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Posted Thu 23 May, 2019 7:07 AM
Hi guys,
So I'm naturally a beam boat player, I find it so much more fun than cannons, just because you can charge in and fire at will, not too much maneuvering or anything. However, I decided to test my current beam build, but literally just replace all of the beams with cannons. It yielded very surprising results, as my DPS jumped up to over 49k from the 43k-ish personal record i set the other day. Bearing in mind this was a terrible run, with really bad engagements (wasn't a very good pilot) and a beam boat build, I was delighted!!! Obviously working on my piloting is going to see big dividends.
However, my big question is do you guys normally use kinetic torps on one of your forward weapon slots? And does it improve, or decrease DPS? Should I replace it with another cannon.
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Post ID: 391493
#2
Posted Thu 23 May, 2019 7:44 AM
Piloting a Bean Build and a Cannon Build works actual the same way if you do it right, for ISA this means you put your ship into a stationary position making all your beams or cannons the target or targets you want to hit.
This means for:
a Beam Boat that you point the side of your ship to the target
a Cannon Boat that you point the front of your ship to the target
To answer your question about the Torp in the front, on a hybrid build the Torp will always cause a drop in performance over having another Beam or Cannon in it's place.
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Posted Thu 23 May, 2019 9:12 AM
Ok, thanks for the advice, particularly the movement part. I've always tried to keep moving with beams, as it increases your defence rating, and you can still broadside with beams when moving. It's a lot harder to keep enemies in the front arc while moving, so I will just have to get used to stationary play. Looks like I'm getting a new cannon though
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Posted Thu 23 May, 2019 9:46 AM
Flying around in circles is basically the most common mistake people do in beam boats.
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Posted Thu 23 May, 2019 10:41 AM
–
Last edited by Lars2510; Thu 23 May, 2019 10:55 AM.
May I ask why that matters so much with beam boats? Is it a power thing? Or just getting as many weapons on the target as possible?
EIDT: or is it accuracy? Just dawned on me
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#6
Posted Thu 23 May, 2019 11:09 AM
Yes flying around in circles will make one or two not allow to hit the target, but the more important part is the flanking aspect and Anchored only works if not moving.
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Posted Thu 23 May, 2019 11:24 AM
Ah, ok, I see. I cant believe I've spent almost a decade playing the game wrong
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Posted Thu 23 May, 2019 11:41 AM
Not wrong but sub-optimal
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Posted Thu 23 May, 2019 1:05 PM
Dps-wise you might slightly underperform. On the other hand, the Advanced Terran Torpedo combined with the Advanced Terran cannons and the 2pc cc space set whilst using kemocite and having the countercommand tactical relay can hit like a truck.
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Post ID: 391512
#10
Posted Thu 23 May, 2019 2:05 PM
Having played both- I actually prefer Cannon/Beam combo with Torps and Mines in aft.
I've also used Cannons only for Fore and then Torps/Mines in Aft as well (mainly Escorts) so I do flybys with full Cannons then as I pass pop off torps and mines as I circle back around to the target, basically strafing runs. Torps and Mines at Aft do wondrous damage as your passing by, especially if you prep with a spread for multiple targets.
As Bridger pointed out earlier- Beams are relatively simple, they'll do the most damage as your broadsiding your target, but as you or your target move away from each other damage will reduce (distance mechanics at play here, too) which is why most use Beams for Cruisers which are slower in turn rate but beefier for handling damage. Escorts OTOH usually have to keep moving in order to avoid too much damage but that's also why they're faster and more agile.
Most Torpedo style boats I've seen tend to be Science Cruisers, which will combine Particle Mechanic damage for huge returns on DPS.
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Posted Thu 23 May, 2019 4:04 PM
I haven't reached for DPS in a long time, nor do I even run TFOs outside of Endeavor or for reputation when necessary.
I remember switching out of cannons, in spite of being in a zippy ship, because it was a PitA to deal with Iconian probes that would spawn behind me. I can't imagine the annoyance in dealing with Hurq trying to go up your butt.
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Posted Thu 23 May, 2019 4:19 PM
I can't imagine the annoyance in dealing with Hurq trying to go up your butt.
Depending on your ship's BOFF layout, Eject Warp Plasma usually did the trick for me.
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Posted Thu 23 May, 2019 4:24 PM
May I ask why that matters so much with beam boats? Is it a power thing? Or just getting as many weapons on the target as possible?
EIDT: or is it accuracy? Just dawned on me
hehe that is me lol
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Posted Fri 24 May, 2019 4:26 PM
I run a hybrid 3x Beam Array / 2x DHC up front, 2x Omni in the back Pilot Escort (build in the sig). I have to keep moving, and the turn rate on a Pilot Escort gets the DHCs on target pretty quick. Straight-on until the hull scrapes, (pilot ability) boost out and flip her around, repeat the attack run. The downside is that I'm hitting fresh shields every time I get to the other side of the target. I've never run a DeePS monitor (or whatever they're called). But I can kill stuff when I have to. I told you that so I could tell you this:
A lot of your build will come from the way you like to play. I have tried Carriers, Cruiser, and Wizard Ships. I keep coming back to this zippy, puny, Pilot Escort. It just fits the way I play. I know it's not an optimal build, but it's what's fun for me. That should be your primary concern when contemplating a build. So you're not doing 100k... If you like the way the ship behaves, you're doing okay.
I know it's not helpful where DeePS are concerned, but it's something to think about.
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Posted Fri 24 May, 2019 6:05 PM
Oh, I agree completely. I love cruisers, particularly just flying around in circles, broadsiding everyone. I'm much better on the move. So I'm just saving up for the Pedal to the metal, in the Pilot Spec. Should give me 30% more damage, AND let me have fun my way Hopefully at least