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xivim
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re: SCE: Weapon Load Out Technical Manual

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Incoming Priority Two Message from Starfleet Corps of Engineers
To: All Starfleet Personnel
From: Starfleet Corps of Engineers, Lieutenant Commander Marcus Tory Greenhaven.
Subject: Weapon lay out briefing one: Broadside Weapons.
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Hello everyone, this is Lt. Cmd. Marcus Greenhaven, With the first in a series of briefings designed to help everyone in the fleet with the great task of deciding how to arm your starship. Though the use of these weapons does not rely on us, the Engineers, the Theory and Maintenance do. With that in mind, this briefing should help in choosing the right lay out for whichever task your starship may be facing. So without further a due, let’s dive right into this!

Weapon Load out Briefing One: Broadsides

-What is a Broadside Load out?

A Broadside Load out is a setting of weapon types, Usually Beam Arrays, that allow you to position your target to your port or starboard, and fire fore and aft Arrays at the same time. A standard 4x4 (Number of Fore Weapon Slots X Number of Aft Weapon Slots) on an Admiral level cruiser would be 3 Fore Beam Arrays, 1 Fore Torpedo, 3 Aft Beam Arrays, 1 Aft Torpedo. This would be considered a 3A-1T x 3A-1T Broadside Load out. Some Starship Captains have been known to employ a 3A-1T x 4A load out. This sacrifices one Torpedo for extra Beam damage.
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I personally use a 2A-2T x 4A load out on the Mackinaw, and I find it works very well. The only downside comes when a fast ship gets on your 6. A 3A-1T x 4A can be a drain on your warp core, so make sure to watch your power levels, or compensate with Consoles if you can.

-What good is a Broadside load out?
A Broadside Load out is great for ripping down shields, while someone else launches Torpedoes to damage the hull. Your 1-2 Torpedo Launchers are mainly for burst damage, when shields are down, and you can face a target. Having both Torps in the Fore of your ship allows you to bring them to bear, firing once every 3 seconds. 1 Fore and 1 Aft allows you to fire whenever you have an open shot, without having to move much to get a firing solution.

-Who should use a Broadside?
Any engineer, or officer of any class, that may be doing any task other then focusing on damage may wish to take this load out, as you can place yourself 4-5 klicks (remember, damage drops off the farther away you are now) and circle the target, only changing direction to bring damaged shields out of enemy fire. This allows you to focus on Shield healing, or any other task you may be attempting. Broadsides are effective for Larger, slower ships, such as cruisers and Deep Space Science Vessels, or anyone wishing to do higher Shield damage.

To summarize: Broadsides are great for Engineers and Science Vessels, work very well with 1-2 torps in the mix, and are great for taking shields down. They allow you to maintain some range, without sacrificing too much damage, and keep firing while helping other fleet members out. A note of Caution; 8 Beam Arrays may seem like a good idea, but you will quickly run out of energy.

Please be aware of the different effects your weapons may have. These effects will be explained in a later briefing.

This is Lt. Cmd. Marcus Tory Greenhaven signing off, with the first of our Corps of Engineers Weapon Load out Briefings. Next on our list: Torpedo Missile Boats!

<>EDIT: i wanted to post this in the School of Engineering, but i noticed because it is a Subtree of the SATC, it wont show as a new post to people browsing the forums. i want as many people so see these Briefings as possible, so i posted it here in the STO Forum area. EDIT<>


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xivim
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re: SCE: Weapon Load Out Technical Manual

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<><><><><><><><><><><><><><><><><>
Incoming Priority Two Message from Starfleet Command
To: All Starfleet Personnel
From: Starfleet Corps of Engineers, Commander Marcus Tory Greenhaven.
Subject: Weapon lay out briefing two: Torpedo Gunships.
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Greetings fellow Commanding Officers, Commander Greenhaven here with the second in our series of Starfleet Corps of Engineers Briefings on weapon lay outs. Last brief, I brought you the Broadside. Today, I will be discussing a project that Captain Hau and I have been working on jointly for a few weeks now: Torpedo Gunships (referred to as Gunship or Gunboat (GS) from this point.) As we know, the Broadside (BS) is great for slow moving ships with a lot of slots, and huge warp cores. Well what about the smaller ships, such as Escorts or Science vessels? Each have smaller warp cores and fewer weapon slots.

The Gunship (GS) is a great setup for something that is a mix between medium sized ships (such as an admiral level Science vessel, some have turn rates almost as bad as the Big Mack) and a ship without a massive warp core. Whereas Escorts can load Heavy Cannons, a science vessel cannot, and thus, It is my belief that the (GS) can be a great load out for a science vessel. Due to a slightly lower turning rate, a Science Vessel (Sci) can be effectively used as a “Turret.”

