Weighing the pros and cons and a comparison to one another in terms of dps and burst potentional.
General Gameplay
First off, the obvious difference is where these attacks are from your ship to the target. Namely that one is projected from either side, and the other is towards the front. Again, it's obvious that a broadside is going to have better coverage, simply because the only weapons in the game capable of broadsides have ungodly coverage and two sides is better than one. On the other hand, weapons that are designed more for direct assault tend to have better burst/dps potentional. It really comes down to your playstyle on which of these you prefer, since every ship in the game is capable of going for either or after a fashion. Naturally, some are better suited for one or the other on a general basis, but even a science vessel can take advantage of a strong frontal assault depending upon what Bridge Officers are available.
Weaponry
Pretty much every weapon in the game can be used for a frontal assault, with the exception of mines, unless the target is
very close, while broadsides can only be performed by a small number of weapons. These include turrets, beam arrays, and cannons.
Yes! It's possible to use cannons to perform broadsides in conjunction with beam arrays. The window is very small at only 50 degrees on either side, but it
is there. Matter of fact this sort of broadside has several advantages over the conventional Array-Only broadside in that, not only do cannons generally deal better damage than arrays, but they also drain much less energy than arrays do. Meaning that your weapon energy won't drop as much when using cannons in conjunction with arrays, making them all hit harder with greater efficiency.
Of course, the weapons that specialize in frontal assaults generally deal greater dps and possess better burst potentional. These include dual heavy/cannons, torpedoes (if the shields are down), and dual beam arrays.
Engineering/Tactical Consoles
All things being equal, meaning the same amount of energy and weapons being used, a broadside will generally out damage a frontal assault, for the simple reason that the latter is using
more guns. But if you use the weapons designed for frontal assault spec, the gap closes, and perhaps favors frontal assault depending upon the circumstances.
However, the presence of tactical and engineering consoles alters things a bit. Even a single EPS Relay will boost weapon recharge rates, which greatly assists broadsides in keeping their weapon energy up. Moreover, depending upon the number of tactical consoles available, only using one or two weapons during an attack allows you specialize in which attack you modify.
So the result is that, generally, a broadside will out perform a front assault in sustain dps simply because, again, the presence of there being more guns and the modifications that can be performed to bolster it's effects. If a ship, any ship, really wants to maximise their broadside potentional, the can do so with relative ease.
Player/Bridge Officier Abilities
But then again, there are certain things that can only be done with a frontal assault. I mentioned
sustained dps, but what about burst potentional? This is where frontal assaults
shine.
Just to make things simple, I'll only mention abilities that directly effect the performance of weapons. Debuffs on enemy ships, while perfectly worthwhile and should be used and used often (especially to counter support buffs), are not really what I'm making this thread for.
There are two classes of Player/Officier abilities in regards to weapons; ones that act as a buff that take effect for a period of time and those that are a one shot deal.
The former includes Attack Pattern Alpha, a Manuever that buffs energy weapon damage and Go Down Fighting, another ability that buffs energy weapon damage depending upon how much hull damage you've recieved (I do not know if the damage increases as you are damaged or it only accounts for how much you're hurting when you first activiate the ability). Both of these are available to Tactical Captains only.
Engineering Captains have access to Nadion Inversion, which prevents one weapon from draining your weapon energy when fired, automatically making the attack and attacks performed by other energy weapons stronger. In addition, there's EPS Power Transfer, which provides a small, general buff to a ship's power systems, including weapon energy.
Note; I do not know if Nadion Inversion works with cannons. If it does, it should
not, since cannons drain such a small amount of energy already. The ability is made
worthless if cannons are the weapons not using energy.
Science Captains do not have a direct offensive buff. Not to say that they don't have offensive options, but they aren't being mentioned for reasons already stated.
Moving on to bridge officers, I'll begin with the buffs that Tactical Officiers bring to the table. Namely, they have Rapid Fire, which buffs cannons and Attack Pattern Omega, which, I think makes Attack Pattern Alpha redundant. One ability may be stronger than the other in terms of damage, and it may actually be possible that they could be used in conjunction, but I just don't know for sure.
Engineering Officiers have Emergency Power to Weapons. That's it. Woo. Hoo. No, seriously, it's very strong. Only downside is the cooldown. Otherwise when combined with anything and everything else, it's a nightmarish skill that can boost your attack power by a couple times over.
Science Officers, again, this isn't meant to be about debuffs. I have nothing, but respect for the amazing and frankly scary things you can do (@ Tacyhon Beam: My shields, my sheilds! The resists, they do nothing!), this is about conventional weaponry. Not Nigh Omni-Present Cans of Whoopass that can be deployed at the drop of a hat.
Now that we're through the buffs, here are the one shots that only Tactical Officers are capable of pulling off; Fire Away, Beam Overload, High-Yield, and Spread.
Generally speaking, the buffs benefit both Frontal Assault and Broadsides, but one of them, namely Nadion Inversion ties better into Broadsides than it does Frontal Assault. And the same can be said for the one-shots, where the Torp related abilities are the only ones that can't be used by broadsides (that's right, cannons can perform Rapid Fire).
What this really breaks down is that Frontal Assaults have more burst options. Specifcally that a torpedo launcher, working in conjunction with a pair of alternating cannons and a dual beam array, can use all of the buffs and the one shots in one GLORIOUS attack! All but the most hardened and team buffed shields will succumb to an assault from Rapid Fire
and Beam Overload. This handiedly paves the way for a High Yield to make it's way up the tail pipe of their most likely already burning hulk.
So in summary, a broadside being performed by a dedicated ship, whether it's an Escort, Cruiser, or Science Vessel, will outperform frontal assault in terms of raw dps, however, if you need something to die and you need it to die
now, a dedicated frontal assault performed by an escort using beams, cannons, and torpedoes is the way to go.
P.S. Of course, there are problems with using multiple weapon systems. Namely that it's harder to skill up. Long term, it may even be impossible due to skill caps. Captains of any class of ship of any faction should be adviced that going for torps, beams, and cannons is a serious undertaking and it may gimp your character short to mid-term. Long term however, the pay-offs will be immensely satisfying.
P.P.S. Related series on Debuffs/Buffs for defensive/offensive tactics in a group setting.
The Torpedo Boat.