ANY of the ships you mentioned is more than viable for that.
Avenger is a cruiser, so it naturaly has a lower turnrate. Very good boff layout for many build options. If you can afford it, a A2B build with DEM3 fueled by a marion DOFF will make this ship an insanely good DPS machine.
the tactical escort retrofit is a fantastic escort, though the 3rd tac ensign slot is either wasted or forces you to put a DBB or a torp launcher on it to make use of it.
The DBB option is quite nice, imo, since the ship can equip a cloak and a decloak BO alpha strike is really something.
kumari is a fantastic ship too, but has too many tac boff seats. You'd need a DBB and a torp launcher to fill them all in a reasonable way. But 5 tac console slots (especially fleet tac consoles) combined with 5 front weapon slots makes it really something to wish for.
the charal is a well balanced escort, and my personal favourite...though i use the khyzom which has more sci console slots, which i find more usefull.
Noblet, show me one case of you or anyone else breaking and holding 100k dps after an ise. It is getting borderline trolling now
I wouldn't recommend paying attention to him... he has opinions, but when asked to provide proof of ANYTHING, he can't deliver. See also: I asked for his cannon avenger that was superior to a beam avenger. Couldn't show me.
Sardak (Science Officer): Captain of a 23k DPS R'Mor Temporal Science Vessel, R.R.W. Vathos Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler Patiently waiting for a Romulan Science Vessel
I was wondering what people would think of my build. I'm not going for max dps or anything, I usually just mess around. I was sort of going for a more balanced build, survivable, but still capable of dishing out a moderate amount of damage in pve.
The Enhanced RCS's came off of an Avenger I'd been flying previously (and oh, how this ship turns! so much fun to fly), also, I won't have the Vulnerability Locators until my fleet gets our spire to tier 3, but that's what I'm planning when the time comes. Right now I'm just running 3 +28.1% phaser relays in the tac slots.
I was wondering what people would think of my build. I'm not going for max dps or anything, I usually just mess around. I was sort of going for a more balanced build, survivable, but still capable of dishing out a moderate amount of damage in pve.
The Enhanced RCS's came off of an Avenger I'd been flying previously (and oh, how this ship turns! so much fun to fly), also, I won't have the Vulnerability Locators until my fleet gets our spire to tier 3, but that's what I'm planning when the time comes. Right now I'm just running 3 +28.1% phaser relays in the tac slots.
why on earth would you go for a 3rd torp high yield in your UNIVERSAL boff seat??? and not have a second attack pattern?
fit an EPtS1 in its place...remove engi team and fit EPtW1 instead, then get 2-3 damage controle doffs and maybe a warp core engi.
If turning on a dime was an actual goal in this game, you'd win...however it is not, so get some more useful consoles.
all tac console slots should be filled with tac consoles.
scatter volley > rapid fire for any PVE mission. so is torp spread > torp high yield.
I was wondering what people would think of my build. I'm not going for max dps or anything, I usually just mess around. I was sort of going for a more balanced build, survivable, but still capable of dishing out a moderate amount of damage in pve.
The Enhanced RCS's came off of an Avenger I'd been flying previously (and oh, how this ship turns! so much fun to fly), also, I won't have the Vulnerability Locators until my fleet gets our spire to tier 3, but that's what I'm planning when the time comes. Right now I'm just running 3 +28.1% phaser relays in the tac slots.
2x scatter volley. 2x beta. Omega is for getting away, not damage, and you only need omega 1, not 3. Eng team shares cd with tac team, you won't be able to use it with 2 tac teams cycling. Always use max number of tac consoles, move the universal console, drop it if you have to.
Back to the Beams vs Cannons thing, I've always thought that which one should be used depends on your abilities and how fast the ship turns.
For example I could make Dual Heavy Cannons work on an Avenger, but it's turn rate is more moderate then good, so I rely on Dual Beam Banks.
My Fleet Avenger, meanwhile, run Duals in the front, turrets in the back.
Also, because of the arcs involved beams might be better for an extended fight then dual cannons. To use Dual Cannons you need to fly at the target. But if your not behind said target you're going to fly by them. If you are behind them, you may need to reduce your speed (And, by doing so, defense) to stay behind them and keep on their tail.
