This is for research: A friend is doing work on a
Star Trek mod for
Star Wars: Empire at War,
The Trek Wars: Revival, and wanted to know how people typically kit out the Avenger and/or Arbiter Battlecruiser (it's going in the free play section of the mod, not the campaign).
This poll is just about energy weapons; every Starfleet capital ship in the mod has torpedoes fore and aft already. And there weren't enough poll option slots to split between DCs and DHCs or list mixed loads, so just put what you have the most of.
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For me, the Avenger is clearly a cruiser rather than an escort, therefore it should have beams.
— Sabaton, "Great War"
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I tend to include a torpedo on every ship for the flavor and also the fun of torpedo spread after a gravity well.
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I call it, the Stoutes paradox.
Sorry... I'll stick to reading this instead.
To be honest, i haven't used the Avenger much lately so it still holds the beam array/omni setup.
I have a DHC/turret setup on my Kurak, but i don't feel i get the most out of the ship using that setup
https://sto.gamepedia.com/Kurak_Battlecruiser
And knowing is half the battle!
21 'til I die!
Not a nimble as an escort but could take more of a beating so to me it was a better ship, never really been a fan of escorts in STO either although will admit to them being kind of fun on console despite the woeful implementation of skill wheels.
If I may pose a question.. what does this mean exactly?
Dual Beam Banks are the hardest front facing weapons to use. If you can keep Dual Beams on target, it's literally twice as easy to keep cannons on target since Scatter Volley has a 90' arc instead of 45'. The Arbiter/Avenger is more then agile enough, especially with Competitive Engines. If you use the Withering Barrage trait from the T6 Defiant you can essentially keep Scatter Volley up all the time (well, 99% of the time) and permanently increase your firing arc to 90'.
You could literally swap your DBB's for Cannons, put some turrets in the back and just change the Fire At Will in your rotation to Scatter Volley and double (or more) your DPS for the exact same effort.
Dual Beams are not 'bad,' but their big problem is that they perform worse then cannons for more expended effort. I am kind of surprised at the number of people using them.
What you're saying in trying to rebut Sea consists almost entirely of lies, misconceptions and antiquated knowledge.
Sure, Sea made a mistake in saying that while using DC's, it's *easier* to keep enemies in arc and used a common misconception about CSV (namely, while CSV indeed scans the 90' arc area, it doesn't magically widen the firing arc of D(H)C's, it just makes your weapons that have wider arcs than 45' to potentially hit additional targets that are outside that further away from your main target than what your DCs can hit, but still inside the 90' firing arc that CSV scans).
However, he is completely correct in saying that cannons have immensely higher DPS potential than beams and you have to be incredibly klutz with your piloting if beams indeed perform better for you. The DPS penalty from FAW cripples beam dmg output heavily, meanwhile CSV offers a dmg boost instead (at least on CSV2/3, and you should really use the highest enhancement possible). On a ship with Cmdr Tactical, FAW3+APB3 won't even come close to the combination of CSV3+APB1 (or 2, if 2 Lt. Cmdr tac seats are open as you also preferably want KLW3).
Cycle time differences have hardly anything to do with DPS, as it only affects weapon power management very mildly. In reality it will only be a problem on very starter builds. And sure, DHCs use 12 weapon power instead of 10, but then again DC's exist which also use 10 and turrets only use 8.
Subsystem targeting abilities, as well as doffs that affect them (or specifically beam abilities, I'm not sure which doffs you're exactly talking about) have also hardly any impact since no one in their right mind uses them.
Damage dropoff has been equal for beams and cannons already for years, since skilltree revamp in... 2016, I guess?
Then we have Withering Barrage which extends your CSV to have an ideal uptime of 93.333...% (sorry Sea, I had to correct that ). With lag and activation struggles, let's put it at 90%. Still, that comes with the only disadvantage of "sacrificing" a trait slot. While beams have an equivalent to that, Redirecting Arrays, that trait *forces* you to draw aggro, making it really viable only on tanks. On top of that, BFAW's minimum CD is 20s, higher than CSV's 15s.
Also, let's take a look at the DPS league - high-end cannon builds (on ships with turn rates lower than Arbiter's, like good old Scimitar, or new Vaadwaur Juggernaut) are breaking 300k DPS, meanwhile there are hardly any beam builds doing 150k+. Those few that are, are using single beams.
So yeah, I'll give you that it's slightly easier to get your enemies in sights using DBBs, and that Sea messed up explaining the firing arcs, but you're dead wrong trying to push the agenda as if beams are somehow stronger. They are so far behind cannons in terms of actual performance that it's sad, and I'd actually love to see BFAW getting performance boost from Cryptic.
U.S.S. Buteo Regalis - Brigid Multi-Mission Surveillance Explorer build
R.R.W. Ri Maajon - Khopesh Tactical Dreadnought Warbird build
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I will just quote this and use it as my reply.
I apologize for the mistake I made in firing arc, I am human.. sue me. I don't use DBB's anymore and thought they had the same arc, that was incorrect, my bad. Thank you to Tune for the reply, he corrected the mistake and summed it up nicely.
patrick, I will not respond to you if you're going to be a child. If you want to have an actual discussion, I am game.. but I have yet to see you ever manage to pull this off. I have long made a habit of not reading anything you post and from the 3 lines of your reply that I actually read, I can see that rule is well founded.
As for my personal experience, I ran a DBB Arbiter for a long time.. it was my 'go to'ship for Damage Output for quite a while and I really enjoyed playing it. Dual Beam Banks are still fine.. they still work, they're not trash.. no one is saying that. WIth the buffs given to cannons recently however, Cannons have surpased them by a large margin.. this is not my opinion it's a mathematical and quantifiable fact. Because of this, I swapped my DBB loadout for Dual Cannons and enjoyed a massive damage boost as will most people.
If you prefer to run DBB's, there is nothing wrong with that.. play what you like and have fun. If you find it's difficult or that the damage isn't what you wish it would be.. try swapping them for cannons. Anyone that wants to discuss it in an adult and civil fashion, I am game.
Good points, and yes.. the Arbiter can only take Scatter Volley 2 which is a common downside unfortunately. On mine, I run Scatter Volley 2, APB1 and I use the Hostile Acquisition console to make up for the loss of accuracy. The Vengeance suffers the same drawback which is the primary reason why none of the fed ships have ever really truly caught up to the mighty Scimitar.
I never said that particular comparison was about Arbiter. Note how I wrote "On a ship with Cmdr Tactical", because Patrick earlier said "what this means, is that you can run the maximum BFAW plus the top attack pattern on an escort build".
However, even when comparing Arbiter's case, CSV2 to FAW3, former will be a lot stronger option.
I don't know the exact high scores, but there are quite a people who have done 200k+ with Arbiters.
U.S.S. Buteo Regalis - Brigid Multi-Mission Surveillance Explorer build
R.R.W. Ri Maajon - Khopesh Tactical Dreadnought Warbird build
My Youtube channel containing STO videos.