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Full turret build?

resoundingenvoyresoundingenvoy Member Posts: 439
edited April 2013 in Federation Discussion
Question: Anyone tried a full turret build in a carrier?

Honestly, they don't have the turn rate to effective use a full beam array setup. If it could be used effectively it would do better, but as it's not easily used?

Anyone taken the time to benchmark a lower always on firing setup vs. beam arrays in a carrier?
Post edited by resoundingenvoy on
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited February 2013
    If I see a ship using all turrets in an STF, I will simply take the penalty and leave.

    Its easy enough to use beam array broadside on any ship including ones with the worst turn rate like carriers, Oddysey, and Bortasqu. If its for STF, you can even get away with using DHC on them, I do it on carriers all the time with no problem.

    You need to look at you character spec, gear, and power settings if you are having so much trouble piloting a carrier you can't even handle beams on it. Impulse thrusters, engine performance, and warp core potential all need at least 6 ranks in it, more if possible. Shift at least 50 power to engines or use eng battery when you need to turn fast, and use evasive manuvers too. I normally run 100 weapons, and 50 engines when I am doing dps so I can manuver enough to stay on target, and just realy on EPTS and EPTAux to give my shields and aux enough power for my heals and hanagar speed.
    Tala -KDF Tac- House of Beautiful Orions
  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited February 2013
    Edit: Misread question. Answer meaningless.
    <3
  • claransaclaransa Member Posts: 1 Arc User
    edited February 2013
    I run an all turret build... on my Tuffli.

    Sorry I know that wasn't helpful, but I couldn't resist.

    and no I don't take it into STFs
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    Designed right a full turret build can be potent however you need to be In a team that knows what your going to do example

    Shield stripping, tet glider and tetryon turrets mixed with high end sci powers makes short work of any shield

    Polaron drain build, can literally shut down and hold down anyone and anything in game both these need high flow cap rating (using jemhadar deflector and flow caps mine runs around 210)

    Mix those with the right hangar and your laughing

    However the first post was right dhc aren't a problem even in a voquv against the Borg and if your pugging chances are the other players won't have the dps to back you up
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • brakner11brakner11 Member Posts: 0 Arc User
    edited February 2013
    marc8219 wrote: »
    If I see a ship using all turrets in an STF, I will simply take the penalty and leave.

    This is absolute elitest TRIBBLE, my all disruptor turret Vo'Quv with 4 Adv BOP can easily do as much DPS as any sci/cruisier and most escorts. I have had to switch nodes in ISE and help others many many times because I DPS'd mine down to 10% to fast. You seem forget the hanger pets and how much DPS they do??..

    The best part about all turrets on the big bird is you can just fly it any which way to get full defense bonus and "always" having guns doing dps 100% of the time. You can then concentrate on doing max dps with your BOP with "recalls" and "fire on my targets" and not constantly having to re-summon them.
  • corbinwolf#9797 corbinwolf Member Posts: 565 Arc User
    edited February 2013
    I dont think its a question as to whether such a build is viable, I think its merely a question as to which turret quality you use. For such a set up I wouldn't settle for anything less than XII Fleet variants if I were you. Id also use CrtD for the 50% bonus crit or the ACC for accurancy. Energy type would also matter here.

    Would be neat to see in action, especially with hangar pets launched and supporting you!
    "The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
  • thratch1thratch1 Member Posts: 0 Arc User
    edited February 2013
    I once loaded up my free Odyssey with 8 turrets and did one of the old Nagus dailies. I was imagining going into combat and filling the space between my ship and my target with energy bolts.

    It turned out to be very disappointing. I killed things okay, but it only fired the turrets from the very tip of one nacelle, and the very end of the saucer section... not impressive in the least.

