Great post, thanks. This could boost the playability of the Photon Torpedo.
This would make for an interesting Photon Torpedo Boat, fore positions. Couple this set with a (warning: many spoilers) Vulnerability Locator or Exploiter console and the results would be interesting.
Side note: The Experimental Weapon is a turret that shoots beams arrays. I wonder if it delivers the Target SS ability also. A 360 degree beam that could deliver Target SS would be very powerful, too powerful for development I thought. If developed, I always thought such a weapon would have much lower dps than turrets because of the added Target SS ability. But this weapon utilizes Rapid Cannon Fire, and it will be interesting to see what Cryptic has done to it.
The more I think of it, the more I am going to make an Armitage Torpedo boat exactly like this.
Has anyone obtained the torpedo yet? Sorta curious if it does work with THY and TS, and what the cooldown on the torp is.
Not yet. I found a way to get the dilithium, but now I'm 10 marks short, and with the Spire being impossible for me to get into and the battleground never working, I can't get those last ten marks.
Not yet. I found a way to get the dilithium, but now I'm 10 marks short, and with the Spire being impossible for me to get into and the battleground never working, I can't get those last ten marks.
according to tribble notes for the Oct 25th patch TS and THY work with the torpedo no idea on the CD yet though.
Tribble notes also indicate that the Gravimetric rift functions indeed like a Gravimetric well and pulls enemies towards it. Furthermore HY buffed gravimetric torpedoes seem to be targetable bigshots with AoE damage., similiar to plasma torpedoes.
Tribble notes also indicate that the Gravimetric rift functions indeed like a Gravimetric well and pulls enemies towards it. Furthermore HY buffed gravimetric torpedoes seem to be targetable bigshots with AoE damage., similiar to plasma torpedoes.
It does indeed.
First off it's your typical Mk XII photon torpedo launcher at its base, with the 8 second cool down. The rift does fire about 33% of the time, so don't count on it to fire off, but when it does it's nice. It does act as a well, but it's no where near as powerful. The rift doesn't seem to be effected by your skills, and pretty much acts as a 15 second unbuffed grav well I.
Haven't tried it with torp spread, but High Yield does act as a plasma torp. it's a slow moving, targetable, easily destroyed torp, that is guaranteed to pop a rift. When I say easily destroyable, I mean watch a Voth Cruiser pop a Tyken's Rift on top of it, and on it's first tick the big torp is dead. Best to fire at very short range, just like the plasma torp.
First off it's your typical Mk XII photon torpedo launcher at its base, with the 8 second cool down. The rift does fire about 33% of the time, so don't count on it to fire off, but when it does it's nice. It does act as a well, but it's no where near as powerful. The rift doesn't seem to be effected by your skills, and pretty much acts as a 15 second unbuffed grav well I.
Haven't tried it with torp spread, but High Yield does act as a plasma torp. it's a slow moving, targetable, easily destroyed torp, that is guaranteed to pop a rift. When I say easily destroyable, I mean watch a Voth Cruiser pop a Tyken's Rift on top of it, and on it's first tick the big torp is dead. Best to fire at very short range, just like the plasma torp.
I like this so far. Just on a hunch, are the rifts affected by aux power level (or by torpedo tac consoles, if not by science particle gen or grav gen consoles)? And what about the Nadeon Detonator? Also, what do these rifts look like?
I like this so far. Just on a hunch, are the rifts affected by aux power level (or by torpedo tac consoles, if not by science particle gen or grav gen consoles)? And what about the Nadeon Detonator? Also, what do these rifts look like?
I haven't tried the Nadeon Detonator yet. I forgot I stuck mine on my shuttle, and had to run back to ESD to get it, then got pulled to Holodeck. I'll try today after work.
The only thing that seems to effect the Rift is the amount of initial damage your torpedo does, and if it's high yield or not. I haven't done extensive enough testing to determine if Aux or Particle Gens or Grav Gens are effecting it at all, due to the natural variances you get from resistances and shields and such, as well as the inconsistencies of when it goes off on a normal torpedo. Oh and crits on a High Yield torpedo do seem to crit the Rift as well.
