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The Regent and Dual Beam Banks

unangbangkayunangbangkay Member Posts: 10 Arc User
edited August 2012 in Federation Discussion
My usual image and practice for the Regent has been for a Broadside machine with added torp support. With 6 arrays front and back, the wide-torpedo aft, and a quantum up front, the enemy generally sees my side more often than anything else.

I was just wondering however, how effective using more dual beam banks would be, in a forward-heavy cruiser design.

My idea:

Fore: 3x Dual Beam banks + Quantum (or wide-angle quantum)
Aft: 3x Beam arrays + wide-angle quantum (or mines or standard quantum)

The approach I imagine with the following setup is to charge a target head-on, firing beams and torps, then either snake away to bring rear weapons to bear or use them to back-attack while I turn around.

Using beam arrays instead of turrets avoids the weapon-mixing problem (and tac-slot limit), and allows me to use Fire At Will (which AFAIK is arrays-only), while the DBBs have higher DPS and allow me to make better use of Beam Overload (should I decide to slot it in).

What do you think? Will a setup like this work? Also, will it drain less power than the 6-array setup?
Post edited by unangbangkay on

Comments

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited August 2012
    It'll drain less power, but then what? I think DBBs are 1/3 more damage than a beam array, so head on it would be like 4 BAs plus a torp, so still less than the normal 6-beam broadside. And in exchange to the sides and rear you're just 3 beams and the wide-angle torp. So where's your kill zone anymore? You could do it, I just don't see what the advantages you'd gain, other than a slightly better head-on approach at the cost or your main killing power.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited August 2012
    It'll drain less power, but then what? I think DBBs are 1/3 more damage than a beam array, so head on it would be like 4 BAs plus a torp, so still less than the normal 6-beam broadside. And in exchange to the sides and rear you're just 3 beams and the wide-angle torp. So where's your kill zone anymore? You could do it, I just don't see what the advantages you'd gain, other than a slightly better head-on approach at the cost or your main killing power.

    Thanks for the advice. I didn't have the stats available to me at the time so it was an idle thought.

    Speaking which, in which kinds of builds/ships are DBB's viable as a main weapon anyway? Are they ever?
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited August 2012
    Thanks for the advice. I didn't have the stats available to me at the time so it was an idle thought.

    Speaking which, in which kinds of builds/ships are DBB's viable as a main weapon anyway? Are they ever?

    They can be. I have a sci ship running a DBB, 2 quantum torps, and 3 turrets, works pretty well. Or an all beam Excelsior thats 2 DBB 2 BA fore, 4 BA aft. Gives me an extra-punch approach, a standard broadside, and one heck of a FAW display. All 8 beams going off together though makes me thankful for Nadion Inversion though, as the power drain cuts into the low 70s (even with EPTW-1 running) otherwise.
  • ascaladarascaladar Member Posts: 186 Arc User
    edited August 2012
    Dual Beam Arrays work pretty well with Fire at Will lll and a torpedo launcher, it is easier to keep weapon power up, even using Fire at Will and a torpedo launcher with Torpedo Spread will also help.

    It performs pretty well in fleet missions and STFs, the only downside might be, that you are aggroing practically everything, so your tank should be prepared to handle it.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited August 2012
    ascaladar wrote: »
    Dual Beam Arrays work pretty well with Fire at Will lll

    Do you mean beam BANKS or beam ARRAYS? Because I thought Fire At Will doesn't work with Beam Banks...
  • fanboy3kfanboy3k Member Posts: 17 Arc User
    edited August 2012
    I do like atleast one dual beam for BA: O as the overload yields are better. I try to avoid a dual beam-centric build on cruisers though. Even ones as agile as the regent. Boadside still the best strat w/ a cruiser imo.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    edited August 2012
    Do you mean beam BANKS or beam ARRAYS? Because I thought Fire At Will doesn't work with Beam Banks...
    Fire at Will works great with beam banks and due to the smaller arc more focused on less targets.
  • krylmkrylm Member Posts: 0 Arc User
    edited August 2012
    It seems to me that unless you're going to run a full array boat for broadside action that placing turrets on the rear would be a wise decision. DBB's would be fine with turrets on the back. That way when you are charging in with the DBB's your rear weapons are hitting them too.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    krylm wrote: »
    It seems to me that unless you're going to run a full array boat for broadside action that placing turrets on the rear would be a wise decision. DBB's would be fine with turrets on the back. That way when you are charging in with the DBB's your rear weapons are hitting them too.


    Exactly. Once you decide to narrow your arc just plop some turrets on the back and be done with it. A nice utility mine launcher is nice to have their also. It's not terribly hard to plunk yourself down right in the path of the probes and spheres.

