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Turrets: your thoughts on the red headed stepchild of weapons?

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  • tom61stotom61sto Member Posts: 3,635 Arc User
    edited July 2017
    If you're mainly wanting the looks of cannons/turrets, but with lesser limits, there's the Kelvin Timeline Phaser Emitters. They look like cannons, but are basically 270 degree beam arrays and react to abilities like FAW. With a ship with a fair number of array hardpoints they'll do a nice broadside, Arbiter looks impressive with them (far better that a Vengeance, which only has 2 top and 2 bottom saucer points for beams), and I'd bet that the Breen Rezreth would look nice too with them (lots of side array hardpoints on it).
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    I run an all turret build on my main and can manage about 50k dps. So it is definitely viable for most content in the game.
    Tza0PEl.png
  • themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    I love turrets.

    In my cannon builds, they are a must-have for aft weaponry. Properly crafted and enhanced, turrets are devastating to the enemy.

    On Zeus, my main, i generally have two cannon setups I use. One is Herald AP with a Crystalline Energy Torpedo, and the other is Pulse Phasers with Delphic Distortion and Wide Angle Quantums. I tend to favor the AP build because I can get more damage out of it (5AP Mags and the Poly Probe Array), but the Pulsies are more fun to watch (plus nostalgia).

    In both instances, I have turrets as the rear weapons, and they are nasty in a fight, mainly because I have them as MkXIV Golds like all my weapons. I've been in a cruiser that has a slower turn rate than the opponents (making it difficult to swing around for the DHCs and torps to fire), but the turrets still make relatively short work of them, especially with Kemocite III and Rapid Fire III.

    Never underestimate turrets, for they can and will surprise you.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • ltminnsltminns Member Posts: 12,569 Arc User
    On Phaser Beam builds, I tend to also add the Heavy Bio-Molecular Phaser Turret in the rear with an Omni Phaser. Looking forward to when we get an Episode Omni Phaser. Remember, we are finally getting a Disruptor one in the new FE.

    I have also played around with Romulan Plasma Single Cannons and Romulan Plasma Turrets. Never did a completely Turret anything build though.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • byozuma#0956 byozuma Member Posts: 502 Arc User
    My Klingon captain has a "Galak'Tika" Voquv build that's all turrets. I wouldn't call turrets red-headed anythings. If there's a red-headed ship weapon it's normal cannons. Sure, normal cannons have a wider firing arc but most builds that can use cannons often have the turn rate to keep heavy cannons on point or are so slow they need the 360o of turrets. There's some people that can make normal cannons work, but their use is far more rare than that of turrets.
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  • gannadenegannadene Member Posts: 81 Arc User
    tom61sto wrote: »
    If you're mainly wanting the looks of cannons/turrets, but with lesser limits, there's the Kelvin Timeline Phaser Emitters. They look like cannons, but are basically 270 degree beam arrays and react to abilities like FAW. With a ship with a fair number of array hardpoints they'll do a nice broadside, Arbiter looks impressive with them (far better that a Vengeance, which only has 2 top and 2 bottom saucer points for beams), and I'd bet that the Breen Rezreth would look nice too with them (lots of side array hardpoints on it).
    Aside from the noise perhaps driving one insane, my main issue with them is they're phaser-only, expensive and random to spec correctly. That's more of an STO-wide problem, though, since there's no disassembly system for modifiers in this game for some bizarre reason.
  • omega6theta1omega6theta1 Member Posts: 130 Arc User
    On a whim I tried an all turret build on the T6 JHDC, I seemed to do fine damage wise, I do not run a parser so I don't have the numbers but in the red alerts out of 3 to 4 ships attacking the same target I always seemed to get aggro, dunno if that means anything though. In advanced argala everything melts pretty fast and the build is a lot of fun.
  • brian334brian334 Member Posts: 2,214 Arc User
    valoreah wrote: »
    I've actually been thinking about dusting off my old T6 Hestia and rebuilding her into an all cannon build with aft turrets. Anyone have a good build to recommend?

    The answer is: that depends!

