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Turn rate and weapons

mordan8504mordan8504 Member Posts: 40 Arc User
I'm currently in a Fleet Nova and I'm about to drop 2 Enhanced RCS Consoles into her to make the best use of my 2 fore DBBs. My question is, for the rear weapons, should I be using beam arrays, to make full use of BO2, or should I use turrets since my turn rate is going to be, by my calculations, over 30?
Post edited by mordan8504 on

Comments

  • carl103carl103 Member Posts: 1 Arc User
    edited April 2014
    Assuming you mean PVE and not PVP, Turrets and use Cannon Rapid Fire 1 not BO2, BO is a horrid skill that outside of PVP is simply not worth even glancing idily at.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited April 2014
    carl103 wrote: »
    Assuming you mean PVE and not PVP, Turrets and use Cannon Rapid Fire 1 not BO2, BO is a horrid skill that outside of PVP is simply not worth even glancing idily at.

    I've been using BO relatively well in PvE, is the problem in the weapon power drain that accompanies it? I'm just asking for clarification. The thought behind the CRF is just to get turrets putting down more damage regardless of target angle, yes?
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited April 2014
    Sadly this issue is the main reason I go with AP weapons.


    That leaves me with DBB up front, cutting beam and omni beam in the aft, and the final aft weapon can be a turret, or given the low dps and high power drain of turrets, a mine or torp can be used. One example, you can put the junky romulan weapon in the aft if you are going for the rom plasma set, and its just there for the bonus.

    Beams up front and turrets back is "ok" but the above is better use of your weapon power (not that it matters if you are really well geared) and higher dps (the 2 beam 'turrets' do solid dps).

    DBB and beam arrays seems silly to me. The back weapons would never fire unless you want to do dinky aoe damage to anything not in front of you (why??). The arcs can't overlap anywhere --- you will always be firing either a reduced, pathetic broadside or a weakened frontal attack.
  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited April 2014
    No, if you're using BO for it's damage output don't put standard arrays aft(including the 360* ap array) since you'll have little control over which array triggers on the BO(the power is just on next activation so whoever fires first) aft turrets will give you sustained fire(good for plasmonic leach) and an increased proc rate, use the omega KCB aft to give you a 2p set bonus with the assimiated module as well
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2014
    DBBs fore are for forward firepower, and for that you want turrets on the rear providing even more oomph into the forward arc. You can put a beam on the rear to clear spam if you want but your forward arc will be weaker because of it.

    On my Nova I use TT1/BFAW2/TS3 with 2x DBB and a single gravimetric photon in the front, and two turrets with the Borg KCB in the rear.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited April 2014
    AP weapons on the Fleet Nova or my tac Vesta is good just for raw DPS.

    I have the Tachykinetic Console along with the other rep consoles: Add the Hydrodynamics Compensator from the Counter Command T1 rep and wow, plus it gives you extra +3 Aux & Engine power...

    I would say as a sci ship captain myself: use the T4 Nukara space power since you will have high AUX by default: the extra offensive and defensive abilities are worth it.

    Adv Fleet DBB setup was nice on my Vesta and might return to that again... I currently use Beam Arrays for a BFAW build setup.
  • carl103carl103 Member Posts: 1 Arc User
    edited April 2014
    Ok slightly ignore my prior advice because my brain wasn't in gear, (i was on my way out when i spotted your question). Miss-read your DBB as DHC and forgot the nova is a sci not an escort, that's me being mega dumb, sorry.

    That said, in that case the big question here is what powers are you planning to use?

    Unless your using nothing that scales with Aux power level for Sci abilities your going to need high Aux, equally if you don't want to go boom a high shield power level. That leaves nothing for your weaponry. In that situation using energy weapons at all is a bad idea.

    Assuming that's good though and you can have high weapons and shield power at the same time without gimping your sci BOFF slots i would not advise DBB at all. Go broadside on with Array's, it's higher DPS than DBB+Turrets, (though DB+Turrets is still the best way to build it if you must go DBB).

    If you are going to go DBB, then Kinetic Cutting Beam + 2 turrets in the back and use Beam Fie at will.

    As for why BO is bad:

    BO multiplies, (depending on the rank), your damage output from a single Bank by 6.5/7.25/8.5. However you lose a cycle because the cycle where the BO shot fires stops all other weapons fire, and the power drain renders the next cycle massively weakened. As such it costs you 6 standard beam array shots, and 4 Turret shots, (Equivalent to another 2 DBB volleys), and severely nerfs the cutting beam damage output. As a result your at best roughly even with BO3. FAW 2 on the other hand increases all 3 DBB's damage output by 32% for a period of 10 seconds, (Roughly 13 sots per bank), granting an effective 13 extra DBB shots worth of damage. Though for pure AoE your probably better going Single Cannon+Turrets with CSV, (CRF would be about even with the DBB build with FAW2, but guaranteed fire concentration).

    The reason you where getting good result whilst leveling btw is because low level ships have fewer weapons slots. The miranda for example only has 3, so a BO on a DBB there costs you 4 DBB shots and the equivalent of one more from an aft turret for a total of 5 lost shots for 6.5 times normal damage.
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