Career Officer
Join Date: Jun 2012
Posts: 797
I've got a Temporal Science Vessel in storage for a planned future character.

Until that character is created, I'm researching a possible weapons loadout for the ship.

I want to try something different then I have before and since I've never used dual beam arrays on my larger ships, was wondering if this might be viable.

I think the layout is 3 fore weapons slots, 3 aft weapons slots.

What I was considering in the fore weapon slots was putting a Chroniton Dual Beam Array on the right side, a Fleet Dual Beam Array on the left side and the Temporal Disruption Device in the middle.

I'd actually prefer to use two Chroniton Dual Beam Arrays, but I'm uncertain if you can obtain two of them per character, the Lobi store equipment is usually limited to one per character.

But I'm uncertain as to whether investing in the Temporal Disruption Device is a practical idea.

First of all, it's classified as a Destructible Projectile, meaning if I shoot it from range, the NPCs might be able to target it and shoot it down.
Which would mean if I intended to use it, I'd have to fire from point blank range to give them less time to fire on it.

Secondly, I've had bad experiences with projectile weapons in the past.
Unless I can keep the facing shield of the target down, the projectile will bounce off, even if the shield is at 1% of capacity.
After seeing my torpedos continually be "bounced" back into empty space, I just gave up and went for a full beamboat setup instead.


I haven't worked out what weapons to equip in the aft slots yet.


Does anyone have any suggestions or feedback on this theorectical build?


And to stop the inevitable posts, I don't want to hear about dual cannons.
I've done that enough on my escorts and the point of this exercise is to do something I haven't done before.
I'm not going to turn this ship into an escort clone.
Commander
Join Date: Jul 2012
Posts: 426
# 2
03-22-2013, 08:17 PM
My experience is that the TDD is very meh. What I have for my Wells is..

Fore: 1x Chroniton Dual Beam Array, 2x Advanced Fleet Antiproton Beam Array
Aft: 2x Advanced Fleet Antiproton Beam Array, 1x Chroniton Torpedo.

This lets you use the Antiproton consoles and you get the benefit of the set bonus (with the Tachyokinetic Converter) for the chroniton torpedo.

Boffwise, I think I have:

Lt Cmdr Uni: TT1, APB1, TS3
Lt Uni: EPtS1, RSP (or TT1, BFAW2, depending on mood)
Ens. Eng: EPTS1
Cmdr Sci: TSS1, FBP1
Lt. Sci: HE1, PH2, TSS3, TBR3

This is probably not optimal, but it's mostly a tactical build with some crowd control.
Career Officer
Join Date: Jun 2012
Posts: 269
# 3
03-22-2013, 08:37 PM
The only real reason to use the temporal disruption device is for the 3 piece temporal inversion field. Which is a very potent power recharge and enemy debuff. I'd say that it's well worth it. It can be very effective in PvP. PvE it has it's uses, but not as much as in PvP.

Plus dropping a 20k temporal trico wannabe is pretty effective in STFs.

And yes the chroniton DBB is 1 per ship.
Empire Veteran
Join Date: Sep 2012
Posts: 1,119
# 4
03-22-2013, 08:37 PM
Quote:
Originally Posted by squishkin View Post
My experience is that the TDD is very meh. What I have for my Wells is..

Fore: 1x Chroniton Dual Beam Array, 2x Advanced Fleet Antiproton Beam Array
Aft: 2x Advanced Fleet Antiproton Beam Array, 1x Chroniton Torpedo.

This lets you use the Antiproton consoles and you get the benefit of the set bonus (with the Tachyokinetic Converter) for the chroniton torpedo.

