Turn rate matters depending on your weapons, I think. The goal is to keep the target within the arc of the weapon. The faster the target, the faster you may need to turn to keep on target and visa versa.
So, the question may really be: what weapon arc do you want to use? Then figure out how to keep a target within that arc.
I did clarify that in my second post, besides i manage the power drain fine, There are some great cores out there, and i can maintain max wep and shield power, still keeping aux at 2 thirds of the bar
Power isn't exactly hard to come by with the right equipment on your ship
I agree. I've recently begun taking my Engineer and his cruiser seriously and I run 6 beam arrays (2 torps). I'll also eventually switch one of the arrays out for the Romulan Experimental version which will cut down weapon power consumption at least a little.
I have a core that adds 7.5% of the power put into weapons to my shields, Starship EPS skill at 6, Starship Batteries at 6 (plus a bump from my core), a Red Matter Capacitor, I run two copies each of EPTS and EPTW, and took the EPS Manifold Efficiency Engineer trait.
I put my weapons power high, shield at medium, and engines and aux low (but bumped up by other skills). With two copies of the EP abilities, I'm hitting one of them every 15 seconds and because of that am getting the extra bump from the EPS Manifold trait for 40 out of 60 seconds. Hit my Red Matter Capacitor or other batteries and I get a bump there too. I generally end up running at full weapons, almost full shields, and two-thirds engine and aux most of the time.
So my advice is to basically figure out what you want to do (max DPS? some crowd control or burst?) and use some skill/equipment/trait strategy and you'll be just fine. And, most of all, have fun with what you're doing.
First off, always run with only one energy type for your weapons and tactical consoles for THAT specific type of energy, with that you'll get the highest boost for the higher damage output. For example, Phaser Relays boost the Phaser type weapons.
Over time as I mostly run cruisers with my Engineer, I have found that I prefer running with all Beam Arrays. Your energy weapons are your primary weapons, you want to pick weapons that are a balance of firing arc and high damage output... for cruisers that would be the Beam Arrays, anything else is either lower damage output or narrower firing arc.
Yes you can mix types (Beam arrays, Dual beams, cannons or turrets) all you want, but there is always a compromise.
Because Beam Arrays have a 2x degree firing arc, to get ALL beams firing on a target you'll want to "broadside" your target... fire at them from the side of your ship.
Other things that boost energy output and duration of energy levels: Abilities like Beam Overload, Fire At Will, Attack Patterns, etc. Power duration can be boosted using Weapon Batteries and Ability: Auxiliary to Battery (boosts all energy levels from Auxiliary power.)
Use www.stowiki.org to research any of these things. Also have a look at Hilbertguide.com about setting energy levels and other general guidelines.
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Basically, after I breached enemy shields, I fire one Quantum Spread and another normal Quantum directly to the hull. Spike damage is huge!
Yep, I run spike damage over DPS.
I find this topic very interesting since i never saw Damage over time (speak hit everything in weapons range) very useful.
Alkthrough the game does support Escort to be DD i like my ship to be something in between, and it works very well IMO.
Personally i use a Mirror Assault Cruiser on my current main Character.
It has 1 Lt and a Ensign tactical station. I use 3x single Cannons forward + 1 DBB and 3 turrets + 1 Beam Array rear. The BOFF powers are TacTeam1, Cannon:Scatter Volley, and Beam Overload 1.
You might think, oh aonther idiot using cannons on a Cruiser, and you may be right, lol.
But i prefer to use Scatter Volley instead of FAW, because CSV allowes me to hit several enemies at once, without getting the attention of EVERY ship around (as does FAW).
Not only that, the angle where all my energy weapons work together is much bigger (180 degrees forward) than the relatively small overlapping arc i get when boardsiding with Beam Arrays.
Beam overload delivers enough destruction to destroy an enemies shield. So even without using DHCs i can do good damage. the only problem is the lack of being able to use Torpedoes at all since there is just not enough weapon slots to use them, lol.
-> -> -> STO players unite and say NO to ARC <- <- <-