As far as looks, it's a fuzzy dark cloud in the center, with fuzzy blood red circles flowing into it. I'll try and grab a screenshot, but screenshots are not my forte.
As far as looks, it's a fuzzy dark cloud in the center, with fuzzy blood red circles flowing into it. I'll try and grab a screenshot, but screenshots are not my forte.
With red highlights. Based on the one I saw in an earlier Spire run.
^ Yeah this. Slight (very slight) differences, but that may just be because they highlighted it differently.
I will say this, if you're running a Grav Well of a Tyken's Rift build, these things hide the it. In PvP though, where this would only be useful to tell if you got hit with it, people are running high enough resistances that I'm not sure if it'll be a game changer even if you can't see if you're getting hit with it.
Tooltip lists Graviton Generators and Particale Generators as affecting the torp. Along with the normal projectile skills.
Okay a bit more. Still haven't tried it with the Nadeon. Since I never believe the tooltips in this game, I tried a bit of experiment. It does have a (very weak) pull even with skills in Grav Generators and Particle Generators. Nothing compared to Grav Well 1, but it's handy if you get lucky with it just as you pop a Tyken's Rift.
So as of right now, if you don't run anything else that uses holds or exotic damage, don't bother putting any skill points in it just for the torp. But if you already have skill points in there, or for some strange reason have a surplus of skill points, then it'll have a bit more umph then a unmodified one.
The set seems more in line with Romulan front fire ships with high aux, if the prototype proton weapon is only a 180 degree weapon.
Are there any news about the experimental weapon? One of the biggest advantages of the Romulan Experimental Plasma Beam Array is that its visuals match the other weapons you get from the reputation and it's easily integrated in a lot of builds. The cutting beam looks great for Borg-themed builds, but everywhere else it doesn't fit in. Protonic doesn't really sound like it will look like a polaron weapon, then the question is what kind of console boosts it (if any) and what kind of weapon it is. I guess only very few escorts would take along a single cannon.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Are there any news about the experimental weapon? One of the biggest advantages of the Romulan Experimental Plasma Beam Array is that its visuals match the other weapons you get from the reputation and it's easily integrated in a lot of builds. The cutting beam looks great for Borg-themed builds, but everywhere else it doesn't fit in. Protonic doesn't really sound like it will look like a polaron weapon, then the question is what kind of console boosts it (if any) and what kind of weapon it is. I guess only very few escorts would take along a single cannon.
I can give some info, although I don't have one yet. It does Proton dmg, can be affected by both FaW and Rapid Shot if you have the full set (2 piece = FaW, 3 piece RS). The set also gives a bonus to proton dmg. It will probably be affected by either beam or cannon, I can't really tell which yet.
EDIT: Looks: Looks like a antiproton beam weapon, although it firing really fast. Its the same red as antiproton.
I can give some info, although I don't have one yet. It does Proton dmg, can be affected by both FaW and Rapid Shot if you have the full set (2 piece = FaW, 3 piece RS). The set also gives a bonus to proton dmg. It will probably be affected by either beam or cannon, I can't really tell which yet.
EDIT: Looks: Looks like a antiproton beam weapon, although it firing really fast. Its the same red as antiproton.
Thanks a lot. So that means that for maximum effect we'd have to use purple protonic polaron weapons with the red experimental proton beam weapon.... Not what I wanted, but if it can be slotted aft and has a 360? degree firing arc I would still consider inflicting it on my Romulan main tac.....
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
The initial Pull caused by Gravimetric Torpedo Rifts has been reduced.
Corrected the color of Gravimetric Rifts to match Photonic projectiles.
Torpedo Spreads using Gravimetric Photon Torpedo now only have a chance to create a Gravimetric Rift on the first hit.
High Yield Torpedoes using Gravimetric Photon Torpedo now only spawn a rift on the primary target they impact, instead of every target in the affected area
Slightly reduced the effectiveness of weapon type (+Beam, +Cannon, +Mine, +Torpedo) bonuses on these consoles (25.5% to 22.3%).
