Weaponry Set up for Raptor - need opinions
Firt off let me start by saying I am trying to learn here what works and what doesnt and dont EVEN pretend that I know a lot or as much as the next guy. I am sking questions in order to learn, since I have made mistakes on my own lol!
I presently have a tier 2 Raptor,
I originally had put 2 quantum torp lauchners in front, I thought the quantum did good damage vs shield based on pve observation. It seemed that quantum tore the heck out of shields vs NPC ships. I was roughly disabused of this in real pvp though (though that does beg the question of why are they so effective vs npc shields but not in pvp).
I asked a few peeps how they thought I should be outfitted and heres what I am prsently equipped as and would like some thoughts on it and tactics to use for best use:
I have 2 mk III Heavy Disrupter Cannons up front and a quantum torp lancher
I have a mk II or III Disrupter Beam array in back
I have one Tact BO (in the lt slot) with Rapid fire cannons and Overload Beam weapons (by the way does the OL beam also apply to cannons?) and the secod Tact Bo (in the ensign slot) with High Yield
Now I have also learned (the hard way) that cannons damage is reduced at longer ranges (ugh). So I am assuming at the moment that my tactic needs to be:
1:Cloak and close range to under 5k
2:Uncloak and hit rapid fire and OL beam and start in with the cannons, wait for shields to drop and OL Torp
What next then? Or are there other thoughts?
A lot comes down to personal preference, I for example, like to have a beam for coverage reasons, even on a ship that can maneuver well, I also like plasma for the whole setting stuff on fire, I like mines for area denial and heavy plasma torp defense.
A higher burst damage build would probably be:
1xTorpedo Launcher (preferably quantum for the higher crits)
Though this build will have issues if the enemy gets too close or outside your very narrow front arc.
On the subject of beam overload, I find it kind of "meh". I know some people swear by it but it drains all your weapon energy for a shot that is basically, vs hull, 1 torpedo. It's a VERY bad opener (due to the weapon drain). By the end of tier 2 I was hitting Tactical Team, Cannon Rapid Fire and High Yields for my opening strike (tactical team buffs energy weapon and projectile weapon damage), carving shields down and popping high yields through the downed shield.
Handy skills I've found in tier 2:
Cannon Rapid Fire
Torpedo: High Yield
Jam Targetting Sensors
Reverse Shield Polarity
Ok, here's the weapon set-up that you want to work towards with a raptor, and I'll explain why in detail. With this build you will want to concentrate on Torpedo High Yield, Rapid Fire, and eventually Target Subsystems: Shield.
Quantum Torpedo Launcher
Heavy Dual [type] Cannon
Heavy Dual [type] Cannon
[type] Dual Beam Array
The weapons are listed in order of precedence. For instance if you have 3 forward slots you would want one quantum, and 2x dual heavy cannons, and forgo the dual beam array.
The weapon [type] is up to you. I personally prefer Phasers although getting dual heavy phaser cannons can be quite tricky (Exchange hunting + smuggling over to your Klingon Character.) Although I cannot stress this enough, do not have multiple weapon types. It will gimp you when consoling your ship.
*note* Different weapon types have different procs on them, figure out what you feel is most beneficial for your playstyle in pvp.
The Quantum Torpedo Launcher is due the weapon types Highest max damage per hit, although it cycles slower than the other Torpedo types. When you combine this with Torpedo High Yield, you maximize your chances for high burst damage on the hull of your opponent.
The Aft turrets have a 360 degree firing arc, and thus when you are lining up with your cannons, your two aft slots will also be contributing damage to your target, and since we always want to keep our target in front of us and within a 45 degree arc.. having beams in the rear is a waste. Also turrets are affected by Rapid Fire Cannons. They are a sort of Hybrid weapon type, gaining from both beam and cannon damage.
This build is all about breaking through the shields with your cannon/turret fire, and then having your barrage of Torpedo's catch up and burst down the hull.
Line up about 7k out from your target, max range if they have a science officer, as you don't want to be the focus target by getting hit with a sensor scan. You should pop Torpedo High Yield well before you engage, The cooldown on the ability does NOT coincide with the actual effect. So for instance I can activate it 24 seconds out, and when I open up with my initial barrage It will launch multiple warheads, and by the time my quantums are ready to fire again, Torpedo HY is ready to be re-applied.
While stealthed apply your buffs. Some of these you won't have access to until later, just fill them in as you get them. Generally I go in this order:
Torpedo High Yield
Target Subsystem: Shields (If t4 or higher)
-Designated tank uncloaks and starts taking fire
Attack Pattern Alpha
Cannon Rapid Fire
Fire on my Mark
This WILL decimate your target or force them to use RSP/Extend Shields, at which time you switch to your next highest priority target. Remember Escorts->Science Vessels->Cruisers. Although if you ever notice a cruiser who is lazy and has weapon power full, and doesn't switch to shields + goes down easy, you can bump them up the list, all personal preference which you'll get a feel for.
Always, and I mean always, be on the lookout for the escorts running back into the fight. Sure you might have that cruiser at 60% hull.. but a competent escort can wipe the floor with you if you don't prebuff as you see him coming in at 12 clicks out, and bursting him at 10 clicks and closing.
When gearing, stick to one weapon type, the reason being you will use less skill points in your build, and when socketing consoles on your ship you can go the straight weapon dmg type, which give better results than snagging the + cannon tactical consoles.
Don't ever use Beam Overload in a Raptor. In its current form it drops your weapon power to 0, which will DESTROY your damage output. The Higher the weapon power level, the more damage each shot will do. For Instance at the moment in t4 I am sitting at 118/100 weapon power when I engage. The difference between this amount and say 70/100 is noticeable. If you use Beam overload and then rapid fire, you're going to be hitting for 1's and 2's for 15 seconds. If you want to focus on beams you might as well be sitting in a cruiser (which of course is not a bad option, just a different playstyle.)
Listen to this guy above me, I have pretty much the exact same set up in my tier 4 raptor and have used the same general build strat since tier 1 and I get top damage done in about 80-90% of pvp matches I play.
Oh and personally, In tier 2 I don't think the raptor has significant enough benefits over the BoP, I felt the enhanced turn rate, battle cloak and universal consoles outweighed the extra hull and shields.
Very cool. Thanks a lot guys and thanks for your patience with someone whos learning the game.
Very detailed advice, madeit much easier than just saying this is what you should do..it works. Gave me a lot to think about. :)
|All times are GMT -7. The time now is 05:42 AM.|