Career Officer
Join Date: Jul 2012
Posts: 3,710
# 1 The Beam Boat
12-19-2012, 01:26 PM
I've got a Star Cruiser (of the Assault Cruiser type) that I'm thinking of turning into a pure Beam Boat. My normal Assault Cruiser has three Tactical slots, so I'm able to use Fire at Will, Tactical Team and High Yield Torpedo. With the Star Cruiser, I'm a tactical slot short, and I feel Beam: Fire at Will and Tactical Team are more desired than High Yield Torpedo.

What I wish to know is whether this is a good idea. I'd imagine having a ship with eight beam arrays would significantly drain power reserves ~ is there any way to compensate for that? In addition, someone mentioned it in game chat earlier about mixing up beams (having two different weapon types). Would this be considered a good or bad idea? I always figured having the same weapon type gave you more of a punch if you had the consoles to back up your weapon energy type?
Captain
Join Date: Jun 2012
Posts: 1,021
# 2
12-19-2012, 01:36 PM
Quote:
Originally Posted by flash525 View Post
I've got a Star Cruiser (of the Assault Cruiser type) that I'm thinking of turning into a pure Beam Boat. My normal Assault Cruiser has three Tactical slots, so I'm able to use Fire at Will, Tactical Team and High Yield Torpedo. With the Star Cruiser, I'm a tactical slot short, and I feel Beam: Fire at Will and Tactical Team are more desired than High Yield Torpedo.

What I wish to know is whether this is a good idea. I'd imagine having a ship with eight beam arrays would significantly drain power reserves ~ is there any way to compensate for that? In addition, someone mentioned it in game chat earlier about mixing up beams (having two different weapon types). Would this be considered a good or bad idea? I always figured having the same weapon type gave you more of a punch if you had the consoles to back up your weapon energy type?
I'd go with a beam overload and slap one or two EPS Flow Regulators on there so that your weapons power level will recover faster. And I'd stick with one weapon type. Although, some different weapons use the same console to boost them like Polarized Disruptors and regular Disruptors. You could mix and match those if you felt like it. For instance, I run Phased Tetryon DHC's and turrets but run a regular Tetryon Dual Beam Bank because I want Accx3 on the DBB for better overload accuracy and Phased Tets only go up to Accx2.

edit: oh, are you saying you only have two tac slots? Then maybe forgo the beam overload and stick with FAW and TT. If you have 3 slots then add in a beam overload.
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@DevolvedOne

Last edited by skurf; 12-19-2012 at 01:55 PM.
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 3
12-19-2012, 01:44 PM
Quote:
Originally Posted by flash525 View Post
What I wish to know is whether this is a good idea. I'd imagine having a ship with eight beam arrays would significantly drain power reserves ~ is there any way to compensate for that? In addition, someone mentioned it in game chat earlier about mixing up beams (having two different weapon types). Would this be considered a good or bad idea? I always figured having the same weapon type gave you more of a punch if you had the consoles to back up your weapon energy type?
As mentioned above, more EPS Flow Regulators.

If you are an Engineer, you got EPS and Nadion Abilities that helps with power drain.

Then there is Batteries + Aux to Battery (to recharge the battery).
Captain
Join Date: Jun 2012
Posts: 3,722
# 4
12-19-2012, 01:59 PM
Quote:
Originally Posted by flash525 View Post
What I wish to know is whether this is a good idea. I'd imagine having a ship with eight beam arrays would significantly drain power reserves ~ is there any way to compensate for that? In addition, someone mentioned it in game chat earlier about mixing up beams (having two different weapon types). Would this be considered a good or bad idea? I always figured having the same weapon type gave you more of a punch if you had the consoles to back up your weapon energy type?
If you're an Engineer it can be done. Set up an EPTS3+EPTW1+Aux2Bat always-on cycle, plus alternating between EPS Power Transfer and Nadeon Inversion (and Red Matter Capacitor, if you have it). Between all of that, you can juuuust manage the huge power drain. It also turns NI into your Big Punch skill, as 8 beams at full 125 power (even after the drain) packs a surprisingly powerful hit. And an 8-beam FAW plus APB or APD is just pretty.