    What kind of energy weapon are you best able to support with your consoles? A disruptor build is always a reliable option, but if you already have phaser boosting consoles, you might opt for those instead. It's been a while since I shopped for cannons with good mods, but neither are cheap.
  • themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    edited July 2017
    valoreah wrote: »
    I've actually been thinking about dusting off my old T6 Hestia and rebuilding her into an all cannon build with aft turrets. Anyone have a good build to recommend?

    AP is a good build if you have the Crystalline Energy Torpedo, as it is enhanced by AP-boosting consoles like the AP Mag and the Polymorphic Probe Array. It's just a matter of choosing which flavor of AP you want to use. I prefer Herald AP, but I like it mainly for the color. Fluidic AP is nice, if you prefer that sickly yellow look.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • slifox#0768 slifox Member Posts: 379 Arc User
    My 2 cents. I would give up turrets for aft mountable single Cannons for aesthetic reasons and for damage reasons. I've expiramented with turrets and it seems that I should just mount something else in those slots that punch harder.
  • themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    My 2 cents. I would give up turrets for aft mountable single Cannons for aesthetic reasons and for damage reasons. I've expiramented with turrets and it seems that I should just mount something else in those slots that punch harder.

    Problem is that single cannons don't have the 360 degree firing arc of turrets and omnis. That's their beauty. Even if a targeted enemy gets out of your forward arc, the turrets are still firing at them all the time, especially if they're set to autofire. That's a near constant barrage of weapons fire that, while not able to deal out the immediate kill punishment of heavier weapons, it will eventually destroy them on its own.

    Think about it like this:

    Dual Heavy Cannon = a claymore or zweihander. It's a bit cumbersome, but when it hits it hits for a LOT.

    Dual Cannons = a longsword or khopesh. Not as much damage as a claymore, but it's still pretty potent and plenty deadly.

    Single Cannon = a saber or similar, even a short sword. Dangerous, but the longsword is preferred for killing.

    Turrets would be like combat knives. It takes a bit more finesse and patience, but even Death By A Thousand Cuts is still death.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited July 2017
    Still lovin' my disruptor turret build.

    I don't notice anything out of order with turrets in general tbh... And I wouldn't say its a 50% DPS hit.. Maybe 20-30% at most.


    One thing that can help though is the Trait from the T6 Defiant. Withering Barrage.
    Gives you longer Scatter volleys.

    My turret runs would parse between 35-50k dps.
    More then adequate for just about any content in the game.

    Nothing wrong with a good turret build in the right hands.

    People who are much better pilots then I were taking turret builds well above 75k at one point.
    Probably a handful have even broken 100k with all turrets.

    [img][/img]OD5urLn.jpg
  • themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    valoreah wrote: »
    Forums kept eating my response for some reason....

    brian334 wrote: »
    The answer is: that depends!

    What kind of energy weapon are you best able to support with your consoles? A disruptor build is always a reliable option, but if you already have phaser boosting consoles, you might opt for those instead. It's been a while since I shopped for cannons with good mods, but neither are cheap.
    AP is a good build if you have the Crystalline Energy Torpedo, as it is enhanced by AP-boosting consoles like the AP Mag and the Polymorphic Probe Array. It's just a matter of choosing which flavor of AP you want to use. I prefer Herald AP, but I like it mainly for the color. Fluidic AP is nice, if you prefer that sickly yellow look.

    IIRC I was using Herald AP DHCs that I had along with Fleet Spire Vulnerability Locator/Exploiter [+AP] (mix of both I think) consoles. I can't remember if I upgraded everything to MKIII or MKIV. I may have some Herald AP turrets lying around in the bank that I can use for the aft weapons. The cannons were either CtrH Dmg[3] or CtrH CtrD, I can't remember. I'll check it out later tonight.

    I'm thinking of fully pimping out the Herald AP DHCs and turrets to MKIV and tossing a quantum torp up front, maybe a quantum torp aft as well to make it somewhat "canon".

    What kind of DPS are you all able to pull with your builds and what gear/consoles do you find work best for you?

