are disruptor beams good to have on a assault cruiser and if so how many should i have so that this weapon power is effective. I want to put 3 beams fore and 3 aft with 2 torpedo launchers.
Disrupters are fine. The only real warning that you'll see is to not use plasma weapons in pvp, as most players will have end-game shields that have extra plasma resists.
As for the weapon layout, I'd suggest you make a 7+1 build, or perhaps an 8-beam broadside build if you can keep your weapon power levels above 100. You probably aren't getting the full use out of one of your torpedoes with a 6+2 build in the assault cruiser. The turn rate on that ship will make it hard to keep both torpedoes active.
This depends on if you are an eng or tac captain. Eng can fire beams better since they have skills that boost power levels and resist power drain. Tac captians would be better off using 3 or 4 cannons up front and 4 turrets rear and cannon rapid fire or scatter volley, it will work better with tac captain buffs and drain less power. In pve its easy enough to keep 180 degree cannons on target in a slow turning cruiser and gets a bit more firepower.
thanks I think I will try that go with all 8 beams see how that works out for me. if I add another console for beams will that double the power or it will not stack or add up?????
Disruptor is a very nice energy type that works well in PVP and STF's. A lucky phaser proc can kill someone but resistance debuffs can make the difference between a kill and a near miss.
If you're going to go 8 beam arrays you'll need 125 weapon power most if not all the time to get a benefit from it. If your weapon power setting is at 100 or lower I know that 8 beams cost you DPS over 7 beams or even less than that depending on power setting.
I'd recommend beams over cannons on any FED cruiser that doesn't have saucer separation or a "high" turn rate. Klinks can use cannons and benefit from them more easily than Fed's can with their higher maneuverability ships and P2W consoles. Plasmonic Leech is crazy powerful on a klink ship and helps make any energy weapon build more viable. It helps offset weapon power drain, buffs shield regen/resist, buffs Aux heals and debuffs all these attributes on the person you're shooting, as a passive trait. On a Klink Cannon cruiser with 7 or 8 energy weapons that's pure gold.