Beams will let you keep DPS up, no matter your facing, and if you can keep circling a target you can whittle them down with broadsides while maintaining your speed (And, by doing so, defense).
To put it bluntly, Cannons are great for hard hitting, knock out blows, but they need to kill something fast.
Beams don't have that same knock out power, but can wear things down at a steady rate.
Right, that's the pvp burst I was talking about...seems like you only skimmed over what I said.
Let's just say the top beam dps does 50k and the top cannon does 35k over the course of an ise run. (real numbers).
I've explained why cannons suck in dps races enough times, basically it's the arc that hurts them the most
but cannons are fun. i wish we didn't know the numbers sometimes (well i personally ignore them), because i just want to use what I enjoy without people criticizing it in missions.
Comments
ANY of the ships you mentioned is more than viable for that.
Avenger is a cruiser, so it naturaly has a lower turnrate. Very good boff layout for many build options. If you can afford it, a A2B build with DEM3 fueled by a marion DOFF will make this ship an insanely good DPS machine.
the tactical escort retrofit is a fantastic escort, though the 3rd tac ensign slot is either wasted or forces you to put a DBB or a torp launcher on it to make use of it.
The DBB option is quite nice, imo, since the ship can equip a cloak and a decloak BO alpha strike is really something.
kumari is a fantastic ship too, but has too many tac boff seats. You'd need a DBB and a torp launcher to fill them all in a reasonable way. But 5 tac console slots (especially fleet tac consoles) combined with 5 front weapon slots makes it really something to wish for.
the charal is a well balanced escort, and my personal favourite...though i use the khyzom which has more sci console slots, which i find more usefull.
I wouldn't recommend paying attention to him... he has opinions, but when asked to provide proof of ANYTHING, he can't deliver. See also: I asked for his cannon avenger that was superior to a beam avenger. Couldn't show me.
Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
Patiently waiting for a Romulan Science Vessel
The Accipiter
The Enhanced RCS's came off of an Avenger I'd been flying previously (and oh, how this ship turns! so much fun to fly), also, I won't have the Vulnerability Locators until my fleet gets our spire to tier 3, but that's what I'm planning when the time comes. Right now I'm just running 3 +28.1% phaser relays in the tac slots.
why on earth would you go for a 3rd torp high yield in your UNIVERSAL boff seat??? and not have a second attack pattern?
fit an EPtS1 in its place...remove engi team and fit EPtW1 instead, then get 2-3 damage controle doffs and maybe a warp core engi.
If turning on a dime was an actual goal in this game, you'd win...however it is not, so get some more useful consoles.
all tac console slots should be filled with tac consoles.
scatter volley > rapid fire for any PVE mission. so is torp spread > torp high yield.
2x scatter volley. 2x beta. Omega is for getting away, not damage, and you only need omega 1, not 3. Eng team shares cd with tac team, you won't be able to use it with 2 tac teams cycling. Always use max number of tac consoles, move the universal console, drop it if you have to.
RCS with +resists or Neutiums with +turn, depending on how much you need to aim properly.
For example I could make Dual Heavy Cannons work on an Avenger, but it's turn rate is more moderate then good, so I rely on Dual Beam Banks.
My Fleet Avenger, meanwhile, run Duals in the front, turrets in the back.
Also, because of the arcs involved beams might be better for an extended fight then dual cannons. To use Dual Cannons you need to fly at the target. But if your not behind said target you're going to fly by them. If you are behind them, you may need to reduce your speed (And, by doing so, defense) to stay behind them and keep on their tail.
Beams will let you keep DPS up, no matter your facing, and if you can keep circling a target you can whittle them down with broadsides while maintaining your speed (And, by doing so, defense).
To put it bluntly, Cannons are great for hard hitting, knock out blows, but they need to kill something fast.
Beams don't have that same knock out power, but can wear things down at a steady rate.
but cannons are fun. i wish we didn't know the numbers sometimes (well i personally ignore them), because i just want to use what I enjoy without people criticizing it in missions.