Republic Veteran
Join Date: Oct 2012
Posts: 1,697
# 31
03-22-2013, 01:52 AM
It can all be a bit hazy unless you get your hands on the wide angle Quantum. Then you are a beam broadsiding machine. Up until Vice Admiral I did experiment with various mixtures of arrays, dual banks and turrets, but in the end preferred the 7 beam and 1 torp setup.
Lt. Commander
Join Date: Aug 2012
Posts: 184
# 32
03-22-2013, 02:04 AM
With all due respect, turrets build is dumb.
Commander
Join Date: Dec 2012
Posts: 488
# 33
03-22-2013, 05:23 AM
Quote:
Originally Posted by szerontzur View Post
Fire at Will is really too random to use reliably.
It's really quite a terrible ability.
Lt. Commander
Join Date: Feb 2013
Posts: 179
# 34
03-22-2013, 12:12 PM
Fire At Will is fine, you maneuver so that it hits what you want it to hit. Which with Cruiser's low maneuverability is it's main problem.

An all turret/7 turret 1 torp build is fairly weak, you'd be better using beams and learning to broadside with them. They used to be good for tanking (And might still be so with max Threat Control and +threat consoles) but now they don't do enough damage even with Rapid Fire/Scatter volley for that.
Captain
Join Date: Jan 2013
Posts: 4,019
# 35
03-22-2013, 03:07 PM
Its interesting, I did some testing recently and the turrets just did not hold up to their listed numbers. I haven't had a chance to do follow-up testing yet to see why. Even 2 beams beat 4 turrets in some cases, when they should not.
Commander
Join Date: Dec 2012
Posts: 488
# 36
03-22-2013, 04:32 PM
Quote:
Originally Posted by yargomesh View Post
Fire At Will is fine, you maneuver so that it hits what you want it to hit. Which with Cruiser's low maneuverability is it's main problem.
I do that. It's still a terrible ability. Loss of targeting control reduces it to a wide-spread tickle.
Captain
Join Date: Jul 2012
Posts: 1,144
# 37
03-22-2013, 06:53 PM
Quote:
Originally Posted by questerius View Post
It's all about balance. Full turret means you can hit anything, any time but you sacrifice fire power. If you go against small vessels or carriers this set can actually work.

Beams give more fire power, but you sacrifice the full arc advantage. You have to maneuver to use it optimal. With many cruisers moving like a tub of lard that's not easy.

I run a gimmick set using sc/chrono flux at front and turret/chrono flux rear. I find this set has good fire power and it drains enemy movement/crew. This negates some of the disadvantages of a cruiser. A good compromise.
let me restate this. I put 2 beams on and left the rest. worked out well.
Ensign
Join Date: Mar 2013
Posts: 11
# 38
03-28-2013, 07:50 PM
My Regent has advanced fleet beam banks up front and turrets in the rear. Add a Breen Rapid Fire Transphasic Torpedo Launcher at the front with TS1 and 2 and this gives a torpedo spread every 15 seconds. Also at the back is either wide-angle quantum or Breen Transphasic Cluster Torpedo. It's all about maximising forward firepower.

Of course it's still a cruiser but an RCS console helps improve the turning circle. The key being not to get into a turning circle with one's opponent (Yes I know, goes against the grain for cruisers) but to stand off and pelt them with damage.

I intend changing to a Fleet Excelsior idc.

Last edited by redcardinali; 03-28-2013 at 07:52 PM.
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