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Captain
Join Date: Jun 2012
Posts: 1,003
# 19
02-02-2014, 03:38 AM
Sorry, been really busy at work, so I'm not around all the time

Weapons, it depends on what you're trying to do.

Rule of thumb: the smaller the arc of fire that a weapon has, the higher turn rate you need to make it work. I don't use Dual (Heavy) Cannons on any ship with a base turn rate of less than 12. On the other hand, the weapons with smaller arcs of fire also do more damage per hit.

Some of the slow turning ships, I use regular Beam Arrays. I also have agile, nimble ships that use 1 Dual Beam Bank (for Beam Overload 3), 2 Dual Heavy Cannons (DHC's) and 1 Quantum torpedo (for Torpedo High Yield 3), trying to get as much damage in a short time-frame. It really depends on what you're trying to do with your build...

Traditionally, though, you'd say cruisers go well with single beam arrays, escorts/raptors/birds of prey go well with DHC's, possibly with 1 torpedo launcher. Science vessels you see with all kinds of setups.

Energy types, though, I personally prefer disruptor weaponry, as it has a good extra effect (hull weakening that'll benefit your entire team). But basically, all are perfectly fine, each with their own advantages.