I am just looking for opinions what kind of weapons you would use if you are flying a ship with a turn rate of 20? My recent max leveled KDF engineer flies a Negh'var with a turn rate of 20 and because of that I am mounting DHCs forward and Array aft.
It's not perfect, but I can make it work. As long as I can keep enemy ships in my forward 45 degree firing arc I can do plenty of damage. One limitation is that I cannot get too close to enemies because my turn rate is too low to keep up with ships flying to the right or left of me if I am around 2km -3km away or less. Also the broadsiding is very limited since only my aft arrays can do that.
Beam Banks certainly will work fine since they have a 90 degree firing arc, but the natural the damage is not quite as high compared to DHcs and I still cannot do broadsiding. I suppose one good thing about using beam banks is that using BO and FAW abilities will work with both fore and aft weapons.
Beam Arrays means I can broadside with fore and aft weapons. However, my forward damage is greatly reduced. So that option seems to a waste on a ship with a good turn rate.
A fourth option could be to replace the aft beam arrays with turrets. This will increase my forward damage and energy drain. However, turrets are the weakest of all the weapons so it seems they may simply be a waste of energy and aft / broadside damage is greatly reduced. I believe cannon abilities do benefit turrets, but I could be wrong.
So... what's the opinions of other fellow KDF captains?
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All equipment is "vendor trash" and I will start working on the rep system in August. Most definitely doing Omega and probably gonna do Undine as well. I want to differentiate this toon from my primary KDF tactical toon who completed Omega and is probably 6 days away from completing New Romulan.
Though I seriously doubt you're getting a turn rate of 20 on a Negh'Var, it (running DHCs) can be done. I do it often on my Fleet K'Tinga. which is similar in layout but not in stats.
Your problem is boff slots. You are severely limited. You prety much MUST run your setup with ENS and LT tac boffs.
If you run cannons your only cannon-buffing skill is in that LT skill slot. It doesn't allow you much. If you want to do "heavy firepower up front" you need to run DBBs and slot FAW1, TT1, and APB2. I would suggest running turrets in your aft slots and DBBs up front (plus photorp, if you like) and when you fire FAW it acts like a canon: scatter volley. It also works on one target a bit better than CSV will, I believe.
Why turrets in the rear? So that when you run FAW you're not targetting stuff you don't want to target. You can spam FAW on 360 degrees, but it's better to just run all Beam Arrays if you do that. Works perfectly fine and I run some ships that way. But for a "heavy forward damage" build go with DBBs and just enjoy the power slides when you make those turns :P
I used to run the Neggie. I set it up A2B with dual heavy cannons and a torp up front, as well as an all beam array setup too. While the turn rate is marginally acceptable for a DHC setup, it lacked an attack pattern. The beam boat config just seemed to fit the ship better.
How about DBBs instead? You get the forward firepower, less drop off in damage at longer ranges than DHCs, and BFAW can be slotted at ensign tactical level instead of LT, opening up the option to use an attack pattern.
The Neghvar does not have the boff slotting to effectively utilize cannons. DBBs are simply a bad idea on a 4/4 ship, since you give up too many of your weapon slots to break even on damage in your now reduced firing arc.
The Neghvar does not have the boff slotting to effectively utilize cannons. DBBs are simply a bad idea on a 4/4 ship, since you give up too many of your weapon slots to break even on damage in your now reduced firing arc.
The choice is thus pretty clear.
How does 4/4 vs 4/3 vs 4/2 make a difference? Even if he slots KCB that does more than an aft turret. Even if he slots 360 AP beam that's more damage than a turret. Even if he slots 4 DBBs up front and 4 turrets aft, he is doing more damage than a ship with 4 DBBs up front and 3 turrets aft.
The weapons setup is good. It's just a matter of how you utilize it.
The Neghvar does not have the boff slotting to effectively utilize cannons. DBBs are simply a bad idea on a 4/4 ship, since you give up too many of your weapon slots to break even on damage in your now reduced firing arc.
The choice is thus pretty clear.
Engineering ships don't buff energy weapon damage via tac slots. They use engineering slots for that.
DEM says hi!
Cannons torps and mines can combine on this ship to make it very effective for any PVE task with a minimum of investment in gear and doffs.