    But......if you're considering that......come to the dark side of the Federation.....

    Cannon Cruisers!!!!

    http://www.youtube.com/watch?v=LZfTwMQRIOE&feature=plcp

    about 4:30 in if you just like to skip ahead.

    Cheers!
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited August 2012
    pottsey5g wrote: »
    Fire at Will works great with beam banks and due to the smaller arc more focused on less targets.

    What pottsey said. The smaller arc of DBBs really allows for much finer control and focus of BFAW - it's not CRF, but it's better than 8 beam arrays just scatter firing all over the place.

    That being said.

    Fore: 3x Dual Beam banks + Quantum (or wide-angle quantum)
    Aft: 3x Beam arrays + wide-angle quantum (or mines or standard quantum)

    This is just not going to work.

    • You have rear weapons that do not support your forward weapons.
    • You have forward weapons that do not support your broadside.


    Here are your options:

    1) Broadside with 6-8 beam arrays. (allows for the most flexibility with regards to positioning and is not very demanding with regards to tac slot usage)

    2) Forward Facing with 3 to 4 DBBs & 4x Turrets Rear (allows you to use BFAW in a more controlled arc or APB to boost the damage of all your weapons - BFAW allows for a boost against ST when there is only 1 target present or grants you some AoE scatter which is mostly good for drawing aggro.)

    3) Forward Facing with 3 to 4 Single Cannons & 4x Turrets Rear (has a wider forward arc and allows for synergy with cannon skills, but require your higher tac slots and a lack of higher tac slots means less flexibility forcing you to go AoE or ST - could alternatively use APB instead but with APB instead of Cannon skills I think DBB set up, or even just beam arrays, would be stronger at a cursory glance)
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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited August 2012
    2 x Phased Tet single cannons
    1 x Phased Tet DBB
    1 x 180 Arc Quantum

    3 x Phased Tet Turrets
    1 x Chroniton

    CRF and BO3

    With so many mixed weapon types, APB is going to do more for you than CRF will.

    CRF would only be buffing 3 Turrets and 2 Single Cannons.

    APB would increase the damage output of every weapon you have.
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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited August 2012
    Worth looking at although in the past I've always gone for APD.

    While I like APD, and have a specific thread advocating a tiny boost to it's functionality, the problem with APD in this case is that the target needs to be firing at you for it to function.

    Even with threat control, structures will not fire at you - and in general most cruisers have more than enough survivability that the added resistance and longer cooldown of APD means APB comes out as a winner.


    Just think, if you can squeeze 2 copies of APB into a build you get basically "perma" (not true perma, but good enough) debuff of your targets.

    How is it "perma"?

    Well, APB the buff on you lasts for 10s.

    APB the debuff on your target lasts for 5s but gets applied repeatedly (without stacking) so when the APB buff on you is at the 10s mark (and about to expire), the target gets tagged and is still debuffed for 5 more seconds.

    When the first APB buff, on yourself, wears off there is a GCD that keeps you from activating the second APB for 5s, which is coincidentally right when the debuff will finally wear off on your target.
  • edited August 2012
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  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    While I like APD, and have a specific thread advocating a tiny boost to it's functionality, the problem with APD in this case is that the target needs to be firing at you for it to function.

    Even with threat control, structures will not fire at you - and in general most cruisers have more than enough survivability that the added resistance and longer cooldown of APD means APB comes out as a winner.


    Just think, if you can squeeze 2 copies of APB into a build you get basically "perma" (not true perma, but good enough) debuff of your targets.

    How is it "perma"?

    Well, APB the buff on you lasts for 10s.

    APB the debuff on your target lasts for 5s but gets applied repeatedly (without stacking) so when the APB buff on you is at the 10s mark (and about to expire), the target gets tagged and is still debuffed for 5 more seconds.

    When the first APB buff, on yourself, wears off there is a GCD that keeps you from activating the second APB for 5s, which is coincidentally right when the debuff will finally wear off on your target.


    The boff layout is far to limited for that sadly. So I'd use volleys and scatters knowing that I'd have DEM helping out also.

    Team build? It may be GREAT! On a pug, your better off sticking with abilities that maximize your overall damage. AOE will win that race. Each time.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited August 2012
    thissler wrote: »
    The boff layout is far to limited for that sadly.

    For dual APB, yes seems to be.

    That's why I've held off on the Regent and remain in the Ody.


    thissler wrote: »
    Team build? It may be GREAT! On a pug, your better off sticking with abilities that maximize your overall damage. AOE will win that race. Each time.

    It could go both ways.

