My plan is to hove 4 DHCs fore, and 3 Turrets aft. But, I wish I could use a torpedo launcher in the back (don't know what type) or beam arrays. This is because I want to be able to do more damage when facing the other way. Should I just use the 3 turrets and find a movement pattern to keep myself facing forward? If so, what do you think I should I do?
What ship are you flying? If you have a decent turn rate, the 4 DHCs upfront are fine. Having 2 turrets and a torpedo in the back is good for flybys. IF you are able to 180 relatively quick.
If you can't turn, go with beams in the back to max your damage. 2 beams and a torp would work as well.
I have an Armitage with 3 Antiproton DHCs and Quantum Torp in front and 2 Antiproton turrets and a Quantum in back.
13 is not too bad. Try 1 turret, 1 beam and a torp in the rear for s's and giggles. If you find you can bring fore weapons to bear relatively easy, get a second turret.
I have a turn rate of 13. Is that relatively quick? I can get points to try both.
13 is fairly decent, the zippy escorts are 15s as I recall. You should be able to keep forward cannons on target pretty well. If you're in an escort, I'd go with 3 DHCs and a torp fore and either two turrets and a torp aft or just three turrets.
I already have my fore set right now. Ill use that until the build is stable. I would ideally have an aft planned so I don't waste any credits unneccicarily. In my current build i have 2 beams and a torp. In my vesta I have 3 aux cannons fore 2 turrets and a kcb aft. I think I should go with 2 turrets and a torp because i like to be able to fire a spread in to a large cluster. I have expirience with that strategy. But for the torps should I use quantum, plasma, or some other type.
I already have my fore set right now. Ill use that until the build is stable. I would ideally have an aft planned so I don't waste any credits unneccicarily. In my current build i have 2 beams and a torp. In my vesta I have 3 aux cannons fore 2 turrets and a kcb aft. I think I should go with 2 turrets and a torp because i like to be able to fire a spread in to a large cluster. I have expirience with that strategy. But for the torps should I use quantum, plasma, or some other type.
Quantum. If you have the Assault Cruiser Refit, use the wide angle quantum aft.
I have not acquired it yet but a lot of builds seem to contain it.
its in alot of builds for several reasons, but i'll try to sum them up:
it has 300+ dps against bare hull, with a 360? arc
for comparison, a MK XII Turret (the only other weapon with 360? firing arc IIRC) is 132 DPS
it does have its drawbacks, primary being its Kinetic damage is greatly reduced by shields
but picture this. you're flying straight at your target, firing away with DHCs. your Targets shields drop just an instant before you have to pull off to loop back around for another pass, robbing you of the chance to fire your torps at their bare hull. with the KCB, you can still do some significant damage before they manage to get their facing back up
its in alot of builds for several reasons, but i'll try to sum them up:
it has 300+ dps against bare hull, with a 360? arc
for comparison, a MK XII Turret (the only other weapon with 360? firing arc IIRC) is 132 DPS
it does have its drawbacks, primary being its Kinetic damage is greatly reduced by shields
but picture this. you're flying straight at your target, firing away with DHCs. your Targets shields drop just an instant before you have to pull off to loop back around for another pass, robbing you of the chance to fire your torps at their bare hull. with the KCB, you can still do some significant damage before they manage to get their facing back up
It also adds a weapon drain resist proc to all your weapons when combined with the still-fairly-common Assimilated Console, and replaces a weapon that was contributing relatively minimal DPS anyway.
No, it doesn't benefit from skills, but how much benefit were you really getting from one turret with CRF or CSV?
I think the turret, kcb, and omega torp seems like an interesting idea because you get the extra DPS when facing aft compared to two turrets and a quantum torp. I'll give those a shot once I get high enough up in omega reputation.
One other good thing about the cutting beam is that when an enemy is hit with it, then the assimilated tractor beam is used on the same enemy ship, they will take extra damage. The tractor beam is a bonus for having all three pieces of the assimilated space set, and you don't need to have one on a Boff, if you don't use one much. It does have a 3 min cool down.
I have a Fed, and Roomie. I use escorts on both, and I used MK XII purples before getting advanced fleet weapons. I had 4 dual heavy cannons on the front, and 2 turrets on the back, with the cutting beam. Before I got the cutting beam, I had a turret there.
The only reason I didn't go with a torpedo was because I found that most of the enemies will have part of their shield facing back up. It will reduce a good bit of the damage that the torp does. I do have one in my inventory though, just to throw one on to play around with for a change of pace.
However, keep in mind that just because it works for one person, it doesn't mean it will work with everyone. But, since you are using anti-protons, I do recommend that you try to make sure that all of your weapons have increased critical chance. If not, you will be hurting your DPS potential. Anti-protons don't have anything that they can proc on, but they add a little extra damage when they get crits. If you are not getting more critical with it than with another energy type, then you are not doing more damage than they are when the other energy type procs.
Hope this helps.
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The cutting beam is excellent for fighting the borg, which is what I think it's built for foremost. Most of the conduits/relays/hubs/generators/nanite transfer things are bare hull with no shields. The cutting beam is pure gravy for these. Even against cubes 90% of the fight is against hull, not shields.
Comments
If you can't turn, go with beams in the back to max your damage. 2 beams and a torp would work as well.
I have an Armitage with 3 Antiproton DHCs and Quantum Torp in front and 2 Antiproton turrets and a Quantum in back.
13 is fairly decent, the zippy escorts are 15s as I recall. You should be able to keep forward cannons on target pretty well. If you're in an escort, I'd go with 3 DHCs and a torp fore and either two turrets and a torp aft or just three turrets.
Quantum. If you have the Assault Cruiser Refit, use the wide angle quantum aft.
This. Not the highest dps but a good lateral spike
I have not acquired it yet but a lot of builds seem to contain it.
its in alot of builds for several reasons, but i'll try to sum them up:
it has 300+ dps against bare hull, with a 360? arc
for comparison, a MK XII Turret (the only other weapon with 360? firing arc IIRC) is 132 DPS
it does have its drawbacks, primary being its Kinetic damage is greatly reduced by shields
but picture this. you're flying straight at your target, firing away with DHCs. your Targets shields drop just an instant before you have to pull off to loop back around for another pass, robbing you of the chance to fire your torps at their bare hull. with the KCB, you can still do some significant damage before they manage to get their facing back up
It also adds a weapon drain resist proc to all your weapons when combined with the still-fairly-common Assimilated Console, and replaces a weapon that was contributing relatively minimal DPS anyway.
No, it doesn't benefit from skills, but how much benefit were you really getting from one turret with CRF or CSV?
I have a Fed, and Roomie. I use escorts on both, and I used MK XII purples before getting advanced fleet weapons. I had 4 dual heavy cannons on the front, and 2 turrets on the back, with the cutting beam. Before I got the cutting beam, I had a turret there.
The only reason I didn't go with a torpedo was because I found that most of the enemies will have part of their shield facing back up. It will reduce a good bit of the damage that the torp does. I do have one in my inventory though, just to throw one on to play around with for a change of pace.
However, keep in mind that just because it works for one person, it doesn't mean it will work with everyone. But, since you are using anti-protons, I do recommend that you try to make sure that all of your weapons have increased critical chance. If not, you will be hurting your DPS potential. Anti-protons don't have anything that they can proc on, but they add a little extra damage when they get crits. If you are not getting more critical with it than with another energy type, then you are not doing more damage than they are when the other energy type procs.
Hope this helps.