If you're looking for top DPS or burst check out aux2bat and beam/FAW or cannon/DEM
Though I seriously doubt you're getting a turn rate of 20 on a Negh'Var, it (running DHCs) can be done. I do it often on my Fleet K'Tinga. which is similar in layout but not in stats.
The actual Turn Rate is 20.9; I will post a screenshot after I get home from work.
Basically, I have 6 points allocated to Impulse Engine skill, a RCS Acceleration with +35% and another for +32.5%. I am not exactly sure how the game calculates the turn rate, but based on my calculations it should be 21.8.
I know I am using 2 out of 4 engineering consoles for the RCS Accelerator, but for the moment I am placing a high priority on maneuverability. As far as Boff abilities they are as follows, but it needs some tweaking. Because of the relatively high hull strength of the Negh'var I opted not to use HE1 at least for now. The same applies to my Fed Engineering toon flying a Sovereign class heavy cruiser. But I do use HE1 for my KDF Tactical toon flying a Hegh'ta Heavy BoP and my Rom Science toon flying a Ha'nom Guardian Warbird.
I bought a Mirror Negh'var for a "cheap" price of 4.5 million ECs considering that most of the time it lists for around 7 - 8 million ECs. Still contemplating if I should unbox it. If I do use it then EPTA1 will be switched out for another copy of TT1 or perhaps TS1 if I drop the Hargh'peng torp for a different torpedo or a 4th DHC. Also considering dropping AB2 for DEM3.
I use EPTW instead of A2B because the extra power goes directly to weapons and there is an energy damage bonus as well.
If you run 2 to 3 purple DCE doffs that reduce cooldown of EPT on use of EPT, you don't need A2Bat and you don't need to double up on EPTs like that. Since you have no attack pattern I'd suggest using EPTW3 for the highest damage boost you can get and also DEM3 for more damage. Aceton Beam rather sucks. That frees up your slot which currently has DEM2, since I don't think they stack well with each other.
You will need to load cannon cooldown doffs that reduce your CRF cooldown.
I might also suggest trying CRF but switching to CSV. CSV still works against a single target, but really shines with more than one. It allows you to eat away multiple targets at once, be it probes or drones in STFs or just general hordes.
As for HE, it isn't just for hull healing. It's for clearing bad stuff off your hull. Plasma's just part of it. It also clears borg shield neutralizers, yellow goop which slows you down, and a number of other effects. It also can do this on others in your team and is a great all-round tool.
By running at least 2 purple DCEs you can free up 2 extra ENG slots. These can be useful for adding other stuff, like extend shields, or aux 2 dampers (with a M/AM doff this is a nice one), or even just RSP or boarding shutles. You could even run AB and DEM together if you wish.
I didn't have the time to play STO yesterday and probably not tonight either so I will have to make tweaks to this toon's ship later.
I have 3 other active toons (Fed Engineer, KDF Tactical, Romulan Science) anyway so I do not have much time to play my KDF Engineer. This is my "weekend warrior" when I have time to devote to this toon. Currently focusing on getting blue / purple Doffs for my 3 primary toons as well as finishing up the main story quest and do rep systems. If I get any extra blue Doffs my KDF Tac toon doesn't need then I'll transfer them to my weekend warrior.
I will continue to test out different load out which works best. I read in a different post that Cryptic increased the power drain of turrets for season 9.5, if so, then perhaps turrets will not be an option. Maybe I am trying too hard to make my Negh'var perform like a Hegh'ta... need to get at lease one very rare RCS Accelerator Mk XII console. Probably need to buy a Mirror Ki'Tang as well.
Comments about Doffs is useful for my primary toons so I appreciate that info.
for an engineer with all the power they have available normally id say beams as much as I hate them. my self I don't use beams but if your new its probably best bet.
personally id go 4 dhc fore 3/4 turrets aft maybe KcB in place of one turret
then make way to exchange and get two purple energy weapon doffs that reduce cannon weapon abilities by 50% then your one lt slot acts like 2 with either rapid fire or scatter volley and the beauty is it works on the turrets as well so you basically have a 8 weapons fireing forward. then use the command ability that reduces weapon power drain on top of being an engineer and your cannon will be pumping out some damage.
then a good assort of consoles after you have money fleet credits or what ever . and you wont do too bad.
