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Vo'Quv Turrets or Beams ?

[Deleted User][Deleted User] Posts: 0 Arc User
edited September 2014 in Klingon Discussion
Hello Fellow KDF Players.

Im Playing a Vo'Quv(VQ) for some time now , at the moment with 6 Disruptor Beam Arrays intended for Broadside Attack and weakening Enemys with the Procable -DMG resistance Debuff.

But in the Shuttle Week i Smacked a To'Duj fighter with 2 Turrets together and Noticed that the 2 Turrets fire 6 Projectiles each Projectile does its OWN dmg that got me Thinking .. 6 Turrets would be 18 Shoots a Volley(even more with cannon Volley)... this would tripple the chance of Inflicting a Debuff.


So what you Guys think is better for my VQ.

Beam Arrays with about 40 % More Overall DMG but the chance to outflank me (happens alot in the Udine Space Battle zone where i get just nailed into Place)

Or Turrets with 100% Uptime and the tripple chance to Proc...a Proc...

Talking about Procs ... im kinda in Flux between

Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec
Tetryon: 2.5% chance to deal additional shield damage

i Tend somehow to Tetryon because its sorta "Stackable"

Thanks for all feedback <3
Post edited by [Deleted User] on

Comments

  • thisslerthissler Member Posts: 2,055 Arc User
    edited September 2014
    Beams.

    Disruptor.

    And save yourself a bit of time and don't run tactical energy weapon buffs on that ship. Torpedoes, mines, or patterns.

    Peace.
  • tom61stotom61sto Member Posts: 3,674 Arc User
    edited September 2014
    Beams, despite looking like they're continuous, actually have multiple damage ticks each firing cycle. Disruptor, Tetryon, and most other energy weapon procs are per cycle, not per pulse, anyway.

    I'd probably continue using beams if I were you, possibly work towards getting a crafted [arc] Disruptor beam for more 360 damage (either from the exchange, or your fleet's crafter [if you have one]), though you can only equip one at a time. Also, for more proc goodness, grab a Nanite Disruptor or two, as those proc separate to the standard Disruptor for lowered shield resilience and slightly more hull debuff. Also, add in more control resist abilities like Axu2Damps (get a blue DOff for increased up time if you want to run just one copy), Emergency Power to Engines and Attack Pattern Omega.
  • generator88generator88 Member Posts: 698 Arc User
    edited September 2014
    thissler wrote: »
    Beams.

    Disruptor.

    And save yourself a bit of time and don't run tactical energy weapon buffs on that ship. Torpedoes, mines, or patterns.

    Peace.

    Why do you say that? Not enough tac consoles to give it any oomph?

    Thanks,
    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • coolheadalcoolheadal Member Posts: 1,253 Arc User
    edited September 2014
    Ships with 3/3 weapons should have omni-directional beams that do 360 degree instead of using beam arrays which are limited to 250 degree. Put a heavy turret on that ship also 360 degree.

    So that 2x ODB + 1x HT, 2x TOP (with auto loading/firing more that one torpedo) are the best. If your only have two slots for Tac BOF which most have just one TAC.
    [SIGPIC][/SIGPIC]

    Time will only tell!
  • [Deleted User][Deleted User] Posts: 0 Arc User
    edited September 2014
    Okay maybe i should add in more Details of how i run my Vo'quv

    Its a Heal/Support Carrier

    Running 2x Science TeamII
    1x Engenir TeamI
    1x Tactical TeamI
    2x hazard EmitersI
    Extend Shields
    Tyken RiftII
    Gravity WellII

    Its a Flying Brick who keeps others Alive and Weakens Enemys my only Movement utilitys are Pattern Omega and Evasive..i use them if i have to Quickly turn but only once like every 30-45 seconds isnt enough for combat.

    Right now im Using 6 Disruptor Beam arrays MKII (BORG) i read that that Borg buff is quite buggy thats why you cant get them anymore... so replacing my weapons seems logical and Kicked off my Whole thinking around

    To make it Perfectly clear i dont intend to tickle out the maximum possible damage her , but the most Universal support for others in all situations

    So my Current Planed New Weapon Layout would be 5 tetryon Turrets (ACC)x3 and the 360 beam array from the Episode Mission for the Sub System targeting ( no blind spot hurray )

    still fighting between the choice of my Tac Bridge Skill between
    Beam Overload (with 6 beams they seem to Pause for a brief moment what feels odd i hope the turrets dont care about it)
    Cannon Rapid Fire and Cannon Spread.


    thanks again for all who take the time to bounce around idears
  • thisslerthissler Member Posts: 2,055 Arc User
    edited September 2014
    Why do you say that? Not enough tac consoles to give it any oomph?

    Thanks,
    Generator

    Not enough Tac Boff seating. For instance you could use the best of the torpedo abilities or the second best of the cannon abilities. And if you're only using turrets that won't really get you that far.
    You could mount DHC's on the front, but there's a lot of work for...what really? If for fun than sure it is worthwhile. Otherwise not so much.

    But torpedoes, or well placed mines, are huge. Why give that up? Stick with beams and use the SST of the ship.


