Career Officer
Join Date: Jun 2012
Posts: 1,733
# 11
08-23-2012, 08:43 AM
Quote:
Originally Posted by krylm View Post
It seems to me that unless you're going to run a full array boat for broadside action that placing turrets on the rear would be a wise decision. DBB's would be fine with turrets on the back. That way when you are charging in with the DBB's your rear weapons are hitting them too.

Exactly. Once you decide to narrow your arc just plop some turrets on the back and be done with it. A nice utility mine launcher is nice to have their also. It's not terribly hard to plunk yourself down right in the path of the probes and spheres.

But......if you're considering that......come to the dark side of the Federation.....

Cannon Cruisers!!!!

http://www.youtube.com/watch?v=LZfTwMQRIOE&feature=plcp

about 4:30 in if you just like to skip ahead.

Cheers!

Awesome Blog
Awesome Videos
Website that's always under construction
And...FACEBOOK MEH!
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 12
08-23-2012, 08:48 AM
Quote:
Originally Posted by pottsey5g View Post
Fire at Will works great with beam banks and due to the smaller arc more focused on less targets.
What pottsey said. The smaller arc of DBBs really allows for much finer control and focus of BFAW - it's not CRF, but it's better than 8 beam arrays just scatter firing all over the place.

That being said.


Quote:
Originally Posted by unangbangkay
Fore: 3x Dual Beam banks + Quantum (or wide-angle quantum)
Aft: 3x Beam arrays + wide-angle quantum (or mines or standard quantum)
This is just not going to work.

  • You have rear weapons that do not support your forward weapons.
  • You have forward weapons that do not support your broadside.


Here are your options:

1) Broadside with 6-8 beam arrays. (allows for the most flexibility with regards to positioning and is not very demanding with regards to tac slot usage)

2) Forward Facing with 3 to 4 DBBs & 4x Turrets Rear (allows you to use BFAW in a more controlled arc or APB to boost the damage of all your weapons - BFAW allows for a boost against ST when there is only 1 target present or grants you some AoE scatter which is mostly good for drawing aggro.)

3) Forward Facing with 3 to 4 Single Cannons & 4x Turrets Rear (has a wider forward arc and allows for synergy with cannon skills, but require your higher tac slots and a lack of higher tac slots means less flexibility forcing you to go AoE or ST - could alternatively use APB instead but with APB instead of Cannon skills I think DBB set up, or even just beam arrays, would be stronger at a cursory glance)

Last edited by ussultimatum; 08-23-2012 at 08:52 AM.
Career Officer
Join Date: Jun 2012
Posts: 2,651
# 13
08-23-2012, 08:53 AM
2 x Phased Tet single cannons
1 x Phased Tet DBB
1 x 180 Arc Quantum

3 x Phased Tet Turrets
1 x Chroniton

3 x Tet pulse gens

All Mk XII Very Rare

Add in Mk XII OMEGA for TAC and MACO for Sci or Eng

Add Aux to dampners
maybe 1 RCS

CRF and BO3

Result = A larged hull fairly nimble escort/cruiser - everything dies all around you, lots of fun and games here. Try adding BOFF CD DOFFs and Aux to Bat to reduce BOFF ability CDs, add in a energy weps officer too

Skill up for TAC on Starship Energy Weapon Specialization for massive crits from your DBB on BO3, lots of one shot kills, love it.

Have fun

FLTCDR SRS FLEETS - S.R.S. - S.R.S. ACADEMY - SRS GUARDIANS - SRS KDF
Join Us www.srs-fleet.net/html/join_srs.html
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 14
08-23-2012, 09:09 AM
Quote:
Originally Posted by mattjohnsonva View Post
2 x Phased Tet single cannons
1 x Phased Tet DBB
1 x 180 Arc Quantum

3 x Phased Tet Turrets
1 x Chroniton

CRF and BO3
With so many mixed weapon types, APB is going to do more for you than CRF will.

CRF would only be buffing 3 Turrets and 2 Single Cannons.

APB would increase the damage output of every weapon you have.
Career Officer
Join Date: Jun 2012
Posts: 2,651
# 15
08-23-2012, 10:36 AM
Quote:
Originally Posted by ussultimatum View Post
With so many mixed weapon types, APB is going to do more for you than CRF will.

CRF would only be buffing 3 Turrets and 2 Single Cannons.

APB would increase the damage output of every weapon you have.

Worth looking at although in the past I've always gone for APD. It's worth noting that the energy weapons are not mixed and the tets are supported by Pulse gens, only the torps are different as I'm not losing DPS there due to no tac console. The tets take down shields really well, with DEM it is even faster but not entirely necessary, the quantums do their job on the hull nicely. The Chroniton is there mainly for the fleet missions to send out a TS3 spread slowing the NPC's progress to the freighters etc, otherwise I'd stick with photons rear for quicker CD and more DPS.

