I was wondering why are Arrays so popular (and insanely expensive on the exchange)? Aside from noticing Beam Arrays make ships fire from their canon spots (the phaser strips on hulls), they seem to do substantially less dps and generally seem inferior.
So I was curious what makes these Beams so much more popular then Dual Banks?
Take a look at the firing arcs:
- Dual Beam Bank: 90°
- Beam Array: 270°
The Beam Arrays offer a MUCH better firing arc, you can even easily overlap the front and aft arcs for a serious broadside. Especially for the slow turning cruisers Beam Arrays are a good choice of weapon. The higher firing arc compensates their lack of maneuverability and allows the cruiser to attack the target and keeping the weapons lined up.
So I was curious what makes these Beams so much more popular then Dual Banks?
Can a dual beam bank catch a plasma torpedo that comes from the side or a bunch of mines? Dual beam banks are only good in the front arc and for escorts dual cannons are better there. But there's no ship that can do wrong by having at least one beam array in the front and one in the rear. You can overlap their firing arcs, Beam: Fire at will is a great skill if you have full coverage around your ship etc.
it's all about the firing arcs. Dual beams only fire forward (can't even be equpped in the rear), and only in a 90 degree arc. Put a standard array in front and back, and you can hit any target 360 degrees
Quick question; do Beam Arrays actually do more DPS in combat situations than turrets? Isn't there a damage penalty for firing outside of the centre of the firing arc that wouldn't apply to turrets?
As my colleagues already mentioned. For cruisers, beams are the only choice (eenthough some people use at least one dual beam there as well). And my assault cruiser has 6. So logicaly when many people need something, the price gets higher. The same applies to turrets, I find them quite expensive too.
Dual beams are good for escorts. I always use one there in addition to cannons as it alows me to use BOs beam skills. Moreover even the beam overload 1 skill is comparable to a torpedo hit
As a player who has played both "Beam Broadside" and "A whole mess of turrets"... Beam Arrays kill targets a lot faster than turrets. Turrets also suffer more of a distance penalty because they're classified as cannons, while beams lose less damage over distance. You need to be within 5km or less of a target before Turret damage begins to pick up, but it never eclipses the damage of Beam Arrays even from 9.99km.
The main draw of Beam Arrays is that they have such a huge firing arc. If you have six equipped, for example (3 fore and 3 aft), if you turn your ship's side to a target... all six of your arrays line up and can hit that target for full damage. Even though Beam Arrays do less damage than Dual Beam Banks, you can at most only have 4 Beam Banks firing compared to 6 Beam Arrays.
There are other things to consider, though. Beam Overload hits a lot harder with a Dual Beam Bank than a Beam Array. Putting a couple Turrets in the rear and mostly Beam Banks forward will compliment your frontal DPS. However the main draw of Beam Arrays is being able to bring so many to bear at a target and not having to worry so much about firing arcs and turn rates.
Quick question; do Beam Arrays actually do more DPS in combat situations than turrets? Isn't there a damage penalty for firing outside of the centre of the firing arc that wouldn't apply to turrets?
What do you mean by that, "outside of the center of the arc"? There is no such thing like a center of the arc,as long as the target is within the arc, you can hit it - the damage doesn't suffer from the targets position within the arc.
What modifies damage would be the distance to the target. Killingmesoftly already said that Turrets are much more dependend on a close range than Beam Arrays. Also Turrets count as a different type of weapon, they are dealing more damage to shields - but less damage to hull, at lerast if I remember correctly.
About the DPS it depends on your piloting skills and the ones of your target. If you manage to keep your beam arrays crossed and being able to broadside, the arrays should be able to deal more DPS. Of course when he manages to outmaneuver you or you can't line up your broadside arc, a large number of turrets might be better, because they always hit - no matter of any arcs.
