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-   -   Kinetic Cutting Beam viability in PvP (http://sto-forum.perfectworld.com/showthread.php?t=472391)

afree100 12-03-2012 03:56 PM

Kinetic Cutting Beam viability in PvP
 
Points to consider:
1. Does not benefit from abilties like CRF, BO and FAW
2. No consoles for it
3. Omega Weapon Proc (about every 2 volleys in a DHC escort (with 2 turrets and one kinetic beam), must be paired with borg console) also I am guessing resistance means less drain on weapon power for the duration
4. Is still firing in the firing cycle after the one in which it was "fired" so may drain the DHC (or whatever) in the next firing cycle.
5. Since its kinetic damage should not be affected by Starship Energy weapons skill (and related) and I doubt it is affected by projectile weapon skill (and related) since that does not affect all kinetic damage (as far as I know).

Does the resistance + extra weapon power overcome (or even exceed) all of the above caveats?

shookyang 12-03-2012 04:33 PM

My fleet mate got one and he was pretty underwhelmed by it.

aquitaine985 12-03-2012 04:35 PM

Finally gave in and got one this morning, hell, half of me wanted it just to have something new to play with.

ocp001 12-03-2012 04:59 PM

Been playing with it, and actually I really like it. For ships that are setup as shield strippers it works very well when paired with tetryon glider. It's instantaneous hull damage over time. It has a 1 second recharge per 4 pulses. Oh and you can stack DEM with it too.

It's my new favorite kinetic weapon.

maicake716 12-03-2012 06:05 PM

does the target subsystems work with it?

if yes then its the new best weapon for torp builds on science ships. stick one of these on the rear with 2 mines and the 3 torps up front and youre good to go.

rudiefix1 12-04-2012 12:43 AM

Tomorrow I have it available on my plas'tinga... and will try it out. Should fit perfectly with that build

shimmerless 12-04-2012 03:07 AM

My instinct is that this thing is perfectly balanced: you trade off lower consistent damage to shields for more damage once shields are down.

Just hypothesizimizing, though!

rudiefix1 12-04-2012 11:14 PM

Quote:

Originally Posted by maicake716 (Post 6915041)
does the target subsystems work with it?

if yes then its the new best weapon for torp builds on science ships. stick one of these on the rear with 2 mines and the 3 torps up front and youre good to go.

Tested it:

No target subsystems
No Beam overload

Tooltip shows that tet glyder, DEM, plasmonic leach are added.

other interesting thing: Combat log shows that it does 2 types of damage: shield damage + kinetic damage.

regarding tac consoles: disruptor coil, ambiplasma envelope, plasma infuser dont buff the dmg. think the other ones won't do either. The beam also has its own color.

disposeableh3r0 12-04-2012 11:41 PM

Its unaffected by any weapons specific consoles or powers.
It is affected by energy weapons skills.
It is affected by weapons power levels.
It is affected by anything that globaly increases damage (attack patterns and such)
Only ONE per ship (there has been confusion about this in other threads)
Omega weapons amp applies to ALL weapons including console weapons.


Hope this helps.

cynder2012 12-04-2012 11:46 PM

its useful with tetryon builds....really good with the omega 2 pc bonus....and if running the 3-pc borg you have the borg tractor beam which inflicts large amts of damage to the hull (i think its around 2,500 per tick or per 4 seconds...either way its still big...) but the 4 min CD kills it and makes me run the 2-pc omega with tetryon weapons. i havent tried it in PVP yet...but ist really good in PvE (the tholians hate it thats for sure hahaha)


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