Added damage type versions of these consoles (+Phaser, +Disruptor, etc.) that add a 25.5% bonus.
There are versions of these consoles for each damage type.
Are there any news about the experimental weapon? One of the biggest advantages of the Romulan Experimental Plasma Beam Array is that its visuals match the other weapons you get from the reputation and it's easily integrated in a lot of builds. The cutting beam looks great for Borg-themed builds, but everywhere else it doesn't fit in. Protonic doesn't really sound like it will look like a polaron weapon, then the question is what kind of console boosts it (if any) and what kind of weapon it is. I guess only very few escorts would take along a single cannon.
Here are notes on the Proton ground weapon color, wonder if the space and ground weapon color will be harmonized:
What does the beam look like when you fire the Proton Rifle? And exactly HOW well does it work?
Right now it resembles Plasma. The FX are still a work in progress.
I don't know if anyone's noticed, but the Rifle animates. It has a Secondary Fire mode which switches between a wide beam Expose, and a sniper beam Exploit. If you are targeting an enemy that is currently Exposed, it switches. When this Exploit ability fires, the weapon animates (barrel extends, sight is exposed).
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Is the Experimental Proton Weapon a cannon or a beam?
It?s neither a beam nor a cannon (but it possesses aspects of both), thus it does not benefit from +beam or +cannon damage consoles. It does, however benefit from skills that boost Starship directed energy weapon damage. It can also interact with many Beam and Cannon bridge officer powers. It has the targeting arc of a standard cannon (180 degrees), but fires 8 pulses of proton energy over 4 seconds.
Does the Proton Experimental Weapon interact with all beam and cannon bridge officer powers?
Below is a breakdown of bridge officer abilities that are compatible with this weapon:
Beam: Overload
Cannon: Scatter Volley
Energy Weapons: Singularity Overcharge
Beam: Fire At Will
Requires the 2-piece set bonus from the ?Protonic Arsenal Set?
Cannon: Rapid Fire
Requires the 3-piece set bonus from the ?Protonic Arsenal Set?
I don't know if a weapon that isn't boosted by tactical consoles AND would take the place of a dual heavy cannon is really worth it....
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
if it have the same or better dps then 5x tac console boosted dual cannons will be good if wont then none will use it btw anyone have this weapon to post screeen
Is the Experimental Proton Weapon a cannon or a beam?
It?s neither a beam nor a cannon (but it possesses aspects of both), thus it does not benefit from +beam or +cannon damage consoles. It does, however benefit from skills that boost Starship directed energy weapon damage. It can also interact with many Beam and Cannon bridge officer powers. It has the targeting arc of a standard cannon (180 degrees), but fires 8 pulses of proton energy over 4 seconds.
Does the Proton Experimental Weapon interact with all beam and cannon bridge officer powers?
Below is a breakdown of bridge officer abilities that are compatible with this weapon:
Beam: Overload
Cannon: Scatter Volley
Energy Weapons: Singularity Overcharge
Beam: Fire At Will
Requires the 2-piece set bonus from the ?Protonic Arsenal Set?
Cannon: Rapid Fire
Requires the 3-piece set bonus from the ?Protonic Arsenal Set?
I don't know if a weapon that isn't boosted by tactical consoles AND would take the place of a dual heavy cannon is really worth it....
The console of the set boosts proton damage, the tac consoles that boost accuracy boost proton damage, plus you have to also remember there won't be a whole lot of resistance to it.
Can't have a honest conversation because of a white knight with power
The console of the set boosts proton damage, the tac consoles that boost accuracy boost proton damage, plus you have to also remember there won't be a whole lot of resistance to it.
I don't see the synergy. Everything that boosts proton damage boosts this single weapon and the procs of protonic polaron weapons. Why should I boost the proc damage if I can boost polaron damage? Or even better, why don't I stick with Romulan plasma and plasma-damage boosting science consoles?
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
I don't see the synergy. Everything that boosts proton damage boosts this single weapon and the procs of protonic polaron weapons. Why should I boost the proc damage if I can boost polaron damage? Or even better, why don't I stick with Romulan plasma and plasma-damage boosting science consoles?