To “turret” as a ship means to reduce speed to a maximum of 25% max Vel or lower, and fire from max range. The stronger shields of a (Sci) help you to survive if you should gain some enemy loving. Most energy weapons dissipate over distance, so a “long Range Turret” doesn’t really work for Cannons or Beams, but for a torpedo, distance can be your friend. The farther the target, the longer the torpedo has to travel, and the more skills you can load into the enemy before your “heavy torp” can hit them. At max range, if loaded correctly, you may be able to achieve 3 volleys of torpedoes in the air at any given time.

So lets look at how to load out a (GS.) Our example will be a Discovery Class Long Range Recon Vessel, with 3 Fore and 3 Aft weapon slots. Example ship being used is the U.S.S. Archbishop. Current Weapon load out for the Archie is 2T-1Bb X 3Tu, which in detail, is 2 Quantum Torpedo, 1 Tetryon Beam Bank in the Fore, and 3 Tetryon Turrets in the rear. Now we are going to get into some Nitty-Gritty details pertaining to each of the weapons.

Here is a pic of the Rook with each type of weapon
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Which type of torpedo you use is completely up to you. I prefer the Quantum because of the “Big Bang” you get, and the high rate of fire. Plasmas are nice, but since you can shoot down a High Yield, are not effective at long range. Transphasics mitigate 20% damage through the shield, but are only half as effective as a quantum against the hull (and as a GS is designed for Maximum Hull Damage, Transphasics just don’t cut it.) Chronitons are nice to use, but hit only slightly harder than a Transphasic.

Every time you fire a Torpedo, you create two cool downs. One that affects all other torpedo launchers and one that affects the one that fired. When you fire Torp A, Torp B and C go on a 3 second Cool down, whereas Torp A goes on a cool down determined by its type, as noted bellow.
Type Base Dmg at Mark X Recharge (sec)
Photon 2766 (426) 6
Quantum 2894 (340) 8
Plasma 2171 (255) 8
Transphasic 2001 (191) 10
Chroniton 2368(226) 10
Tricobalt 8940 60


We can use this chart to determine the optimal fire rate, and optimal number of torpedo launchers. As you can see, a Photon has a 6 second cool down, but because of the innate Torpedo Cool Down, you can only fire 1 torpedo every 3 seconds. This means the optimal number of Photons is 2, any more and they are wasted (of course this is applies for the bow OR stern of the ship, not both at the same time)

Now because the Quantum has an 8 second cool down, you “could” use 3, and always have 2 on cool down, and always be able to fire one every 3 seconds, but it would only be 89% efficient, as one of the torps would have finished its Fire Cool down before the Innate Cool Down is completed. The best amount to use for Quantum’s is 2. Transphasic and Chroniton work best in triplicates, because of the 10 second cool down.

Aside from the torpedoes, which are the main damage dealer for a (GS) the rest of the weapons should be Tetryon based, to maximize shield depletion, so as to allow your torpedoes to impact the hull faster. Since you will ALWAYS be facing your target (Torpedoes always have a 90 degree firing arc) all of your rear slots should be Tetryon Turrets, allowing for 360 degrees of fire. Your last fore slot is up to you, I prefer a Tetryon Beam Bank as it also has a 90 degree arc, but does more damage than a Beam Array.

Properly utilized, this Gunship load out can dish out damage rivaling that of an escort (even beat them when it comes to hull damage.) This kind of attack can be devastating to the Borg once you take their shields down. If anyone should have any questions, or wishes me to elaborate on anything, please post after this message. I will be editing in Pictures, and links to videos once Xfire starts working in game again. I have a few videos of my last ship in action, as a Gunship I will post soon.

Here are some of my videos, sorry no sound:

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I am rather proud of the damage that the (GS) can dish out, and would appreciate any criticism that anyone wishing to test it out may have.


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xivim
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re: SCE Weapon Load Out Three: CLASSIFIED

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Incoming Transmission: Project Halifax


Announcement: Project Halifax is under way. The next Weapon Loadout to be released is currently codenamed Project Halifax (Named so for testbed ship used in this project) Current researchers include Capt Edward Hau and Cmdr Marcus Greenhaven, and collaborating with Col Belladonna. Further information to come as our research nears completion.


Last edited by xivim on 04/24/10 21:34; edited 1 time in total


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xivim
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re: SCE Weapon Load Out Four: CLASSIFIED

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THIS INFORMATION IS CURRENTLY CLASSIFIED

-Post saved for next Briefing


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xivim
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re: SCE Weapon Load Out Five: CLASSIFIED

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THIS INFORMATION IS CURRENTLY CLASSIFIED

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xivim
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THIS INFORMATION IS CURRENTLY CLASSIFIED

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re: Project Bee Sting (Disruptor Attack Overload)

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Classified Weapon Readouts

After Extensive Testing the Weapon Is finally ready to be presented. Project Bee Sting is just as it sounds. Once it hits it really stings. Here's how to do it.

