Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-14-2012, 12:20 AM
Hi.

The optimal number of beams depends completely on your Weapons Power available, (which, at the same time, depends on your class Abilities, Starship, Boffs skills, etc...)

- At less than 100 Weapon Power, stick to 4 beams maximum.
- If you have about 100 Weapon Power, 4 beams are optimum, 5 will do a bit more damage than 4 (but maybe less than 4 + 1 torp/mine launcher properly managed), and 6 do exacly the same damage overall than 5, (wasting that sixth slot). 7 and more are in fact a direct loss of DPS.
- If you can reach almost constant 125 Weapons Power, 6 beams are optimum, and even a 7th one will slightly increase your damage (albeit less than using a good Torp Tube or Mines, even if not specced for them).

As I answered on the "Beginners Guide to Ship's Power 2.0" thread in this same forum, I've tested several times succesfully that having more than 125 Weapons Power available (with Emergency Power to Weapons for example or EPS Power Transfer engy ability), does indeed improve the DPS when firing multiple beams, even when max WP is capped to 125 (donīt believe what some others may say, better is to try and test it by yourself).

7-8 beamer ships should only be worthwhile on setups with high base Weapon Power and with a constant rotation of EPtW, and using Nadion Inversion on every CD available.

Regards

L
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-14-2012, 02:25 AM
For me it's always been eight beams or go home; cruisers are simply not maneuverable enough to reliably bring torpedoes or dual beam banks to bear. I suppose that you could put mine launchers on the back, but I really don't have issues, even with FaW when I run 125 base weapons power and 2x Emergency to Weapons. I usually put out about 400K damage during a pvp match in one of my cruisers, haven't heard any complaints yet...

If you can't bring a weapon to bear (torpedoes) on the target, then there is no value in even having that weapon, and cruisers can't turn well enough to even think about using torpedoes, not to mention being so starved for tactical boff slots that you can't make good use of them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-14-2012, 03:46 AM
ferengi rockets, 3xBeam
harpeng, 3xBeam

2x EPtW

I play only STFs and it works quite nice. I think
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-14-2012, 03:59 AM
I'm a sci in a Tac Odyssey and I run 6 AP beams and 2 Quantum torps. I don't run EPtW as I put a Tac in the Lt Cmdr universal slot and I need my Engineering slots for tanking abilities.

I may have to consider moving an Engineer in there though just to run EptW and DEM but I do not want to lose APB and APO in the process. Opinions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-14-2012, 04:17 AM
Quote:
Originally Posted by Shakes-Fist-At-Sky
I'm a sci in a Tac Odyssey and I run 6 AP beams and 2 Quantum torps. I don't run EPtW as I put a Tac in the Lt Cmdr universal slot and I need my Engineering slots for tanking abilities.

I may have to consider moving an Engineer in there though just to run EptW and DEM but I do not want to lose APB and APO in the process. Opinions?
Personally I wasn't too thrilled about DEM with beams. First it has a rather long CD, second I never really saw that much of a benefit with it - even using DEM 3. You could try to chain DEM 2+3, however you'll lose yet another important slot you could fit with stuff like ASIF or Extend Shields.



Back to topic:
I think six beams is more or lest the best way to go. I've been using 8x Beam Arrays on my Excelsior, being an Engineer Captain and even with 2x EPtW1 chaining plus 2x EPS consoles it ain't easy to keep the weapon energy on decent levels. Nadion sure helps, so does other modificators like batteries, however I wasn't too thrilled with this 8x setup.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-14-2012, 05:47 AM
Quote:
Originally Posted by Red_1999
Hi, folks.

I saw on a recent episode of STOked one of the developers indicated that the optimal configuration for beam arrays was between 4 and 6. Beyond this the weapon power drain becomes excessive and as such you start actually crippling your DPS.

As such, I'd like to ask the general opinion of people here - is 4 beams better, or 6? Or 5, and if 5, should the 5th be on the fore or aft weapon array?

Thanks for any insight!
I believe if you cannot get reliably more than 100 weapon powers, 6 beams does about the same damage as 8 beams. But if you can get to 125 (with consoles, skil ltraining and innate ship bonuses), 8 beams still give notable more damage than 7 or 8. Nagorak's DPS calculator is pretty good at showing these things: http://forums.startrekonline.com/sho...d.php?t=236545

I don't know what energy levels the devs think people run at, but if you're not maxing weapon power, you're not using your energy effectively. It literally gives you the most bang for your buck.