Thanks for your reply's, it was informative. However It got me thinking, is Broadsiding really such a great tactic? It seems to leave out room for Torpedo Volleys. I cant help but wonder if all the Array-ing for Arcs is mostly for compensation if someone isnt able to keep enemies in the forward arc very well. Typically I have no problem keeping my forward Arcs facing enemies on any ship type, so I've never noticed any real flaw to the Dual Bank+Torpedo layout, but if Broadsiding is just so powerful, I might reconsider.
the trouble with broadsiding is that you can only get so many beam arrays into a broadside before efficiency drops dramatically because of power drain. if your weapons power is low, additional beam arrays can even reduce the damage you do. So going a pure broadside strategy really only works in early tiers.
still tho, ideally in a cruiser you are pummeling with broadsides most of the time and turning to slam in a HY-salvo every 30s.
plus its not always possible to keep targets in broadside, so having greater direct fore firepower is useful.
i run 2 beam arrays, a dual bank, and a photorp launcher forward on my assault cruiser. the dual bank/torpedo forward gives me good sustained hull damage, but i still have 5 beam arrays in broadside.
There's also a question of ability synergy. Certain abilities (particularly in Science) are only effective in the forward arc, and some abilities synergize with forward attacks better (like Eject Warp Plasma.)
P.S. the Beam Overload power works better with dual banks
Thanks for your reply's, it was informative. However It got me thinking, is Broadsiding really such a great tactic? It seems to leave out room for Torpedo Volleys. I cant help but wonder if all the Array-ing for Arcs is mostly for compensation if someone isnt able to keep enemies in the forward arc very well. Typically I have no problem keeping my forward Arcs facing enemies on any ship type, so I've never noticed any real flaw to the Dual Bank+Torpedo layout, but if Broadsiding is just so powerful, I might reconsider.
Emergency power to the weapons is available to all. Even version 1 is good.
If you're an engineer you get nadion inversion + emergency power transfer on top of EPTW.
Any one of these will guarantee your weapon power levels staying at or above 100 for massive broadside damage. This is how engineers in cruisers do tremendous sustained dps.
6 beams firing for 800-1000 damage per tick (w/ APB1)? With 1500-2000 criticals? Did I mention you're going to get a lot of weapon procs and crits due to these beams broadsiding? Yes, I'll take it please. And you'll still have torpedo slots front and aft.
Alternative load-out for the Assault Cruiser/Star Cruiser
Two beam banks forward, one array, one topr
Rear - three arrays, one torp.
Net effect - when you come into your forward arc the banks will pick up and help drain those shields down (if any are left) for those HYT to hit. Then you turn back out for the broadside, and you still have great power on your weapons, where you will have 4 arrays hitting constantly. Power levels will easily support this doing sustained DPS.
Starting engagements, where you have your forward arc facing, they will not keep those forward shields long being hit with the two banks, plus the array. Wonderfully effective if they are trying to ignore you. Slow your speed, and just keep that forward arc in. They won't ignore you very long. (or they will do the Warp Core Blossom Dance)
Thanks for your reply's, it was informative. However It got me thinking, is Broadsiding really such a great tactic? It seems to leave out room for Torpedo Volleys.
Yes. But Cruiser players with slower turn rate will often use a turn boost ability just before spinning to fire the torpedo - Evasive Manuevers, Attack Pattern Alpha, Aux Power to Dampeners, etc. There's always stuff like tractor beams as well.
Turn rate on Science Vessels is good enough that broadsiding and then turning for a torpedo shot isn't really a problem. It's doable without any special effort.
An Escort probably shouldn't be broadsiding in the first place.
As the previous poster noted, a lot of players also use a hybrid strategy where they have beam arrays as their primary attack, and then one or two dual beam banks forward alongside the torpedo. Broadside initially, and then still have some frontal oomph when you start to turn for the torp shot.
I am looking at how to set up my beam-only heavy cruiser and am strongly thinking of going 3 beam arrays in the back and 1 beam array and 2 dual beams in front. This keeps me down to at most 4 weapons firing at a time (for power drain) and makes my front and side attacks about even.