    I'd love to see a true battlecruiser added to the game with a bonus to turret damage and lots of weapon hardpoints for impressive turret fire (especially combined with CRF or CSV).
    [SIGPIC][/SIGPIC]
  • grylakgrylak Member Posts: 1,594 Arc User
    edited February 2013
    My Klingon carrier had an all turret setup. I wanted to see if it looked as good as it does in BSG. It does with the scatter volley triggered. But it took ages to whittle down shields, so I also threw in a torp and a couple of B'rel support. Granted I didn't have the right consoles, but it's decent enough for PVE. Wouldn't do any stf's or fleet actions in it though.
    *******************************************

    A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited February 2013
    Open up Single Cannons to be able to broadside is what I would like to see.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • seekerkorhilseekerkorhil Member Posts: 472
    edited February 2013
    8 Turret builds out dps 8 Beam builds as long as you stay fairly close to the enemy.

    Only really worth trying on a cruiser that can use 2x C:RF / C:SV though.
  • brakner11brakner11 Member Posts: 0 Arc User
    edited February 2013
    The key to a good turret carrier builds (for me anyway) is good eng BOFF stations like the mirror VoQuv and flying it real close to targets (under 5k).

    With the extra eng slots I run 2 copies of EPW which allows me to run the turrets at 125 weapon power most of the time. With 2 copies of CRF from the Lt.Cmdr tac you dish out a stream of max turret DPS at close range and should have zero problems with shields if you keep the boat close.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited February 2013
    brakner11 wrote: »
    This is absolute elitest TRIBBLE, my all disruptor turret Vo'Quv with 4 Adv BOP can easily do as much DPS as any sci/cruisier and most escorts. I have had to switch nodes in ISE and help others many many times because I DPS'd mine down to 10% to fast. You seem forget the hanger pets and how much DPS they do??..

    The best part about all turrets on the big bird is you can just fly it any which way to get full defense bonus and "always" having guns doing dps 100% of the time. You can then concentrate on doing max dps with your BOP with "recalls" and "fire on my targets" and not constantly having to re-summon them.

    Its not elitist, just making efficient use of my gameplay time, I will do foundry or kerrat instead. I use 4 Adv BOP on my Voquv also so I know they do good DPS, but that is only part of the ships DPS, a huge part of it comes from the ships weapons too, those BOP need shields beaten down fast for their torps to be most effective. I do this by using DHC on my Voquv, giving my ship enough DPS with its own weapons to do other things too like guarding probes on its own just with weapon fire.

    I'm not saying you have to use DHC on a Voquv as it is a skill only a few can master, but there is no excuse not to at least use beam array or 180 degree single cannons on it, or you need to learn how to pilot your ship and properly spec your character and use right gear.
    Tala -KDF Tac- House of Beautiful Orions
  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited February 2013
    I'm not sure if the OP is only looking for advice on using the all turret build in STFs or not. But I use them a lot on cruisers and Sci ships doing the regular game mobs.

    The main con is the lack of spike damage torps provide once you kill shields. Which you can do quickly with cannon buffs. Otherwise it works just as well as beams.

    Dunno about carriers though. Maybe I'll try it on my KDF guy when he gets to 50.
    <3
  • synthscanner#2101 synthscanner Member Posts: 470 Arc User
    edited February 2013
    bitemepwe wrote: »
    Open up Single Cannons to be able to broadside is what I would like to see.

    Why in STO are cannons only able to be fixed to the forward section of a ship?

    It's ridiculous and should be changed to some degree. In fact I think the majority of ships should have at least one weapon slot in the port and starboard positions as well, some ships should have more. True broadside battles!
  • natejam101natejam101 Member Posts: 172 Arc User
    edited February 2013
    brakner11 wrote: »
    This is absolute elitest TRIBBLE, my all disruptor turret Vo'Quv with 4 Adv BOP can easily do as much DPS as any sci/cruisier and most escorts. I have had to switch nodes in ISE and help others many many times because I DPS'd mine down to 10% to fast. You seem forget the hanger pets and how much DPS they do??..

    The best part about all turrets on the big bird is you can just fly it any which way to get full defense bonus and "always" having guns doing dps 100% of the time. You can then concentrate on doing max dps with your BOP with "recalls" and "fire on my targets" and not constantly having to re-summon them.

    Please learn what a search engine is so that you can learn appropriate information regarding the game you are playing. The reason there are so many fails in this game, more so in STF's is because of people like you giving flawed information to our new players.

