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[IDEA] Beam Turrets anyone?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
How about beam turrets for those of us who don't want to waste points on cannons to make the turrets more effective on ships where we decide to use all beams?

Cannon Skill Affects:
Cannon
Dual Cannon
Dual Heavy Cannon
Turret

Beam Affects:
Beam Array
Dual Beam Banks


That seems a little lopsided. I know there's a lot more useful beam skills and BOff abilities to offset that, but I'd like to see a viable option for those of us who like to use beams -and- turrets that doesn't involve wasting valuable skill points on cannons to make the turrets more effective.

And for those of you who say "LOL BROADSIDE".... If that's your play style, great. It's not mine. I prefer the extra DPS of being able to hit with Fore and Aft weapons simultaneously when a target is in front of me, and I'm sure there's plenty of people who agree. (And yeah. On my main, I use turrets as my aft weapons, but Ch'Keth is a Tactical Officer in a Fleet Escort with all cannons/turrets, no need to broadside against targets that can't get behind me in the first place.)


TL;DR Version: Beam Turrets Plz. Wasting skill points on Cannons to make Turrets not failboat on Cruiser/Sci = DO NOT WANT
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Been using turrets since like forever on my tactical officer in a cruiser. Awesome fun and a real killer.

    So I support it... As long as they fire from the strips rather from the current really crappy turret points.
    Yeah. I have a turret directly on top of my bridge and sensor dome... I hate that.

    Would overall be nice if they fired depending on where the enemy ship is.
    Is it in front of you then the turrets fire from the hard points on the saucer.
    Behind you and they fire from the hardpoints on the hull.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I get where your coming from, having used hybrid and full turret setups in the past. Although now im back to standard beams and torps.

    However, i noticed that in a hybrid build, your forward firepower, assuming you put beams in front, turrets in back, is quite high, especially if you go all the way and use dual banks.

    To me this means that the current skills, cannon for turrets and beams for beams, sorts of balances this out. An all turret combination is already quite deadly at close range. Duals with rear turrets? Im not saying that if thats the case such a build shouldnt be allowed by the system.

    But i dont think a sacrifice to speccing two types of weapons is too much for this kind of damage output. Especially when you already gain a much bigger benefit speccing into specific damage types like phaser, assuming both your beams and turrets are of the same type.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    This would actually be.............a nice change.

    Much better than splitting hairs when you set up your final wep skill.
    Still I use both cannons and beams on me cruiser for pure shield eatability.


    I know thats not really a word "eatability" but I just finally got my cat unstuck from the toaster. I have no idea how the cat nip got there.....come to think of it...........I dont own a cat....and whos this sheryl?


    Perplexing
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Signed/ :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    i agree there should be more weapon options in game. like single heavy cannons.....i mean we have single and dual cannons and dual heavy cannons but no single heavy cannons.... also, maybe a heavy turret option i mean why not. and there technicaly is already a beam turret in game. its on the runabout.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Well..not trying to be a complete troll but...there are 360 degrees phasers you can get from runabouts..they are only Mark I though...I know what you guys mean though.Would be really nice.Just putting it out there.

    *EDIT* guy above me mentioned runabouts,sorry :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Well..not trying to be a complete troll but...there are 360 degrees phasers you can get from runabouts..they are only Mark I though...I know what you guys mean though.Would be really nice.Just putting it out there.

    *EDIT* guy above me mentioned runabouts,sorry :(

    Thats ok, I ran PvP in a runabout just for the intimidation factor............very overrated.

    360' beams would be nice, especially the single heavy cannon.....me likes that idea with a bowl of jello, some moose slippers, a bottle of nair, and a flowbie powered vibrating seat cushion.


    Sorry guys Ive been awake wayyyyyy tooo long!

    HA HA
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I like this idea!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Chat wrote:
    Been using turrets since like forever on my tactical officer in a cruiser. Awesome fun and a real killer.

    So I support it... As long as they fire from the strips rather from the current really crappy turret points.
    Yeah. I have a turret directly on top of my bridge and sensor dome... I hate that.

    Would overall be nice if they fired depending on where the enemy ship is.
    Is it in front of you then the turrets fire from the hard points on the saucer.
    Behind you and they fire from the hardpoints on the hull.

    Chat,

    I agree with you whole-heartedly about the location of the turrets. Basically, if you look at detail specs on any starship in STO it's pretty obvious that the fore and aft slots are more than just a single weapon, but rather strips of weapons. So I don't see why your idea wouldn't work. Let's try to keep this one on page 1 so DStahl sees it! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Beam Turrets seem to be used by the Kelvin in the new movie (well, they look it anyways). I'd love to see that style of weapon in this game.

    Also... give us Quad Cannons! DEFIANT!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    castogere wrote: »
    This would actually be.............a nice change.

    Much better than splitting hairs when you set up your final wep skill.
    Still I use both cannons and beams on me cruiser for pure shield eatability.


    I know thats not really a word "eatability" but I just finally got my cat unstuck from the toaster. I have no idea how the cat nip got there.....come to think of it...........I dont own a cat....and whos this sheryl?