I am assuming that torps with no torpedo skill levels are less useful than more beams with a focus on beam skills.
Thanks for your reply's, it was informative. However It got me thinking, is Broadsiding really such a great tactic? It seems to leave out room for Torpedo Volleys. I cant help but wonder if all the Array-ing for Arcs is mostly for compensation if someone isnt able to keep enemies in the forward arc very well. Typically I have no problem keeping my forward Arcs facing enemies on any ship type, so I've never noticed any real flaw to the Dual Bank+Torpedo layout, but if Broadsiding is just so powerful, I might reconsider.
If you are in a cruiser, it is a lot harder to point your front at a target. Whether against NPC or PC opponents, you will spend the majority of your time with either your sides or your rear facing the enemy.
With lots of beam arrays and a torpedo (or two) in front and rear, you have the overlap portion on your sides where all beams hit the target while in front or rear you can use the torpedoes to augment your damage. The front and rear face the enemy infrequently enough that you don't have to worry about the longer cooldown on some of the more exotic varieties of torpedo. With such available coverage, it doesn't matter that you have less control over which part of your ship is facing the enemy.
Broadsides are a matter of necessity created by the low turn rates. If cruisers were more maneuverable, I suspect you would see a lot more front-facing weapons on them.
Yes. But Cruiser players with slower turn rate will often use a turn boost ability just before spinning to fire the torpedo - Evasive Manuevers, Attack Pattern Alpha, Aux Power to Dampeners, etc. There's always stuff like tractor beams as well.
Turn rate on Science Vessels is good enough that broadsiding and then turning for a torpedo shot isn't really a problem. It's doable without any special effort.
An Escort probably shouldn't be broadsiding in the first place.
As the previous poster noted, a lot of players also use a hybrid strategy where they have beam arrays as their primary attack, and then one or two dual beam banks forward alongside the torpedo. Broadside initially, and then still have some frontal oomph when you start to turn for the torp shot.
Honestly, it's surprisingly easy to point your rear-facing torpedo tubes at an enemy even without wasting special abilities or a precious engineering console, even in an exploration cruiser.
Comments
- Dual Beam Bank: 90°
- Beam Array: 270°
The Beam Arrays offer a MUCH better firing arc, you can even easily overlap the front and aft arcs for a serious broadside. Especially for the slow turning cruisers Beam Arrays are a good choice of weapon. The higher firing arc compensates their lack of maneuverability and allows the cruiser to attack the target and keeping the weapons lined up.
Can a dual beam bank catch a plasma torpedo that comes from the side or a bunch of mines? Dual beam banks are only good in the front arc and for escorts dual cannons are better there. But there's no ship that can do wrong by having at least one beam array in the front and one in the rear. You can overlap their firing arcs, Beam: Fire at will is a great skill if you have full coverage around your ship etc.
Dual beams are good for escorts. I always use one there in addition to cannons as it alows me to use BOs beam skills. Moreover even the beam overload 1 skill is comparable to a torpedo hit
The main draw of Beam Arrays is that they have such a huge firing arc. If you have six equipped, for example (3 fore and 3 aft), if you turn your ship's side to a target... all six of your arrays line up and can hit that target for full damage. Even though Beam Arrays do less damage than Dual Beam Banks, you can at most only have 4 Beam Banks firing compared to 6 Beam Arrays.
There are other things to consider, though. Beam Overload hits a lot harder with a Dual Beam Bank than a Beam Array. Putting a couple Turrets in the rear and mostly Beam Banks forward will compliment your frontal DPS. However the main draw of Beam Arrays is being able to bring so many to bear at a target and not having to worry so much about firing arcs and turn rates.
What do you mean by that, "outside of the center of the arc"? There is no such thing like a center of the arc,as long as the target is within the arc, you can hit it - the damage doesn't suffer from the targets position within the arc.