    Turret builds are TRIBBLE, they do not make sense, and a carrier with beams is much more effective. Please learn to play.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited February 2013
    natejam101 wrote: »
    Please learn what a search engine is so that you can learn appropriate information regarding the game you are playing. The reason there are so many fails in this game, more so in STF's is because of people like you giving flawed information to our new players.

    Turret builds are TRIBBLE, they do not make sense, and a carrier with beams is much more effective. Please learn to play.

    Thank you for helping to explain this to these inexperienced players. The last thing this game needs is more people trolling the queues with full turret builds.
    Tala -KDF Tac- House of Beautiful Orions
  • xigbargxigbarg Member Posts: 0 Arc User
    edited February 2013
    natejam101 wrote: »
    Please learn what a search engine is so that you can learn appropriate information regarding the game you are playing. The reason there are so many fails in this game, more so in STF's is because of people like you giving flawed information to our new players.

    Turret builds are TRIBBLE, they do not make sense, and a carrier with beams is much more effective. Please learn to play.

    Don't just taunt the guy! Provide some links of "correct builds" with this magical thing called a search engine. Show them the path of enlightenment.
    [SIGPIC][/SIGPIC]
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    Full turret build is quite viable but you have to spend an insane amount of money on it.

    A cruiser with 8 antiproton turrets with high acc modifiers can pull an insane series of crits.
    8 of the disruptor/polaron combo turrets (I forget their name) can do some serious debuffing and damage.

    The key is getting really close and using emg2WEP and DEM.

    Nowhere as effective as cannons nor beams but it is viable... for a high price.
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited February 2013
    marc8219 wrote: »
    Its not elitist, just making efficient use of my gameplay time...

    Based on prejudging someone on a first glance. Sorry dude, that's the text book definition.
    natejam101 wrote: »
    Turret builds are TRIBBLE, they do not make sense, and a carrier with beams is much more effective. Please learn to play.

    1) Rude and unhelpful.

    2) I did ask to learn.

    3) What makes you assume I didn't search and just decide to ask for current information and input?

    4) You mean I have to have actually given it some thought before posting? *Gasp* (see below)
    twg042370 wrote: »
    I'm not sure if the OP is only looking for advice on using the all turret build in STFs or not. ...
    • First, it would allow me a freer focus to worry about things that I would otherwise have to ignore when healing, under fire, having to be evasive, or other high attention demanding things.
    • In PvP I am forever flanked. A full turret build would provide a +~17% to -33%[edit]fixed my math[/edit] variance in base damage. (~600 base damage for turrets, ~450 to ~900 for beam arrays) Before power drain or bridge officer abilities.
    • In PvE it would allow for freely aiming abilities -like the MACO beam, gravity well, or subnecleonic beam- as well as maybe swapping in a torpedo or two.
    • The down side being I lose the free sub-system targeting, but honestly no great loss there. I value it because beam array behavior poorly vs cannons. Not on it's own merits.

    In all cases allowing for the possibility for more total damage simple because they require less attention (or addition help such as evasive maneuvers) allowing the freer uses of other abilities.

    Edit: So, before reinventing the wheel? "Full turret build?"
  • focslainfocslain Member Posts: 64 Arc User
    edited February 2013
    I used to run all turrets on my Atrox and Vo'quv back in the day, now I use a 2 beam/torp fore and 3 turret rear.

    As for can they useful, with the right consoles, pets, and skills I believe so. Best to use CRF and CSV and depending on your energy type (see mustafatennick post for better info) I'm sure it can work. If you have access to it I suggest the Kinetic cutting beam as well for a bit more dps, it's a 360 weapon so still fits the theme.

    You'll need high class tact consoles as well and those are expensive on the exchange, unless you get lucky in drops or construction.

    Best to see what pets would work, though I have been hearing good things about the T5 scorpion fighters, and I've seen some devastating salvos from a fully launched wing. For these I suggest tet for shield striping or my favorite, dis for the all round debuff.
  • bareelbareel Member Posts: 3 Arc User
    edited February 2013
    Question: Anyone tried a full turret build in a carrier?

    Honestly, they don't have the turn rate to effective use a full beam array setup. If it could be used effectively it would do better, but as it's not easily used?