    Quantum are nice, as they have the best "bang for the buck" of all torpedoes, in my opinion. Quantum Phase, Delphic, and Wide Angles are my faves on those. The downside is that to enhance them, you need separate consoles.

    The reason I like the Crystalline Energy Torpedo is because it's an AP weapon, meaning any AP enhancing console that enhances AP damage will enhance the torpedo's damage. No need for a second type of console. If you have one, use it. If you don't, get it with the next Phoenix Prize Pack event.

    As to the DPS question, I don't know, nor do I care, how much I do. It's not a priority for me to squeeze out every last drop of DPS.

    As to the gear, this is the AP build used on my Pilot Escort.

    It uses 4 Herald DHCs and the Crystalline Torp up front, two Herald turrets in the rear, and the Lightning Gun Heavy Weapon.

    Consoles include 5 AP Mag generators, the PPA, two Field Generators, the Dynamic Power Redistributor from the 23c dreadnought, the Protomatter Console from the Dorito ship, and an EPS relay console.

    I like using the DPR and Protomatter together because DPR does I believe 40% bonus damage if your hull health is above 80%, and the Protomatter Console keeps your hull health above 80%. A similar effect occurs when using a two piece console combo from the Kelvin ships (gives you a constant 25% bonus phaser and 25% bonus photon damage).

    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • aliensamongusaliensamongus Member Posts: 285 Arc User
    I tried using a full turret build, but as previous mentioned - it all comes from one hardpoint in the end.

    This in mind, I did change the front weapons of my Jupiter to the Quad Phaser Cannons and the simple Phaser canon (for wider range). The missle launcher from the recent mission is what I added to give the illusion of loads of cannon shots being fired off.

    My Callisto pets will fill in the scatter I so desire. It's pretty fun to watch and deals quite the beating.
    giphy.gif
  • hanover2hanover2 Member Posts: 1,053 Arc User
    Couldn't make it work on my Jupiter carrier. This game needs heavy turrets, maybe even dual heavy turrets.
  • johnnyray14#4257 johnnyray14 Member Posts: 188 Arc User
    But sadly since all/most carriers have subsystem targeting, you are 'forced' to have at least 1 beam.

    why? SST works with cannons too​​

    Is this true? I've never tried it myself, but both the in-game doc and the wiki say that SST requires a beam weapon.
  • legendarylycan#5411 legendarylycan Member Posts: 37,275 Arc User
    the wiki pages on SST in general and the individual targeting powers in particular haven't been updated since last year at the earliest, whereas the change to what SST can affect was done in late april of THIS year​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • gannadenegannadene Member Posts: 81 Arc User
    Still lovin' my disruptor turret build.

    I don't notice anything out of order with turrets in general tbh... And I wouldn't say its a 50% DPS hit.. Maybe 20-30% at most.


    One thing that can help though is the Trait from the T6 Defiant. Withering Barrage.
    Gives you longer Scatter volleys.

    My turret runs would parse between 35-50k dps.
    More then adequate for just about any content in the game.

    Nothing wrong with a good turret build in the right hands.

    People who are much better pilots then I were taking turret builds well above 75k at one point.
    Probably a handful have even broken 100k with all turrets.

    A source of confusion with those is that most parsed runs were using the old plasma consoles and pre-13 balance, before they got nerfed into the dirt.

    Again, turrets are usable in most general content, but it would be nice to see some content added that reinforces those builds under controlled circumstances. Nothing wrong with that.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    gannadene wrote: »
    Still lovin' my disruptor turret build.

    I don't notice anything out of order with turrets in general tbh... And I wouldn't say its a 50% DPS hit.. Maybe 20-30% at most.


    One thing that can help though is the Trait from the T6 Defiant. Withering Barrage.
    Gives you longer Scatter volleys.

    My turret runs would parse between 35-50k dps.
    More then adequate for just about any content in the game.

    Nothing wrong with a good turret build in the right hands.

    People who are much better pilots then I were taking turret builds well above 75k at one point.
    Probably a handful have even broken 100k with all turrets.