What modifies damage would be the distance to the target. Killingmesoftly already said that Turrets are much more dependend on a close range than Beam Arrays. Also Turrets count as a different type of weapon, they are dealing more damage to shields - but less damage to hull, at lerast if I remember correctly.
About the DPS it depends on your piloting skills and the ones of your target. If you manage to keep your beam arrays crossed and being able to broadside, the arrays should be able to deal more DPS. Of course when he manages to outmaneuver you or you can't line up your broadside arc, a large number of turrets might be better, because they always hit - no matter of any arcs.
still tho, ideally in a cruiser you are pummeling with broadsides most of the time and turning to slam in a HY-salvo every 30s.
plus its not always possible to keep targets in broadside, so having greater direct fore firepower is useful.
i run 2 beam arrays, a dual bank, and a photorp launcher forward on my assault cruiser. the dual bank/torpedo forward gives me good sustained hull damage, but i still have 5 beam arrays in broadside.
There's also a question of ability synergy. Certain abilities (particularly in Science) are only effective in the forward arc, and some abilities synergize with forward attacks better (like Eject Warp Plasma.)
P.S. the Beam Overload power works better with dual banks
Emergency power to the weapons is available to all. Even version 1 is good.
If you're an engineer you get nadion inversion + emergency power transfer on top of EPTW.
Any one of these will guarantee your weapon power levels staying at or above 100 for massive broadside damage. This is how engineers in cruisers do tremendous sustained dps.
6 beams firing for 800-1000 damage per tick (w/ APB1)? With 1500-2000 criticals? Did I mention you're going to get a lot of weapon procs and crits due to these beams broadsiding? Yes, I'll take it please. And you'll still have torpedo slots front and aft.
Two beam banks forward, one array, one topr
Rear - three arrays, one torp.
Net effect - when you come into your forward arc the banks will pick up and help drain those shields down (if any are left) for those HYT to hit. Then you turn back out for the broadside, and you still have great power on your weapons, where you will have 4 arrays hitting constantly. Power levels will easily support this doing sustained DPS.
Starting engagements, where you have your forward arc facing, they will not keep those forward shields long being hit with the two banks, plus the array. Wonderfully effective if they are trying to ignore you. Slow your speed, and just keep that forward arc in. They won't ignore you very long. (or they will do the Warp Core Blossom Dance)
Nice on Borg cubes, if you are not the 'puller'
Yes. But Cruiser players with slower turn rate will often use a turn boost ability just before spinning to fire the torpedo - Evasive Manuevers, Attack Pattern Alpha, Aux Power to Dampeners, etc. There's always stuff like tractor beams as well.
Turn rate on Science Vessels is good enough that broadsiding and then turning for a torpedo shot isn't really a problem. It's doable without any special effort.
An Escort probably shouldn't be broadsiding in the first place.
As the previous poster noted, a lot of players also use a hybrid strategy where they have beam arrays as their primary attack, and then one or two dual beam banks forward alongside the torpedo. Broadside initially, and then still have some frontal oomph when you start to turn for the torp shot.
I am assuming that torps with no torpedo skill levels are less useful than more beams with a focus on beam skills.
Depends on your ship. It's usually one of the most effective tactics a cruiser can use.
If you are in a cruiser, it is a lot harder to point your front at a target. Whether against NPC or PC opponents, you will spend the majority of your time with either your sides or your rear facing the enemy.
With lots of beam arrays and a torpedo (or two) in front and rear, you have the overlap portion on your sides where all beams hit the target while in front or rear you can use the torpedoes to augment your damage. The front and rear face the enemy infrequently enough that you don't have to worry about the longer cooldown on some of the more exotic varieties of torpedo. With such available coverage, it doesn't matter that you have less control over which part of your ship is facing the enemy.
Broadsides are a matter of necessity created by the low turn rates. If cruisers were more maneuverable, I suspect you would see a lot more front-facing weapons on them.
Honestly, it's surprisingly easy to point your rear-facing torpedo tubes at an enemy even without wasting special abilities or a precious engineering console, even in an exploration cruiser.