Lt. Commander
Join Date: Dec 2007
Posts: 120
Having 2 front slots, and 2 rear slots for weapons, what the best loadout for DPS on this cruiser? Having a phaser beam / quantom torpedo in front, phaser and photon torpedo in back?


Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-02-2010, 07:18 PM
For Fleet Actions, 4 single beam arrays backed up by EPS Flow Regulators.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-02-2010, 07:21 PM
Quote:
Originally Posted by Axterix
For Fleet Actions, 4 single beam arrays backed up by EPS Flow Regulators.
You use no torpedoes?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-02-2010, 07:24 PM
I don't use torps, no. I broadside. I like the way that plays and it works well with the cruiser turn rate. If I do use projectiles, it is mines, not torps.

For solo missions, that is mostly a playstyle choice. Beams work. Beams + Torps work. Beams + mines work.

For Fleet Actions though, torps are a bad idea for a cruiser.

Their limited firing arc doesn't play nice with the slower cruiser turn rate. They do less damage against shields, so that hurts your damage scoring if shields are up. If a target's shields are down, often it is the object of focused fire, and by the time your torp arrives, the target is already dead. And turning away or toward a target takes your beams out of their firing arc, costing you DPS. The way for a cruiser to score points is broadsides, non-stop firing of beams.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-03-2010, 02:24 AM
Fore: 1x Disrupter Beam Array / Dual Cannons and 1x Decent Photon Torps Launcher
Rear: 2x Phaser Turrets

Maximum fore DPS
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-03-2010, 03:43 AM
Quote:
Originally Posted by Captain_Windle
Fore: 1x Disrupter Beam Array / Dual Cannons and 1x Decent Photon Torps Launcher
Rear: 2x Phaser Turrets

Maximum fore DPS
Ignore this chap if you're flying a cruiser.

Better by far to fit one fore torp launcher (preferably quantum), one fore beam array, and two aft beam arrays. Then fight with your target in your forward broadside so all three beams can hit the target, and then just nudge your turn a bit to fire the torp. Turn back to your broadsides while your torp cools down.


This is the most flexible, and thus likely the most common, setup. No EPS consoles are required for it, so you can place damage resistance consoles and repair rate consoles in there instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-03-2010, 04:09 AM
Quote:
Originally Posted by sevensided View Post
Better by far to fit one fore torp launcher (preferably quantum), one fore beam array, and two aft beam arrays. Then fight with your target in your forward broadside so all three beams can hit the target, and then just nudge your turn a bit to fire the torp. Turn back to your broadsides while your torp cools down.
That's exactly my setup: 1x beam + 1x Torpedo front and 2x beam aft. Working good so far 8-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-03-2010, 04:19 AM
Tiers 2 and 3 I far prefer the front and rear torps since you can hit evasive and swing the ship around to get 2 torps off (or better still 3 or 4 with High yield)

With Quantum's this can be end game for a ship.

so for Tier 2 id say:
Single Beam of your preference (I like phaser), Quantum Fore
Single Beam of your preference, Quantum Rear


it may not be the best "dps" but it will end fights faster with the right skills
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-03-2010, 04:31 AM
How did the experiement I read about going all Turrets in T3 work out?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-03-2010, 04:37 AM
This is what I run with in T2 PvE: Beam Array 2 (green) and quantum mines 3 in the rear, phaser array 3 and photon torpedo 3 in the fore. I rarely get decent drops because of all the escorts in Fleet Battles, so i';m limited to greens at best. *sigh* I tote mines because of the AI propensity to charge into close range, making decent level ones highly useful. I would prefer Torps (I've got my BO with HVT 1 ranked at lvl 7 just for that) in the nose ansd tail, but theior fire arc leaves much to be desired. So one in the nose is fine because of the small posibility of taking their shields down as I close, pop HVT off, then turn broadside with EPtW from 6-10km, then leave 5 quantum mines in their path as they try to over-run me. Mines also destroy fighters/syphons even when fully shielded, making crowd control against these annoying-but-not-very-dangerous opponents a bit easier.

I tried the tribeam layout (1 fore with torp, 2 aft) and, while it absolutey destroyed shields, it made taking down the hull a chore, so now I use mines as a clear-out device for when I'm tanking.

For my T3 boat I plan on 2 beams and torpedo fore, and beam, mines and torpedo aft. I hope Phasers level up well, I'm going with them and quantums all the way to T5, so I hope they don't get lack-luster later...
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