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Why would you use Turrets?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited October 2010 in The Academy
Hey,

I'm using 8 plasma beam arrays right now, but I was thinking about turrets, I know they do less damage, I just wondering does anyone use them? are they good vs fighters or incoming plasma torps?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Yes, yes, and yes. The last yes is dependant on your targeting the torp.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Anyone who wants to be facing his targets most of the times, prefers aft turrets for added forward firepower. But...I never liked all turret builds.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Turrets are useful if you have the "cannon rapid fire" skill and honestly, if you play anything else than an escort, it makes no sense to use turrets ... at least to me.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Cruiser with 7 turrets and 1 mine here.
    It is... Actually more effective than my 6 beams and 2 torps cruiser.

    Fighters, plasma torps etc got nothing on my turret cruiser. But it comes down to fast targeting really so someone using beams can shoot them down as well.
    Turrets are useful if you have the "cannon rapid fire" skill and honestly, if you play anything else than an escort, it makes no sense to use turrets ... at least to me.
    Rapid fire is indeed something you must have. The dmg numbers sometimes get bugged during battle for me because they go past so fast.
    Only bad thing about turrets on a cruiser is the emanation points. Firing from the bridge and from the butt of the ship going right through the ship? *censor* yeah!




    Try it before hating it, no? (just in general directed at everyone)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Infact, I've seen cruisers using turrets, and yeah I dislike it from seeing it being used by one of my teammates, lol. Just my opinion. For shooting down plasma torpedoes and fighters, I can also use beam target at will or, even better, the automated defense turret. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Infact, I've seen cruisers using turrets, and yeah I dislike it from seeing it being used by one of my teammates, lol. Just my opinion. For shooting down plasma torpedoes and fighters, I can also use beam target at will or, even better, the automated defense turret. :)
    I sometimes joke at my fleet that I could go and get a sammich during battle while my turrets are set to auto.

    Something about having 360 degree of fire is just... Making me lazy. :p
    Heck I often forget to drop the tricobalt mine. Just relying on the turrets for the kill.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Agreed, if you wish to relax during battle, this option might just be the best. ^^ By the way, how often does a Tri-mine hit with full capacity? I heard that torpedoes often don't do the damage which is described.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Torpedoes and mines do kinetic damage, which has a massive damage penalty against shields. So impacts on intact shields will reduce the damage by a lot.

    Heavy torpedoes (like Tri-Cobalts) also have the potential to "Miss" a target even if they hit it. It's hard to tell because it shows as a grey text rather than a yellow one.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I use a single turret on my escort, cruiser, and science ships, in conjunction with beam arrays and (in the case of the escort) cannons. It adds a little more firepower up front or in the rear than you would otherwise have.

    I will say that, from experience, turrets are a near-neccessity for Bird-of-Prey captains, and for any one piloting a Tactical Escort and below.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Agreed, if you wish to relax during battle, this option might just be the best. ^^ By the way, how often does a Tri-mine hit with full capacity? I heard that torpedoes often don't do the damage which is described.
    For me... Often enough for me to keep the mine on the ship. :p

    But as the Shoe of Deadliness(+3) said... Shields have to be down for it work.
    Which is why turrets are awesome. I don't need to broadside anything to tear down shields with all weapons.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Turrets are useful if you have the "cannon rapid fire" skill and honestly, if you play anything else than an escort, it makes no sense to use turrets ... at least to me.

    I have a retired Eng/Cruiser that uses 6 turrets and a fore and aft quantum launcher. And now I have a Tac/Cruiser at Captain level that uses 2 fore cannons, 2 fore photon torps, and 3 aft turrets. I like this build even better. I even received some comments on it when I was doing a Starbase 24 along side two other Cruiser captains that were using beams. They both wanted to know my equipment and build because I was destroying stuff just as fast as the couple of Escorts that were in the instance.

