Lt. Commander
Join Date: Dec 2007
Posts: 120
I haven't tried beams, but anti-proton cannons are crazy powerful and the 500sp per level is worth it. Combined with the new critical skills and season one patch fixing criticals, AP weapons drop targets faster than any damage type I have used. Now this was as a tactical using attack patern alpha also. Today, I was dropping 3 ship groups in about 8 seconds and battleships in about 4 seconds all while seeing the word "critical" flying all over the place. I took em out so fast I could never get my torps off in time. Come on people suck it up and fork out the 4500 skill points. The weapons are easy to get via daily explore badge turn-ins. The expensive part is the tact damage consoles, they are running 150k plus each. I got lucky and got mine for 80k each I think, a few weeks ago assuming these guns were gonna be uber.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-26-2010, 10:04 AM
I highly dislike them because the game is setting itself up now for a cookie-cutter build.
Phasers and disruptors which were actually useful and competititve before are now completely useless when faced with antiproton.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-26-2010, 10:15 AM
Polaron has to be the absolute joke energy type of the game. Costs as much as antiproton and is absent from most stores.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-30-2010, 09:30 PM
Quote:
Originally Posted by Florence
Polaron has to be the absolute joke energy type of the game. Costs as much as antiproton and is absent from most stores.
polaron is great because of the proc. however since they're not in the stores is a big problem with them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-30-2010, 10:09 PM
Quote:
Originally Posted by radiumz0rz View Post
polaron is great because of the proc. however since they're not in the stores is a big problem with them.
speaking of things not in stores.... where are my tetryon weapons?

but, yeah. Game balance has so many issues now (in part thanks to the unexpectedly added level cap), and I don't know how many of them Cryptic plans to fix. This critical thing sounds like one they'd do, but everything else? Dunno...

And whoever suggested varying MkX badge reward weapons by Faction was DEFINITELY on to something!

Aside from just that, I'd like to see weapons skills swapped in the skill trees for opposing factions. Like Romulans (if added) should have Plasma & Tetryon swap with Phaser & Disruptor since the Romulans & Hirogen use those the most... but *shrug* kinda just have to wait and see. For better or worse, I'm a lifer so I'm not going anywhere...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-26-2010, 10:38 AM
Quote:
Originally Posted by Alexraptor View Post
I highly dislike them because the game is setting itself up now for a cookie-cutter build.
Phasers and disruptors which were actually useful and competititve before are now completely useless when faced with antiproton.
I am of the same sentiment here, being wholly against weapons that amount to an 'I Win' button. What's the point of nurturing points and weapon loadouts in the other energy fields when all it is is a race to Antiproton? I much prefer a high-risk, high-reward approach, such as in Tricobalt torpedoes. Those at least feel balanced with the difficulty in utilizing their effectiveness.

As a disclaimer: I don't use antiprotons and I can't speak for the experience of using them pre- or post-S1, nor can I say it's really as unbalancing as to be game-breaking. I only hope it isn't, or else it pretty much tells the rest of us who use alternative energy weapons to just suck it.

For my case, I already saw the overuse of Antiproton pre-S1 and kept my AP-resistance equips accordingly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-26-2010, 10:52 AM
Well you know its bad when your piloting an assault cruiser and throw every high level captain and BO shield and hull buff on and it still pops like an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-26-2010, 11:42 AM
Quote:
Originally Posted by Alexraptor View Post
Well you know its bad when your piloting an assault cruiser and throw every high level captain and BO shield and hull buff on and it still pops like an escort.
I had the same results in this too.....hmmm....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-26-2010, 10:54 AM
Quote:
Originally Posted by Alexraptor View Post
I highly dislike them because the game is setting itself up now for a cookie-cutter build.
Phasers and disruptors which were actually useful and competititve before are now completely useless when faced with antiproton.
what a lot of bull, i use green disruptors and i blow ships so fast i get pm's asking what i am using. AP is ok, they are decent wpns but they are not the be all and end all, that is just overreacting. the fact is that tac can now buff nicely and has a half decent debuff and that is where the main power comes from not just the weapons. with multiple weaopns firing together instead of one at a time you can deliver a lot of damage with any weapon you spec into
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-26-2010, 11:22 AM
I don't see why the patch made AP any better or worse vis-a-vis phasers and disruptors.
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