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Ship Weapon Loadouts

seamusx447seamusx447 Member Posts: 63 Arc User
I want to know what other people use for their setup, I like mine, but its also getting mundane. So, I want to have ideas as well as advice, constructive criticism, & just plain talk. My preference (for T6 or T5u, assuming a 4 & 3 for slots as basic) is, left to right; omni-directional, torpedo, beam bank/cannons, omni-directional & omni-directional, torpedo, omni-directional (or mines then omni-directional if 4 slots).
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Comments

  • seamusx447seamusx447 Member Posts: 63 Arc User
    I am getting bored with the same loadout on all my ships. All ideas, suggestions & general talk welcome. Currently using (2) omni-directional, torpedo, beam bank/cannons on fore, & (2) omni-directional, torpedo, mines (no mines if only 3 slots) on aft.
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  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    All turrets and as colorful as possible, make a rainbow of death skittles. It won't be very effective though so maybe try that on a sci heavy ship that can do it's DPS via space magic. Something like the sci versions of the MW, CBC or flagships.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,561 Community Moderator
    From an effectiveness standpoint... mixing beams and cannons is a bad idea, as using abilities that buff Beams will do squat for cannons.

    Honestly the only real advice I can give is to experiment. Maybe try different damage types. The great thing about STO is the customization.
    In the famous words of Olmec...
    latest?cb=20150630130051
    Olmec wrote:
    The choices are yours... and yours alone!
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited September 2018
    seamusx447 wrote: »
    I am getting bored with the same loadout on all my ships.

    Then do something different.

    You can always pick up cheap Rare or VR weapons from the exchange and play around with different combos. Basic weapons are pretty cheap.. experimentation isn't that difficult.

    There are all different combinations you can try depending on what ship you're focusing on.
    Insert witty signature line here.
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  • echattyechatty Member Posts: 5,916 Arc User
    I usually go with different loadouts on my ships in my roster. That way when I change ships I get different things to play with. You can do the same. Experiment! It's fun!

    Seriously, you do not have to have the same build on every ship you own. ATM I'm running all turrets on my newest SE ship with my sci captain, and he does fantastical with it. All tetryon turrets with the gravimetric torpedo front and quantum phase torpedo rear.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited September 2018
    You just about got everything in there, huh?
    It is much more fun when you have to maneuver your ship to get things in your firing arc.

    I suggest, go KDF, get ye in a BoP. Go dual heavy cannon fore...whatever you want in aft, including mines.
    Practice cloaking and flanking and healing hull. All things you have to be actively involved with.

    Also, Google search for information on torpedo builds.
    OH and I just remembered...someone was talking about mine layer ships....you may want to Google search for that, too. That is definitely different.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • feliseanfelisean Member Posts: 688 Arc User
    how about something new for you, like all front slots for dual cannons (+terran task force dhc), turrets in the aft (for set bonus and stuff like that) with highest scatter volley possible, one attack pattern beta, one tac team 1, a kemocite, if there is room one version of rapid fire (so scatter 3 +rapid 2 as example) in combination with aux2bat and the highest emergency power to weapons as possible ;)
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  • seamusx447seamusx447 Member Posts: 63 Arc User
    > @felisean said:
    > how about something new for you, like all front slots for dual cannons (+terran task force dhc), turrets in the aft (for set bonus and stuff like that) with highest scatter volley possible, one attack pattern beta, one tac team 1, a kemocite, if there is room one version of rapid fire (so scatter 3 +rapid 2 as example) in combination with aux2bat and the highest emergency power to weapons as possible ;)

    I like this idea, will have to try.
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  • seamusx447seamusx447 Member Posts: 63 Arc User
    I apologize, to clarify, when doing RR or KDF, a beam bank & torpedo fore with 360 cannon aft minimum. For Fed, beam arrays & banks with torpedoes fore & beam arrays, & torpedoes &/or mines aft.
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  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    seamusx447 wrote: »
    I apologize, to clarify, when doing RR or KDF, a beam bank & torpedo fore with 360 cannon aft minimum.

    That's probably not a great idea.. usually best to pick between Beams or Cannons and stick to that. You might want to consider swapping the aft turret for an Omni Beam. That way all your weapons would be benefiting when you use a Beam skill like Fire At Will or any traits or skills you have that buff Beams specifically.
    Insert witty signature line here.
  • jcswwjcsww Member Posts: 6,821 Arc User
    STO's game mechanics are very simple. Some of the worst builds possible are still good enough to play STO on Elite with ease. Mixing cannons and beams, depending on how you do it, can be fun. I have had dual cannons on a Galaxy X before and my Breen escort build has always dual heavy cannons, a dual beam bank, and turrets in the rear. BO3 buffed nicely can do just as much damage as torpedoes, if not more under certain circumstances. Saving yourself the 3 spec points in kinetic weapons can also be spent somewhere more useful.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited September 2018
    jcsww wrote: »
    Some of the worst builds possible are still good enough to play STO on Elite with ease.

