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Dual Beam Arrays vs. Beam Arrays

cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
So awhile back, I was flying around in my Oddy and one of my fleet members noticed that I was using three dual phaser beam arrays in the front of my ship and told me to swap them out for single beam arrays so that I would have a "wider firing arc and would be able to broadside my enemies and be able to use both forward and aft phaser arrays at once." At the time, I decided this was better but then a new idea struck me recently...

:confused:Why not have those three dual beams up front?:confused:

It would technically give me six phaser beams firing from the front, would it not? Would this not have the same affect as three single phaser arrays in front and three in back? Only with three duals up front I would not have to waste time lining myself up for broadside attacks? Not to mention the low turn rates for cruisers?

I mean, correct me if I am wrong here, but it just seems to me that having those three duals up front would have close to the same effect as broadsiding.
Post edited by cjtombraider#7376 on

Comments

  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    1 dual beam bank =/= 2 single beam array.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited April 2013
    Three frontal DBBs mean that your aft weapons are doing nothing unless they are turrets, and you will never recover that DPS.

    DBBs are used more on cannon builds as a shield stripper along with Beam Overload. A cruiser would benefit more from a 3/3 beam array build. 6 Arrays with an overlapping arc of 90 degrees will be better than 3 DBBs with the same arc, but frontal only.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    Dual beams (With rear turrets) are only better if you got a really nice frontal torpedo.
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  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited April 2013
    Using basic numbers, a standard white MK I Dual-Beam Array does 141 DPV/112 DPS. A standard white MK I Beam Array does 100 DPV/80 DPS. So 3 Dual-Beams is striking for 423 DPV in an alpha. A 6-Beam Array broadside is striking for 600 DPV in an alpha.

    In a sustained fight you need to factor in power drain for the Beam Arrays but you also need to factor in turning to keep someone in the 90 degree arc in an Oddy. If you're fighting with a lot of Saucer Sep the Duals will probably work OK, but if you're not you'll probably get more bank out of 6 Beams.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • theodrimtheodrim Member Posts: 0 Arc User
    edited April 2013
    thecosmic1 wrote: »
    ...you also need to factor in turning to keep someone in the 90 degree arc in an Oddy.

    This is really the big one. With low turn-rate ships, to keep something in your frontal arc you're ultimately going to have to park at a long distance. That's, for obvious reasons, not the best idea in the world especially considering low turn-rate ships tend to also have low inertia ratings.

    The "firing angle" for a broadside is actually smaller than that of the frontal arc (70 degrees opposed to 90), but on the other hand it's much easier to stay on target circling them at a comfortable distance than otherwise. Moreover, if you veer abaft or afore for whatever reason you're not losing all your damage, because fore or aft arrays will continue firing.
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  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited April 2013
    thecosmic1 wrote: »
    you'll probably get more bank out of 6 Beams.

    That struck me as kinda funny - you know ... "phaser banks" and beam arrays ... :P

    Anyway, thank you for the question because it helped me make a decision on my own build :)
  • cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
    edited April 2013
    And out of curiosity...what was your decision?
  • captpeacemakercaptpeacemaker Member Posts: 230 Arc User
    edited April 2013
    I was using dual beams like that on my assault cruiser.

    Simple math shows that you are better off with all beams.

    These are not accurate but its just an example. Say dual beams have a 300 DPS, so x3 would yield 900 DPS in a 90 degree arc in front of your ship. Along the side, you have the rear beams only at 180 DPS each, for a total of 540DPS every where else except in front.

    NOW, go to 3 beams up front and rear. you have 540 DPS in a 270 arc in front, 270 aft, and a total combined broadside of 1080 DPS.

    And if you are using beam overload, I strongly recommend FAW II or III and drop BO. Its nice and powerful, but a waste of a 30 second cool down and a bridge officer ability, and weapon power, because it doesn't do any damage at all if you miss with that one shot.

    Make sure that you are skilled up in EPS and Weapon Performance, as well as Warp Core Potential and Efficiency, because 6 beams is a heavy drain. EPW I or II or both is also needed, and you can get some REALLY good DPS without the significant power drain.
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    Make sure that you are skilled up in EPS and Weapon Performance, as well as Warp Core Potential and Efficiency, because 6 beams is a heavy drain. EPW I or II or both is also needed, and you can get some REALLY good DPS without the significant power drain.

    EPS has zero effect on power drain. Additionally, if you're setting your Weapon power at 75 or greater, than any points into Weapon efficiency are wasted.
  • captpeacemakercaptpeacemaker Member Posts: 230 Arc User
    edited April 2013
    I realize that, yes power recovery is instantaneous after the firing cycle is done, but EPS helps because at times you need to switch from Offense to Defense and that improves the power transfer rate.