Not every weapon is meant to fit into every build, plasma might be the best to go with the proton weapon. You can stack plasma damage from more sources than tac consoles and you can use one or two of the accuracy consoles for the proton damage and accuracy for the accuracy-less experimental beam.
If you don't like it than don't use it, but I'm not gonna say it flat out sucks without knowing what kind of damage it does and how much damage its crit proc does. I'd say it's pretty obvious judging by the set bonuses the stuff isn't meant for your boring old generic all energy weapon builds.
Can't have a honest conversation because of a white knight with power
Not every weapon is meant to fit into every build, plasma might be the best to go with the proton weapon. You can stack plasma damage from more sources than tac consoles and you can use one or two of the accuracy consoles for the proton damage and accuracy for the accuracy-less experimental beam.
If you don't like it than don't use it, but I'm not gonna say it flat out sucks without knowing what kind of damage it does and how much damage its crit proc does. I'd say it's pretty obvious judging by the set bonuses the stuff isn't meant for your boring old generic all energy weapon builds.
I don't have any all energy weapon builds. The build I was (still possibly am) considering the set for currently looks like this:
3 dual heavy cannons and one quantum torpedo launcher fore, 2 beam arrays and one quantum torpedo launcher aft.
Commander Tac: Beam: Fire at Will I, Cannon: Scatter Volley I, Torpedo: Spread III, Cannon: Rapid Fire III
Lt.-Cmdr. Eng: Engineering Team I, Emergency Power to Shields II, Reverse Shield Polarity II
Lieutenant Eng: Engineering Team I, Emergency Power to Shields II
Lieutenant Sci: Science Team I, Hazard Emitters II
Ensign Tac: Tactical Team I
If the experimental weapon had been a turret I could have replaced one of my beam arrays with it to cover the whole 360? sphre around my ship with FaW and have another weapon to fire forward. With a single cannon I probably lose frontal damage. I could maybe replace one of the aft beam arrays with a turret to compensate, but then aesthetics bite me in the butt (yes, I'm one of the few people who cares about them) with photon torpedoes, protonic cannon and a protonic polaron turret (why waste the boost to proton damage) all firing from the same hardpoint.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Comments
The more I think of it, the more I am going to make an Armitage Torpedo boat exactly like this.
Not yet. I found a way to get the dilithium, but now I'm 10 marks short, and with the Spire being impossible for me to get into and the battleground never working, I can't get those last ten marks.
any update on this?
Not yet. I'm just waking up, and as of yesterday (pre-patch) I couldn't get into Storming the Spire and the BG was broken. I'll try today after work.
Tribble notes also indicate that the Gravimetric rift functions indeed like a Gravimetric well and pulls enemies towards it. Furthermore HY buffed gravimetric torpedoes seem to be targetable bigshots with AoE damage., similiar to plasma torpedoes.
It does indeed.
First off it's your typical Mk XII photon torpedo launcher at its base, with the 8 second cool down. The rift does fire about 33% of the time, so don't count on it to fire off, but when it does it's nice. It does act as a well, but it's no where near as powerful. The rift doesn't seem to be effected by your skills, and pretty much acts as a 15 second unbuffed grav well I.
Haven't tried it with torp spread, but High Yield does act as a plasma torp. it's a slow moving, targetable, easily destroyed torp, that is guaranteed to pop a rift. When I say easily destroyable, I mean watch a Voth Cruiser pop a Tyken's Rift on top of it, and on it's first tick the big torp is dead. Best to fire at very short range, just like the plasma torp.
90' targeting arc
3081.3 dmg (362.5 DPS)
Destroyes Voth Aceton Drones
33% chance: Upon detonation, creates a 1km radius Gravimetric Rift for 3 sec that deals Kinetic Damage to any who enter
+6% Critical Chance
I like this so far. Just on a hunch, are the rifts affected by aux power level (or by torpedo tac consoles, if not by science particle gen or grav gen consoles)? And what about the Nadeon Detonator? Also, what do these rifts look like?
