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, 09:04 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, 09:15 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
03-26-2010, 09:38 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
# 5
03-26-2010, 09:52 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
# 6
03-26-2010, 09:54 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
# 7
03-26-2010, 10:22 AM
I don't see why the patch made AP any better or worse vis-a-vis phasers and disruptors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-26-2010, 10:42 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, 10:42 AM
Quote:
Originally Posted by Naevius
I don't see why the patch made AP any better or worse vis-a-vis phasers and disruptors.
Well if I remember correctly the AP special ability wasn't working before the patch so they definitely improved a little. I can't say if their now "better".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-26-2010, 11:43 AM
Quote:
Originally Posted by Naevius
I don't see why the patch made AP any better or worse vis-a-vis phasers and disruptors.
Previously, space energy weapons were not scoring critical hits unless affected by specific abilities, such as Beam Overload. This meant that the extra critical chance and critical severity that the Omega AP weapons got over green weapons of other types amounted to nothing. Now that critical hits are working properly, the extra critical hit and severity modifiers that those endgame AP weapons get are suddenly significant, especially in light of the fact that rare weapons of other energy types are extremely hard to come by, and omega non-existent. I'm not yet convinced that this marginalizes other energy types, given the extra skill point cost for improving AP, but the fact that AP weapons with better mods than any other energy weapon in the game are easily and cheaply available is a potential balance issue.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 05:29 AM.