    Points in Efficiency are not a waste because it does not just apply to weapons, there are 4 different systems. If it is not benefitting weapons, the bonus is applied to one of your other systems which allows you to reallocate power, for example, lower your aux power as low as possible to provide more power to engines or shields with minimal loss to aux.

    I went in and changed my presets so that when I switch to Defense, Weapon power still works out to be as high as possible along with the shields.

    EPS also helps you RECOVER power if something else is draining it. There is more to my suggestion than just dealing with the beam drain.

    A while back I would have suggested an EPS flow regulator too, but as you said, it doesn't really do anything to help with the drain.

    I just know that my configuration works because even with 6 beams firing, I rarely drop below 85-90 weapon power.
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    Legendary Starfleet Captain
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    STO Forum Member since December 2010
    Welcome to Star Trek Online, where our motto is 'Peace through Superior Firepower.'
  • cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
    edited April 2013
    Thanks guys for all your replies. You've been a great help.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited April 2013
    And out of curiosity...what was your decision?

    To start: I'm not a PvPer ;) I'm a fan of Beam Arrays for their versatility but always wondered if I *should* change for more oomph (because that's awesome).

    From what I'm reading here, I should stick to BA becuase *I* want to. So, the decision was really me sticking to my preference.

    Having said that, I am also a fan of torpedoes and will always carry one up front and rear ... because I want to.

    :)

    Good luck on your choices though!
  • captpeacemakercaptpeacemaker Member Posts: 230 Arc User
    edited April 2013
    To start: I'm not a PvPer ;) I'm a fan of Beam Arrays for their versatility but always wondered if I *should* change for more oomph (because that's awesome).

    From what I'm reading here, I should stick to BA becuase *I* want to. So, the decision was really me sticking to my preference.

    Having said that, I am also a fan of torpedoes and will always carry one up front and rear ... because I want to.

    :)

    Good luck on your choices though!

    Torpedoes are usually a must have. I would never recommend not having a torpedo launcher fore and aft, unless you have mines or that cutting beam. I don't use mines.
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  • cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
    edited April 2013
    I have decided to stick with 3 Dual Beam Array's up front with a Tricobalt Torp in front. In back, I have fitted two Beam Array's, the cutting beam, and the Omega Plasma torp.

    Reason: Epic Probe duty on Khitomer Vortex from an Oddy (running all three Oddy consoles). I typically do probe duty and those "6" beams killed those probes faster then I normally do.

    I also use the following setup to enhance all the systems:

    Assimilated Shields, Engines, Deflector, and Console
    Red Matter Capacitor, Subspace Field Modulator, Shield Batteries, and Scorpion Fighters
    Two Mont. Alloys
    Graviton Pulse Generator
    Three Phaser Relays
    Three Piece Oddy Set

    Abilities:
    TT1 w/ Doff Cooldown (15 seconds for 1 Copy)
    BO1
    FAW2
    THY 3
    TS 2
    PH 1
    HE 1
    TSS 3
    EPts 1 and 3
    ET 1
    RSP 1
    EPtSI 3

    Plus the abilities for being an Engineer

    The End Result?

    A damn tank-able Oddy (spec'd into threat control) that deals a "decent" amount of DPS when needed.
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    Only place I've really used Dual Beam Banks is on a shuttle. It works well enough there. They all turn fast enough that the limited targeting arc isn't an issue, and since some can't run dual cannons... it seemed like a good idea at the time.

    But I haven't really played much with science ships, which may have more success than cruisers with a front Dual Beam/rear Turret setup. I don't know.


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  • theodrimtheodrim Member Posts: 0 Arc User
    edited April 2013
    But I haven't really played much with science ships, which may have more success than cruisers with a front Dual Beam/rear Turret setup. I don't know.

    Well, the immediate context here is on cruisers, which generally lack turn rate to keep DBB's on-target even were they superior to broadsides in a straightforward, numerical manner.

    Frankly, DBB's are quite subpar on science vessels, in my opinion. If you're flying a science vessel, chances are you're running aux-heavy, which in turn means you won't have the energy to get the most out of auto-attack let alone beam abilities. It's better in my opinion to go with cannon/turret or torpedo-heavy, since either are easier on energy and operate more advantageously at low-weapons settings.

    The one ship class on which I've come around to heavily enjoying DBB's, is on escorts in the place of torpedoes. Overload hits like a truck and works just as well against hull as shield facing, FaW as always remains a great spam-clearer if CSV is on cooldown, the added power requirement is very manageable, and you don't have to put points in projectile weapons skills.
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  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited April 2013
    I know you will loose out on side and rear attacks. Like the others said. My Fed cruiser build been 4 arrays, 2 front and rear. So I can at least take care of all angles of attack. My other slots are usually torpedoes for a good impact hit once the shields drop. I'm more a broadside person with my Fed Cruiser. Turn to get all 4 beams hitting. Then turn around for a good torpedo hits after shields gone.