I haven't tried the Nadeon Detonator yet. I forgot I stuck mine on my shuttle, and had to run back to ESD to get it, then got pulled to Holodeck. I'll try today after work.
The only thing that seems to effect the Rift is the amount of initial damage your torpedo does, and if it's high yield or not. I haven't done extensive enough testing to determine if Aux or Particle Gens or Grav Gens are effecting it at all, due to the natural variances you get from resistances and shields and such, as well as the inconsistencies of when it goes off on a normal torpedo. Oh and crits on a High Yield torpedo do seem to crit the Rift as well.
As far as looks, it's a fuzzy dark cloud in the center, with fuzzy blood red circles flowing into it. I'll try and grab a screenshot, but screenshots are not my forte.
Basically, I'm asking does it use the visuals of:
*Gravity Well Amonaly,
*Tykens Rift Anomaly,
*Tricobalt/Temporal Disruption Device rift anomaly
*Subspace Integraction Console Anomaly
or is it something completely new?
*Tricobalt/Temporal Disruption Device rift anomaly
With red highlights. Based on the one I saw in an earlier Spire run.
^ Yeah this. Slight (very slight) differences, but that may just be because they highlighted it differently.
I will say this, if you're running a Grav Well of a Tyken's Rift build, these things hide the it. In PvP though, where this would only be useful to tell if you got hit with it, people are running high enough resistances that I'm not sure if it'll be a game changer even if you can't see if you're getting hit with it.
Tooltip lists Graviton Generators and Particale Generators as affecting the torp. Along with the normal projectile skills.
Okay a bit more. Still haven't tried it with the Nadeon. Since I never believe the tooltips in this game, I tried a bit of experiment. It does have a (very weak) pull even with skills in Grav Generators and Particle Generators. Nothing compared to Grav Well 1, but it's handy if you get lucky with it just as you pop a Tyken's Rift.
So as of right now, if you don't run anything else that uses holds or exotic damage, don't bother putting any skill points in it just for the torp. But if you already have skill points in there, or for some strange reason have a surplus of skill points, then it'll have a bit more umph then a unmodified one.
Does high aux power have any effect on the anomalies?
The set seems more in line with Romulan front fire ships with high aux, if the prototype proton weapon is only a 180 degree weapon.
Are there any news about the experimental weapon? One of the biggest advantages of the Romulan Experimental Plasma Beam Array is that its visuals match the other weapons you get from the reputation and it's easily integrated in a lot of builds. The cutting beam looks great for Borg-themed builds, but everywhere else it doesn't fit in. Protonic doesn't really sound like it will look like a polaron weapon, then the question is what kind of console boosts it (if any) and what kind of weapon it is. I guess only very few escorts would take along a single cannon.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
I can give some info, although I don't have one yet. It does Proton dmg, can be affected by both FaW and Rapid Shot if you have the full set (2 piece = FaW, 3 piece RS). The set also gives a bonus to proton dmg. It will probably be affected by either beam or cannon, I can't really tell which yet.
EDIT: Looks: Looks like a antiproton beam weapon, although it firing really fast. Its the same red as antiproton.
Thanks a lot. So that means that for maximum effect we'd have to use purple protonic polaron weapons with the red experimental proton beam weapon.... Not what I wanted, but if it can be slotted aft and has a 360? degree firing arc I would still consider inflicting it on my Romulan main tac.....
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
10/25/13-Tribble Release notes:
http://sto-forum.perfectworld.com/showthread.php?t=892801
Gravimetric Torpedo Rifts
The initial Pull caused by Gravimetric Torpedo Rifts has been reduced.
Corrected the color of Gravimetric Rifts to match Photonic projectiles.
Torpedo Spreads using Gravimetric Photon Torpedo now only have a chance to create a Gravimetric Rift on the first hit.
High Yield Torpedoes using Gravimetric Photon Torpedo now only spawn a rift on the primary target they impact, instead of every target in the affected area
...and...
Spire Fleet Holding Vulnerability Locator/Exploiter Tactical Consoles.