It's still a new build of course, the ship has only been out a few days, but there's a lot of people who are missing out on the best cruiser in the game because of a perceived lack of value, ie it's too expensive. It's far better value than an Oddy pack and brings more to the party IMO.

Oh yeah, bang on a particle gen console and skill up in that area to bring the Metreon gas up to about 3500 dps. The gas is so much fun I wouldn't care if it did no damage at all other than slowing them, as it is it looks cool and does reasonable dmg.

FLTCDR SRS FLEETS - S.R.S. - S.R.S. ACADEMY - SRS GUARDIANS - SRS KDF
Join Us www.srs-fleet.net/html/join_srs.html
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 16
08-23-2012, 12:18 PM
Quote:
Originally Posted by mattjohnsonva View Post
Worth looking at although in the past I've always gone for APD.
While I like APD, and have a specific thread advocating a tiny boost to it's functionality, the problem with APD in this case is that the target needs to be firing at you for it to function.

Even with threat control, structures will not fire at you - and in general most cruisers have more than enough survivability that the added resistance and longer cooldown of APD means APB comes out as a winner.


Just think, if you can squeeze 2 copies of APB into a build you get basically "perma" (not true perma, but good enough) debuff of your targets.

How is it "perma"?

Well, APB the buff on you lasts for 10s.

APB the debuff on your target lasts for 5s but gets applied repeatedly (without stacking) so when the APB buff on you is at the 10s mark (and about to expire), the target gets tagged and is still debuffed for 5 more seconds.

When the first APB buff, on yourself, wears off there is a GCD that keeps you from activating the second APB for 5s, which is coincidentally right when the debuff will finally wear off on your target.
Career Officer
Join Date: Jun 2012
Posts: 2,651
# 17
08-24-2012, 05:13 AM
Very interesting, thanks for that, I clearly need to understand the mechanics of attack patterns now, will read your other thread soon too.

Cheers
Matt

FLTCDR SRS FLEETS - S.R.S. - S.R.S. ACADEMY - SRS GUARDIANS - SRS KDF
Join Us www.srs-fleet.net/html/join_srs.html
Career Officer
Join Date: Jun 2012
Posts: 1,733
# 18
08-24-2012, 12:15 PM
Quote:
Originally Posted by ussultimatum View Post
While I like APD, and have a specific thread advocating a tiny boost to it's functionality, the problem with APD in this case is that the target needs to be firing at you for it to function.

Even with threat control, structures will not fire at you - and in general most cruisers have more than enough survivability that the added resistance and longer cooldown of APD means APB comes out as a winner.


Just think, if you can squeeze 2 copies of APB into a build you get basically "perma" (not true perma, but good enough) debuff of your targets.

How is it "perma"?

Well, APB the buff on you lasts for 10s.

APB the debuff on your target lasts for 5s but gets applied repeatedly (without stacking) so when the APB buff on you is at the 10s mark (and about to expire), the target gets tagged and is still debuffed for 5 more seconds.

When the first APB buff, on yourself, wears off there is a GCD that keeps you from activating the second APB for 5s, which is coincidentally right when the debuff will finally wear off on your target.

The boff layout is far to limited for that sadly. So I'd use volleys and scatters knowing that I'd have DEM helping out also.

Team build? It may be GREAT! On a pug, your better off sticking with abilities that maximize your overall damage. AOE will win that race. Each time.

Awesome Blog
Awesome Videos
Website that's always under construction
And...FACEBOOK MEH!
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 19
08-24-2012, 01:30 PM
Quote:
Originally Posted by thissler View Post
The boff layout is far to limited for that sadly.
For dual APB, yes seems to be.

That's why I've held off on the Regent and remain in the Ody.



Quote:
Originally Posted by thissler View Post
Team build? It may be GREAT! On a pug, your better off sticking with abilities that maximize your overall damage. AOE will win that race. Each time.
It could go both ways.

On one hand, sure taking BFAW 2 instead of BFAW 1 will help your personal output a bit, on the other hand APB 1 will help the output of the entire team - which I would imagine is a boon to PUG teams.

To be perfectly honest I haven't done a PUG queue ESTF in a very, very long time - so I admit it's a bit outside of my regular game experience.

What I remember, vaguely, of the PUG queue is that I eventually stopped flying anything but Escorts due to the over-prevalence of Cruisers and the generally terrible quality of players and builds.

Last edited by ussultimatum; 08-24-2012 at 01:36 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,293
# 20
08-24-2012, 10:15 PM
on the excelsior i run 1 beam array 2 dbb and a torp and 4 beams aft. she turns well enough and 5 beams on the broadside is not as bad on the power drain. I can sneak the weapons power down a bit so i can boote shields
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:11 AM.