Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-09-2011, 12:01 PM
I switch to cannons on the Excelsior with 3 Tetreyon single cannons at the front and two turrets at the rear. Works nicely on my setup
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-09-2011, 12:01 PM
Directed Energy Modulation FTW!!!

Stack 2 copies of it and use them back to back.

Also, if you can have the skill points, Use Antiproton Beam Arrays. Esp if you have a CrtDx2 or CrtHx2. They bypass shields comepletely as well.

With EPS and Nadion inversion, you can do some serious damage.....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-09-2011, 12:01 PM
Quote:
Originally Posted by JCSWW View Post
Would you mind sharing how I can get my power levels upto those numbers?
those numbers are pitifull

my star fleet engineer runs at 125 125 80 80 normal and burst power modes to 125 to all with the engineer power level skill and proper balanced setting when its ready to use
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-09-2011, 12:01 PM
Quote:
Originally Posted by KhansWrath
those numbers are pitifull

my star fleet engineer runs at 125 125 80 80 normal and burst power modes to 125 to all with the engineer power level skill and proper balanced setting when its ready to use
And how do you get your numbers? Stacking +energy consoles?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-09-2011, 12:01 PM
Quote:
Originally Posted by GigEmAggies
And how do you get your numbers? Stacking +energy consoles?
those power levels are not unlike my own. I however am generally too lazy to switch to the 3rd power management tab. I just use the quick click buttons [weapons, shields, speed]

I do need to remember that in the future tho. tab 3 gets the most out of ur ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-09-2011, 12:01 PM
Quote:
Originally Posted by GigEmAggies
And how do you get your numbers? Stacking +energy consoles?
That and probably running 2 types of EPtX constantly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-09-2011, 12:01 PM
Quote:
Originally Posted by 1stOfficer
I don't understand why people must be that absolute.There is no reason to dismiss torpedos so easily.
Maybe torpedos don't fit your playstyle and you decided that APattern Beta is more to your liking.I can respect that.

Both skills deserve merit.When i give an advice or make a suggestion i try to keep an open mind , besides pointing out what i prefer.Give the OP the available options , mention what u prefer , and then suggest to him to test all options ingame to decide what is best for him.

That would be a more apropriate advice than telling him that torpedos dont worth it , which is what i understand when i read your post.

My opinion on the matter is :

A cruiser can't broadside indefinately against smaller and more agile targets , having 1 torpedo launcher in fore and 1 in aft has many advantages , they cover the arcs where u dont broadside.Having 2 more beam arrays (assuming u are refering to an 8-beam boat) does increase your dps but not by much in comparison to 6 beams , and u would have to run a permanent 125-135 weapons power ( easily accomplished ) to say that it is doing some difference.

On the other hand having 6 beams and 2 torp launchers (quantums preferably) , gives u more versatility as the torpedos ( especially the high yield 2 ) gives u the burst damage the beams lack , which is a good thing.

Please don't be alarmed from people saying that cruisers are slow to align the torp launchers , i have heard this justification many times . You only need to turn a few degrees for your torp salvo , it just needs a bit of practise.Realistically if u are against escorts u dont have to do much aligning because the escorts will try to dazzle u with acrobatics around your ship , essentailly making the alignment for you.

Attack pattern beta is very powerfull when u try do more dps than usuall in your cruiser.If u want both in your ship u can have high yield 1 ( which i dont recommend , i suggest high yield to be at least version 2 ) and attack pattern beta 1.
Or u could take the excelsior and have High Yield 3 AND APB1 , or vice versa.

My suggestion is on a final note , if u havent tried a strategy at all , best to try it before u dismiss it because u assume or imagine it won't be good.
Well, i don't see why people need to use cannons in ships that clearly don't look right with them.......only the defiant class ships look right with cannons, like the defiant looks weird all fully loaded with beams, like the Bird of Prey is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-09-2011, 12:01 PM
all well and good, however this mentality of i want to be the dps in a cruiser is common yet flawed for most players, yes some do very well, however what you do not see from them is the support they gain to achieve that, for example a good tac/cruiser might be getting an engineers eps to maintain high wpn power to offset drain so that he has 125 wpn power most of the time, he will get heals and extends to offset his weakness and is treated for all intensive purposes as an escort player.

that said, currently you do not need to give up any engineering skills for additional damage just run nad inv and eps. As mentioned already a couple of FAW 1's while it is in this state is sufficient to see you hit 500-700k in most matches, and still pop out 1 mil in heals.

If you try to run more than this yes you could get a bit more damage, and tbh it is tiny really, but having given up some of the most important engi slots for a smidge of damage you will take almost as much looking after as an escort, you will have no burst damage to speak of and if you have 5 cruisers built the same the damage willl simply be outhealed by a competent team. In the end you will lose a match probably 15-0 unless you get a lucky ramming speed in.

Now if you only ever pve and just want to grind missions faster then fill your boots and stack as much as you want as it will matter not one bit, if you pvp and prefer to win then you would be better servered taking more of the engineering key skills. You might not out dmaage that escort but your damage will be respectable, will most likely be higher than everyone on the opposite team (them all being dead) and tbh winning in pug games is much more fun than getting beat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-09-2011, 12:01 PM
The DEM/FAW thing is cool, but it is predictable and risky since there is are a couple of effective counters to it, one of which eats a Science Team and requires several deliberate steps to properly execute.

So I'm starting to wonder how much more damage DEM is really giving. Running two DEMs takes up some pretty valuable tray real estate -- Aux to SIF, Aux to Dampeners, Warp Plasma... Is it really worth it? How much faster do you feel you are killing people with DEM, since it does reduce actual weapon damage and replaces the lost damage with a "per pulse" hull damage of around 40-46. I know it stacks up pretty fast but in PUG matches I'd almost rather have an extra heal or two, especially since Science Team takes away one Hazard Emitter or Transfer Shields AND puts Engineering Team and Tactical Team on cooldown. If you're having to spam Science Team you'll probably need Aux to SIF, hmm?

Also I have found the blue mk xi Directed Energy Modulation Consoles that boost Beam Weapons skill are better than green mk xi AntiProton Mag Regulators, and wayyyy cheaper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
06-09-2011, 12:01 PM
DEM skill is not meant to be a dps increase. its meant for situations when almost killed enemys (in pvp) put on em to shields or reverse shield pol to kill them through their shields.
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