    Perplexing

    Eatability is now in my vocabulary. Thank you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Beam Turrets (like the Kelvin in the new movie)

    Quad Cannons (Defiant)

    New movie style mine/torpedo thingies. Basically they fire, split into a LOT of little ones (possibly when hit by a weapon). Even Beam Fire at Will type stuff might not get them all unless you use it right away.

    Missiles. Yes, they are in Trek though rarely. The idea here is that they're basically like High Yield Plasma. You can shoot them down but they're somewhat weaker and a LOT faster (making them viable at range).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Beam Turrets (like the Kelvin in the new movie)

    Quad Cannons (Defiant)

    New movie style mine/torpedo thingies. Basically they fire, split into a LOT of little ones (possibly when hit by a weapon). Even Beam Fire at Will type stuff might not get them all unless you use it right away.

    Missiles. Yes, they are in Trek though rarely. The idea here is that they're basically like High Yield Plasma. You can shoot them down but they're somewhat weaker and a LOT faster (making them viable at range).


    Missiles are definitely present in Star Trek Canon.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I agree with this idea. And i agree that turret fire points should not be above my bridge.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    While Im a tactical officer flying an escort...

    ... I always thought turrets were more of a bonus for us escorts... cannons in the front, turrets in the back, one skill to make us pew pew better

    But variety is nice.

    A+ for beam turrets
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Beam Turrets (like the Kelvin in the new movie)

    Quad Cannons (Defiant)

    New movie style mine/torpedo thingies. Basically they fire, split into a LOT of little ones (possibly when hit by a weapon). Even Beam Fire at Will type stuff might not get them all unless you use it right away.

    Missiles. Yes, they are in Trek though rarely. The idea here is that they're basically like High Yield Plasma. You can shoot them down but they're somewhat weaker and a LOT faster (making them viable at range).

    Hmmm MIRV torpedos......or cluster topredos, maybe as a BO skill probably better as a new type of torpedo weapon. And I like the idea of missles like a weaker more rapid fire torpedo? Think of the skill possibilitys....fire at will anyone? high yield woud be cool too, seeing a missle storm headed for you would be verry intimidating:-p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Hmmm MIRV torpedos......or cluster topredos, maybe as a BO skill probably better as a new type of torpedo weapon. And I like the idea of missles like a weaker more rapid fire torpedo? Think of the skill possibilitys....fire at will anyone? high yield woud be cool too, seeing a missle storm headed for you would be verry intimidating:-p

    I don't know if you've done the new Deferi Daily missions yet, but Breen Cruisers actually have such a weapon... It's a Transphasic Cluster Torpedo, that detonates into a massive cluster of Transphasic Mines when it's within (I believe 1k) range. It's an AWESOME skill to see... Not so awesome if you are being victimized by it. :cool:

    -Big Red
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    BigRedJedi wrote:
    I don't know if you've done the new Deferi Daily missions yet, but Breen Cruisers actually have such a weapon... It's a Transphasic Cluster Torpedo, that detonates into a massive cluster of Transphasic Mines when it's within (I believe 1k) range. It's an AWESOME skill to see... Not so awesome if you are being TRIBBLE in the face, repeatedly, (original text: victimized) by it. :cool:

    -Big Red

    Fixed that for you. :D:D:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    BigRedJedi wrote:
    I don't know if you've done the new Deferi Daily missions yet, but Breen Cruisers actually have such a weapon... It's a Transphasic Cluster Torpedo, that detonates into a massive cluster of Transphasic Mines when it's within (I believe 1k) range. It's an AWESOME skill to see... Not so awesome if you are being victimized by it. :cool:

    -Big Red
    Also... totally off-topic, but good to see I'm not the only Marylander playing STO. Ya Big, Red, Jedi you!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    praesius wrote: »
    Fixed that for you. :D:D:D

    I almost choked on my coffee! +1 Cookie for you, Sir! ROFLMAO

    I'm out in Frederick, by the way, and, you're right, it's good to see another Marylander on STO! Long live the People's Republic of MD! :D LOL
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    praesius wrote: »
    How about beam turrets for those of us who don't want to waste points on cannons to make the turrets more effective on ships where we decide to use all beams?

    Cannon Skill Affects:
    Cannon
    Dual Cannon
    Dual Heavy Cannon
    Turret

    Beam Affects:
    Beam Array
    Dual Beam Banks


    That seems a little lopsided. I know there's a lot more useful beam skills and BOff abilities to offset that, but I'd like to see a viable option for those of us who like to use beams -and- turrets that doesn't involve wasting valuable skill points on cannons to make the turrets more effective.

    And for those of you who say "LOL BROADSIDE".... If that's your play style, great. It's not mine. I prefer the extra DPS of being able to hit with Fore and Aft weapons simultaneously when a target is in front of me, and I'm sure there's plenty of people who agree. (And yeah. On my main, I use turrets as my aft weapons, but Ch'Keth is a Tactical Officer in a Fleet Escort with all cannons/turrets, no need to broadside against targets that can't get behind me in the first place.)


