Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
12-14-2011, 11:00 AM
Quote:
Originally Posted by FirstAngelus View Post
I'm usually going with

1 dual heavy cannon (dis)

2 dual cannons (dis)

1 Quantum torpedo

2 turrets in the back.

I see no point in a dual beam bank, just lowers the damage of my rapid fire III and the debuffs from ATP Beta.
It's all about spike damage. Even if you lose damage from your CRF, you gain a lot for your spike with a Beam Overload 3.

It may be debatable (not in the sense of Tier 2.5-ship-being-overpowered-debetable, I mean real debatable) whether it's still better to stick with only one burst weapon (DBB or Quantums), which one would be better, or if it's best to mix 2 burst weapons with DHCs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
12-14-2011, 01:04 PM
Quote:
Originally Posted by Grannamoth
Fore:
Quad Disruptor Cannon
Disruptor DHC
Disruptor Dual Beam Bank
Quantum Torp

Aft:
Disruptor Beam Array
Turret
Bio-Neural/Quantum(depending on the battle)

All Mk XI

I am fracking heart attack when I decloak,,,,
I did not even think to try putting the BIoN in the back....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
12-14-2011, 01:14 PM
Quote:
Originally Posted by MustrumRidcully View Post
It's all about spike damage. Even if you lose damage from your CRF, you gain a lot for your spike with a Beam Overload 3.

It may be debatable (not in the sense of Tier 2.5-ship-being-overpowered-debetable, I mean real debatable) whether it's still better to stick with only one burst weapon (DBB or Quantums), which one would be better, or if it's best to mix 2 burst weapons with DHCs.
Well with taking beam overload III I would loose a lot of damage from my high yield III.... wich is, asumed the shields are down (wich is the rapid fires job) , more powerfull then Beam overload III.

Unless you have a second LC ability free... but if you put up a complete escort setup on a BoP... I thing you arte better of with just... well... an escort.

In an escort with 2 LC tac abilitys I understand such a build.... but I'd never put it into a BoP.

BO III means also less efficiency of the attack pattern beta I have since that debuffs per shot...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
12-14-2011, 01:16 PM
Well you could run;

TT1 CRF1 BO3 ApO3
TT1 CRF1 THY3
EPTS1 EPTS2
HE1 TSS2

but a healer nearby would be a nice thing to have as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
12-14-2011, 01:20 PM
Quote:
Originally Posted by Roach View Post
Well you could run;

TT1 CRF1 BO3 ApO3
TT1 CRF1 THY3
EPTS1 EPTS2
HE1 TSS2

but a healer nearby would be a nice thing to have as well.
That would give you 1 lt tac slot in trade for the whole LT sci compared to a raptor.... not to mention his better hull..
Doesnt sound like a good trade to me...

No I like my sci-focussed bird.... I have that commander tac, lc and lt sci and 1 eng.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
12-14-2011, 01:34 PM
Quote:
Originally Posted by FirstAngelus View Post
That would give you 1 lt tac slot in trade for the whole LT sci compared to a raptor.... not to mention his better hull..
Doesnt sound like a good trade to me...

No I like my sci-focussed bird.... I have that commander tac, lc and lt sci and 1 eng.
The better turnrate of the Bird helps bring the Tac abilities to bear, but to each his own. Twas an idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
12-14-2011, 01:43 PM
Maybe someone who has played with torps more can answer this better, but I thought while HYT III offers more damage, the base damage per torpedo actually goes down, while with HYTI the base damage goes up and in the end HYTI gives nastier crits?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
12-14-2011, 01:43 PM
Quote:
Originally Posted by Roach View Post
The better turnrate of the Bird helps bring the Tac abilities to bear, but to each his own. Twas an idea.
Well you cant bring the tac abilitys to bear if you are... dead. Wich happens fast in a BoP.
For the most cases the Raptors turnrate is enough.... and for the rare cases its not... well... I still think its not worth the price.
But thats just my opinion...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
12-14-2011, 01:52 PM
Quote:
Originally Posted by FirstAngelus View Post
Well with taking beam overload III I would loose a lot of damage from my high yield III.... wich is, asumed the shields are down (wich is the rapid fires job) , more powerfull then Beam overload III.

Unless you have a second LC ability free... but if you put up a complete escort setup on a BoP... I thing you arte better of with just... well... an escort.

In an escort with 2 LC tac abilitys I understand such a build.... but I'd never put it into a BoP.

BO III means also less efficiency of the attack pattern beta I have since that debuffs per shot...
HYT brings the biggest boost to damage already at HYT. TO really find out which combination is the optimum in burst damage you can achieve, well... You'd need to run quite a few tests.

Unfortunately, I don't think Nagorak would be interested in such a detailed test for one specific build, and BigRedJedi is gone. It's up to you, me, and guys and gals (or bugs) like us. And I first have to convince myself to log in this week-end. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
12-14-2011, 02:22 PM
Quote:
Originally Posted by MustrumRidcully View Post
HYT brings the biggest boost to damage already at HYT. TO really find out which combination is the optimum in burst damage you can achieve, well... You'd need to run quite a few tests.

Unfortunately, I don't think Nagorak would be interested in such a detailed test for one specific build, and BigRedJedi is gone. It's up to you, me, and guys and gals (or bugs) like us.
I think a lot depends on personal favor anyway.
For testing I can say...
For the tac part I run this setup forever now... since I hit Captain with my KDF tac wich was about a moth after release.
Toyed arround with it a lot... but ultimatly I came back to it every time... (Just for STFs I used a ScatternIII / SPREAD III combination... means just the same as areal damage^^... causes some aggro problems in random groups^^)

When I later leveled my Fed tac I startet up with the same. Since... well I dont have a KDF pvp ground any more I did PVP with that Fed tac, and a fleetmate there uses the Dual beam/Beam overload III combo.
Usually we have a "damage race" and end up usually with more or less the same damage in stats and similar numbers in kills.

Well he convinced me to use Beam overload III, too and I preformed MUCH worst then with my usual build.
Going back to that, we are en par again...

But thats kind of a sad tradition for me.... everytime I try something new for a while... I soon find out that the original build was superior.

Quote:
And I first have to convince myself to log in this week-end. :p
Well THAT issue gets harder to solve every day right now...
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