    I obliged and didn't have the heart to tell them part of their DPS issues were due to the way they were flying their ships. They were pretty much flying how I was flying, attacking targets in their forward arc. For me, that was the way to fly, for them it was completely wrong. They needed to be broadsiding. You cannot expect to DPS when half your weapons are not shooting anything.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Even without rapid fire?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Even without rapid fire?

    Oh I use rapid fire, but even without rapid fire I was out DPS'ing the beam cruisers, not because my build is so awesome, but because they weren't fly to their max potential. They should have been broadsiding but they weren't. In a nutshell, I had twice as many weapons shooting the targets.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Oh, I always attack my enemies in space from my left or right side, so I can use both aft and fore beams at the same time. Of course that drains the energy more, butt that's what we have EPS cunsoles for. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I tried Turrets out once. Didn't like them and went back to the 6 beams 2 torp. setup. You just need to know how to fly your crusier. I love the broadside dps i get. I don't know why some feel they have to face their target all the time. I love moving around them when fighting. You have skills that help with that too.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    well no ones ever been killed by an all turret cruiser in pvp, i can tell you that hehe. its hard enough to kill with dual cannons and beams and torps, let alone an all turret ship. although that being said its my engineer in a battlecruiser, so he doesnt have attack patterns to buff damage, just an unbelievably strong tank with 125 weapon 125 shield 100 engine and 125 aux power up most of the time (note only the engine and aux spend any time below that)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Galtrovan wrote: »
    Oh I use rapid fire, but even without rapid fire I was out DPS'ing the beam cruisers, not because my build is so awesome, but because they weren't fly to their max potential. They should have been broadsiding but they weren't. In a nutshell, I had twice as many weapons shooting the targets.

    youre getting more total damage on a target over time with all turrets because its ignoreing you, shrugging off your insignificant attacks, regenerating its shields and healing its hull. you have no burst, its never gonna die if it has any healing at all hehe. at least a beam torp setup can send in high yields and pop a beam overload to drop a shield face so they can hit the hull, every 30 seconds per rank of said abilities on hand.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I ALWAYS use turrets. I love them... and using Phaser beams and tetryon turrets on a cruiser always makes me smile as the Orange beams and Blue cannon fire make me think of the Kelvin in Trek XI :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    On my admiral I run a cannon cruiser - 3 cannons front + tri cobalt, 2 turrets rear + photon mines and the breen deathblossom thingy. Cannon rappid fire I with maxed out skill/cooldown and I regularly out DPS any other crusier I tangle with during the Undine fleet action. Got some nice comments from some (IMO) fairly skilled cruiser drivers who were wondering why my weapon FX looked the way they did. Pew-pew-pew!

    Cannons and turrets get an unreasonably bad rep. Max DPS in one stituation does not equal best weapon overall :).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Am I missing something? People are talking about mounting cannons on cruisers. I thought only escorts could have cannons.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    XT-0R13 wrote:
    Am I missing something? People are talking about mounting cannons on cruisers. I thought only escorts could have cannons.

    All ships can mount 'single' cannons (i.e. not DC or DHC, just 'cannon'). And all ships can mount turrets, which are cannons.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    That clears it up, thanks.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    This is what I have on my fleet escort. Works well enough for me

    3x Phaser Dual Cannons Mk X
    1x TriCobalt Torpedo Launcer Mk X
    3x Phaser Turret Mk X
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    aww cool! thanks, wasn't sure what turrets were classified
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    KhansWrath wrote:
    well no ones ever been killed by an all turret cruiser in pvp, i can tell you that hehe. its hard enough to kill with dual cannons and beams and torps, let alone an all turret ship. although that being said its my engineer in a battlecruiser, so he doesnt have attack patterns to buff damage, just an unbelievably strong tank with 125 weapon 125 shield 100 engine and 125 aux power up most of the time (note only the engine and aux spend any time below that)

    Not true, I ran an all-turret cruiser for about a week an racked up a pretty impressive number of escort kills. Most escorts expect to limit cruiser dps by staying out of the broadside. Not really possible with a turret boat.