I would not always go with 8 beams, but try to get in a Dual Beam Bank so my forward DPS is a little higher. If you want to equip a non-beam weapon, front usually makes it easier to actually use - though if you're PvPing, you may find a nasty weapon in the aft section more effective to get a pesky Escort off your tail.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-14-2012, 06:54 AM
Quote:
Originally Posted by MustrumRidcully View Post
I don't know what energy levels the devs think people run at, but if you're not maxing weapon power, you're not using your energy effectively. It literally gives you the most bang for your buck.
Just as a note, more is not always better, because usually more of something means less of another thing.
In case of cruisers, Shield Power for example is also of concern.

Of course having maxed Weapon Power is nice, and when riding in an escort it's a no-brainer. But in a Cruiser, sometimes even 10-15 less power into Weapons diverted to Shields when getting aggro in Elite STFs do make a huge difference, and *you* are supposed to be the one keeping Cubes busy instead of Sci or Escorts anyway... (and the difference can be as huge as life or death, plain and simple)

Power profiles are there for a reason, and if you don't use and abuse them all the time, you are severely gimping yourself, even more in case of us Cruisers, which are always required to tank *and* do decent DPS at the same time when needed, while riding behemoths as maneuverables as sixteen-wheeled trucks...

L
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-14-2012, 07:04 AM
It all depends on which cruiser. In my Galor or my Excelsior I will run five with aux to dampeners as an ability and have two up front with a dbb and quantum and three in the back with a tri mine or torp. On my oddy it is six with a dbbup front and a mine or tri trp in the back.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-14-2012, 07:07 AM
Shield Power is probably the second best energy level. but Weapon power still beats it.
If you need more shield power, Emergency Power to Shields is the power of choice. It is better than trying to keep weapon power up with Emergency Power to Weapons, since EptW will give you a small damage boost for 5-10 seconds (in addition to the power level boost), but EPtS gives you a significant shield resistance buffs for its entire duration (30 seconds). You can cycle any two of the Emergency Powers to get 100 % uptime. That's why I always say people should absolutely slot 2 Emergency Power to Shields. STF Borgs have neither subnucleonic beam nor Shield Neutralizers as well, so EptS is really the perfect choice.

Also, in PvE, to draw aggro, you need to bring damage, otherwise the NPCs wil lsimply shoot at the guy that brings more damage. So you still need high weapon power. If you can't bring that damage, you probably need a mix of shield and Aux so that you can heal your allies with Aux2SIF, Extend Shields, Transfer SHield Strength, Hazard Emitters and Engineering Team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-14-2012, 07:51 AM
Quote:
Originally Posted by lokkenjp
Just as a note, more is not always better, because usually more of something means less of another thing.
In case of cruisers, Shield Power for example is also of concern.
Weapon Power is still more important.


Quote:
Originally Posted by lokkenjp
Of course having maxed Weapon Power is nice, and when riding in an escort it's a no-brainer. But in a Cruiser, sometimes even 10-15 less power into Weapons diverted to Shields when getting aggro in Elite STFs do make a huge difference, and *you* are supposed to be the one keeping Cubes busy instead of Sci or Escorts anyway... (and the difference can be as huge as life or death, plain and simple)
Cycling EPTW x2 & EPTS x2 covers this.

No need to swap power settings constantly, and as a Cruiser has 4 device slots - you are not gimping yourself.


I have no issues with my Dread on ESTFs, I'm usually (more than 90% of the time) the main target of all Borg fire.




Quote:
Originally Posted by MustrumRidcully View Post
Shield Power is probably the second best energy level. but Weapon power still beats it.
If you need more shield power, Emergency Power to Shields is the power of choice. It is better than trying to keep weapon power up with Emergency Power to Weapons, since EptW will give you a small damage boost for 5-10 seconds (in addition to the power level boost), but EPtS gives you a significant shield resistance buffs for its entire duration (30 seconds). You can cycle any two of the Emergency Powers to get 100 % uptime. That's why I always say people should absolutely slot 2 Emergency Power to Shields. STF Borgs have neither subnucleonic beam nor Shield Neutralizers as well, so EptS is really the perfect choice.
Exactly.


Quote:
Originally Posted by MustrumRidcully View Post
Also, in PvE, to draw aggro, you need to bring damage, otherwise the NPCs wil lsimply shoot at the guy that brings more damage.
And Threat Control.

I can't stress this enough.

If you have any intent to fly a Cruiser in PvE in groups - you should have Threat Control.

Especially on Elite STFs where damage is king, any Cruiser should be speccd to draw fire and soak damage.

Being able to toss a few heals on your allies is great, but for PvE I would focus on not having those allies getting shot in the first place.

Aggressive play, and threat control skill, will allow you to do this.

PvP is different matter, because player's are smart enough to prioritize their targets better.
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