Balancing Plasma Fires vs Hazard Emitters
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Join Date: Sep 2012
02-12-2013, 02:30 PM
You might want to take a look at the cool down on hazard emitters. It is 45 seconds. The global cool down is 30 seconds. Most ships will have two science ability slots to work with.
If they use both of them on hazard emitters to protect against plasma fire then they don't have polarize hull to protect them from tractor beams and they don't have transfer shield strength to bolster their shield tank.
To gain total resistance to plasma fire they would have to make themselves venerable in other ways. This is fair in the same way that it is fair for some one to stack specific damage resistances. It sucks to fight them with the damage type they chose to defend against, but they have made themselves vulnerable to other people to do this so it is fair.
Now if you would like to use plasma weapons and you feel there are too many resistance buffs against it then consider that there are some damage bonuses available to you that are not there for other weapons.
Two parts of the Romulan Singularity Harness set will give you +7.6% plasma damage and the threat scaling consoles available at the romulan embassy will give you slightly improved bonuses over those given by your current consoles increased or reduced threat generation and up to +9.6% plasma damage.
What you save in EC buying plasma weapons on the exchange you will have to spend on consoles and gubbins to give you extra damage but you can be more then competitive with other damage types if you are willing to make the investment.