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Want more DPS? Fit these 2 items.

cotp0maurafeycotp0maurafey Member Posts: 2 Arc User
edited February 2013 in Federation Discussion
Every Ship looking to do damage should fit: Borg Cutting Beam and Universal Assimilated Module

Console - Universal - Assimilated Module: Task Force Omega Tier I

+0.92% Critical Chance
+9.2% Critical Severity
+5 Weapon Power Setting
+5.1 Starship Hull Repair
+23 Starship Graviton Generators

Kinetic Cutting Beam Mk XII [Dmg]x3: Task Force Omega Tier II

360' targeting arc
to target: 378.1 Kinetic Damage (302.5 DPS)
to self: -8 Weapon Power when firing other weapons
to target: Enables CuttingBeam mode
2.5% Chance: Lesser of -20 or -20% Able Crew
1% Chance: Lesser of -10 or -10% Alive Crew.

The third item in the set does not seem to be really necessary, it's essentially just another torpedo

With the above items, you get the following bonuses:

Set 2: Omega Weapon Amplifier
On hit with any energy weapon, 2.5% chance: to self: Applies Omega Weapon Amplifier:
+10 Current Weapon Power
+500 Current Weapon Power Resistance Rating for 3 sec
+500 Maximum Weapon Power Resistance Rating for 3 sec

You get 3 passive damage buffs, and 3 weapon power buffs on 2.5% chance to occur.
KaBOOM!

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Post edited by cotp0maurafey on

Comments

  • seekerkorhilseekerkorhil Member Posts: 472
    edited February 2013
    Thanks captain obvious. :rolleyes:

    Anyone not smart enough to figure this stuff out by themselves isn't worth your time.
  • cotp0maurafeycotp0maurafey Member Posts: 2 Arc User
    edited February 2013
    Thanks captain obvious. :rolleyes:

    Anyone not smart enough to figure this stuff out by themselves isn't worth your time.

    Your response is not appreciated, negative, and obnoxious.

    Many new players to STO have no idea about how a starbase, the reputation system, ship fittings, duty officers, and many other aspects of the game work.

    Every new player is worth the time to assist if they are good people who are willing to learn. One of Tides of War principles is to be helpful to our members that we decide to recruit. We take the time to get them up to speed, answer their questions, and provide a friendly atmosphere with mature like-minded people.

    You, Seekerohil, are not that type of person, you are not welcome in our group.
    Covenant of the Phoenix - Fed | Covenant of the Phoenix - KDF www.cotp.info

    “What is wanted is not the will to believe, but the will to find out, which is the exact opposite.” —Bertrand Russell
  • rustiswordzrustiswordz Member Posts: 824 Arc User
    edited February 2013
    Thanks captain obvious. :rolleyes:

    Anyone not smart enough to figure this stuff out by themselves isn't worth your time.

    That is rude and nasty. STO is huge in the amount of gear and items and events. I've been here since F2P went live and I'm still learning things. I never knew this combination worked this way. I do now.

    Not everyone has the time effort to look at every single aspect of this game. So its nice when people like to share such info with out having their head up their own torpedo tubes.

    (Face palm) hate rude players.
    Monkey see, Monkey do. Monkey flings Feathered Monkey poo... :D
  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited February 2013
    Thanks captain obvious. :rolleyes:

    Anyone not smart enough to figure this stuff out by themselves isn't worth your time.

    2/10. Lacking the word "noob" and no ranting about low level gear in STFs.
    <3
  • jkuang13jkuang13 Member Posts: 23 Arc User
    edited February 2013
    I'm running a Fleet Tactical Escort Retrofit with three turrets on the back. Would replacing one of the turrets with the Beam Cutter increase my general damage output? While it's no dual heavy cannons, the turret still helps me strip shields and is affected by my tactical consoles as opposed to the beam cutter which does kinetic damage only.
    [SIGPIC]Working as intended.[/SIGPIC]
  • djf021djf021 Member Posts: 1,382 Arc User
    edited February 2013
    jkuang13 wrote: »
    I'm running a Fleet Tactical Escort Retrofit with three turrets on the back. Would replacing one of the turrets with the Beam Cutter increase my general damage output? While it's no dual heavy cannons, the turret still helps me strip shields and is affected by my tactical consoles as opposed to the beam cutter which does kinetic damage only.

    Though I haven't truly compared the two in detail myself, I have heard opinions are somewhat split about if it's better to stay with a rear turret or replace with the cutting beam. I will say from experience however, that I did that very thing and haven't really noticed a difference in damage. And once the shields are down, the cutting beam is powerful. Plus the set bonuses mentioned above.

    IMHO, don't rule out the Omega torpedo launcher either. It does a lot of damage and completes the set bonuses with "Reactive Deflection". Now it doesn't proc very often, but when it does, it's pretty useful. Hope this helps!
    C4117709-1498929112732780large.jpg

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  • captainwestbrookcaptainwestbrook Member Posts: 232 Arc User
    edited February 2013
    This is very.useful information. I think i'd go with cutting beam since i love keeping the canon touch on my defiant as much as possible. I simply keep the quantum torps.
    @captainwestbrook
    EPG builds / SCI ground enthusiast
  • bareelbareel Member Posts: 3 Arc User
    edited February 2013
    jkuang13 wrote: »
    I'm running a Fleet Tactical Escort Retrofit with three turrets on the back. Would replacing one of the turrets with the Beam Cutter increase my general damage output? While it's no dual heavy cannons, the turret still helps me strip shields and is affected by my tactical consoles as opposed to the beam cutter which does kinetic damage only.

    It would decrease your damage output most likely.

    Reason being is firing cycles. Right now your front DHCs are firing at maximum weapon power and gaining the highest bonus from it. Cannon weapons have a 1.5 second firing cycle while beams have a 4 second cycle. That means the cutting beam will be holding the power it takes to fire in reserve and lowering the damage of your forward guns, your best guns.

    While the proc is beneficial I highly doubt it happens often enough to be worth the cost on a ship using cannon weaponry. Beams yes, cannons no.

    The Omega set weapons are designed for cruisers using beams, not DHC wielding escorts. That is why the ammo system, the best part of the omega torp, works the way it does. It is also why the set bonus helps with over-capping weapon power which benefits beams highly while doing nothing for DHCs and very little for other cannons.
  • pokersmith1pokersmith1 Member Posts: 2 Arc User
    edited February 2013
    In my humble experience, KCB slightly increases dps in PvE, and slightly decreases it in PvP. Although, there was a time when the KCB crit'd in PvP, met the bare hull of my opponent and took down his 10k remaining hull. So go figure.
    Elite Defense Starfleet
    Elite Defense Stovokor
  • edited February 2013
    This content has been removed.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited February 2013
    well. its generally a good advice, and will increase most of those people's dmg, who did not know this already. however KCB is not as high an upgrade as it seems. it breaks synergy, not affected by any console or boff power, only deals kinetic dmg, and the 2,5% chance is not high enough to make a really big difference in light of the previous points of mine

    10k DPS Vesta threads: 1; 2
  • baudlbaudl Member Posts: 4,060 Arc User
    edited February 2013
    personally i think it is a cool weapon for PVE, definately an upgrade there since most targets you encounter have no shields or lose them very fast.

    as i understand it, it works also on shielded targets to directly hit the hull but with only 50% dmg or something like that.
    Go pro or go home
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