But id say dump the neg and get a Tor'kaht asap.
Trophies for killing FEDS ahh those were the days.
I read in a different post that Cryptic increased the power drain of turrets for season 9.5,
is that true? post link please. truthfully I haven't played since this so called season released but that would surely seal the deal for me to stop playing. since they reduced the power drain on BO for all the feddy bear a2b beam spammers already.
Trophies for killing FEDS ahh those were the days.
I did it on an old Mirror Vo'cha (so slightly faster but still only lt tac) as a trial thing, and it worked fine, kills everything with just CSV1, tanks like a cruiser, blah blah blah. Problem was/is that every new release of PVE enemies they get more and more mobility and it turned into a lot of time playing "get back here!" as things zipped in and out of the firing arc (and if you're into PVP, I imagine it'd be even worse). It wasn't difficult or anything, it just made everything take longer and gotta kinda boring. These days, I personally wouldn't put DHCs on anything with a turn under 30, not because it doesn't work (heck you could do it with a Bortasqu if you wanted), but because it just made for sluggish gameplay.
is that true? post link please. truthfully I haven't played since this so called season released but that would surely seal the deal for me to stop playing. since they reduced the power drain on BO for all the feddy bear a2b beam spammers already.
I can't say if it is true or not. It was a player's statement in based on his own observations on weapon power levels before and after season 9.5 in a thread where someone was looking for a ship weapon options.
If you want a cannon cruiser, you'd be better off with a Mogh, Vor'cha, or Tor'khat. The Neggie's layout pretty much consigns it to a tank role, a role I might add, in which it excels.
If you want a cannon cruiser, you'd be better off with a Mogh, Vor'cha, or Tor'khat. The Neggie's layout pretty much consigns it to a tank role, a role I might add, in which it excels.
I am using the Negh'Var as a proxy for the Mogh to determine if the Mogh is worth considering for a cannon build.
The Mogh and Negh'Var both have a base turn rate of 9. Therefore, any gear and captain skills that affects turn rates should have the same results for both ships. The minor difference is the Mogh's inertial rating is 50 vs 25 for the Negh'Var which means the Negh'Var is more prone to "slide" when making quick turns compared to the Mogh.
I have the ABC on the fed side, same as the Mogh. You can run cannons on it just fine. It has the skill slots to take advantage of them. You are still on the slow end of the turn spectrum, though far better than the heavy sluggish cruisers. You may find you want a couple of RCS consoles or EPTE or even A2Damp to help you get around faster when you need to.
I tend to be some what of a traditionalist. Beams on Cruisers/Battle Cruisers, Cannons on the ships that have them and Torpedo's on just about everything everything.
Then again, I tend to fly more escort-ish, smaller, faster ships anyway so my opinion may not be worth much. The "Cruiser-ish" ships I do sometimes fly though (Dhelan - Rom, Heavy Escort Carrier - Fed, Mogh BC - Klingon), have no cannons, only beams and torpedos.
"Go play with your DPS in the corner, I don't care how big it is." ~ Me "There... are... four... lights!" ~Jean Luc Picard
I have the ABC on the fed side, same as the Mogh. You can run cannons on it just fine. It has the skill slots to take advantage of them. You are still on the slow end of the turn spectrum, though far better than the heavy sluggish cruisers. You may find you want a couple of RCS consoles or EPTE or even A2Damp to help you get around faster when you need to.
Yeah, I already got two RCS consoles that provides +32.5% and +35% and 6 points allocated to maneuvering thrusters to achieve my current turn rate 20.9. Installing expensive RCS consoles that provides +40% and respec'ing the maneuvering thrusters skill to 9 point will likely only boost the turn rate to an estimated 23.1; a difference of only 2.2. Not part of a fleet so fleet RCS consoles are not an option.
I generally prefer not to rely on Boff abilities for maneuvering. I am positive that if I devote all 4 engineering console slots to RCS +40% consoles along with the 9 points in maneuvering thrusters I can get roughly 29.5 to 30 turn rate, but that means sacrificing "tanking" consoles.
