test content
What is the Arc Client?
Install Arc

Would this be good for a heavy cruiser?

syfyguy64syfyguy64 Member Posts: 43 Arc User
edited October 2012 in Federation Discussion
I'm a commander and my cruiser I believe is good at stopping in front of a target and do what klingons do to my ship. I use dual beams and photons for fore weapons, 1 photon, 1 dual, and 1 normal beam, and rear has 1 beam, a plasma turret, and a photon. I have resiliant shields, and I try to use the best shield and hull buff's I have in combat (Rarely needed) but I can't decide if I should be a weapons platform of a warship. Really, I'd like to know if I should boost shields or weapon power. Any opinions on this?
Post edited by syfyguy64 on

Comments

  • flekhflekh Member Posts: 233 Arc User
    edited October 2012
    #1: learn to broadside. Use Beam Arrays fore and aft, with maybe a torp thrown in for good measure. A broadside of 6 Beam Arrays (more if you have a Cruiser with additional weapon power boni - each ~25 weapon power over 125 allows for one additional beam to be effective) can be pretty devastating if done right.

    #2: as you can already guess from the above, weapon power is terribly important if you want to be useful on a Cruiser. Set it to max, and stack what boni you can get away with: Emergency Power to Weapons is key, and later on you'll get access to the M.A.C.O. shield from STFs. Some endgame Cruisers also come with either Saucer Seperation (Galaxy Refit, Odyssey) and/or higher weapon power bonus (Regent, Odyssey, Galor, D'Kora).

    #3: shield power is the second most important - set it to 50 base, and make sure you cycle Emergency Power to Shields, at as high a rank as you can. Two copies.
    Btw: cycling = run two copies of the ability, so that one is active while the other is on cooldown.
    50 base power + EPtS + what you can get as a bonus from skills is enough to keep your shields up and at a high resistance. Some Cruisers allow for running two copies of Transfer Shield Strenght in addition to that, making them ... pretty tough.

    #4: if you don't like broadsiding with beams, you can try Single Cannons front, Turrets back - this gives you a 180? frontal fire arc where all your weapons can hit, instead of the side arcs. Only recommended on Cruisers that can actually turn fast enough, though.

    #5: in any case: stick to ONE energy type. Use tactical consoles that boost that type of energy. All your tactical console slots should be filled with those, and nothing else. Don't mix.

    #6: the only real good resilient shield is the M.A.C.O. one from STFs. Until you can get that, Covariant Shields are usually a better choice, giving you enough shield capacity to get out of trouble if you manage to find some. On a cruiser, you have enough ways to keep your hull healed up that some bleedthrough is rather uninteresting.
    Best heals: Auxilary to Structural Integrity Field (Aux2SIF) and Hazard Emitters (HE). Aux2SIF can be cycled with a single copy and should always be running (for the hull resist effect), and at least one of your Sci BOff slots should be HE.

    ... yeah, that's basically the guide to cruisers.
  • jellico1jellico1 Member Posts: 2,719
    edited October 2012
    As a commander with only 6 weapon slots
    My guess is you don't have a lot of power

    Make sure your running the first tab on your
    Power control center that's weapons as primary

    Run 4 beam arrays and 2 photons that will give
    Plenty of power for broadsides with the beams and
    The torpedoes will help Dps against unshielded targets

    Running 2 torps a dual beam foward and 3 turrets
    Aft can work but I didn't like that setup

    Good luck

    What character class are you ?
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • syfyguy64syfyguy64 Member Posts: 43 Arc User
    edited October 2012
    jellico1 wrote: »
    As a commander with only 6 weapon slots
    My guess is you don't have a lot of power

    Make sure your running the first tab on your
    Power control center that's weapons as primary

    Run 4 beam arrays and 2 photons that will give
    Plenty of power for broadsides with the beams and
    The torpedoes will help Dps against unshielded targets

    Running 2 torps a dual beam foward and 3 turrets
    Aft can work but I didn't like that setup

    Good luck

    What character class are you ?

    Tactical, but I don't care, since it probably does nothing for my ship abilities.
  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    edited October 2012
    When you say heavy cruiser I guess excelsior. You can use a dbb or two, a torp or two.. Then all arrays aft. If you use more than one torpedo then use the doff.
    We Want Vic Fontaine
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    syfyguy64 wrote: »
    Tactical, but I don't care, since it probably does nothing for my ship abilities.

    Um... if you're a tactical captain, then why aren't you in an escort?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • rrincyrrincy Member Posts: 1,023
    edited October 2012
    because many tacs play cruisers, dont HAVE to always use escorts ;)
    12th Fleet
    Rear Admiral , Engineering Division
    U.S.S. Sheffield N.C.C. 92016
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    Yeah, I know, but it seems he wants damage output, which escorts are far better suited for.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • corsair114corsair114 Member Posts: 276
    edited October 2012
    Try Single Cannons (3 up front) and Turrets (3 in back) with Tactical Team 1 and Cannon Scatter Volley 1 as your Tactical Powers. Mix with an Eject Warp Plasma 1 (Engineering LTC). With Attack Pattern Alpha you can boost the damage of all your powers quite nicely. Catch a bunch of enemies in Warp Plasma, come about, and cut them to ribbons with your cannons (always have your weapon power pegged at 100 if you're looking to hurt things with your guns). If you have Tactical Intiative (not 100% certain on when you get it) you'll be able to keep CSV 1 and TT 1 up a lot for situations where you need to mow down lots of ships.

    Good luck and don't let the guns stop!
Sign In or Register to comment.