    A source of confusion with those is that most parsed runs were using the old plasma consoles and pre-13 balance, before they got nerfed into the dirt.

    Again, turrets are usable in most general content, but it would be nice to see some content added that reinforces those builds under controlled circumstances. Nothing wrong with that.

    Yeah I was using romulan embassy consoles on my turret build pre-nerf and was at or near 100k dps. I can't remember the exact number I'd have to review my old parses, but now I'm at about 50k. It wasn't just the plasma consoles though they adjusted the way procs work. They are now per cycle instead of per shot and that was another heavy hit.
    Tza0PEl.png
  • ltminnsltminns Member Posts: 12,569 Arc User
    Counter-Command has a Heavy Bio-Molecular Phaser/Disruptor Turret. ;)

    Frankly, all this talk about beam/shot color or fire location from the Hull has me meh. Most of the battles have so much light effects flying all over the place you can't really tell anyway.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • tigerariestigeraries Member Posts: 3,492 Arc User
    can't you use crafted turrets with rapid fire... also slot all traits that increases dmg or procs dmg effects & consoles that can proc dmg. should be viable with that build with 6 or 8 turrets. superior pilot space trait increases dmg at full throttle...
  • vetteguy904vetteguy904 Member Posts: 3,843 Arc User
    talking about the HE torpedo turret. too bad it's not effected by torpedo spread. that thing with TS3 would be hilarious to see
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  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited July 2017
    After reading through this thread I started looking into turret builds.

    While it seems that they got hit pretty hard by the Embassy Console nerfs, it still seems pretty fun. I might have to give one of these a try and see what I can do with it. Might be a nice change of pace.
    hanover2 wrote: »
    Couldn't make it work on my Jupiter carrier.

    I would think that for something like this, you would need the full 8 weapon slots. Turrets are low damage weapons that fire fast, you would need to pack as many of them as possible onto your ship to really get a solid punch.

    I don't think I would try it on anything that couldn't mount 8 turrets.
    Insert witty signature line here.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    After reading through this thread I started looking into turret builds.

    While it seems that they got hit pretty hard by the Embassy Console nerfs, it still seems pretty fun. I might have to give one of these a try and see what I can do with it. Might be a nice change of pace.
    hanover2 wrote: »
    Couldn't make it work on my Jupiter carrier.

    I would think that for something like this, you would need the full 8 weapon slots. Turrets are low damage weapons that fire fast, you would need to pack as many of them as possible onto your ship to really get a solid punch.

    I don't think I would try it on anything that couldn't mount 8 turrets.

    It's really not very hard. Just take all the beams off your current cruiser replace them with turrets, replace faw with scatter volley and if possible use the withering barrage trait from the t6 defiant to give yourself near 100% uptime of scatter volley. I'd definitely say it's best on a ship with a lot of weapon hard points. I've used it on escorts, but it performs best on cruisers.
    Tza0PEl.png
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited July 2017
    nikephorus wrote: »
    After reading through this thread I started looking into turret builds.

    While it seems that they got hit pretty hard by the Embassy Console nerfs, it still seems pretty fun. I might have to give one of these a try and see what I can do with it. Might be a nice change of pace.
    hanover2 wrote: »
    Couldn't make it work on my Jupiter carrier.

    I would think that for something like this, you would need the full 8 weapon slots. Turrets are low damage weapons that fire fast, you would need to pack as many of them as possible onto your ship to really get a solid punch.

    I don't think I would try it on anything that couldn't mount 8 turrets.

    It's really not very hard. Just take all the beams off your current cruiser replace them with turrets, replace faw with scatter volley and if possible use the withering barrage trait from the t6 defiant to give yourself near 100% uptime of scatter volley. I'd definitely say it's best on a ship with a lot of weapon hard points. I've used it on escorts, but it performs best on cruisers.

    Good advice indeed.

    I don't currently have that trait, but I can get it. I'm thinking of doing it on something like the Chel Boalg or the Nandi so that I can have the speed and maneuverability but still get 8 hard points. The character I'm going to try it on is a fed, I would prefer a fed ship, so might use a Fleet Arbiter.