All that said, during the times when NI and EPS are on cooldown, the drain makes your 8 beams do only a little more than 6 beams (10% at best?) despite carrying 1/3 more weaponry. Also it requires you use up 3 of your active doff slots with some pricey purple technicians. And you have to pay closer attention to your timers to make sure things don't get out of synch. So while 8-beam doable, a normal 6-beam setup has 95% the ability and is cheaper and easier to use, you don't have to be an Engineer to do it, and you can spend the other two weapon slots on stuff like torpedoes or tractor mines or the Omega Set.

As for mixing energy types, thats a big no no. Your tactical consoles will boost one type but not the other. Pick one energy type, any type, and put your focus there.
Captain
Join Date: Jun 2012
Posts: 1,015
# 5
12-19-2012, 02:03 PM
1. Do not mix weapon flavors (Disruptors and Phasers, etc).

2. Overcap your weapon power.

2a. Reduce weapon power drain: Nadion Inversion (Eng only), DEM doff (8 sec only), Omega Weapon Amplifier (proc)

2b. Weapons battery, MACO, EPTW, Aux2Batt*, EPS Power Transfer (Eng only), Red Matter Capacitor, etc....

*Aux2Batt note: If you run this, you run 2 copies with 2 or 3 purple Tech doffs. Or you don't run it. On a Star Cruiser you have the ability to throw down some serious heals, most of which are Aux based. This is going to kill your Aux, which you can get around by running EPTA so you'll usually have some Aux left, Aux batteries or the Oberth console, and your heals will all come up twice as fast. This is not the best fit for a healer.
Starfleet Veteran
Join Date: Jun 2012
Posts: 3,337
# 6
12-19-2012, 02:04 PM
Quote:
Originally Posted by azurianstar View Post
As mentioned above, more EPS Flow Regulators.
[...]
This no longer works for energy drain resistance, only for transferring power from one system to another.
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Captain
Join Date: Jun 2012
Posts: 1,021
# 7
12-19-2012, 02:21 PM
Quote:
Originally Posted by sophlogimo View Post
This no longer works for energy drain resistance, only for transferring power from one system to another.
Or for regaining power faster after it has been drained.
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@DevolvedOne
Career Officer
Join Date: Jun 2012
Posts: 2,053
# 8
12-19-2012, 02:30 PM
Quote:
Originally Posted by skurf View Post
Or for regaining power faster after it has been drained.
It doesn't work for power drained by weapons fire. That power is regained immediately after the weapon stops firing, and is unaffected by EPS Flow Regulators.
Captain
Join Date: Jun 2012
Posts: 4,136
# 9
12-19-2012, 02:34 PM
Well.... being in the same boat (s'cuse the pun) I sure hated to walk away from the tac team ability but my star cruiser does surprisingly well against NPC's with all beams (I use mk XI phaser beam arrays [DMG]X2 from 'everything old is new' mission) with FAW1 and BO2 with DEM2.
I use a power optimized version of this build:
http://www.stoacademy.com/tools/skil...build=DaiSho_0

I definitely wouldn't try this in a PvP environment but it's quite effective in STO's PvE world.
KBF Lord MalaK
Awoken Dead

Now shaddup about the queues, it's a BUG

Last edited by lordmalak1; 12-19-2012 at 02:36 PM.
Career Officer
Join Date: Jun 2012
Posts: 1,020
# 10
12-19-2012, 02:48 PM
I recently replaced the rear torp on my Excelsior with the Kinetic Cutting Beam and stuck the Omega Torpedo up front - so far I'm pretty pleased with the changes (and the cutting beam is getting a buff tomorrow) so maybe you might want to try that?
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