Starfleet Veteran
Join Date: Jun 2012
Posts: 30
# 21
02-10-2013, 12:45 AM
I used to run all turrets on my Atrox and Vo'quv back in the day, now I use a 2 beam/torp fore and 3 turret rear.

As for can they useful, with the right consoles, pets, and skills I believe so. Best to use CRF and CSV and depending on your energy type (see mustafatennick post for better info) I'm sure it can work. If you have access to it I suggest the Kinetic cutting beam as well for a bit more dps, it's a 360 weapon so still fits the theme.

You'll need high class tact consoles as well and those are expensive on the exchange, unless you get lucky in drops or construction.

Best to see what pets would work, though I have been hearing good things about the T5 scorpion fighters, and I've seen some devastating salvos from a fully launched wing. For these I suggest tet for shield striping or my favorite, dis for the all round debuff.
Captain
Join Date: Jul 2012
Posts: 1,825
# 22
02-10-2013, 12:51 AM
Quote:
Originally Posted by resoundingenvoy View Post
Question: Anyone tried a full turret build in a carrier?

Honestly, they don't have the turn rate to effective use a full beam array setup. If it could be used effectively it would do better, but as it's not easily used?

Anyone taken the time to benchmark a lower always on firing setup vs. beam arrays in a carrier?
Yes it would be both viable and effective. The only time turrets are surpassed by beam arrays is at long range engagements and even then CRF can make up for that.

Weapon energy drain mechanics are the primary reason for this simple fact.
Captain
Join Date: Aug 2012
Posts: 843
# 23
02-10-2013, 08:39 AM
Quote:
Originally Posted by marc8219 View Post
Thank you for helping to explain this to these inexperienced players. The last thing this game needs is more people trolling the queues with full turret builds.
And the last thing sto needs is people who think there better than everyone else at the Game just because of hours played

Were talking about full turrets on a carrier most dps from a carrier is from pet damage primary weapons take a back seat to sci powers then pets

Beams are gimped to death in this game which really sucks with crf at close range turrets outperform beams so guess your saying everyone who runs beams are just trolling the ques too then

Let people play how they want to If you don't like it do one
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Captain
Join Date: Jun 2012
Posts: 2,874
# 24
02-10-2013, 08:53 AM
Quote:
Originally Posted by mustafatennick View Post
And the last thing sto needs is people who think there better than everyone else at the Game just because of hours played

Were talking about full turrets on a carrier most dps from a carrier is from pet damage primary weapons take a back seat to sci powers then pets

Beams are gimped to death in this game which really sucks with crf at close range turrets outperform beams so guess your saying everyone who runs beams are just trolling the ques too then

Let people play how they want to If you don't like it do one
Beams are weaker then cannons in most situations but as long as you have ways of helping power drain somewhat or are using 5 or 6 its ok, and still better then turrets. Fortunatley 6 is all you can use on a carrier anyway. Also character spec into all the power level skills helps a lot too.

They do add a decent amount of dps at long range like when hitting gates at 9k away, or when guarding probes since you deal regular damage as soon as they enter range and not just when they get into 5k range, so it adds up more over time.

Adv BOP are some of strongest pets in game, but when running parser on my voquv, my beams or cannons are still a significant chunk of my DPS, and even more so on my Karfi obviously.

Even if you still don't want to use beams it is easy enough to manage single Cannons with this ship. It certainly has enough sci for crowd control to keep your targets moving too much.
Ensign
Join Date: Jun 2012
Posts: 14
# 25 See and Leave
02-10-2013, 08:59 AM
Quote:
Originally Posted by marc8219 View Post
If I see a ship using all turrets in an STF, I will simply take the penalty and leave.

Its easy enough to use beam array broadside on any ship including ones with the worst turn rate like carriers, Oddysey, and Bortasqu. If its for STF, you can even get away with using DHC on them, I do it on carriers all the time with no problem.

