x3 plasma turrets mk XII [Acc] [Borg] [Crth] (purple)
har'peng torpedo mk XI (blue)
Back
x3 plasma turrets mk XII (white)
tricobalt device launche mk X [CrtH] [Borg] [CrtD] (purple)
Engineering consoles
Assimilated Module
Neutronium Alloy mk XI (blue)
Rcs Accelerator mk XII (green)
Electroceramic hullplating mk XII (green)
Science consoles
x2 Emitter Arrays mk XI (green)
Tactical Consoles
x2 Plasma infusers mk XII (green)
Warhead Yield chamber mk XI (green)
Now my question is this what should I change for a dps setting?
The reason I have this setting: I figured, since assault cruisers have a very slow turn rate, my dps would be higher if i always hit with all 6 turrets even if they have a lower dps, total would be higher... The Electroceramic hullplating is there because i do lots of STF and borg use plasma weapons.
Am I thinking in the wrong way?
P.S. Please don't use too many abbreviations except the standard mmo ones please
x3 plasma turrets mk XII [Acc] [Borg] [Crth] (purple)
har'peng torpedo mk XI (blue)
Back
x3 plasma turrets mk XII (white)
tricobalt device launche mk X [CrtH] [Borg] [CrtD] (purple)
Engineering consoles
Assimilated Module
Neutronium Alloy mk XI (blue)
Rcs Accelerator mk XII (green)
Electroceramic hullplating mk XII (green)
Science consoles
x2 Emitter Arrays mk XI (green)
Tactical Consoles
x2 Plasma infusers mk XII (green)
Warhead Yield chamber mk XI (green)
Now my question is this what should I change for a dps setting?
The reason I have this setting: I figured, since assault cruisers have a very slow turn rate, my dps would be higher if i always hit with all 6 turrets even if they have a lower dps, total would be higher... The Electroceramic hullplating is there because i do lots of STF and borg use plasma weapons.
Am I thinking in the wrong way?
P.S. Please don't use too many abbreviations except the standard mmo ones please
I'd change the forward turrets to single cannons instead, you're turn rate in the Assault Cruiser is good enough to support the 180 Degree Arc, especially in STF's. Plasma Weapons aren't bad against NPC's, a lot of people will say they suck, but they aren't so horrid that you're going to cripple yourself by taking them, and they're cheaper to pay for when you're starting up. I'd recommend switching to Disruptors/Phasers/Anitprotons myself, but that's just me. I'd also ditch the Warhead Yield Chamber for another Plasma Infuser if that's what you're running, and also ditch the Tricobalt in the rear for another turret, and maybe put it in the forward slot. Or keep the Hargh'Peng or switch it out for a Photon or Quantum depending on your Bridge Officer layout. You might also buy the Blue Dilithium Store variants of a lot of these consoles as well.
I'd also ditch the RCS for another armor, again your turn rate isn't so horrible that you really need it, and it doesn't add much to begin with. If you still feel a need to turn, you might add Aux to Dampners to one of your Bridge Officers.
It may not look like much, but I can tank an elite cube and gate and deal 4k consistent DPS at the same time. Now, I know that 4k DPS is nothing compared to a pro escort hitting 7k, but keep in mind that I'm an engineer officer and taking a beating.
As for changes you can make, I would echo the other posters by saying that you could consider switching to the normal cannons with a 180 degree arc up front. that should give you a quite decent DPS boost, and not just because cannons hit harder: having cannons up front will allow you to run 'cannon rapid fire' for even higher DPS.
Aux to dampeners is a good idea, but I'd recommend you take a look at aux to batteries as well. It gives you a weapon power boost, and if you use it with Technician doffs, you can reduce the cooldowns of your other abilities.
Finally on your consoles, I'd try to work a Field generator in there instead of a field emitter. You can have them crafted for 8k dil.
I do agree with cannons for higher burst DPS but having flown a lot of cruisers in ESTFs I would always prefer a beam-heavy loadout and quantum torpedoes for attacking at maximum speed and range. Have you noticed single cannon damage per shot drops off drastically outside 7km range? The Borg plasma beams can definitely put dents in you from long range, so a beam overload and quantum salvo from long range does far more instant damage to a target than having to get close and CRF.