    Anyone taken the time to benchmark a lower always on firing setup vs. beam arrays in a carrier?

    Yes it would be both viable and effective. The only time turrets are surpassed by beam arrays is at long range engagements and even then CRF can make up for that.

    Weapon energy drain mechanics are the primary reason for this simple fact.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    marc8219 wrote: »
    Thank you for helping to explain this to these inexperienced players. The last thing this game needs is more people trolling the queues with full turret builds.

    And the last thing sto needs is people who think there better than everyone else at the Game just because of hours played

    Were talking about full turrets on a carrier most dps from a carrier is from pet damage primary weapons take a back seat to sci powers then pets

    Beams are gimped to death in this game which really sucks with crf at close range turrets outperform beams so guess your saying everyone who runs beams are just trolling the ques too then

    Let people play how they want to If you don't like it do one
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • marc8219marc8219 Member Posts: 0 Arc User
    edited February 2013
    And the last thing sto needs is people who think there better than everyone else at the Game just because of hours played

    Were talking about full turrets on a carrier most dps from a carrier is from pet damage primary weapons take a back seat to sci powers then pets

    Beams are gimped to death in this game which really sucks with crf at close range turrets outperform beams so guess your saying everyone who runs beams are just trolling the ques too then

    Let people play how they want to If you don't like it do one

    Beams are weaker then cannons in most situations but as long as you have ways of helping power drain somewhat or are using 5 or 6 its ok, and still better then turrets. Fortunatley 6 is all you can use on a carrier anyway. Also character spec into all the power level skills helps a lot too.

    They do add a decent amount of dps at long range like when hitting gates at 9k away, or when guarding probes since you deal regular damage as soon as they enter range and not just when they get into 5k range, so it adds up more over time.

    Adv BOP are some of strongest pets in game, but when running parser on my voquv, my beams or cannons are still a significant chunk of my DPS, and even more so on my Karfi obviously.

    Even if you still don't want to use beams it is easy enough to manage single Cannons with this ship. It certainly has enough sci for crowd control to keep your targets moving too much.
    Tala -KDF Tac- House of Beautiful Orions
  • ssgtgumby#3483 ssgtgumby Member Posts: 0 Arc User
    edited February 2013
    marc8219 wrote: »
    If I see a ship using all turrets in an STF, I will simply take the penalty and leave.

    Its easy enough to use beam array broadside on any ship including ones with the worst turn rate like carriers, Oddysey, and Bortasqu. If its for STF, you can even get away with using DHC on them, I do it on carriers all the time with no problem.

    You need to look at you character spec, gear, and power settings if you are having so much trouble piloting a carrier you can't even handle beams on it. Impulse thrusters, engine performance, and warp core potential all need at least 6 ranks in it, more if possible. Shift at least 50 power to engines or use eng battery when you need to turn fast, and use evasive manuvers too. I normally run 100 weapons, and 50 engines when I am doing dps so I can manuver enough to stay on target, and just realy on EPTS and EPTAux to give my shields and aux enough power for my heals and hanagar speed.


    So what you are saying dude is he should do all turret build because it's so bad to the bone that a game master like you see's it and flees for your life! So funny...you confirmed a big YES with that one..... Sorry man had to say it....it was funny.
  • malkarrismalkarris Member Posts: 797 Arc User
    edited February 2013
    I found a turret build for my Kar'fi, using polaron turrets.

    Ah here it is.

    But its a polaron/drain build, built around shutting things down more than damage, but I manage to hold probes one side of KASE and do my part with the rest. And I haven't built it up to this guys spec yet, just the turrets really. So, it think it does well enough for end game PvE. I haven't gotten any complaints about it.

    Every so often someone comes by with an all turret built, so they seem to work, but usually they work more with procs than damage, I think.
    Joined September 2011
    Nouveau riche LTS member
  • orondisorondis Member Posts: 1,447 Arc User
    edited February 2013
    Turret builds are only worthwhile on ships that is using the following:-
    2x cannon rapid fire
    2x directed energy modulation (since turrets have such a high firing rate, it really adds to their damage).

    Problem is most ships that can use those powers would be better off with a 4x cannon & 4x turret build anyway.

