Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
04-02-2012, 07:47 PM
To call Tetryon weapons "shield melters" is like calling a 10 amp battery a nuclear reactor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
04-03-2012, 07:45 AM
Outside of the "ZOMG, DPS or waste" argument, the only "benefit" of going rainbow (or mixing 2 weapon types) is the differing procs. However, being random, they're not guaranteed to do what they need to when they need to. Random thought - If it's integral to the rest of the build, having one disruptor for the resist debuff might be useful if it triggers just as your resistable crunch-attack is landing...

With that in mind, figure out what flavor works with your build, and go with it. For my Sci toon, Polaron is the flavor of choice, the power-proc meshes well with a power syphon I and the syphon from the Breen set, along with a lucky "target sub, engines". Kahn said it best - "I have deprived your ship of power. Now I intend to deprive you of your life". Meanwhile, a tetryon anti-shield build is highly tempting because it's an effective boost to DPS (against shields only), and we all know Sci ships are highly DPS-lacking. Melting shields then pinging away with boosted torps might keep the "your lack of DPS is disturbing" escorts off my back... Then there are teams that swear having at least one Disruptor boat for the resist debuffs is key...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
04-03-2012, 10:33 AM
Quote:
Originally Posted by ArdrianDareau
Outside of the "ZOMG, DPS or waste" argument, the only "benefit" of going rainbow (or mixing 2 weapon types) is the differing procs. However, being random, they're not guaranteed to do what they need to when they need to. Random thought - If it's integral to the rest of the build, having one disruptor for the resist debuff might be useful if it triggers just as your resistable crunch-attack is landing...

With that in mind, figure out what flavor works with your build, and go with it. For my Sci toon, Polaron is the flavor of choice, the power-proc meshes well with a power syphon I and the syphon from the Breen set, along with a lucky "target sub, engines". Kahn said it best - "I have deprived your ship of power. Now I intend to deprive you of your life". Meanwhile, a tetryon anti-shield build is highly tempting because it's an effective boost to DPS (against shields only), and we all know Sci ships are highly DPS-lacking. Melting shields then pinging away with boosted torps might keep the "your lack of DPS is disturbing" escorts off my back... Then there are teams that swear having at least one Disruptor boat for the resist debuffs is key...
Indeed. Given the limitations of the game, this is one place where it *is* smarter to just pick one strategy and build with it, rather than trying to cover them all. Normally, I hate min-maxing, prefering a 'good at one thing, at least capable in the others' approach. :-/ But here, there generally isn't *room* enough to equip for more than two strategies..not really even that on the large cruisers with only 2 Tac consoles--and one of those is usually 'hit them with torpedos' anyway. :-/

It also depends on your character class and your skills available. I tend to go the 'When in doubt, C4' route (that is, your enemy can't do you damage if they've gone boom) using a combination of Tachyon Beam and tetryon weapons to get the shields out of the way so I can pound on the hull directly. Others go more for the sitting-duck routine, draining power from the systems so they can't move or fire, then splashing them when they're helpless, etc... But the idea is that it's better to pick one and run with it (or *maybe* 2, if you don't do torps), because there's really no way to do more than that without being mediocre to poor with *all* of them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
04-03-2012, 01:30 PM
Quote:
Originally Posted by rickyb76
As for which specific type is best...

You should possibly avoid phasers if you want to do Elite STFs. Apparently the subsystem disable proc doesn't work against Borg vessels, so it's a waste. I use them anyway though, IMO Fed ships should have phasers

If you want to PvP, phasers are a good choice. Most people say to avoid plasma weapons as for some reason stacking resistance is common there - maybe check out the PvP forums though for a good guide.
I have to agree with you here! However, Nevertheless, I use Plasma Weapons on my Vulcan Ship, Vulcans use plasma weapons. LOL.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
04-04-2012, 09:17 AM
Wow, very informative thread... definitely a little misinformation out there, but mostly great stuff.

A few quick questions, I'm running tetryon right now... so:

A) Do Flow Capacitors really improve the shield drain of tetryon weapons?
B) Are the Polarized Tetryon or the Phased Polaron modified by tetryon consoles? If not what console modifies their damage
C) I know in general combining damage types are bad... but has anyone work been done around finding synergistic combinations? e.g. Tetryon + Disruptors... tetryon to drain the shields, but disruptors to give them a bit of a kick against hulls, where tets are normally weakest
D) On disruptors... do they have to hit the hull to proc for the hull resistance? Or can they proc "through" the shields? Also, I've never had any luck with transphasic torps, but if you are running disruptors and weakining their hull, and combine it with the directed energy modulation that partially bypasses the shields, do transphasics make a good combo to do serious hull damage before you ever get the shileds down?