Slightly reduced the effectiveness of weapon type (+Beam, +Cannon, +Mine, +Torpedo) bonuses on these consoles (25.5% to 22.3%).
Added damage type versions of these consoles (+Phaser, +Disruptor, etc.) that add a 25.5% bonus.
There are versions of these consoles for each damage type.
Here are notes on the Proton ground weapon color, wonder if the space and ground weapon color will be harmonized:
http://sto-forum.perfectworld.com/showthread.php?t=894411&page=2
Quote:
Originally Posted by icegavel View Post
What does the beam look like when you fire the Proton Rifle? And exactly HOW well does it work?
Right now it resembles Plasma. The FX are still a work in progress.
I don't know if anyone's noticed, but the Rifle animates. It has a Secondary Fire mode which switches between a wide beam Expose, and a sniper beam Exploit. If you are targeting an enemy that is currently Exposed, it switches. When this Exploit ability fires, the weapon animates (barrel extends, sight is exposed).
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Is the Experimental Proton Weapon a cannon or a beam?
It?s neither a beam nor a cannon (but it possesses aspects of both), thus it does not benefit from +beam or +cannon damage consoles. It does, however benefit from skills that boost Starship directed energy weapon damage. It can also interact with many Beam and Cannon bridge officer powers. It has the targeting arc of a standard cannon (180 degrees), but fires 8 pulses of proton energy over 4 seconds.
Does the Proton Experimental Weapon interact with all beam and cannon bridge officer powers?
Below is a breakdown of bridge officer abilities that are compatible with this weapon:
Beam: Overload
Cannon: Scatter Volley
Energy Weapons: Singularity Overcharge
Beam: Fire At Will
Requires the 2-piece set bonus from the ?Protonic Arsenal Set?
Cannon: Rapid Fire
Requires the 3-piece set bonus from the ?Protonic Arsenal Set?
I don't know if a weapon that isn't boosted by tactical consoles AND would take the place of a dual heavy cannon is really worth it....
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Used by the unwary, avoided by skeptics
My PvE/PvP hybrid skill tree
The console of the set boosts proton damage, the tac consoles that boost accuracy boost proton damage, plus you have to also remember there won't be a whole lot of resistance to it.
I don't see the synergy. Everything that boosts proton damage boosts this single weapon and the procs of protonic polaron weapons. Why should I boost the proc damage if I can boost polaron damage? Or even better, why don't I stick with Romulan plasma and plasma-damage boosting science consoles?
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Not every weapon is meant to fit into every build, plasma might be the best to go with the proton weapon. You can stack plasma damage from more sources than tac consoles and you can use one or two of the accuracy consoles for the proton damage and accuracy for the accuracy-less experimental beam.
If you don't like it than don't use it, but I'm not gonna say it flat out sucks without knowing what kind of damage it does and how much damage its crit proc does. I'd say it's pretty obvious judging by the set bonuses the stuff isn't meant for your boring old generic all energy weapon builds.
I don't have any all energy weapon builds. The build I was (still possibly am) considering the set for currently looks like this:
3 dual heavy cannons and one quantum torpedo launcher fore, 2 beam arrays and one quantum torpedo launcher aft.
Commander Tac: Beam: Fire at Will I, Cannon: Scatter Volley I, Torpedo: Spread III, Cannon: Rapid Fire III
Lt.-Cmdr. Eng: Engineering Team I, Emergency Power to Shields II, Reverse Shield Polarity II
Lieutenant Eng: Engineering Team I, Emergency Power to Shields II
Lieutenant Sci: Science Team I, Hazard Emitters II
Ensign Tac: Tactical Team I
If the experimental weapon had been a turret I could have replaced one of my beam arrays with it to cover the whole 360? sphre around my ship with FaW and have another weapon to fire forward. With a single cannon I probably lose frontal damage. I could maybe replace one of the aft beam arrays with a turret to compensate, but then aesthetics bite me in the butt (yes, I'm one of the few people who cares about them) with photon torpedoes, protonic cannon and a protonic polaron turret (why waste the boost to proton damage) all firing from the same hardpoint.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.