    On one hand, sure taking BFAW 2 instead of BFAW 1 will help your personal output a bit, on the other hand APB 1 will help the output of the entire team - which I would imagine is a boon to PUG teams.

    To be perfectly honest I haven't done a PUG queue ESTF in a very, very long time - so I admit it's a bit outside of my regular game experience.

    What I remember, vaguely, of the PUG queue is that I eventually stopped flying anything but Escorts due to the over-prevalence of Cruisers and the generally terrible quality of players and builds.
  • vetteguy904vetteguy904 Member Posts: 3,942 Arc User
    edited August 2012
    on the excelsior i run 1 beam array 2 dbb and a torp and 4 beams aft. she turns well enough and 5 beams on the broadside is not as bad on the power drain. I can sneak the weapons power down a bit so i can boote shields
    sig.jpg
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited August 2012
    type dam dps dam dpa dam dps
    mk I DBB 141 112 mk XII 287 229 change of 146 117 per level 13.2 10.6 90 degree

    mk I BA 100 80 mk XII 220 176 change of 120 096 per level 10.9 08.7 250 degree

    some one said they didn't have the stats

    with a high enough turn rate you can make 3 DBB work fairly well. Your no escort but given that you can keep your nose on target you can do higher damage than a standard broad side. But you have to adapt to strafing run tactics.

    Head in hyt bo apo Pass ewp or riker manuver drop mines if you have them turn evasive manuvers eptw park or repeat.
    As a time traveller, Am I supposed to pack underwear or underwhen?

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  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    For dual APB, yes seems to be.

    That's why I've held off on the Regent and remain in the Ody.





    It could go both ways.

    On one hand, sure taking BFAW 2 instead of BFAW 1 will help your personal output a bit, on the other hand APB 1 will help the output of the entire team - which I would imagine is a boon to PUG teams.

    To be perfectly honest I haven't done a PUG queue ESTF in a very, very long time - so I admit it's a bit outside of my regular game experience.

    What I remember, vaguely, of the PUG queue is that I eventually stopped flying anything but Escorts due to the over-prevalence of Cruisers and the generally terrible quality of players and builds.

    There's the catch. It's only great if they are ready to take advantage of it. It's somewhat like having GW. Give it a few seconds to really get a nice grouping on some probes and its goodbye probes. But who on a pug waits for that? Can't really blame them to much as maybe they just don't know its coming or what you expect? The matches aren't that long.

    So on this little tac layout that you get on this ship, if you just go with the sensible 4, 2 spreads, 2 scatters. Having 2 sci's is nice not even SO much for yourself, but because u can use it on a team mate.

    As a team build in Elites or even in any team build hell let them argue over who's bringing the beta to dinner. Just by being a team you know they'll be far far ahead of the curve in any case!

    Cheers and happy flying!

    And use cannons!

    Bye!
  • adabisiadabisi Member Posts: 260 Arc User
    edited August 2012
    It seems to me a total waste of what the ship brings to the table.


    It has a wide angle launcher...intended for broadsides.........Using duals will defeat that purpose entirely.

    There are other ships this build would be better suited for entirely IMO


    I run the ship with 3 torps and the rest beams and i can maintain, as a tac, good dps for a cruiser......but you would be firing only 3 duals and or from the rear 3 beams at any one time...not good dps......if i am reading your build right.


    With my build my weapons power never really falls below 90


    My answer would be to get rid of this ship entirely and use a oddy for the same task 3 duals up front with a torp and 3 beams in the rear with a torp. But alas you already own the ship so make the nest u can with it. I also use turret over beams in the rear..allow for the full frontal beatdown.
    Today we fight the GAULS......monstrous and HAIRY beyond reason.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited August 2012
    I agree with others that mentioned the single cannons up front turrets in rear setup. The 180 degree arc of the cannons will match your torpedo exactly, and is easier for a cruiser to keep in their firing arc then DBB, and cannon rpid fire or scatter volley will buff all your weapons, not just your front ones like if you use FAW with DBB up front and turrets rear.

    I already used to do single cannons on a regular assault cruiser using cannon rapid fire 1, it does much better DPS then when I was using a broadside beam setup.
    Tala -KDF Tac- House of Beautiful Orions
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    edited August 2012
    adabisi wrote: »
    My answer would be to get rid of this ship entirely and use a oddy for the same task 3 duals up front with a torp and 3 beams in the rear with a torp. But alas you already own the ship so make the nest u can with it. I also use turret over beams in the rear..allow for the full frontal beatdown.
    The Oddy turn rate is very slow to use with dual beams although it can be done. The Sov/Regent works far better as you can take Fire at Will II & III, x2 Tac teams and Torpedo high yield and still have an ice turn rate.
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