    You can very nicely support you carrier pets using beams. Time is short on the expansion, but Rommie Plasma beams have that nice debuff plus you can boost damage with embassy consoles. So maybe that isn't worth the expense at this time, but it is an option as well.
  • generator88generator88 Member Posts: 698 Arc User
    edited September 2014
    Ok, thanks for expanding on the answer. On my own Vo'Quv, I've left the torpedoes to my BOP commanders; my Tac seating is TT1/BFAW2/APB2. I try to not use the FAW as 'spray n pray,' but rather save it for when I really need to pop a few targets at once (the main example that comes to mind is when I'm fighting Tholians and have to say, "I'll see your Web Trap Thingy, and raise you one GTFOH" to get myself out).
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • edited September 2014
    This content has been removed.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited September 2014
    skollulfr wrote: »
    beams.
    the damage drop off on turrets is that bad that you will be getting hits in double figures, let alone hundreds.
    and dont bother with forward arc sci abilities either. this ships agility stats where designed for a game environment that never existed.


    can still get a tac team & 2 coppies of apB on it.

    And that changes nothing on my position that there isn't enough tac seating to support a cannon build.

    I think everyone in STO realizes that there are some huge dps monsters that use...beta.

    This isn't one of those.

    Okay I suppose you could mess with pattern doffs or otherwise squish the cooldown of beta to the point where the uptime would greatly benefit the carrier pets, but...probably outside the scope of the thread.
  • wintiemintiewintiemintie Member Posts: 0 Arc User
    edited September 2014
    Normally I'd say just stick with beams on a regular Voquv.

    If you wanted some lulz, you can use a mirror voquv. However mirror ships won't get updated in Delta Rising. But one of my characters is in a Mirror Voquv, using this..

    Fore: 1 Elite Fleet Disruptor DHC, Undine Set Rep photon torp, Dyson set rep photon torp.
    Aft: 2x Elite Fleet Disruptor Turrets, 1x Reputation heavy turret

    Lt. Com Tact slot: TT1, CSV1, Torp Spread 2-3

    Run it with A2B+ Tech Doffs for double copies of all three tact boffs listed. Use elite scorpion fighters for high pve dps with little worries about hanger recharge since fighters are fastest recharge. Use 3x projectile officers. Ship setup also lets you have a grav well, mostly for crowd control to cluster pve npcs up together for csv and ts2-3 barragges.

    Its pretty lulz and surprisingly effective for pve.
  • dknight0001dknight0001 Member Posts: 1,542
    edited September 2014
    My standard PVE Carrier arrangement that works best for me.

    Torpedo (Romulan Hyper Plasma)
    Dual Beam Bank (Romulan Plasma)
    Romulan Experimental Beam Array (no power use and I run max Aux)

    Plasma Beam Array (Romulan Plasma)
    Plasma Beam Array (Romulan Plasma)
    Kinetic Cutting Beam

    I want to exchange one Plasma for an Omni Beam.

    If one where to run Anti Protons one could get a free Omni Beam.

    You have 4 Beams forward (I count the Dual as two) 4 Beams to the side and 3 beams to the back. With an Omni in the back you'd have 5 Forward.

    I tried all turrets, it sucked. As did single cannons and turrets and DHCs and turrets.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
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  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited September 2014
    Super slow turning ship equals super low DPS with dual heavy cannons and even dual beam banks. Stick with beam arrays for weapons if you want to mix in with the baddies. If you like to stick out on the fringes, try the park and shoot thing with plasma torpedoes.
    Let your pets harass baddies and use your science skills to hold/ drain/ confuse the baddies, whatever you like.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited September 2014
    A long time ago i used 5 single beams and a dhc but after time went on with vo'quv I just went 6 single beams and usually beneficial to use shield drain powers like target shields 3. I would recommend things like tachyon beam, charged particle burst, etc for shield drain but around the time they were nerfing things they nerfed shield drains so badly that even with like 300 rating for all of the mechanics involved in shield drains with 130 aux they barely drain any shields from a target at all. The only entities that were actually still being drained were those old season 1-3 enemy npcs that were not brought up to speed with content from season 5-9.5. One of the big reasons exploration system was removed and most likely those dailies everyone can do + the empire defenses still with these types of npcs are most likely due for removal before revamping though.

    So in all shield power drain, defense, heals, and hold, confuse are the main ones to get with this ship.
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited September 2014

    You have 4 Beams forward (I count the Dual as two) 4


    You really shouldn't: The DBB is simply a single beam bank with slightly more damage but a narrower arc and a "dual beam" visualization. Nothing less, nothing more.
    T93uSC8.jpg
  • notorycznynotoryczny Member Posts: 0 Arc User
    edited September 2014
    krownleth wrote: »
    But in the Shuttle Week i Smacked a To'Duj fighter with 2 Turrets together and Noticed that the 2 Turrets fire 6 Projectiles each Projectile does its OWN dmg that got me Thinking .. 6 Turrets would be 18 Shoots a Volley(even more with cannon Volley)... this would tripple the chance of Inflicting a Debuff.

    Well, no. That 2.5% for proc comes to life once per firing cycle, not once per shot.
    krownleth wrote: »
    i read that that Borg buff is quite buggy thats why you cant get them anymore...

    Not true; proc still works on basically all Borg except Klingon/Borg assimilated ships in Cure. Weapons were removed in big season 7 STF rewards revamp, not because proc was buggy.
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