Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-12-2011, 08:04 AM
In my Assault Cruiser, I use:

Fore: 3 Dual Beam Banks, 1 Torp
Aft: 2 Beam Arrays, 1 Mine, 1 Tricobalt Torp

I find this setup works best for me because I use Beam Overload 2 and some hard hitting torps... and torps are only effective in a frontal assault. If you nail someone with a Beam Overload with a Dual Beam Bank... their shields are going to be in pretty bad shape... and then by the time your torps reach them... BOOM.

I always slot at least one RCS console and carry an 'aux to inertial dampers'. That tends to counterbalance your bad turning in a pinch.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-12-2011, 09:30 AM
Quote:
Originally Posted by Treagersama View Post
In my Assault Cruiser, I use:

Fore: 3 Dual Beam Banks, 1 Torp
Aft: 2 Beam Arrays, 1 Mine, 1 Tricobalt Torp

I find this setup works best for me because I use Beam Overload 2 and some hard hitting torps... and torps are only effective in a frontal assault. If you nail someone with a Beam Overload with a Dual Beam Bank... their shields are going to be in pretty bad shape... and then by the time your torps reach them... BOOM.

I always slot at least one RCS console and carry an 'aux to inertial dampers'. That tends to counterbalance your bad turning in a pinch.
ya right now use some turn rate boosts ends up working OK.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-12-2011, 10:10 AM
For some reason you will find it's easier to keep NPC ships inside a 70 degree broadside arc than a 90 degree frontal arc. It's seems common sense at first to favor the broad, 250 degree arc weapons for a slow turning ship, but if your goal is to be running broadsides as much as possible, it seems weird that you would expect to be able to keep an enemy inside what is actually a narrower arc than the heavier hitting frontal weapons use.

The only good reason it should be easier is that the AI used by NPC ships is not that bright and is entirely predictable, so they'll follow right along with you and basically park in your broadside arc if you circle "inside" their turn radius. Since NPC ships are always trying to get behind you, it's a lot easier to make this happen than to get them lined up on the front, which they will try very hard to avoid. This is also a good reason to put your "best" weapons, or a very hard hitting weapon like tricobalt torpedos on the back of a cruiser; because you will almost always find it quicker to bring a rear-firing weapon to bear on targets that are consistently trying to get behind you anyway.

Overall, a symmetrical loadout with two beams / two torpedos on each end is probably the best setup for cruisers, since you can deal the same damage in all directions. Especially when switching targets, which happens often as you face a swarm of smaller ships, the weapons that give you 360 degree coverage and let you line up kill shots on either front or rear will consistently end fights faster in a cruiser.

Players are a whole other matter though. They'll do all sorts of stuff like gettting on top of you if you have narrow arc weapons (sticking to your overhead "cone of silence" if you have cannons, for instance), or attacking you from behind and below, since most people will not be able to seem them at first from that perspective (given that the default camera angle is from behind and above, and camera slewing is pretty slow and kludgy to manage unless you're on chase or follow target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-12-2011, 11:01 AM
Both configurations are effective, but they are different. In PvE keeping enemies in the 90 degree frontal arc isn't that hard, even with a Galaxy class. Since you've been using DBB you should know whether you're having trouble keeping the enemy in the arc, which is the only real liability. Another option are single cannons instead of dual beam banks, which have a 180 degree arc.

If you want to see how the damage stacks up across the various firing arcs you can download the Starship Weapons Calculator linked in my sig, and perform a comparison of the two ship configurations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-12-2011, 12:40 PM
Quote:
Originally Posted by Heezdedjim
For some reason you will find it's easier to keep NPC ships inside a 70 degree broadside arc than a 90 degree frontal arc. It's seems common sense at first to favor the broad, 250 degree arc weapons for a slow turning ship, but if your goal is to be running broadsides as much as possible, it seems weird that you would expect to be able to keep an enemy inside what is actually a narrower arc than the heavier hitting frontal weapons use...
As an addendum to this, lots of NPC ships seem to want to 'joust' - when I'm going at them (in a front-arc-heavy sci ship), they zoom right past me. Mines, aft-facing torps, and a cloud of ejected plasma are excellent for handling that, the latter keeping them there until I can swing around and deliver the knockout.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-12-2011, 12:48 PM
Quote:
Originally Posted by IglooDude
As an addendum to this, lots of NPC ships seem to want to 'joust' - when I'm going at them (in a front-arc-heavy sci ship), they zoom right past me. Mines, aft-facing torps, and a cloud of ejected plasma are excellent for handling that, the latter keeping them there until I can swing around and deliver the knockout.
I notice that NPC ships do this a lot with me when I'm in my escort. It's gets a little maddening because they will try to get right on top of you in order to neutralize your cannons. If they're too close you can't get them into the firing cone, sometimes even if they're directly in front of you it seems. I usually like to open up at very short range in my escort as well, since I've got the cloak and cannon damage falls off rapidly with distance. So now I try to get to around 3-4km, then drop to just 1/4 impulse and decloak / fire; this nerfs your defense rating from the reduced speed, but it also makes it a lot easier to keep them on my nose long enough to kill them without having to turn for another pass.

In my cruiser though I don't care where they're at, since they always in the firing arc of four or more beams. But popping EWP on them as they pass you seems like a nice tactic; I'll have to try that. I think they're doing it in an attempt to swap shield facings against you, but if they wind up charging right into the plasma cloud, that should spoil their clever plans.
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