    TL;DR Version: Beam Turrets Plz. Wasting skill points on Cannons to make Turrets not failboat on Cruiser/Sci = DO NOT WANT
    Good idea in my opinion. Beside this, a maximum weapon efficiency with turrets is achivable on canons-only ship weapon setups due to the limitations by the number of tactical consoles. With a mixed ship weapon setup you would have to include tactical consoles for beams and turrets, which you would not have to have with canons only.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I think beam turrets would be pretty pants. Cruisers would just load up with 2-3 of them in the aft and change to hurdurr escort gameplay of always pointing at your target.

    youd also get science ships with like all fore torps and a beam turret in back just for target subsystems.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    DeadlyShoe wrote:
    I think beam turrets would be pretty pants. Cruisers would just load up with 2-3 of them in the aft and change to hurdurr escort gameplay of always pointing at your target.

    youd also get science ships with like all fore torps and a beam turret in back just for target subsystems.
    Torpedo and turret setup would not be more feasible than now, since you simply require cannon consoles for it and not an mix of beam and canon consoles as for a beam and turret setup.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Woril wrote: »
    Good idea in my opinion. Beside this, a maximum weapon efficiency with turrets is achivable on canons-only ship weapon setups due to the limitations by the number of tactical consoles. With a mixed ship weapon setup you would have to include tactical consoles for beams and turrets, which you would not have to have with canons only.

    /resurrect

    I get around that by using the damage type consoles. +phaser damage, with phaser beams in front and phaser turrets in back, that way I don't have to split the cannon/beam consoles. It evens out to be the same, as the scale of both types are the same.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    DeadlyShoe wrote:
    I think beam turrets would be pretty pants. Cruisers would just load up with 2-3 of them in the aft and change to hurdurr escort gameplay of always pointing at your target.

    youd also get science ships with like all fore torps and a beam turret in back just for target subsystems.

    Cruisers can already play that way, they just have to dump points into cannons AND beams. In fact, that's generally my play style because I use cruisers with TRIBBLE turning rates. I know that seems backwards because it's harder to get targets in front of you with slow turns, but I'm a burst damage kind of person and like to trash people as much as possible before they get behind me. In PvE, this is viable. In PvP, it is not. Of course, I don't do Cruisers in PvP anyway. That's where I use Escorts. Well... I did, until I respec'd my Escort points into ground abilities for the Devidian series. (The majority of my time is spent in space combat, so I had enough points to spec phasers, beams, cannons, cruisers, and escorts.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Well..not trying to be a complete troll but...there are 360 degrees phasers you can get from runabouts..they are only Mark I though...I know what you guys mean though.Would be really nice.Just putting it out there.

    *EDIT* guy above me mentioned runabouts,sorry :(

    I don't know if they could be equipped on cruisers at the time of the original post... but they can't be now. They're runabout only. I was going to buy runabouts to have a bunch of these for rear weapons, but they won't work. (I'm +phasers for days, so even mk I beam turrets might have reasonable output for pve)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    tie your idea with my thread.. look it's better this way that Dev Team will look at it.. beside i know Dstahl would love to see this.

    My Thread
    http://forums.startrekonline.com/showthread.php?t=187888
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Beam Turrets (like the Kelvin in the new movie)

    Quad Cannons (Defiant)

    New movie style mine/torpedo thingies. Basically they fire, split into a LOT of little ones (possibly when hit by a weapon). Even Beam Fire at Will type stuff might not get them all unless you use it right away.

    Missiles. Yes, they are in Trek though rarely. The idea here is that they're basically like High Yield Plasma. You can shoot them down but they're somewhat weaker and a LOT faster (making them viable at range).

    Quad Cannons, aren't those the guns used by the GLA in "Generals"?:p

    http://images3.wikia.nocookie.net/cnc/images/8/86/Generals_Quad_Cannon.jpg

    Not sure what you mean by this.
    The Defiant had 4 gun openings, I think it's properly represented with 2 dual cannons (2*2=4).

    Well missiles (or rather rockets to be precise) were mentioend in episodes like TNG:"Heart of Glory" even though it appears like they were an outdated weapons system, probably because they're simply launched out of their tube using their own rocket-engine for acceleration while the TNG manual says torpedoes are fired using a gas-accelerator.

    I consider Trek-torpedoes to be missile-weapons simply because they operate in the same medium as spaceborne missiles, unlike non-Trek (or SciFi-) torpedoes and -missiles that operate in different ones and with very few exceptions they also use different means of propulsion.
    Unlike Trek-torpedoes and missile that would use very similar methods.

    And back on topic: would love some beam-turrets too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    /resurrect

    I get around that by using the damage type consoles. +phaser damage, with phaser beams in front and phaser turrets in back, that way I don't have to split the cannon/beam consoles. It evens out to be the same, as the scale of both types are the same.
    Stacking consoles of identical type seems not to result not result in a linear increase of efficiency. The second one does not take full effect, the third one provides a smaller increase than the second one, and so on. A damage type console and a weapon type console on the other hand bust different skills and each of them seems to take full effect.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Beam turrets would be cool. I'd also like to see some kind of 'heavy' turret, nothing like DHC with a 360 arc or anything but something with a little more 'oomph' but with a slower fire rate. Or even dual turrets, lower damage but really fast fire rate.
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