I doubt as to the effectiveness of a full cannon + turret build as firstly the effective range is pretty low, and the turrets at long range do something like a paltry 170 damage per hit, which is IMO not worth it for the 8 power drain.
However - the Sovereign is a desirable platform for a cannon build with its 3 tac powers, so you can run for example TT1, CRF1 and something else of your choice.
Being a cruiser you can also use Auxiliary to Battery + 3 rare technicians to cut down on your tactical boff powers (and many other useful powers) by 24%, or 30% with 3 very rare technicians.
Doing so allows you to drop the Cannon Rapid Fire recharge rate from 20 seconds (the cooldown starts immediately on activation!) to only 9 seconds or so for constant cannon spam.
I have been using a Sovereign build with 3 fore cannons and 1 DBB, and 3 beam arrays and one tricobalt mine in the rear.
I assault with the fore weapons (dont want turrets for supplemental damage - I dislike the power drain), and broadside 3BAs and 3 cannons at once. The tricobalt is for 'bombing' with Attack Pattern Alpha, which can be made to do over 50k damage per hit.
The Assault Cruiser is quite fast - I usually run with 125 weapons, min shields (use EPTS3 to boost), min auxiliary and whatever power is left to engines (about 72) for a skirmishing configuration.
When I need to tank then 0 engines and boost the shields.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
I have been using a Sovereign build with 3 fore cannons and 1 DBB, and 3 beam arrays and one tricobalt mine in the rear.
Pick one: Cannons/Turrets or Beams - not both.
I can promise you, you'll end up with far greater utility. Your ship will be capable of vastly greater numbers regardless of which one you choose, and will consolidate your BOFFs to the utmost effect for the buck.
1 Ensign and 1 Lieutenant Tactical BOFFs, you do not have the BOFF powers to make the best use of such a broad weapon loadout for maximum kill potential.
Tricos are fun. I prefer them on fore instead of rear myself, but that is mostly due to PvP burst, and you mentioned this is for STFs where 90% of the time your enemies don't have any shields at all. At that point it simply becomes preference.
Trying to do too many things with 1 ship build however I learned very quickly is vastly inefficient by comparison to a specialized or otherwise concentrated build. There's a reason my Dreadnought runs 4 cannons, 4 turrets. Why my Armitage is 3 dhc, 3 turrets, 1 torp.
I've tested the alternatives, and a consolidation meant both more manageable skill point/boff layouts, as well as far greater numbers when all is said and done.
[SIGPIC][/SIGPIC] "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
Actually, I've been considering the 3 cannon 1 DBB setup myself. You can get a lot of bang for your buck with 2 copies of CRF and 1 copy of Beam Overload for spike DPS. Currently running my tac oddy with 4 DBB and 2 copies of BO.
I don't see exactly what 'utility' you lose here other than not being able to stack the same kind of energy weapon doff. The cannon rapid fire gives you a higher sustained.
Tricos are fun. I prefer them on fore instead of rear myself, but that is mostly due to PvP burst, and you mentioned this is for STFs where 90% of the time your enemies don't have any shields at all. At that point it simply becomes preference.
Agreed.
Borg Barely move so trico mines become a real option. IIRC they do nearly twice the base damage of torps with the exact same cooldown.
Actually you can run one Trico Torp up front and a Trico Mine Rear and have one of them available every 30s.
You'll lose a smidge of DPS going from 7 beams to 6 beams, but you gain a bit more spike (generally good for CSE raptor packs, or Negh'var spawns) and knockback.
The nice part about tricos is they do such a high base damage that you really don't need BOFF skills for them for something like STFs, and can focus your handful of Tac BOFF powers on your arrays.
Comments
I'd change the forward turrets to single cannons instead, you're turn rate in the Assault Cruiser is good enough to support the 180 Degree Arc, especially in STF's. Plasma Weapons aren't bad against NPC's, a lot of people will say they suck, but they aren't so horrid that you're going to cripple yourself by taking them, and they're cheaper to pay for when you're starting up. I'd recommend switching to Disruptors/Phasers/Anitprotons myself, but that's just me. I'd also ditch the Warhead Yield Chamber for another Plasma Infuser if that's what you're running, and also ditch the Tricobalt in the rear for another turret, and maybe put it in the forward slot. Or keep the Hargh'Peng or switch it out for a Photon or Quantum depending on your Bridge Officer layout. You might also buy the Blue Dilithium Store variants of a lot of these consoles as well.
