Turrets why not just for fun

Cheshire McCaster

Niko

Turrets why not just for fun

September 27 2015
Okay so this is just for simple fun brainstorming and what not but over all I would just like to get s solid conversation started on this.

I would like to build a viable turret ship. No cutting beam or omni-beams maybe a torp at each end for the last bit of impact but pretty much turrets.

So how to keep energy flowing to them well enough.
Optimal range to use this build at.
Optimal Ship to fly this build on.
Energy type and procs.
Im sure there is a lot more to go on with but this should be a start.

My basic idea for this is polaron turrets from the dyson rep, utilizing that reps tac cons to get the extra proton damage. Cause as far as I know there is no defense against proton dmg. The tac cons give boost to the two dmg types plus a bonus to acc. I have no idea what the drop off rate on boosting damage percentages is in the game or if there is one.

Ship set using a mix of the Jem set for the added polaron dmg, and probably parts from anything else that will give a solid boost to survivability. With the dyson turrets I know a high critical hit rate is needed to make it more effective so probably best on a romulan captain.

I dont see this as a front line fighting ship but one to keep a constant pressure on a target and give support as needed in close quarters.

So thats a very base idea of a turret build ship i think i would make and run.
Unknown Person liked this
Alex

alex284

Turrets why not just for fun

September 27 2015
" So how to keep energy flowing to them well enough."

The same way that you keep weapons energy high on any other build. You can use a warp core from the spire, the assmilated 2 piece set (although that has the cutting beam...), cruiser weapons efficiency commands, the nandi greedy emitters trait, the arbiter's EWC trait...

"Optimal range to use this build at."

Highest damage for any energy weapon is 1km and then it drops from there.

https://docs.google.com/spreadsheets/d/1tznTTgfDTyTX136HHNhOGsSyPqwKn_8mHxEHbORqfOs/edit?pli=1#gid=3


"Optimal Ship to fly this build on."

I would imagine this would be the sort of thing for a slow ship because you wouldn't need to turn - a carrier or a cruiser.

"Energy type and procs."

You seem set on protonic polaron, which is fine. I would imagine that the same ideals that apply to all energy weapons apply here - antiproton with [pen] [crtd]x3 or [pen] [dmg]x3.


"My basic idea for this is polaron turrets from the dyson rep, utilizing that reps tac cons to get the extra proton damage. Cause as far as I know there is no defense against proton dmg. The tac cons give boost to the two dmg types plus a bonus to acc. I have no idea what the drop off rate on boosting damage percentages is in the game or if there is one."

There is no drop off rate for energy weapons buffs. Each console will add the same amount of damage to your weapons (just check your tooltips in space if you don't believe me), but not the same percentage. That is, 1 tac console will add, say, 100 damage to your weapons and another one of the same mark and rarity will add 100 as well. But if you started with 500 damage, then the first is adding 20% (100/500 = .2) but the second is adding only 16.7% (100/600 = .167). So you'll find people online talking about "diminishing returns" on tac consoles but it's just because they don't understand the math (which is, if you forgive the pun, cryptic).

Of course, this ship isn't going to do as much damage as one using beam arrays. But if you're OK with that going in, then have fun!
Cheshire McCaster

Niko

Turrets why not just for fun

September 27 2015
so weapon type is not set in stone, right now thats just the one that jumps out at me as most likely being the most useful. given the large array of weapons in the game and the different abilities you can have on them its just a starting point to get discussion going.

Like if you where going to build a turret ship Alex what would you choose. Are the choices doable?
Alex

alex284

Turrets why not just for fun

September 27 2015
I would probably go with antiproton unless I were doing a drain build with this (maximize flow caps) and go with regular polarons. I prefer another decent mod to a proc, and ap's proc is just a critd mod.

Maybe go for some cheap turrets from the exchange to test this out first since protonic polarons cost dil? Usually that's what I do when I'm trying out something weird - get cheap stuff to see if it's any fun at all, then invest in good gear if it is.

Adding a few days later: Have you seen this?

http://www.arcgames.com/en/forums/startrekonline/#/discussion/1204175/its-time-for-an-all-turret-build-opinions-welcome
Edited September 29 2015 by alex284
Michael Sawyer

mykaels

Turrets why not just for fun

September 30 2015
Carrier and it is viable. My original klingon was a sci flying the Vo'Quv and I used all turrets. I did pretty damn good actually in pve and STF's when those finally came along, even on harder settings. Because that b***h took 4 star systems to turn, torpedos are not a good option.

Also, I would suggest considering plasma. You damage is not going to be optimal with a turret build in and of itself, so scatter plasma proccing multiple dot's would be a good strategy.

I got the kitty carrier during the ship sale for my sci captain so I have not experimented with sets yet. But from past experience, I think you can totally rock it.