Ok, so I'm not Admiral yet, only half through Commander, but I'm trying to look forward a bit so I can plan accordingly and level skills/practice with loadout through Captain.
I was thinking for my final loadout doing the following:
- 2x Dual Tetryon Cannons
- 2x Transphasic Torpedo Launchers OR 1x Transphasic + 1x Tri Cobalt
- 2x Tetryon Turrets + 1x Chroniton Torp OR 3x Tetryon Turrets
Thoughts? I've read a lot on the cooldowns and realize that you can't really use more than two cannons, so figured 3 transphasics (which can pen shiels) would be a good use. I don't like Beam weapons, but if that's the best to go, I could. The rear arc is pretty determined, Chroniton being more utility than DPS.
my front arc is either going to be 3x disruptor heavy cannons + quantum torp, or 2x disruptor cannons, 1 disruptor beam bank, and quantum torp.
Rear arc, i'm still debating. Possibilities include: 2x beam bank + torp (quantum, plasma, chroniton, dunno). 2x turret, 1 beam, 3x turret, 1x turret, 1 beam, 1 torp, etc.
I'm sticking with disruptors primarily because i want to maximize the power of one energy type. fill up all my tactical slots with +disruptor damage and i've already maxed out disruptor energy weapons skill.
I would never go with more than 1 torp launcher up front. The difference in DPS is hilarious. With weapon power at 125, 3x +20 disruptor energy, 9 points in disruptor skill, my mk vi disruptor cannons have about 1100~ DPS, whereas my quantum torp sits at 400 dps. Even doubling up on the torps wouldn't make it worth it. And the fact is that torps aren't much good against shields, not compared to energy weapons. And cannons tear the s*** out of hulls and shields alike. I almost never bother to fire my torpedo unless i've got high yield 2 ready and the enemy's shields are down.
I'm looking forward to playing around with turrets next. Thus far i've been using beam arrays and torpedos in the back.