    FOMM + APA + CRF (and maybe GDF and tac team too) will shred an escort pretty quickly. And no amount of ducking and weaving will stop it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Heskolt wrote:
    Not true, I ran an all-turret cruiser for about a week an racked up a pretty impressive number of escort kills. Most escorts expect to limit cruiser dps by staying out of the broadside. Not really possible with a turret boat.

    FOMM + APA + CRF (and maybe GDF and tac team too) will shred an escort pretty quickly. And no amount of ducking and weaving will stop it.

    Are you talking about PvP, or PvE escort kills with all-Turrent builds?

    PvE easy escort kills i would understand, but wouldn't PvP players do something to counter all-Turrent Builds?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    w0qj wrote: »
    Are you talking about PvP, or PvE escort kills with all-Turrent builds?

    PvE easy escort kills i would understand, but wouldn't PvP players do something to counter all-Turrent Builds?

    Yea, its called evading and getting out of range. Or a handy subnuke. Problem with loading up all those buffs at once is you got nothing left once they go into cool down. And cruisers lack the tac slots to chain up powers to fill in the off times.

    And once those buffs drop a good escort just needs to load up their secondary chain of powers and go info for the kill while the cruiser is reloading.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Meow, for me it's also a teaming issue. If you are in a team of five with let's say two escorts, two science vessels and one cruiser ... the cruiser needs to help the others in surviving, not in damage dealing ... that's the two escort's jobs, while the science vessels cast spells on the enemy fleet and the cruiser keeps them alive, by doing moderate damage over time (maybe even as much as the escorts, just not as fast as them).

    What I want to say is that the escorts meowst likely use turrets and cannons, while the bigger ships should canon-wise (Trek canon, not cannon lol) use beams or dual beam banks and torpedoes ... if you want mines as well.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Meow, for me it's also a teaming issue. If you are in a team of five with let's say two escorts, two science vessels and one cruiser ... the cruiser needs to help the others in surviving, not in damage dealing ... that's the two escort's jobs, while the science vessels cast spells on the enemy fleet and the cruiser keeps them alive, by doing moderate damage over time (maybe even as much as the escorts, just not as fast as them).

    What I want to say is that the escorts meowst likely use turrets and cannons, while the bigger ships should canon-wise (Trek canon, not cannon lol) use beams or dual beam banks and torpedoes ... if you want mines as well.

    I think on the contrary that it is a good idea to come up with unexpected skills and weapon configurations, especially when you are into PvP.

    People tend to expect that cruisers will be like that and do that and always are prepared and trained to handle just that... Not saying that "classical" configuration and optimizations are bad ( they have proven their worth after all ) but bringing a different variant or hybrid cruiser in the mix along other cruisers can bring an element of surprise and versatility that could shift the momentum toward your team.

    A full turret/cannon cruiser cruising along a pack of three other classic beam boats certainly can enhance the overall capabilities of the group. Like in real life, all battleships were not designed the same, some had different perks. Some were armed more to defend against air attacks while some were armed to deal with other specific situations.

    I am pretty sure that an all turret boat that uses Rapid Fire, Scatter shot and Attack Patterns can be of some use in a group.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I currently running on the Dreadnought Cruiser, with 2 forward beams and 2 rear beams, and 2 chroniton torpedoes. My current beams are the TOS Connie's Blue Phasers, though I also like to use Antiproton (very good DPS.)

    I think that Turrets are good on starships that either turn really fast, or really slow. So for cruisers and escorts, these are really good. They also provide constant DPS damage, and so when combined with Rapid fire you can get some pretty high numbers, though, as far as I have heard, they take more energy per shot than normal cannons and beams (I don't exactly remember, I just remember cannons are more efficient than beams.)

    Another good thing about turrets is that that constant damage is spread all across the ship, with my usual Excelsior/Sovereign build, my rear is always more powerful (in terms of beams) than my front. Because I usually use the Breen Transphasic Torpedo with them. So I think I might even out the damage by adding a turret. I have to say one thing, turrets definitely have their perks, and so should not be overlooked.
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