    So personally I'd say no to turret builds.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • momawmomaw Member Posts: 0 Arc User
    edited February 2013
    Some people in this thread seriously need to take a chill pill. :cool:

    I've used all turrets in the past. I didn't much care for it mainly due to my carrier play style, which is work more with dual beams for subtargeting plus and torpedo spam. With full power into auxiliary to make the science go, my energy weapons are utterly reliant on whether Siphon is on or not. IMO escorts are the ones that should be getting into knife fights with cannons. But to each their own.

    There's no denying that beam arrays have a higher base damage rating, and longer effective range. But there's also no denying that beam arrays have crippling problems with power drain, and firing even 6 is going to lead to noticeable dips in weapon power and damage output (except for KDF ships with the plasmonic leech which can make infinitely better use of beams). Also, 6 turrets has less broadside potential but comparable bow and stern potential, and for ships that have absolutely abysmal handling, this is worth considering.

    Tactical abilities with cannons are simply better, and it's worth pointing out that there are now doffs which can reduce the cooldown time on cannon tactical abilities.

    I think you can be completely viable with an all turrets build as long as you're willing to dump full power into weapons and get really close to your targets. Doffs to milk more out of your Rapid Fire helps a lot too. Try not to get discouraged by elitists telling you what you should or should not do.
  • corbinwolf#9797 corbinwolf Member Posts: 565 Arc User
    edited February 2013
    momaw wrote: »
    I think you can be completely viable with an all turrets build as long as you're willing to dump full power into weapons and get really close to your targets. Doffs to milk more out of your Rapid Fire helps a lot too. Try not to get discouraged by elitists telling you what you should or should not do.

    +1 In terms of the rest of the set up, check out the Hilbert guide, STO Planner for RESPEC and get the basic consoles into play such as the assim, tach and ZPE to name but three.

    Its a game, have fun! ;)
    "The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
  • brangel13brangel13 Member Posts: 0 Arc User
    edited February 2013
    Don't know about PvE, but in PvP I have ran into some deadly Kar'Fi disruptor turret users that use the "tractor beam, strip shields, drain power, and let their pets pound you to death while you can't move" combo quite effectively. I'm a Fed Engy cruiser user and they dwindle down my 60k shields really fast. Pretty nasty Kar'Fi carrier builds if you like paralyzing your opponent in PvP! Don't know how you can apply this technique globally in PvE though.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited February 2013
    I've done full turret builds in PVP for cruisers. It works. PVP is so wildy variable in the quality of the match though. So not having done it a billion times, who's to say? Players will learn to counter you. PVP has that dynamic quality, so try it at your own risk.

    PVE does not have that dynamic. You really can do an STF once and guess what? Come back the next time and it is the same. It is scripted content. Plain and simple. If it works once, it will work each time unless the game itself changes.

    If a carrier has subsystem targeting, you should think a bit before giving that up. Here's why. There's a BUNCH of cheap ships in the game that use cannons effectively. Buy one. If you have a ship that has already taken a weapon hit BECAUSE it has subsystem targeting, why not use it? Regardless of the value of sub system targeting you're already paying the price for it. Those ships generally don't carry the Engineering slots to make turrets worth it, and you only get six of them anywyas. So. Yah. Enough said there. You COULD do it, but generally you'd be better off just sticking to beam arrays, using the subsystem targeting, and calling it a day.

    If your carrier DOESN'T have subsystem targeting it can easily and very handily carry an all turret build.
    And you can do it very cheaply. And it can be used in Elite STF's. By "very cheaply" I mean all common quality items. MK XI. Pro stuff. And when your done with it you can mail it to your pals that need gear too!

    http://www.youtube.com/watch?v=1H-W54fqR0U&feature=youtu.be

    and this would be a sample of that.

    https://www.youtube.com/watch?v=WBo6o1l501g

    This is an older video of the same ship showing a slightly different load out. This is to further show a point brought up in the first vid, that available BOFF abilities are Key in choosing weapons. In this instance I didn't choose two TT, I went with two Torpedo Spreads. Just by doing that it changed everything else.

    Cheers happy flying!
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