Boffwise, I think I have:

Lt Cmdr Uni: TT1, APB1, TS3
Lt Uni: EPtS1, RSP (or TT1, BFAW2, depending on mood)
Ens. Eng: EPTS1
Cmdr Sci: TSS1, FBP1
Lt. Sci: HE1, PH2, TSS3, TBR3

This is probably not optimal, but it's mostly a tactical build with some crowd control.
But by taking off the temporal disruption device you lose access to the temporal inversion field power which is extremely good on a time ship because of the buff you get while the field is active.
The Emperor

Do not presume to have the capability to understand me for you see, I simply am.
Captain
Join Date: Jun 2012
Posts: 3,025
# 5
03-22-2013, 08:53 PM
Could always put the TDD aft for use specifically with a torp skill. Maybe roll in with the chroniton beam and two antiproton DBBs fore, plus a pair of antiproton turrets, sorta like an escort? Save the TDD for suitable targets of opportunity (particularly when using the Temporal Inversion Field), like a spread salvo to slow up a group of targets or with high yield for unshielded big hits? I don't have the ship or the stuff, but on paper it looks like it could work.
Empire Veteran
Join Date: Sep 2012
Posts: 1,119
# 6
03-22-2013, 08:58 PM
Quote:
Originally Posted by reginamala78 View Post
Could always put the TDD aft for use specifically with a torp skill. Maybe roll in with the chroniton beam and two antiproton DBBs fore, plus a pair of antiproton turrets, sorta like an escort? Save the TDD for suitable targets of opportunity (particularly when using the Temporal Inversion Field), like a spread salvo to slow up a group of targets or with high yield for unshielded big hits? I don't have the ship or the stuff, but on paper it looks like it could work.
That's how I use mine and it does work.
The Emperor

Do not presume to have the capability to understand me for you see, I simply am.
Career Officer
Join Date: Nov 2012
Posts: 726
# 7
03-23-2013, 03:07 AM
i still would go for only the one dbb up front and put 2 cannons front and two turrets and the tdd aft
it makes no sence to combine turrets and dbbs becauso you loose bonuses to dbbs with cannon skills and there is nothing else other than turrets to be able to combine with dbbs up front.

although cannons do a bit less dmg than dbbs but they have much better firing arc and using cannon skills with provide bonuses to the cannons up front and the aft turrets.

using one dbb up front is always good in science vessels to use subsystem targeting and you need it for the set bonus
Career Officer
Join Date: Jun 2012
Posts: 797
# 8
03-24-2013, 01:12 AM
I've never experimented much with single cannons.

But they're too close to dual cannons for my taste, I'm specifically trying to avoid cannons for this vessel.

Unfortunately, for aft weapons, I don't think there is anything I can really do to make the aft weapons configuration any different.
Excluding cannons, this only allows for standard beam banks and projectile weapons.

I'm uncertain, but I'm assuming dual beam banks can't be mounted on aft positions.
Career Officer
Join Date: Nov 2012
Posts: 726
# 9
03-24-2013, 04:29 AM
It wouldnt do you any good of they where.

Dbbs have a very bad arc a believe its 90 degrees right? There id litterally NOTHING beamlike that goes with that. Single cannons on the other hand do a little less dmg than dbbs but have double the arc.. And go well with turrets.
Basically you have only these 2 options full beams without dbbs or cannons/turrets and the last one is much better then beams.
Dont know why you dont like them but single cannons have 180 degrees arc which is double what you dbbs do and allow you to still shoot only up front.

I would ask every cruiser captain to go for those cause it avoids this stupid broadsiding and does the same dmg and allows for torp launcher and you dont need the 2.5k zen wide angle torps. And maybe cryptic will fix beams or energy drain or the fireing sequence something that will help beams if noone is using them anymore. Its sad but cannon builds are much more usable and do easily as much dmg as beambuilds.
Dont get me wrong i like my beam cruisers but mine DO dmg and i know what im doing. If you dont just use single cannons. And in your case where you are fixed on antiproton you well have basically no choise. Everything else your trying will just be really really bad cause you'll loose all aft slots.
Career Officer
Join Date: Jun 2012
Posts: 797
# 10
03-24-2013, 05:14 AM
The reason I am resisting cannons so heavily is because if I use them, I may as well be flying an escort.

The point of this exercise is to try something new, not do something I've already done before.

Since I've done both beamboats and dual cannon ships, this was the only thing I could think of that doesn't involve those weapons.

I'm also reasoning that a science ship has to aim it's deflector at it's targets (to deploy gravity wells etc) more so then a beamboat would, so having a narrower targeting arc would keep reminding me that the ship should be facing forward in battle.
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