One other comment... someone mentioned never to mix beams/cannons. I think in general that's probably a good idea, but I've found myself to be more effective by adding one Dual Beam Bank up front to my cannon escort. I don't know that running the numbers would say it's more effective, but I think in an actual mission, the added damage at a distance (I believe DBB actually do more DPS than DHC at 10km?) gives me more damage up front in an attack run, and the wider field of fire lets me start doing damage more quickly when turning to face an enemy. Plus I have a BOff that I swap in that trades out scatter volley for FAW in certain situations, because that DBB + FAW is great for certain things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
04-04-2012, 01:48 PM
Quote:
Originally Posted by PLB82 View Post
Wow, very informative thread... definitely a little misinformation out there, but mostly great stuff.

A few quick questions, I'm running tetryon right now... so:

A) Do Flow Capacitors really improve the shield drain of tetryon weapons?
B) Are the Polarized Tetryon or the Phased Polaron modified by tetryon consoles? If not what console modifies their damage
C) I know in general combining damage types are bad... but has anyone work been done around finding synergistic combinations? e.g. Tetryon + Disruptors... tetryon to drain the shields, but disruptors to give them a bit of a kick against hulls, where tets are normally weakest
D) On disruptors... do they have to hit the hull to proc for the hull resistance? Or can they proc "through" the shields? Also, I've never had any luck with transphasic torps, but if you are running disruptors and weakining their hull, and combine it with the directed energy modulation that partially bypasses the shields, do transphasics make a good combo to do serious hull damage before you ever get the shileds down?


One other comment... someone mentioned never to mix beams/cannons. I think in general that's probably a good idea, but I've found myself to be more effective by adding one Dual Beam Bank up front to my cannon escort. I don't know that running the numbers would say it's more effective, but I think in an actual mission, the added damage at a distance (I believe DBB actually do more DPS than DHC at 10km?) gives me more damage up front in an attack run, and the wider field of fire lets me start doing damage more quickly when turning to face an enemy. Plus I have a BOff that I swap in that trades out scatter volley for FAW in certain situations, because that DBB + FAW is great for certain things.
A)Flow Capacitors...I don't think they improve the Tetryon Proc, but...bleh, can't remember what they cover, actually. If they're the ones I think, they might improve the similarly functioning Tachyon Beam skill.
B) Polarized Tetryon is boosted by Tetryon consoles, while the Phased Polaron are only boosted by the Polaron consoles. Dual-function weapons always have a 'primary' function (which is the one that's affected by consoles) and a secondary one that isn't.
C) Sort of--but usually that secondary weapon is a torpedo, not another energy weapon. Part of why I go with tets really--tets and tachyon to get the shields out of the way, torpedo for 'boot to the hull'.
D) I don't know that one.

As far as beams and cannons...yes and no. If you're running solo, having one or two Beam Arrays are useful to keep up the pew-pew while you turn off to let your own shield recover (my own escort build has 2 DHC, 1 Array, and a quantum torp up front, and 1 array and 2 turrets in the back. I keep a spare each of DHC, turret, and array handy in case it seems useful to swap out, but I havn't really run into the need to do so. If you're doing something that has you swarmed by fighters, mines, or the like, an extra array in combo with Fire At Wiil. OTOH, though I haven't tested it, if you're in a *group* with someone else playing 'healer' and helping keep your shields up so you don't *have* to turn off, I'd think going for maximum forward firepower with all cannons and turrets (and a torpedo) could potentially be a good way to do. Dual Banks..not that useful, really. They may do more damage than an Array, but their fire-arc is so narrow that you'd be better off either putting an Array in for more arc or a DHC for more damage in nearly the same arc.
Of course, this is only advice good for an escort...cruisers and scis need different strategies (for example, my basic Odyssey is a beam-boat, with a single front torp that I use if I manage to get a good angle. I kinda wish it was possible to have side-mounted cannons and torps, like wet-navy ships have. :-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
04-04-2012, 07:04 PM
All Energy weapons get a bit of shield bleed through so that Disruptor shot will always hit the Hull.

An all Cannon Escort only needs six skills. And that is only for maximum uptime. You run two copies of TT1, CRF/CSV and APO. The system cooldowns don't let you run more than this.

Now most Escorts have 7 Tactical skills, with Raptors and Defiant's having 8. Which means you need an extra skill so most people add a different weapon system so they can use BO or THY/TS.

And while there are many arguments about DBB vs Torp the simple one is Beams are Energy so your not wasting 4 damage consoles on a weapon with no benefit.

Beams have less damage drop off at long Range, we're Cannons lose lots of DPS at range greater than 5k.

I hope that answers some questions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
04-05-2012, 08:02 PM
Weapons of note are:

Polarised Tetryon
Phased Polaron
Disruptor Hybrid
Anti-Proton

Stick to one of those four.
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