First off its designed for Tactical officers. You WILL Need Attack Pattern Alpha and Omega III. Tactical team I. Fire on my Mark III. And Beam Overload III.Also having High Yield Torpedo III would be a good idea as well.

This is a Disruptor Attack system. (Phaser's can be used but the points must be into the Phaser Weapons. But it has never been tested with them.)

You will need to put 9 points into the following Skills...

Starship Energy Weapons Training
Starship Beam Weapons
Starship Disruptor Weapons (Or Phasers)
Starship Projectile Weapons (For your Torpedo Damage)
Starship Torpedo Weapons
Starship Quantum or Photon Projectiles.
Starship Engineering Training
Starship Warp Core Training
Starship Weapons Systems Maintenance
Starship Energy Weapons Efficiency
Starship Operations Training
Starship Sensors
Starship Sensor Array
Starship Attack Vectors
Starship Command
Tactical Team Leader
Starship Combat Maneuvers
Starship Battle Strategy
And put points into your escort class.



Here's my set up currently on my Klingon Raptor. (It can be used on the advanced Escort on the Federation Side.)


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Here's the power of ONE of my disruptor banks (Standard with no specials online).

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Heres With All the Attack Patterns used...

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Here's With all the attack patterns and Go Down Fighting -

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Notice the Dps jumped up about 1k.

Here's the Speacial's i use in this attack -

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Along with the attack Torpedo's are a must. Here's Quantum Torpedo launcher MK VIII Uncommon. Without High Yield -

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Here's With The High Yield -

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The Dps there tripled. With no shields up this Weapons attack Can and Will kill your target easily.

Once the 1st beam bank that's overloaded fires your enemy's shields will drop. So follow up by firing all weapons to finish your enemy off. It Takes less than 2mins to recharge and Fire again. This is a Massive Attack And can be very deadly. If you have questions Feel Free to PM me. Remember This is Classified so try not to leak it out.


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USS Nautilus

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xivim
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re: SCE: Weapon Load Out Technical Manual

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Holy **** man, very nicely done. Once we get the Research Department up and running we will have to integrate this.


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Ezreq Blodvaerd

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re: SCE: Weapon Load Out Technical Manual

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Very impressive work here men....I will post my load out (both versions) later when I'm at home.

One important note:

Weapons fire in the order that they are slotted. So in the one instance, unless you meant to do it, your beam arrays should be slotted first, followed by cannons, and then finally torpedos.

This way your phasers (beam weapons) have already hit and started to take down enemy shields. Then cannons will finish off shields and start to work on hull. Finally, the torpedos will hit for full effect.


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BBz Nuke

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re: SCE: Weapon Load Out Technical Manual

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Ezreq Blodvaerd wrote:
Very impressive work here men....I will post my load out (both versions) later when I'm at home.

One important note:

Weapons fire in the order that they are slotted. So in the one instance, unless you meant to do it, your beam arrays should be slotted first, followed by cannons, and then finally torpedos.

This way your phasers (beam weapons) have already hit and started to take down enemy shields. Then cannons will finish off shields and start to work on hull. Finally, the torpedos will hit for full effect.


The way this works is Firing one Disruptor Beam Bank Will Drop the enemy Shields. Then firing the rest of your weapons will finish the job. The Aft beam weapons are stationed there because the Beam Banks have a 90' Targeting arc so if your enemy decides to fly past you, you can still unload this massive attack on him. It wont hurt as much as the beam banks but you'll get a nice attack on him.


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Jakkyl

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Top notch work gentlemen....Thanks for all your hard work !!!


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Ezreq Blodvaerd

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re: SCE: Weapon Load Out Technical Manual

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How are you getting screen shots of your ship loadouts? I can't seem to get the Printscreen function to work for those windows / screens


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BBz Nuke

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re: SCE: Weapon Load Out Technical Manual

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Ezreq Blodvaerd wrote:
How are you getting screen shots of your ship loadouts? I can't seem to get the Printscreen function to work for those windows / screens


I was just using the print screen...for some reason it always did that.


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Edward Hau

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re: SCE: Weapon Load Out Technical Manual

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Printscreen then paste into paint(or something else) lets you get the whole pic


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Morgan Shackelford
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re: SCE: Weapon Load Out Technical Manual

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Ezreq Blodvaerd wrote:
How are you getting screen shots of your ship loadouts? I can't seem to get the Printscreen function to work for those windows / screens


It's a chat command -

/screenshot_ui

...if I'm not mistaken.

By the way, outstanding work on this gents, thank you Happy


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