I suppose I still need to do eSTF with DHCs and only a 20.9 turn rate to develop tactics good enough to consider flying with DHCs full time for my Engineering KDF toon. I guess I am simply too used to flying BoPs with my Tactical KDF toon where a turn rate of 40 is considered average.
Comments
Your problem is boff slots. You are severely limited. You prety much MUST run your setup with ENS and LT tac boffs.
If you run cannons your only cannon-buffing skill is in that LT skill slot. It doesn't allow you much. If you want to do "heavy firepower up front" you need to run DBBs and slot FAW1, TT1, and APB2. I would suggest running turrets in your aft slots and DBBs up front (plus photorp, if you like) and when you fire FAW it acts like a canon: scatter volley. It also works on one target a bit better than CSV will, I believe.
Why turrets in the rear? So that when you run FAW you're not targetting stuff you don't want to target. You can spam FAW on 360 degrees, but it's better to just run all Beam Arrays if you do that. Works perfectly fine and I run some ships that way. But for a "heavy forward damage" build go with DBBs and just enjoy the power slides when you make those turns :P
How about DBBs instead? You get the forward firepower, less drop off in damage at longer ranges than DHCs, and BFAW can be slotted at ensign tactical level instead of LT, opening up the option to use an attack pattern.
The choice is thus pretty clear.
When you're that slow, and closing is as much luck as it is skill, your best route is beam arrays.
Go Klingon Tanker, Go Klingon Tanker, Go Klingon Tanker Goo-oooo.
I should also say that cannon builds do work It just takes an exceptional captain to make them work well on a ship that big and slow.
How does 4/4 vs 4/3 vs 4/2 make a difference? Even if he slots KCB that does more than an aft turret. Even if he slots 360 AP beam that's more damage than a turret. Even if he slots 4 DBBs up front and 4 turrets aft, he is doing more damage than a ship with 4 DBBs up front and 3 turrets aft.
The weapons setup is good. It's just a matter of how you utilize it.
Engineering ships don't buff energy weapon damage via tac slots. They use engineering slots for that.
DEM says hi!
Cannons torps and mines can combine on this ship to make it very effective for any PVE task with a minimum of investment in gear and doffs.
If you're looking for top DPS or burst check out aux2bat and beam/FAW or cannon/DEM
Cheers.
The actual Turn Rate is 20.9; I will post a screenshot after I get home from work.
Basically, I have 6 points allocated to Impulse Engine skill, a RCS Acceleration with +35% and another for +32.5%. I am not exactly sure how the game calculates the turn rate, but based on my calculations it should be 21.8.
Negh'var Base Turn Rate = 9
Impulse Engine Skill of 6 = 9 * 75% = 6.75
RCS @ 35% = 9 * 35% = 3.15
RCS @ 32.5% = 9 * 32.5% = 2.93
Total = 21.8 (rounded down)
I know I am using 2 out of 4 engineering consoles for the RCS Accelerator, but for the moment I am placing a high priority on maneuverability. As far as Boff abilities they are as follows, but it needs some tweaking. Because of the relatively high hull strength of the Negh'var I opted not to use HE1 at least for now. The same applies to my Fed Engineering toon flying a Sovereign class heavy cruiser. But I do use HE1 for my KDF Tactical toon flying a Hegh'ta Heavy BoP and my Rom Science toon flying a Ha'nom Guardian Warbird.
Tac: TT1, CRF1
Eng: EPTA1,
Eng: EPTS1, EPTW2, ATS2
Eng: ET1, EPTW2, DEM2, AB2
Sci: ST1, ST2
I bought a Mirror Negh'var for a "cheap" price of 4.5 million ECs considering that most of the time it lists for around 7 - 8 million ECs. Still contemplating if I should unbox it. If I do use it then EPTA1 will be switched out for another copy of TT1 or perhaps TS1 if I drop the Hargh'peng torp for a different torpedo or a 4th DHC. Also considering dropping AB2 for DEM3.
I use EPTW instead of A2B because the extra power goes directly to weapons and there is an energy damage bonus as well.
So far, I have not slotted any Doffs yet.
You will need to load cannon cooldown doffs that reduce your CRF cooldown.
I might also suggest trying CRF but switching to CSV. CSV still works against a single target, but really shines with more than one. It allows you to eat away multiple targets at once, be it probes or drones in STFs or just general hordes.
