Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Cruisers - 4 or 6 beams?
05-13-2012, 03:18 PM
Hi, folks.

I saw on a recent episode of STOked one of the developers indicated that the optimal configuration for beam arrays was between 4 and 6. Beyond this the weapon power drain becomes excessive and as such you start actually crippling your DPS.

As such, I'd like to ask the general opinion of people here - is 4 beams better, or 6? Or 5, and if 5, should the 5th be on the fore or aft weapon array?

Thanks for any insight!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-13-2012, 05:16 PM
To me five. two at fron three atf.

With six maybe beams lose eficiency when you attack with your broadside. But four are to me a short number when you have a enemy at your broadside.

I use two torp launcher fore, one atf (fore I use a photon and a quantum, atf only with photon.

I try with 8, 7, 6, 5, 4... and pick 5. I was ussing 6 about a year, but in the last year my prefferences has change to this.


Thanks to everybody for the fun, sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-13-2012, 05:38 PM
I use 6 beams with a Quantum Torp fore, and Breen Cluster Torp rear.
Lt. Commander
Join Date: Dec 2007
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# 4
05-13-2012, 05:52 PM
If you are an engineer you can do 8 beam arrays and fire at will without any significant drain by using nadion inversion. Otherwise you might want to keep the number of concurrently firing beams at 6 or less.

I am currently trying a Tac on an Excelsior retrofit with FAW 1 BO2 and BO3, using 2 dual beam and 2 beam arrays on front and 4 arrays on the back, ensuring that more than 6 beams are not fired at once, unless using fire at will to clear mines, plasma torps. and similar pests. It seems to be working well so far.
Lt. Commander
Join Date: Dec 2007
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# 5
05-13-2012, 05:54 PM
Six beam arrays with EPS Console, and 2 Quantums making up the other two slots.
Lt. Commander
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# 6
05-13-2012, 06:16 PM
If I remember correctly, I've been on Kar'Fi and MVAE lately

Front: Torp / Beam Bank / Beam Bank / Dual Beam Bank
Bank: Torp / Beam Bank / Beam Bank / Turret
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-14-2012, 05:47 AM
Quote:
Originally Posted by Red_1999
Hi, folks.

I saw on a recent episode of STOked one of the developers indicated that the optimal configuration for beam arrays was between 4 and 6. Beyond this the weapon power drain becomes excessive and as such you start actually crippling your DPS.

As such, I'd like to ask the general opinion of people here - is 4 beams better, or 6? Or 5, and if 5, should the 5th be on the fore or aft weapon array?

Thanks for any insight!
I believe if you cannot get reliably more than 100 weapon powers, 6 beams does about the same damage as 8 beams. But if you can get to 125 (with consoles, skil ltraining and innate ship bonuses), 8 beams still give notable more damage than 7 or 8. Nagorak's DPS calculator is pretty good at showing these things: http://forums.startrekonline.com/sho...d.php?t=236545

I don't know what energy levels the devs think people run at, but if you're not maxing weapon power, you're not using your energy effectively. It literally gives you the most bang for your buck.

I would not always go with 8 beams, but try to get in a Dual Beam Bank so my forward DPS is a little higher. If you want to equip a non-beam weapon, front usually makes it easier to actually use - though if you're PvPing, you may find a nasty weapon in the aft section more effective to get a pesky Escort off your tail.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-14-2012, 06:54 AM
Quote:
Originally Posted by MustrumRidcully View Post
I don't know what energy levels the devs think people run at, but if you're not maxing weapon power, you're not using your energy effectively. It literally gives you the most bang for your buck.
Just as a note, more is not always better, because usually more of something means less of another thing.
In case of cruisers, Shield Power for example is also of concern.

Of course having maxed Weapon Power is nice, and when riding in an escort it's a no-brainer. But in a Cruiser, sometimes even 10-15 less power into Weapons diverted to Shields when getting aggro in Elite STFs do make a huge difference, and *you* are supposed to be the one keeping Cubes busy instead of Sci or Escorts anyway... (and the difference can be as huge as life or death, plain and simple)

Power profiles are there for a reason, and if you don't use and abuse them all the time, you are severely gimping yourself, even more in case of us Cruisers, which are always required to tank *and* do decent DPS at the same time when needed, while riding behemoths as maneuverables as sixteen-wheeled trucks...

L
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-14-2012, 07:04 AM
It all depends on which cruiser. In my Galor or my Excelsior I will run five with aux to dampeners as an ability and have two up front with a dbb and quantum and three in the back with a tri mine or torp. On my oddy it is six with a dbbup front and a mine or tri trp in the back.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-14-2012, 07:07 AM
Shield Power is probably the second best energy level. but Weapon power still beats it.
If you need more shield power, Emergency Power to Shields is the power of choice. It is better than trying to keep weapon power up with Emergency Power to Weapons, since EptW will give you a small damage boost for 5-10 seconds (in addition to the power level boost), but EPtS gives you a significant shield resistance buffs for its entire duration (30 seconds). You can cycle any two of the Emergency Powers to get 100 % uptime. That's why I always say people should absolutely slot 2 Emergency Power to Shields. STF Borgs have neither subnucleonic beam nor Shield Neutralizers as well, so EptS is really the perfect choice.

Also, in PvE, to draw aggro, you need to bring damage, otherwise the NPCs wil lsimply shoot at the guy that brings more damage. So you still need high weapon power. If you can't bring that damage, you probably need a mix of shield and Aux so that you can heal your allies with Aux2SIF, Extend Shields, Transfer SHield Strength, Hazard Emitters and Engineering Team.
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