    I would not listen to this.

    It's possible for skilled players to run Elites with sub optimal builds, but it's not easy and certainly not recommended for new players.

    Frankly, this is something that's usually said by people that never run Elites.
    Insert witty signature line here.
  • jcswwjcsww Member Posts: 6,821 Arc User
    jcsww wrote: »
    Some of the worst builds possible are still good enough to play STO on Elite with ease.

    I would not listen to this.

    It's possible for skilled players to run Elites with sub optimal builds, but it's not easy and certainly not recommended for new players.

    Frankly, this is something that's usually said by people that never run Elites.

    I always play on Elite unless there isn't an elite queue for what I am playing. I have builds for just about every weapon type that will easily eat through elite level. It isn't as easy as normal, but it definitely isn't hard either.
    Investing the time to grind out the gear that will benefit you the most is the key.
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  • qqqqiiqqqqii Member Posts: 482 Arc User
    All turrets and as colorful as possible, make a rainbow of death skittles. It won't be very effective though so maybe try that on a sci heavy ship that can do it's DPS via space magic. Something like the sci versions of the MW, CBC or flagships.
    Can still be effective if you choose different techs of the same damage type, like AP, Herald AP, Delphic AP, etc.
    dgbgfnkqi05e.png
  • feliseanfelisean Member Posts: 688 Arc User
    seamusx447 wrote: »
    I apologize, to clarify, when doing RR or KDF, a beam bank & torpedo fore with 360 cannon aft minimum. For Fed, beam arrays & banks with torpedoes fore & beam arrays, & torpedoes &/or mines aft.

    i would not suggest doing something like that, because you're loosing a LOT of potential from the ship. I wouldnt go into elite content with such a build.

    the only slightly possbile idea of mixing a lot of stuff would be a polaron build with the morphogenic 3 piece set, gamma weapon set (2 or 3 piece) and the lukari 2 piece (console + dual cannon). but even this build would utilize mainly cannons, only 2 weapons would count as something else (torpedo front, minelayer aft ^^) and the half beam half turret (so mainly cannon) morphogenic turret
  • darpinkdarpink Member Posts: 341 Arc User
    edited September 2018
    As others have already stated, using multiple energy types is generally a bad idea as is mixing beams with cannons unless you have enough boff skills for both, which is very hard to do on most ships due to the boff seating/stations.
    Basically you want 1 energy type, like Antiproton, Phaser etc. By sticking with 1 energy type you can get the Tactical consoles from your fleet spire (if you're in a fleet) that specifically boost that energy type and you can fill you tactial console slots with said consoles. And if you use energy Torpedos of the same energy type then the afore mentioned tactical consoles will boost your torpedo as well.
    When determining which type of weapon, beams vs cannons, one should consider what type of ship they want to fly. The reason being that cannons have a much smaller firing arc and require you to be facing or nose on your target otherwise your weapons won't even fire at the target because it is outside of the firing arc. Therefore you would want a smaller and/or faster turning ship. Whereas if you want to use single beam arrays you can "broadside" your target and hit with both fore and aft weapons at the same time. Add a torpedo and just turn slightly toward your target to fire it and then back to broadsiding.
    Dual beam arrays are a lot like cannons in that they have a smaller firing arc than do single beams, so they are better for a fast turning ship. Dual beams do more damage than single beams but you should always consider the firing arc.
    In my opinion, mines are a waste of a slot. Personally I like to fly cruisers and other slower turning ships. Therefore I use single beams and a matching energy type torpedo in my front weapons slots with an omni and single beams aft. This way allows me to broadside my target and hit with ALL weapons except the torp, when I'm ready to fire the torp I merely turn toward the target enough to fire, then back to broadside.
    Also, words like Herald, Withering, Bio-Molecular, Lukari etc pertaining to your weapons such as "Herald Antiproton" just means that the weapon has a "proc" that a normal Antiproton does not have, and also usually means that it has a reduced default "proc". For example, if the normal AP gives a 20% crit severity, the Herald AP will likely only give 10% crit severity. This is an example only, but if you compare them I'm sure you'll see the differences.
    I hope this helps! Good luck!
  • darpinkdarpink Member Posts: 341 Arc User
    edited September 2018
    Duplicate post, sorry.

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