Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
06-09-2011, 12:01 PM
Quote:
Originally Posted by Pasquatic
It's simple: Cruisers have pathetically slow turn rates so opportunities to fire torpedoes are few, whereas the attack pattern skills do not have a firing arc. All cruiser captains know these very basic concepts. Cruisers are not escorts.
I agree that cruisers are not escorts (it's such lovely logic), but you DO get an enormous amount of opportunities to fire a frontal torpedo even in PvP. in PvE you get just as many passes at firing a rear torpedo right after the front torpedo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
06-09-2011, 12:01 PM
In a group, you will rarely ever outdamage anyone with pure dps. The times I have outdamaged it's because escorts are usually the first ships to be targeted and destroyed while us cruisers can survive a beating, thus my damage output is sustained overtime damage as opposed to pure raw damage (respawing and flying back into battle is quite a bit of downtime).

In pve alone, I hit Emergency Power Weapons, beam overload, high yield 2, tachyon beam and aceton field on mid strength vessels and will take them down fast. If there are multiples, I then hit directed energy modulation for the rest.

For cruisers/battleships/big ships, I replace emergency power to weapons for nadion and EPT and use emergency power to weapons for directer energy modulation when nadion and ept wear off. Ironically, I can kill the big hunks of ships easier than the mediums (those damn mogai's tick me off).

Directed energy modulation is great when broadsiding and maximizing your beam output, so if you are using it with only a forward charge, you are not getting the most out of it.

So if your hoping for burst damage, the cruiser is not for you. I "win" the damage output award many times in pvp, not through burst, but because i either do not die or rarely die and stay in the battle firing more than the escorts. Whether a science ship beats me or not depends on if they are armed with fleet support abilities or damage abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
06-09-2011, 12:01 PM
Curious question - are you running all 6 beam arrays? If so, may want to switch out two forward for Dual Beam Banks. Bit stronger bite in the forward arc, and still maintain 4 beams for broadsiding. You can play with that some, see where the best power vs. number of beams firing lies for your style.

As stated below, I do personally like quantums fore and aft, and have 2x HYT1. So, with the cooldowns, I am quite often firing high yield shots, not just regular shots.

Cruisers (as compared to escorts) really really really are not about burst DPS. They are sustained constant unrelenting dps. As evidenced by tsabonayev (and I will back him up, I can 'win' SB 24 in the same manner) who 'wins' the SB24 not by slamming the big ships really hard, but by constantly solid hammering that just doesn't let up.

THAT is the strength of the cruiser line ! You have the hull, shield and healing ability to back up some decent (but not "bursty" outstanding) dps output to keep that hammering up a long time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
06-09-2011, 12:01 PM
Quote:
Originally Posted by RStoney View Post
Curious question - are you running all 6 beam arrays? If so, may want to switch out two forward for Dual Beam Banks. Bit stronger bite in the forward arc, and still maintain 4 beams for broadsiding. You can play with that some, see where the best power vs. number of beams firing lies for your style.

As stated below, I do personally like quantums fore and aft, and have 2x HYT1. So, with the cooldowns, I am quite often firing high yield shots, not just regular shots.

Cruisers (as compared to escorts) really really really are not about burst DPS. They are sustained constant unrelenting dps. As evidenced by tsabonayev (and I will back him up, I can 'win' SB 24 in the same manner) who 'wins' the SB24 not by slamming the big ships really hard, but by constantly solid hammering that just doesn't let up.

THAT is the strength of the cruiser line ! You have the hull, shield and healing ability to back up some decent (but not "bursty" outstanding) dps output to keep that hammering up a long time.
I've got to agree with all of that, except that cruisers are best in SB24. I've noticed a lot of successful eng/escorts in fleet actions; they have greater firepower, and can stay in the fight; the bot swarms have enough power to kill or drive off a tac/escort pilot, but an engineer in a fleet escort can stay int there a surprisingly long time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
06-09-2011, 12:01 PM
Engineer & Dmg ??

hmmm... my Eng is on a Refit Defiant, to do it.

Eng + Cruiser moderate Dmg, very good def.
Eng + Escort good Dmg, moderate def.

so, if you are going for DPS with your Eng, then go with escort. maybe go on Tribble, and try out yourself.
If you are trying to transform a cruiser into a DPS-machine...yeah, its a try, and maybe sometimes a good one, but it only stays a try. only my opinion.

As an Engineer you have some Def-abilities (Rotate Shield Frequency, Miracle Worker, Eng-Fleet) and some Dmg/Energy boost (Nadion Inversion, EPS-Power Transfer). So you are able to perform good on this little dmg-machine.
R- Defiant for my Engineer. Why?
- all togehther 8 Tac abilities >> 2 Beam, 2 Torpedo, 2 cannon and 2 Attack-pattern skills
- all together "only" 2 Eng abilities >> if you add your own (you are an Engineer!!), there are some more
- all together only 2 Sci abilities

with a good Skill/Weaponloadout its a funny, interesting and sometimes very suprising combination.