As for HE, it isn't just for hull healing. It's for clearing bad stuff off your hull. Plasma's just part of it. It also clears borg shield neutralizers, yellow goop which slows you down, and a number of other effects. It also can do this on others in your team and is a great all-round tool.
By running at least 2 purple DCEs you can free up 2 extra ENG slots. These can be useful for adding other stuff, like extend shields, or aux 2 dampers (with a M/AM doff this is a nice one), or even just RSP or boarding shutles. You could even run AB and DEM together if you wish.
Just some food for your thought.
You don't use cannon modifiers on a cruiser like this. You use torpedoes. Spread or high yield. That's just the way that is.
If you want to boost your energy weapon damage beyond what you'll be getting from power management, you use DEM.
I have 3 other active toons (Fed Engineer, KDF Tactical, Romulan Science) anyway so I do not have much time to play my KDF Engineer. This is my "weekend warrior" when I have time to devote to this toon. Currently focusing on getting blue / purple Doffs for my 3 primary toons as well as finishing up the main story quest and do rep systems. If I get any extra blue Doffs my KDF Tac toon doesn't need then I'll transfer them to my weekend warrior.
I will continue to test out different load out which works best. I read in a different post that Cryptic increased the power drain of turrets for season 9.5, if so, then perhaps turrets will not be an option. Maybe I am trying too hard to make my Negh'var perform like a Hegh'ta... need to get at lease one very rare RCS Accelerator Mk XII console. Probably need to buy a Mirror Ki'Tang as well.
Comments about Doffs is useful for my primary toons so I appreciate that info.
personally id go 4 dhc fore 3/4 turrets aft maybe KcB in place of one turret
then make way to exchange and get two purple energy weapon doffs that reduce cannon weapon abilities by 50% then your one lt slot acts like 2 with either rapid fire or scatter volley and the beauty is it works on the turrets as well so you basically have a 8 weapons fireing forward. then use the command ability that reduces weapon power drain on top of being an engineer and your cannon will be pumping out some damage.
then a good assort of consoles after you have money fleet credits or what ever . and you wont do too bad.
But id say dump the neg and get a Tor'kaht asap.
is that true? post link please. truthfully I haven't played since this so called season released but that would surely seal the deal for me to stop playing. since they reduced the power drain on BO for all the feddy bear a2b beam spammers already.
I can't say if it is true or not. It was a player's statement in based on his own observations on weapon power levels before and after season 9.5 in a thread where someone was looking for a ship weapon options.
I am using the Negh'Var as a proxy for the Mogh to determine if the Mogh is worth considering for a cannon build.
The Mogh and Negh'Var both have a base turn rate of 9. Therefore, any gear and captain skills that affects turn rates should have the same results for both ships. The minor difference is the Mogh's inertial rating is 50 vs 25 for the Negh'Var which means the Negh'Var is more prone to "slide" when making quick turns compared to the Mogh.
Then again, I tend to fly more escort-ish, smaller, faster ships anyway so my opinion may not be worth much. The "Cruiser-ish" ships I do sometimes fly though (Dhelan - Rom, Heavy Escort Carrier - Fed, Mogh BC - Klingon), have no cannons, only beams and torpedos.
"There... are... four... lights!" ~Jean Luc Picard
Yeah, I already got two RCS consoles that provides +32.5% and +35% and 6 points allocated to maneuvering thrusters to achieve my current turn rate 20.9. Installing expensive RCS consoles that provides +40% and respec'ing the maneuvering thrusters skill to 9 point will likely only boost the turn rate to an estimated 23.1; a difference of only 2.2. Not part of a fleet so fleet RCS consoles are not an option.
I generally prefer not to rely on Boff abilities for maneuvering. I am positive that if I devote all 4 engineering console slots to RCS +40% consoles along with the 9 points in maneuvering thrusters I can get roughly 29.5 to 30 turn rate, but that means sacrificing "tanking" consoles.
I suppose I still need to do eSTF with DHCs and only a 20.9 turn rate to develop tactics good enough to consider flying with DHCs full time for my Engineering KDF toon. I guess I am simply too used to flying BoPs with my Tactical KDF toon where a turn rate of 40 is considered average.