This Week's Cruiser Thread
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Join Date: Jun 2012
12-12-2012, 07:14 AM
Originally Posted by
I actually came here to underscore this point.
Normally on my D'kora I was using 3 dual beams with FAW3 and a torpedo spread. Pretty effective. I recently read about how unbelievably abso-freakalutely amazing Auxiliary To Battery was, and I wanted to try something new on the ol' space crab so I went for 6 beam arrays in a classic broadside cruiser arrangement.
Now let's consider:
* Power level set to 100, and my actual power is at
* Switch to Battle Mode, +10 additional power
* Use Emergency Power to Weapons, +22 additional power
* Use Auxiliary to Battery, +17 additional power
For those playing at home, this means my effective weapon power level should be
at least 174
... And this still wasn't enough power to fire off a Fire At Will 3 broadside without my power level dropping in the middle of the salvo. The
ways to use beam broadsiding at full power are to use either Nadion Inversion, or use Directed Energy Modulation with the doff that adds drain resist while DEM is active. Both of these have a stupidly long cooldown. There's batteries too I guess, and you know what?
Stupidly long cooldown.
Cruisers are typified as being all about the beam broadsides, and in reality, this mode of combat has so many limitations and support prerequisites just to reach any kind of parity with cannons that it's hard to justify it.
Sounds as if the Devs have removed the overclock concept/ability that one could use to both boost damage and keep power levels high for a duration of firing an attack. If so, thats sad as it was one way a Cruiser could be competitive.
Leonard Nimoy, Spock.....