But my major hint: go on Tribble, try out new ships and stuff. take some advice from other players in forum/friendlist/your fleet. take your own experience and build your own playstyle/strategy.

just my 2 cent...

Edit:
And yeah, i read that you are on an Assault Cruiser. but this is more a dps-support / major tank ship.
If you wanna raise up your dps, maybe bypassing shields is a good idea. >> 2 copies of Directed Energy modulation + Transphasic Torps.

MAYBE with following loadout:

energyWeapon: Disruptor
projectileTyp: Transphasic Torpedo

Front: 1x DualBeam,2x BeamArray,1xTorpedo
Aft: 3x Beamarray, 1xTorpedo

Skills:
Tac-Ens: HighYield 1
Tac-Lt.: HighYield1, BeamOverload2

Eng-LtCmdr: EmergencyPowerToShields1,ReverseShieldPolarity1,Di rectedEnergyModulation2
Eng-Cmdr: EmergencyPowerToShields1,EngineeringTeam2,AuxToStr ucIntegrityField2,DirectedEnergyModulation3

Sci-Lt.: SciTeam1, HazardEmitters 2

...its only an idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
06-09-2011, 12:01 PM
Quote:
Originally Posted by Magogite
I've got to agree with all of that, except that cruisers are best in SB24. I've noticed a lot of successful eng/escorts in fleet actions; they have greater firepower, and can stay in the fight; the bot swarms have enough power to kill or drive off a tac/escort pilot, but an engineer in a fleet escort can stay int there a surprisingly long time.

Mag;

Sorry, may have mis-communicated a bit here. I do not believe the cruiser are the 'best' or 'only' ship for SB24. My intention was to point out - that how tsabonayev (and I) manage to win that -- is by sticking in the middle of a ball of Klink ships, and maintain high rates of fire. Basically...because we do not die.

Yes - have seen *plenty* of escorts come in an clean up as well. I really have to work to have a chance a beating a competent escort-driver in score. The difference being (and is the point we both agree on) is my only possible method is constant sustained over time dps. Escort - they have to quickly move between targets, as their prey tends to die faster than mine. That "lag' time in between is what costs them *overall* dps. They still do WAY higher burst than what I can.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
06-09-2011, 12:01 PM
Quote:
Originally Posted by RStoney View Post
Mag;

Sorry, may have mis-communicated a bit here. I do not believe the cruiser are the 'best' or 'only' ship for SB24. My intention was to point out - that how tsabonayev (and I) manage to win that -- is by sticking in the middle of a ball of Klink ships, and maintain high rates of fire. Basically...because we do not die.

Yes - have seen *plenty* of escorts come in an clean up as well. I really have to work to have a chance a beating a competent escort-driver in score. The difference being (and is the point we both agree on) is my only possible method is constant sustained over time dps. Escort - they have to quickly move between targets, as their prey tends to die faster than mine. That "lag' time in between is what costs them *overall* dps. They still do WAY higher burst than what I can.
Not only that, but you and I wade into the middle of battle and I have my settings to where my beams fire at everything but grandma's dentures. And with my beams, I can ALWAYS hit something around me without having to "line of sight" anything like most escorts. And with my base weapons at 110 and my shield at 90 something, with directed energy modulation and 1000X shield regen abilities we engies get, I am always firing at something and never ever dying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
06-09-2011, 12:01 PM
Quote:
Originally Posted by tsabonayev
Not only that, but you and I wade into the middle of battle and I have my settings to where my beams fire at everything but grandma's dentures. And with my beams, I can ALWAYS hit something around me without having to "line of sight" anything like most escorts. And with my base weapons at 110 and my shield at 90 something, with directed energy modulation and 1000X shield regen abilities we engies get, I am always firing at something and never ever dying.
If you want some real fun take your star or assault cruiser to the Gorn fleet action and park in the middle of a bunch of Gorn frigates
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
06-09-2011, 12:01 PM
Personally, I don't even attempt to fit my ship with maneuverability in mind. Drop blue EPS Flow regulators in your engineering consoles. The more the merrier. Just keep in mind that your defence will suffer if you are the kind of person who normally fits plating.

My setup is 8 Phaser Beam Arrays (Less skill points to use phasers and the random offlines are fun)
4 EPS Flow Regulators (blues)
and a liberal application of Nadeon Inversion/EPS Power trans when I can.

I turn very little and when dropping out of full impulse, I am up to max power within a few seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
06-09-2011, 12:01 PM
Since Engineers have Nadion Inversion and EPS Power Transfer, you should have no problem keeping your Weapons power high.

Stock up on 7-8 beams, and let rip with FAW.
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