the low amount of heals and lack of Hazard Emitters
Other options include Gravimetric Scientist for aftershock Gravity Wells or a Space Warfare Specialist vs Borg
Budget Tweaks:
Other options include Gravimetric Scientist for aftershock Gravity Wells or the Maintenance Engineer from the Phoenix Box that gives additional bonuses to batteries
Miscellaneous
Cooldowns
This ship uses Photonic Officer with the Boimler Effect as its primary cooldown mechanism. As evidenced from the chart above, without Boimler Effect triggering, this build will not have most of its powers on global cooldown. Thankfully, with a high number of short rotation powers (10 over a 15-20 second rotation), there's an 91% chance or higher of at least 1 activation of the trait during a rotation.
Ship Stats
Keybinds
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential. Torpedo ships, especially fast ones with the Covert Warhead Module, are hard to fly. Make it easy on yourself.
[Spacebar] is my spambar. It has Tactical Initiative, Kobayashi Maru Transponder, Tactical Fleet, VAQ Launcher, all 4 of the torpedoes, Vulnerability Assessment Sweep, Torpedo High Yield, Go Down Fighting, Attack Pattern Alpha, Attack Pattern Beta, Emergency Power to Engines, FAW, Auxiliary to Structural, Cannon Scatter Volley, Kemocite-Laced Weaponry, and Photonic Officer.
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered. There is a school of thought that says you should manually fire your torpedoes, but I have had too many issues with them misfiring when they were not set to autofire. There is likewise a school of thought that says to put your torps on autofire and then don't try to shoot them again, but sometimes the games get stuck with all the inputs coming in, so I found it helpful to put them on the spambar as well. I leave the Kinetic Amplifiers off the keybinds so I can use the Large Aux Batteries and Phased Space Membrane at the right time.
Videos
This first one is not this ship, but covers general piloting tips for this build type on ISE
Other videos featuring this ship:
Piloting
ISE Piloting Tips
I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). You'll want to use Form Up about 10 seconds before the count down ends and Emergency Power to Engines typically around 5 seconds out. The first group I hit with Grav Well (GW), and a full rotation of torpedoes. On ISA, I don't bother using Concentrate Firepower here but I might use Tachyon Net Drones to offline the center cube's shields.
Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs. I shoot the nearest generator on the way in and try to line up so the 2 far-side generators are hit by torpedo spreads and Fire at Will. I also usually activate my Hur'q Beacon here. I then lock onto the transformer with Concentrate Firepower, and Tractor Beam and destroy it; Tac ult active help a lot. Make sure that the assimilator goes down before leaving. I have enough damage that I can kill it through 1-2 generators still being alive. As the generator is about to die, I turn and leave, shooting probes and spheres along the way. I don't bother killing them all, as they'll be back during the gateway fight.
Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. I try to save my big active heals for this part if I am pugging because pug teams don't always fly over to right generator quickly. On a premade, this is not an issue. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! This is where Agony Redistributor gets used. A second Gravity Well should be available here. Of note, closing to 5 km and dropping the Anti-time bubble is quite good with the boost from Quantum Singularity Manipulation. With any luck, the 300 CtrlX Grav Well will also suck in the remaining spheres for tons of damage. Concentrate Firepower and Tractor Beam on the gateway helps bring it down quickly, then it's rinse and repeat on the cube. Concentrate Firepower and Tractor Beam again on the Tac Cube with Tachyon Net Drones when it's available. If another reinforcements calldown is available, use it here.
Parse Breakdown
Numbers from Record ISE
Neutronic Torpedo: 192500.98
Advanced Precision Guided Munitions: 186265.7
Agony Redistributor: 160022.18
Subspatial Warheads: 147650.72
Dark Matter Laced Quantum Torpedo: 105680.34
Rapid-Emitting Armaments: 82648.71
Delphic Distortion Torpedo: 80471.95
Concentrate Firepower III: 70768.41
Enhanced Bio-Molecular Photon Torpedo: 61270.11
Micro-Quantum Torpedoes Phalanx Array: 54679.06
Pahvan Proton Beam Array: 55388
VAQ Launcher: 46413.64
Tachyon Net Drones: 43956.76
Graviton Implosion Charges: 40903.15
Omega Kinetic Shearing: 29838.56
Phaser Wide Angle Dual Heavy Beam Bank: 29152.71
Varuvian Explosives: 26883.83
Distributed Targeting: 25678.26
Entropic Rider: 23517.71
Anti-Time Entanglement Singularity: 21527.07
Digital Compilation Field: 18769.56
Kemocite: 16708.3
Nimbus Pirate Distress Call: 7183.58
Refracting Tetryon Cascade: 3582.46
Gravity Well I: 3328.18
Tractor Beam I: 934.59
Bio-Molecular Incubation: 466.14
Counter-Offensive: 229.36
The team composition for this run was this ship, 2 supports, and a support tank.
I'll provide the survivability breakdown for this ship on my solo, deathless ISA as an indication of how this ship stays alive in heals-per-second (HPS):
HPS Numbers from Solo ISA:
Na'kuhl Warfare Specialist: 1001.37
Bio-Molecular Shield Generator: 511.87
Nimbus Pirates Distress Call: 441.44
Whole Lotta X's: 305.62
Auxiliary to the Structural Integrity Field: 174.47
Brace for Impact: 69.70
Portability
The Eagle is the only ship with full Pilot and LtCmdr Command and has 5 fore weapons. If you're willing to get your Concentrate Firepower from somewhere else and slot mines in the back, you might try the Undine Cheirax Warship.