Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Best type of weapons
02-06-2010, 03:41 AM
What I want to know is, what types of energy and torpedo weapons do you think are best? I've just gotten to commander and I'm trying to decide which types to max.

So far I like phasers and there chance to take down an enemies shields for a few seconds. This seems better to me than the other bonuses except for maybe the polaron's chance to lower power levels. What I want to know is, are there any other differences between phasers and the higher level energy weapon types. I know that phasers are slightly better on shields, while disruptors are slightly better against the hull. What about the other types, how well do they perform against shields and hull. And do some of them have higher DPS than their same Tier counterparts?

Same goes for torpedoes. So far I prefer quantums to photons since I'm in a slower ship, as I like to be able to do as much damage as possible with a single volley when I do finally turn to face my enemy. Are transphasics any good? They were amazing in the show. I hear they do more damage through shields than the other types. How does this play out DPS wise?

Please, all of you higher level players, let me know. I don't want to waste skill points since rescpecs haven't been added yet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-06-2010, 04:04 AM
No responses yet? Hasn't anybody tried out the higher level weapon types?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-06-2010, 04:53 AM
il, reply for you mate. im lt com in an escort. i love cannons. i also find disrupter are better due to most klinks tanking phasors. most commen starfleet wepon. so disrupters give me an advantage. plus i prefare cannons over beams they looks cooler and do good damage. cannons and a quantom. a 360arc reer wepon. and rapdi fire and high yeald is all i need.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-06-2010, 06:00 AM
So far I tested some and here is my opinion .. but i'd really like to hear more about guns too.
First, all energy guns do the same BASE level of damage if at the same level and equivalent name. Eg: lvl 6 common Phaser, Disruptor or Plasma arrays do the same base damage (127 DPS). Not sure if is the same for the other ones, but i suspect it is. On the top of the base damage each type fo weapon seems to have an extra function which contributes in some way.
Phasers = 5% chance to disable for a very short period of time (seconds) a subsystem
Disruptors = 5% chance to lower target's Damage resistance by 10% for 15 sec.
Plasma = (as far as description states) guaranteed extra damage for 15 sec (usually about the same extra DPS as the gun specs)
Tetrion = 5% chance to inflict extra 10% damage to shields.

no idea about the next level guns ... but i will probably post it here if i get more info.

From what i see myself, plasma look the better choice ... obviously from my point of view.
Torpedoes: i do like quantum, but since i managed to fit my cruiser with some turn enhancers and the skills ... make me able to face my target more than 50% of the engagement ... so i switched back to photons (for now) for the faster recharge and higher DPS. i will still have to test the other available ones out there. i am not that keen on plasmas as my preferred high yield skill results in them being easy to shoot down.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-06-2010, 10:25 AM
Range makes a big difference as well. If you really care and haven't read it yet, take a looks at BigBadB's blog here:


Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-06-2010, 01:46 PM
For energy weapons it basically boils down to preference, though I'd exclude polaron and antiproton from the list as it takes too many precious admiral skill points (better spent elsewhere) to improve those, making them not worthwhile.

They all do the same DPS at a given mark, the only question is which 5% proc do you want. I'll break it down with my personal opinions on them

*** Phaser and Disruptor are cheapest cost to skill up ***

Phaser = 5% short power system disable proc (under 2 seconds) - unreliable and not worth it due to the short duration IMO

Disruptor = 5% chance to proc -10% resistance to target (probably also short duration) - effectively a slight damage add, better than phaser espescially due to increased availability and reduced cost of these weapons. Keep in mind this proc probably only applies to damage direct to hull (not shields)

Tetryon = 5% chance to proc +10% shield damage (again probably short duration) - a shield version of the Disruptor proc effectively, not terribly effective or worthwhile IMO

Plasma = 5% chance to proc a damage over time effect - This is probaby by far the most significant damage add proc making plasma one of the best damage types, personally this is how I intend to set my ships up.

Antiproton/Polaron -> not applicable due to skill cost restriction

For Projectile weapons the story is similar, Chroniton/Tricobalt probably aren't worthwhile due to admiral level skills

Photon Torpedos = Hands down best damage over time if you are chain firing these, no other weapons in this category can compete for pure output. (These also appear to have the fastest speed traveling to their target of all types)

Quantum Torpedos = Highest burst damage, however lower fire rate means significantly lower sustain, however enormous burst potential using high yield skills, I have seen individual torps here hit for over 8k damage, High yield 3 = 4 torp salvo, likely to kill most ships whose shields are down.

Plasma Torpedos = These suck, their initial damage and rate of fire are lower than both quantum and photon torpedos, however they do add a small damage over time effect to compensate. High yield mode fires a large, slow, and worse still *targetable* plasma ball. If it hits it's potentially the most damaging single hit attack in the game with tremendous damage followed by a massive DoT effect, but it's too slow and too easily destroyed, and still not really competitive with a high yield quantum or photon salvo.

Transphasic Torpedos = These sound interesting but in practice they aren't terribly effective. Low damage per shot and lower rate of fire than quantum or photon, but they have a chance to bypass shields entirely. I've heard reports of 10-15% chance. Seems too unreliable to be worthwhile to me espescially given the horrendous sustained damage potential

Chroniton/Tricobalt = Need admiral skills to boost so pretty much automatically disqualified. Chroniton has the same low fire rate of plasma and transphasic while not doing any more damage than a typical photon torpedo, the only advantage is that it can proc a tractorbeam style effect that shuts down turning and engines on the target, doesn't seem like it'd be worth the damage loss. Tricobalt, I haven't even seen any way to acquire these in game yet, from what I've read they have supreme damage but a 30! second cooldown and high yield and other torp bridge officer skill don't work in conjunction with them. This makes them seem unlikely as a candidate for use, although it might depend on just how much damage a shot from these will do.

Mines near as I can tell function in a similar manner to their torpedo equivalents meaning photon and quantum are probably the only 2 types worth consider, regardless they all have fairly long cooldowns and I was never impressed enough by the damage done to feel it's worth wasting a weapon slot. Their real use is to clutter up targeting but Beam Fire at WIll fixes this problem nicely

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