What faction are you playing and what ship are you using?
I'm playing a federation Heavy cruiser it's armed with photon torps, plasma torps, phaser cannon, phasers and chroniton mines.
In STO in most cases its not so good mixing many weapon types because you get less dps boosts from consoles, traits etc. Dont have more than one torp if you go for energy build and the torp is pretty much for "flavor" so it feels more realistic. Pick one damage type and have tactical consoles for it. Most cases also dont mix cannon with beams unless you get certain synergies from skills and equipment
If you are using phasers then check out this official STO Wiki page which will detail all of the consoles and sets you can obtain to boost up your phaser damage. If you need any more advise then please reply and i will drop in more links that will help you boost your DPS. https://sto.gamepedia.com/Phaser_weapons_(space)
Pick one damage type and have tactical consoles for it.
This is very true.
However, if you decide to make a Torpedo Boat (all projectiles and no energy weapons), then mixing damage types works as it will bypass the same-type-cooldown that projectiles can have.
What faction are you playing and what ship are you using?
I'm playing a federation Heavy cruiser it's armed with photon torps, plasma torps, phaser cannon, phasers and chroniton mines.
Sounds like your build lacks focus. Since this is a Heavy Cruiser. I'd personally use beam arrays in all my weapon slots. You should use all one type. So if you like phasers for instance make sure all your beam arrays are phasers and boost the damage with the appropriate tactical consoles. Feel free to pm me in game if you want some help with your build.
Pick one damage type and have tactical consoles for it.
This is very true.
However, if you decide to make a Torpedo Boat (all projectiles and no energy weapons), then mixing damage types works as it will bypass the same-type-cooldown that projectiles can have.
To my understanding he is new, so I dont want to suggest torpedo boats yet, before he gets a general grasp of things
It's been a while since I did that episode. My suggestions would be to try and keep your distance from the cubes. They can hold you in a tractor beam if you get too close and keeping your distance gives you a chance to shoot down their plasma torpedoes. For tactical bridge officer abilities I would suggest tactical team in the ensign slot and beam overload in the lieutenant slot. That would be if you go with all beam array weapons rather than cannons.
Answers
I'm playing a federation Heavy cruiser it's armed with photon torps, plasma torps, phaser cannon, phasers and chroniton mines.
In STO in most cases its not so good mixing many weapon types because you get less dps boosts from consoles, traits etc. Dont have more than one torp if you go for energy build and the torp is pretty much for "flavor" so it feels more realistic. Pick one damage type and have tactical consoles for it. Most cases also dont mix cannon with beams unless you get certain synergies from skills and equipment
https://sto.gamepedia.com/Phaser_weapons_(space)
This is very true.
However, if you decide to make a Torpedo Boat (all projectiles and no energy weapons), then mixing damage types works as it will bypass the same-type-cooldown that projectiles can have.
Sounds like your build lacks focus. Since this is a Heavy Cruiser. I'd personally use beam arrays in all my weapon slots. You should use all one type. So if you like phasers for instance make sure all your beam arrays are phasers and boost the damage with the appropriate tactical consoles. Feel free to pm me in game if you want some help with your build.
To my understanding he is new, so I dont want to suggest torpedo boats yet, before he gets a general grasp of things