I'd also ditch the RCS for another armor, again your turn rate isn't so horrible that you really need it, and it doesn't add much to begin with. If you still feel a need to turn, you might add Aux to Dampners to one of your Bridge Officers.
I run a forward pointing PVE tac oddy as an eng, myself
http://i.imgur.com/R5VRT.jpg
It may not look like much, but I can tank an elite cube and gate and deal 4k consistent DPS at the same time. Now, I know that 4k DPS is nothing compared to a pro escort hitting 7k, but keep in mind that I'm an engineer officer and taking a beating.
As for changes you can make, I would echo the other posters by saying that you could consider switching to the normal cannons with a 180 degree arc up front. that should give you a quite decent DPS boost, and not just because cannons hit harder: having cannons up front will allow you to run 'cannon rapid fire' for even higher DPS.
Aux to dampeners is a good idea, but I'd recommend you take a look at aux to batteries as well. It gives you a weapon power boost, and if you use it with Technician doffs, you can reduce the cooldowns of your other abilities.
Finally on your consoles, I'd try to work a Field generator in there instead of a field emitter. You can have them crafted for 8k dil.
I doubt as to the effectiveness of a full cannon + turret build as firstly the effective range is pretty low, and the turrets at long range do something like a paltry 170 damage per hit, which is IMO not worth it for the 8 power drain.
However - the Sovereign is a desirable platform for a cannon build with its 3 tac powers, so you can run for example TT1, CRF1 and something else of your choice.
Being a cruiser you can also use Auxiliary to Battery + 3 rare technicians to cut down on your tactical boff powers (and many other useful powers) by 24%, or 30% with 3 very rare technicians.
Doing so allows you to drop the Cannon Rapid Fire recharge rate from 20 seconds (the cooldown starts immediately on activation!) to only 9 seconds or so for constant cannon spam.
I have been using a Sovereign build with 3 fore cannons and 1 DBB, and 3 beam arrays and one tricobalt mine in the rear.
I assault with the fore weapons (dont want turrets for supplemental damage - I dislike the power drain), and broadside 3BAs and 3 cannons at once. The tricobalt is for 'bombing' with Attack Pattern Alpha, which can be made to do over 50k damage per hit.
The Assault Cruiser is quite fast - I usually run with 125 weapons, min shields (use EPTS3 to boost), min auxiliary and whatever power is left to engines (about 72) for a skirmishing configuration.
When I need to tank then 0 engines and boost the shields.
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Pick one: Cannons/Turrets or Beams - not both.
I can promise you, you'll end up with far greater utility. Your ship will be capable of vastly greater numbers regardless of which one you choose, and will consolidate your BOFFs to the utmost effect for the buck.
1 Ensign and 1 Lieutenant Tactical BOFFs, you do not have the BOFF powers to make the best use of such a broad weapon loadout for maximum kill potential.
Tricos are fun. I prefer them on fore instead of rear myself, but that is mostly due to PvP burst, and you mentioned this is for STFs where 90% of the time your enemies don't have any shields at all. At that point it simply becomes preference.
Trying to do too many things with 1 ship build however I learned very quickly is vastly inefficient by comparison to a specialized or otherwise concentrated build. There's a reason my Dreadnought runs 4 cannons, 4 turrets. Why my Armitage is 3 dhc, 3 turrets, 1 torp.
I've tested the alternatives, and a consolidation meant both more manageable skill point/boff layouts, as well as far greater numbers when all is said and done.
"Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
I don't see exactly what 'utility' you lose here other than not being able to stack the same kind of energy weapon doff. The cannon rapid fire gives you a higher sustained.
Agreed.
Borg Barely move so trico mines become a real option. IIRC they do nearly twice the base damage of torps with the exact same cooldown.
Actually you can run one Trico Torp up front and a Trico Mine Rear and have one of them available every 30s.
You'll lose a smidge of DPS going from 7 beams to 6 beams, but you gain a bit more spike (generally good for CSE raptor packs, or Negh'var spawns) and knockback.
The nice part about tricos is they do such a high base damage that you really don't need BOFF skills for them for something like STFs, and can focus your handful of Tac BOFF powers on your arrays.