Hi i posted this in the cruiser forum but no one seems to go there.
I was just wondering if its possible to make a damage dealing focused cruiser. I started off with escort but found myself getting killed very quickly. If its not possible just let me know, thanks!
If you can keep your weapon power up (multiple EPS transfer consoles, emergency power to weapons) then you can bring down a shield facing on an average enemy in one or two shots.
Crusiers can put out some nice damage with the right set up. I keep things basic and balanced with this:
Fore:
2 Beam Arrays
1 Quantum Torp
1 Turret
Aft:
Same as above.
The turrets are there simply to have two weapons firing at all times, so if something tries to avoid the broadside, I still have four weapons on them and have a High Yield II salvo waiting for when those shields drop. I also like to make full on charges at enemies, use Tactical Team, Beam Overload and High Yield at once, by the time the overload hits, shields will drop and torps are already on the way XD
Broadsiding is your friend. Turn rate consoles help too.
Personally, I wouldn't waste the slot on turn rate consoles. I would put 2x EPS Flow consoles which boost your energy regen rate, and 2x Weapon power consoles. Depending on your tier, some combination of that.
In tactical, personally I only slot +Paser consoles.
For powers, Emergency Power to Weapons is useful, so is EPS Power Transfer to help maximize weapon power (i think it has a +power buff on it, i cannot entirely remember).
For defenses I like to use Rotate Shield Frequencies and Reverse Shield Polarity. That should minimize the damage you take and keep your shields up for a while.
After playing that setup for a while, it got kind of boring being a one-trick pony. I have since started to switch more into a utility role. Extend Shields can prevent ridiculous amounts of damage. Engineering Team also works wonders when specced for it. It is nice to be able to fly in, take a decent pounding and be the ship that keeps your group up and running.
In tactical, personally I only slot +Paser consoles.
.
If you go with all 2 phaser consoles you suffer from diminishing returns, use a beam console, phaser console and either a energy weapon or another phaser console and you will get a higher bonus.
My attack run is the most important part of my strategy, and where I hope to gain the edge (keep in mind I am a PvP carebear...IOW, I don't PvP). I start by activating beam overload and high yield about 15 clicks out, when I close to attack range, I activate my eps power (can't remember the name, activated for weapons power management and closing speed) and scramble sensors. I open up with beam weapons and a torpedo volley. I slow to half impulse at about 6 clicks, reactivate beam overload and high yield (the timer was activated pre-engagement and used with about 5-10 seconds left on the cooldown timer) open up again on the opposing vessel with beams, turn broadside if shields are still up to cut them down, turn back hard to fore, and fire again with the torps. If multiple ships are involved, I also activate rsf at attack range for damage mit. Obviously one must change tactics against cubes, but this has been my basic attack pattern since open beta and works extremeley well, even on advanced (haven't played expert yet!)
Comments
If you can keep your weapon power up (multiple EPS transfer consoles, emergency power to weapons) then you can bring down a shield facing on an average enemy in one or two shots.
Fore:
2 Beam Arrays
1 Quantum Torp
1 Turret
Aft:
Same as above.
The turrets are there simply to have two weapons firing at all times, so if something tries to avoid the broadside, I still have four weapons on them and have a High Yield II salvo waiting for when those shields drop. I also like to make full on charges at enemies, use Tactical Team, Beam Overload and High Yield at once, by the time the overload hits, shields will drop and torps are already on the way XD
Broadsiding is your friend. Turn rate consoles help too.
In tactical, personally I only slot +Paser consoles.
For powers, Emergency Power to Weapons is useful, so is EPS Power Transfer to help maximize weapon power (i think it has a +power buff on it, i cannot entirely remember).
For defenses I like to use Rotate Shield Frequencies and Reverse Shield Polarity. That should minimize the damage you take and keep your shields up for a while.
After playing that setup for a while, it got kind of boring being a one-trick pony. I have since started to switch more into a utility role. Extend Shields can prevent ridiculous amounts of damage. Engineering Team also works wonders when specced for it. It is nice to be able to fly in, take a decent pounding and be the ship that keeps your group up and running.
If you go with all 2 phaser consoles you suffer from diminishing returns, use a beam console, phaser console and either a energy weapon or another phaser console and you will get a higher bonus.
Fore: 2 beams, 1 canon, 1 torp
Aft: 2 beams, 1 turret, 1 torp
My attack run is the most important part of my strategy, and where I hope to gain the edge (keep in mind I am a PvP carebear...IOW, I don't PvP). I start by activating beam overload and high yield about 15 clicks out, when I close to attack range, I activate my eps power (can't remember the name, activated for weapons power management and closing speed) and scramble sensors. I open up with beam weapons and a torpedo volley. I slow to half impulse at about 6 clicks, reactivate beam overload and high yield (the timer was activated pre-engagement and used with about 5-10 seconds left on the cooldown timer) open up again on the opposing vessel with beams, turn broadside if shields are still up to cut them down, turn back hard to fore, and fire again with the torps. If multiple ships are involved, I also activate rsf at attack range for damage mit. Obviously one must change tactics against cubes, but this has been my basic attack pattern since open beta and works extremeley well, even on advanced (haven't played expert yet!)