    Now, on my KDF I use 1 set of DDBs. Since I based it a more frontal attacking. However I still pack arrays for those side hits.

    DDBs are not bad I like them, and use them. Just don't go overboard and use that only for frontals. Your enemy will not stay up front all the time.
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  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited April 2013
    I realize that, yes power recovery is instantaneous after the firing cycle is done, but EPS helps because at times you need to switch from Offense to Defense and that improves the power transfer rate.
    I stopped doing that once I learned how to play. In January 2010.
  • cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
    edited April 2013
    I stopped doing that once I learned how to play. In January 2010.

    Ha! Ha! That's great!
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    I stopped doing that once I learned how to play. In January 2010.
    Fail troll is fail. In January 2010 you ABSOLUTELY needed EPS, because back then, weapons power was not refunded instantly.
  • malakhglitchmalakhglitch Member Posts: 55 Arc User
    edited April 2013
    I kinda like using Dual Beam Banks and Turrets on my science ship. Then again I am only a Captain so that playing style might change as I level up more.
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  • cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
    edited April 2013
    I doubt it. Most people know what they want to do as a "play style" early on. If you like DBAs now; you're going to like them later.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited April 2013
    I kinda like using Dual Beam Banks and Turrets on my science ship. Then again I am only a Captain so that playing style might change as I level up more.
    Science Vessels tend to be nimble enough to be able to keep targets in the forward 90 degree arc, as such it's not as much of a problem.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • rvlion79rvlion79 Member Posts: 0 Arc User
    edited April 2013
    Personally I currently have a KDF Fleet Neg'Var with:
    Front: 3x Dual Beam and 1x Torpedo (currently Breen Transphasic Cluster Torpedo)
    Back: 3x Turret, 1x Cutter Beam

    Of course I use several consols to increase my turnrate. For now it works for me.
    The ship might change, but the general weapon layout will probably remain the same.
    I went from the Heg'ta BoP into the Neg'Var so no more garantied 1-shot deaths anymore in ESTF when a plasma torp hits me with shields and hull at max. :D

    ps... I don't PvP.
  • erraberrab Member Posts: 1,434 Arc User
    edited April 2013
    Most of my Cruiser setups tend to run weapons like this:

    Fore: Beam Array 2x DBB and Torpedo

    Aft: Beam Array 3x and Torpedo

    Unless you're flying the Excelsior the Broadside is still your best method of attack in a non-Battle Cruiser and DBB does not work well with the Broadside.

    I use my one DBB with Beam Array Overload on my 1st pass of my target to try to drop a shield facing and then go to the Broadside has I try to line up for another strike with my forward Torpedo and DBB.

    Some of my Fleet mates have suggested that I drop the DBB and go with another Beam Array at the Fore but I've been reluctant to do so due to the shear damage potential that I can get out of my DBB and BO.

    Damage wise DBB are great but unless you can line up the shots with them a beam array can provide you with much better sustained damage overtime.

    There are many Cruiser and Carrier pilots out there that invested heavily in boosting the turn rates of their vessels and have mastered the art of reverse turning so lining up a shot is never an issue for them; sadly I'm not one of them but if the OP is then I'd say go DBB all the way at the fore.
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  • cjtombraider#7376 cjtombraider Member Posts: 71 Arc User
    edited April 2013
    Again, thanks guys for all the input.
  • talientalien Member Posts: 712 Arc User
    edited April 2013
    I kinda like using Dual Beam Banks and Turrets on my science ship. Then again I am only a Captain so that playing style might change as I level up more.

    This is a very viable thing to do with a sci ship. I did that for the longest time myself with my T4 Recon, and then my Wells before I turned it into a full aux torpedo boat. Another option is DBB fore and torps/mines aft, fly at the target head on and burn off a shield facing then turn and unload with torps, or fly straight over and drop mines as you pass.
  • theodrimtheodrim Member Posts: 0 Arc User
    edited April 2013
    errab wrote: »
    ...and DBB does not work well with the Broadside....

    At all, really, since not only do you not get your DBB while broadsiding but also you introduce a 10-degree dead zone, afore on your port and starboard side alike, in your firing arcs in which only your fore beam arrays will be firing through which you must turn to fire DBB's and fore-mounted torpedoes.

    Honestly, have you considered ditching the fore torpedo and running 3x BA's and the DBB afore?
    Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:

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