Yes I know this idea is awful but why not. I'm slapping cannons, turrets, a torp, and a mine on to a Jem Dread and I'm looking for ways to help out with the turn rate. I have a Conductive RCS Accelerator, 2 Enhanced Neutronium Alloy Mk XII [+Turn], and a few upgrades ready for tomorrow to help out. Looking for traits, specs, and any other ideas to really boost the turn rate on the old girl
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I actually had a cannon dread setup at one point. Getting it to turn ended up being no problem whatsoever. If youre not committed to Polaron, using Disruptor weapons means you can use the Bio Molecular Turret and the Undine rep console and get bonus Disruptor damage from the set and turn rate from the console.
The inertia becomes the issue moreso than the turn rate at some point.
A Conductive RCS [ResAll] will give the same resist as Enhanced Neutronium Alloy Mk XII [+Turn], but twice the turn boost. There's also the option of grabbing a Conductive RCS [Turn] which doubles up the turnrate boost, but note you can have only have one Conductive RCS on a given ship.
There's also the Polaric Modulator console (mission reward) that gives a speed boost, as well as also giving +5 Inertia rating.
The Undine rep console mentioned also gives a mild turnrate boost, well worth it if you're running Disruptor or Phaser.
There's a Rep Trait (forgot name) that boosts turnrate and flight speed.
The Trait given for maxing out the Cannon R & D school gives a boost to turnrate when casting cannon abilities (such as Cannon: Rapid Fire and Cannon: Scatter Volley)
If you're a KDF captain, the Qib's starship trait gives a stacking turnrate and accuracy buff while firing cannon weapons (a single turret will be enough to max it)
Two lockbox personal Space traits: Momentum (flight speed and turnrate increases as you remain at Red Alert) and Helmsman(flat boost to turn)
If you're willing to go with non-Jem'Hadar engines, the 8472 Counter-Command Engines (aka Undine Rep) are very nice on slow boats, top turnrate and gives you +5 Inertia rating which means it'll slip and slide a bit less.
BOff abilities:
Emergency Power to Engines is a very nice one, gives a flat turnrate and speed boost on top of more power to engines, used this a lot when I was maining a JHDC.
Auxiliary Power to Dampeners, gives a speed and turnrate based on your Aux level at casting, on top of giving kinetic resist and making you immune to repel (including the negative repel of Gravity Well). With a Matter-Antimatter Specialist Duty Officer of the right type, you can extend the duration and add energy resist too. I was using a DOffed Aux2Damp along with single Aux2Bat build on a T5 D'Deridex (my T6 D'D uses Conductive RCS [Turn], Undine Engines and Reciprocity to boost tac cooldowns instead).
Attack Pattern Omega gives a turnrate and speed boost.
Wow. That list is a lot bigger than the last time I was maining a JHDC, and I don't think that's an exhaustive list.
Single A2d plus doff is 23 sec out of every 30, fine for scripted STFs maybe not so much for more recent queues.
Krenim Eng boff has 10% Cd reduction, A2D to 27 sec, Bio-Neural Gel Pack console 7% for I suppose a 2 sec reduction. On the Jemmy Dread 2 krenims would require your universal to be eng. On most ships stacking krenim eng CD boffs just wrecks the boff power balance, and gives so many eng slots that the cooldown reduction becomes moot. IMO 90% up time with a single krenim and doff should be fine for a ship that can take a pounding and is something of a move, park n shoot, move sort of beastie.
Mk14 engines help a lot, a nice boost to both speed and turn, and it doesn't compromise some other aspect of your build.
The Exotic Particle Field Exciter also comes with a load of mod option, so you can get your neutronium type resistance or a 42.5-50 turn boost( mk12 - m14 epic)) from a sci console slot. Resall mod 18m on exciter and 34m on rcs, turn mod is 4m vs 7m. On the big Jemmy the part gen boost is not helpful but shield cap and WP are.
Aux power to EP? works on small ships, not tried it on a battle bus