FORE: 3x Plasma Dual Heavy Cannons MK XI, 1 x Harg'peng Torpedo MK XI
AFT: 2 x Plasma Turret MK XI, 1 x Plasma Beam Array MK XI
I haven't updated to re-arrange the torpedo skills (not sure if I want to stick with the Harg'peng Torpedo or go back to my Transphasic). I use Scatter Volley, Omega Pattern, Tactical Team 1, Beam Fire at Will (as I fly past some not quite flaming wreckage ships or the annoying fighter ships I pop this to finish/hit the un-targeted dudes).
I use plasma because I don't see anyone using it... so many phasers out there I had to be different.
Cmdr Tac: Tactical Team 1, Cannon Scatter Volley 1, Torpedo Spread 3 (FTW), and Attack Pattern Omega 3
Lt. Cmdr. Tac: Torpedo Spread 1, Cannon Rapid Fire 1, and Torpedo High Yield 3
Ens. Tac: Tactical Team 1
Lt. Eng: Engineering Team 1 and Emergency Power to Shields 2
Lt. Sci: Science Team 1 and Hazard Emitters 2.
I use tt1 CRf1 and 2 as well as torp spread 2 and heavy torp 3 or was it 2 I can't remember.as well as csv2
Science team1 he1 or 2 and tts
Epts1 and 2
I am a burst damage tac so I use the Borg set and only cannon consoles plus the eps flo regs so I can separate hit the guy hard and run will the other teams science ships try to hold me. I can usually do high amounts of damage and healing because most of my buffs abilities can be casted on my team. Oh almost forgot I put the separation console in one of my science slots and a deflectors console in there.
-1 AP Beam Array
-2 AP Dual Heavy Cannons Mk XI
-1 Quantum Torpedo Launcher
-2 AP Turrets
-1 Chroniton Mine Launcher
1 Aegis Hyper-Impulse Engine, Borg Deflector, Borg Shields, Borg Console
1 EPS Flow Regulator Mk XI, 1 Field Generator Mk XI
4 AP Mag Regulators Mk XII (+26 AP bonus each)
Typical tactic is to close in, lock tractor beam, hit with TSS2 + CRF2 + APA + APO3 + FoMM + TT. Once a shield is down, send in HYT3 for the kill. The AP-Beam Array must occupy the 1st forward weapon slot to maximize shield resistance drain while the cannons are firing. The quantum torpedo launcher should take up the 4th forward weapon slot since it will usually be fired last, after the energy weapons have depleted one of the target's closest shield arc. If using a sci-captain, save Sub-nuke for the target's EPtS and Tactical Team, because RSP won't save them from a TSS2 attack with HYT3 inbound.
The Chroniton Mines are there to slow chasers and provide spam fodder for FAW and tab-targetting.