You need to look at you character spec, gear, and power settings if you are having so much trouble piloting a carrier you can't even handle beams on it. Impulse thrusters, engine performance, and warp core potential all need at least 6 ranks in it, more if possible. Shift at least 50 power to engines or use eng battery when you need to turn fast, and use evasive manuvers too. I normally run 100 weapons, and 50 engines when I am doing dps so I can manuver enough to stay on target, and just realy on EPTS and EPTAux to give my shields and aux enough power for my heals and hanagar speed.

So what you are saying dude is he should do all turret build because it's so bad to the bone that a game master like you see's it and flees for your life! So funny...you confirmed a big YES with that one..... Sorry man had to say it....it was funny.
Rihannsu
Join Date: Jun 2012
Posts: 642
# 26
02-10-2013, 09:04 AM
I found a turret build for my Kar'fi, using polaron turrets.

Ah here it is.

But its a polaron/drain build, built around shutting things down more than damage, but I manage to hold probes one side of KASE and do my part with the rest. And I haven't built it up to this guys spec yet, just the turrets really. So, it think it does well enough for end game PvE. I haven't gotten any complaints about it.

Every so often someone comes by with an all turret built, so they seem to work, but usually they work more with procs than damage, I think.
Joined September 2011
Nouveau riche LTS member
Captain
Join Date: Jun 2012
Posts: 822
# 27
02-10-2013, 09:08 AM
Turret builds are only worthwhile on ships that is using the following:-
2x cannon rapid fire
2x directed energy modulation (since turrets have such a high firing rate, it really adds to their damage).

Problem is most ships that can use those powers would be better off with a 4x cannon & 4x turret build anyway.

So personally I'd say no to turret builds.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai
Captain
Join Date: Jun 2012
Posts: 1,459
# 28
02-10-2013, 11:33 AM
Some people in this thread seriously need to take a chill pill.

I've used all turrets in the past. I didn't much care for it mainly due to my carrier play style, which is work more with dual beams for subtargeting plus and torpedo spam. With full power into auxiliary to make the science go, my energy weapons are utterly reliant on whether Siphon is on or not. IMO escorts are the ones that should be getting into knife fights with cannons. But to each their own.

There's no denying that beam arrays have a higher base damage rating, and longer effective range. But there's also no denying that beam arrays have crippling problems with power drain, and firing even 6 is going to lead to noticeable dips in weapon power and damage output (except for KDF ships with the plasmonic leech which can make infinitely better use of beams). Also, 6 turrets has less broadside potential but comparable bow and stern potential, and for ships that have absolutely abysmal handling, this is worth considering.

Tactical abilities with cannons are simply better, and it's worth pointing out that there are now doffs which can reduce the cooldown time on cannon tactical abilities.

I think you can be completely viable with an all turrets build as long as you're willing to dump full power into weapons and get really close to your targets. Doffs to milk more out of your Rapid Fire helps a lot too. Try not to get discouraged by elitists telling you what you should or should not do.
Career Officer
Join Date: Sep 2012
Posts: 546
# 29
02-10-2013, 11:57 AM
Quote:
Originally Posted by momaw View Post
I think you can be completely viable with an all turrets build as long as you're willing to dump full power into weapons and get really close to your targets. Doffs to milk more out of your Rapid Fire helps a lot too. Try not to get discouraged by elitists telling you what you should or should not do.
+1 In terms of the rest of the set up, check out the Hilbert guide, STO Planner for RESPEC and get the basic consoles into play such as the assim, tach and ZPE to name but three.

Its a game, have fun!
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Lt. Commander
Join Date: Nov 2012
Posts: 106
# 30
02-10-2013, 02:39 PM
Don't know about PvE, but in PvP I have ran into some deadly Kar'Fi disruptor turret users that use the "tractor beam, strip shields, drain power, and let their pets pound you to death while you can't move" combo quite effectively. I'm a Fed Engy cruiser user and they dwindle down my 60k shields really fast. Pretty nasty Kar'Fi carrier builds if you like paralyzing your opponent in PvP! Don't know how you can apply this technique globally in PvE though.
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