Captain
Join Date: Sep 2012
Posts: 1,568
# 11
08-11-2013, 11:33 AM
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.
Kathryn S. Beringer - The Dawn Patrol

Solaris build - Veritatum Liquido Cernene
Ensign
Join Date: Jul 2012
Posts: 26
# 12
08-13-2013, 08:24 AM
Quote:
Originally Posted by adverbero View Post
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.
Captain
Join Date: Jun 2012
Posts: 635
# 13
08-13-2013, 08:53 AM
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.
Are you sure it isn't time for a "colourful metaphor"? --Spock in 'The Voyage Home'

Star Trek Battles Channel - STO... The way it was meant to be played!
Captain
Join Date: Aug 2012
Posts: 784
# 14
08-14-2013, 04:02 AM
I played endgame cruisers for over a year now.
Tried many different builds on many different ships.

My experience:
Forward: 2 Torpedo Launchers, 1 Dual Beam Bank, 1 Beam Array
Aft: 1 Torpedo Launcher, 3 Beam Array

Optionally replace any aft weapon with the cutting beam, but I noticed that my DPS actually lowered.

Next to that: get yourself one of the new Mine RCS accelerators. Pick one that increases HP, that way you are more tankier AND have the sufficient turn rate for the DBB and the Torps.

This build works on Cruiser damage in all directions, not just focussing on the broadsides.

This is my experience to have worked the best: even beating good-equipped Broadside Oddysey's in this build on my Excelsior.



Btw: people are gonna disagree with me. Their choice, but this works perfectly for me.
Not knowing something isn't a sign of stupidity, not asking is.
WE NEED THE EXCELSIOR ERA BRIDGES INGAME!!!!!!!!!!!!!!!!
The Undine of Ganalda - a forum light RP game
Proud leader of Delta Task Force
Captain
Join Date: Aug 2012
Posts: 2,051
# 15
08-14-2013, 04:35 AM
Quote:
Originally Posted by rahmkota19 View Post
I played endgame cruisers for over a year now.
Tried many different builds on many different ships.

My experience:
Forward: 2 Torpedo Launchers, 1 Dual Beam Bank, 1 Beam Array
Aft: 1 Torpedo Launcher, 3 Beam Array

Optionally replace any aft weapon with the cutting beam, but I noticed that my DPS actually lowered.

Next to that: get yourself one of the new Mine RCS accelerators. Pick one that increases HP, that way you are more tankier AND have the sufficient turn rate for the DBB and the Torps.

This build works on Cruiser damage in all directions, not just focussing on the broadsides.

This is my experience to have worked the best: even beating good-equipped Broadside Oddysey's in this build on my Excelsior.



Btw: people are gonna disagree with me. Their choice, but this works perfectly for me.
I'm just curious, what are two forward torpedo launchers are for?

-----------------------------------------------------------------
-> -> -> STO players unite and say NO to ARC <- <- <-

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Ensign
Join Date: Jul 2012
Posts: 3
# 16
08-14-2013, 06:56 AM
My Adv Excelsior sits as follows:

4 plasma cannon, Borg Set, Field stab core, 4x plasma beam arrays (1 swapped to cutting) w/ Uni-transwarp computer (22.9 eff), PDS, 2x Fleet Science Emitter Array (-threat, +shield, 2.5% chance to regen 75.1), Borg console and 2 mk12 plasma weap upgrades.

Full power to weaps and anchor off broadside +10 deg. Allows cannons and beams to hit w/ no issue, and my weap power rarely drops below 100-95

Standing by for flaming....
@Namod out.
Captain
Join Date: Aug 2012
Posts: 784
# 17
08-14-2013, 07:04 AM
Quote:
Originally Posted by yreodred View Post
I'm just curious, what are two forward torpedo launchers are for?
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.
Not knowing something isn't a sign of stupidity, not asking is.
WE NEED THE EXCELSIOR ERA BRIDGES INGAME!!!!!!!!!!!!!!!!
The Undine of Ganalda - a forum light RP game
Proud leader of Delta Task Force
Captain
Join Date: Aug 2012
Posts: 2,051
# 18
08-14-2013, 07:16 AM
Quote:
Originally Posted by rahmkota19 View Post
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 <- <- <-

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Last edited by yreodred; 08-14-2013 at 07:27 AM. Reason: typo
Lieutenant
Join Date: Jul 2012
Posts: 69
# 19
08-14-2013, 07:53 AM
Check out our Fleet Founder's in depth testing of a D'kora, with videos and combat logs. I fly a Fleet Assault Cruiser Refit, both our cruisers take an insane amount of dmg and out dps the common tac escort. If flown right a cruiser can be a great dps/tank.
Delirium Tremens
XO of Training
Tier 5 Starbase, Tier 3 Embassy, Tier 3 Dilithium Mine, Tier 3 Spire
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