    Probably Antiproton damage just because there are some really powerful AP boosting consoles (Polymorphic Probe Array, Crystaline Matrix.)

    Should be a good time. :)
    Insert witty signature line here.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    nikephorus wrote: »
    After reading through this thread I started looking into turret builds.

    While it seems that they got hit pretty hard by the Embassy Console nerfs, it still seems pretty fun. I might have to give one of these a try and see what I can do with it. Might be a nice change of pace.
    hanover2 wrote: »
    Couldn't make it work on my Jupiter carrier.

    I would think that for something like this, you would need the full 8 weapon slots. Turrets are low damage weapons that fire fast, you would need to pack as many of them as possible onto your ship to really get a solid punch.

    I don't think I would try it on anything that couldn't mount 8 turrets.

    It's really not very hard. Just take all the beams off your current cruiser replace them with turrets, replace faw with scatter volley and if possible use the withering barrage trait from the t6 defiant to give yourself near 100% uptime of scatter volley. I'd definitely say it's best on a ship with a lot of weapon hard points. I've used it on escorts, but it performs best on cruisers.

    Good advice indeed.

    I don't currently have that trait, but I can get it. I'm thinking of doing it on something like the Chel Boalg or the Nandi so that I can have the speed and maneuverability but still get 8 hard points. The character I'm going to try it on is a fed, I would prefer a fed ship, so might use a Fleet Arbiter.

    Probably Antiproton damage just because there are some really powerful AP boosting consoles (Polymorphic Probe Array, Crystaline Matrix.)

    Should be a good time. :)

    It really is a fun time. I actually use my turret build more then my beam one now even though it's not as effective damage wise. There is something fun about hitting an enemy with all your weapons no matter what direction your ship is pointed in. Also the visuals of all the little turrets firing is pretty sweet imo.
    Tza0PEl.png
  • themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    nikephorus wrote: »
    nikephorus wrote: »
    After reading through this thread I started looking into turret builds.

    While it seems that they got hit pretty hard by the Embassy Console nerfs, it still seems pretty fun. I might have to give one of these a try and see what I can do with it. Might be a nice change of pace.
    hanover2 wrote: »
    Couldn't make it work on my Jupiter carrier.

    I would think that for something like this, you would need the full 8 weapon slots. Turrets are low damage weapons that fire fast, you would need to pack as many of them as possible onto your ship to really get a solid punch.

    I don't think I would try it on anything that couldn't mount 8 turrets.

    It's really not very hard. Just take all the beams off your current cruiser replace them with turrets, replace faw with scatter volley and if possible use the withering barrage trait from the t6 defiant to give yourself near 100% uptime of scatter volley. I'd definitely say it's best on a ship with a lot of weapon hard points. I've used it on escorts, but it performs best on cruisers.

    Good advice indeed.

    I don't currently have that trait, but I can get it. I'm thinking of doing it on something like the Chel Boalg or the Nandi so that I can have the speed and maneuverability but still get 8 hard points. The character I'm going to try it on is a fed, I would prefer a fed ship, so might use a Fleet Arbiter.

    Probably Antiproton damage just because there are some really powerful AP boosting consoles (Polymorphic Probe Array, Crystaline Matrix.)

    Should be a good time. :)

    It really is a fun time. I actually use my turret build more then my beam one now even though it's not as effective damage wise. There is something fun about hitting an enemy with all your weapons no matter what direction your ship is pointed in. Also the visuals of all the little turrets firing is pretty sweet imo.

    For even more fun, load it up with Pulse Phaser Turrets, max out phaser damage consoles, and add in the Broadside Emitter Array console from the Kelvin Intel Dreadnought. Might want to toss on another console from the set for the +25% Phaser Damage Bonus (I recommend the Mining Drill Laser, but that's just me). The visual alone of eight maxed out turrets plus the Broadside Emitter Array opening up with everything while orbiting the enemy is just perfection.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
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