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Lt. Commander
Join Date: Dec 2007
Posts: 120
Here is a question that I, personally, have not ever been able to get answered:

All other things being equal, what would give you the better benefit and why? +22 to Beam Weapons or +22 to Phasers. Also, for torpedos, +22 to Torpedo Weapons or +22 to Photon Projectiles?

What I'm getting at is, what is better a "phaser relay" or a "directed energy distribution manifold" for beam weapons? For projectiles, a "warhead yield chamber" or a "photon detonation assembly"?

I get that the more generic benefit would be good if you are mixing beam weapon types or torpedo weapon types, but what if you are running all phasers and all photons, how does it help to use the more specific console?

Thanks to anyone who can help explain which is better and why.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-19-2010, 08:41 PM
It all depends on your weapons build.

If you've got just phaser beams, than either +phaser or +beam is fine.

If you're mixing phaser beams and cannons (like many escort builds do), then +phaser is preferable to +beam or +cannon, since the one console covers all weapons. (FYI, turrets count as cannons for purposes of skill and console bonuses.)

Conversely, if you're mixing, say, phaser and tetryon beams, then +beam is preferable to +phaser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-19-2010, 09:14 PM
Quote:
Originally Posted by Gilmoro View Post
I get that the more generic benefit would be good if you are mixing beam weapon types or torpedo weapon types, but what if you are running all phasers and all photons, how does it help to use the more specific console?
It doesn't. The general type allows for more versatility and versatility does have value in a game with PvP (such as it is here). There are some folks who run ONE damage type to the exclusion of all else, for beams and/or torpedoes. For those people, the specific console fits best, especially if they never plan to change damage types. But there is no inherent benefit to picking one over the other. It's not like you get a higher crit chance if you tie yourself down to a single damage type or something like that.

Though I wouldn't be surprised if, given the game's labyrinthine bonus structure, if the + to beams applied its bonus differently from the + to a specific damage type. I've just never seen that reflected in tooltip or mouseover data.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-20-2010, 07:41 AM
Quote:
Originally Posted by Gilmoro View Post
Here is a question that I, personally, have not ever been able to get answered:

All other things being equal, what would give you the better benefit and why? +22 to Beam Weapons or +22 to Phasers. Also, for torpedos, +22 to Torpedo Weapons or +22 to Photon Projectiles?

What I'm getting at is, what is better a "phaser relay" or a "directed energy distribution manifold" for beam weapons? For projectiles, a "warhead yield chamber" or a "photon detonation assembly"?

I get that the more generic benefit would be good if you are mixing beam weapon types or torpedo weapon types, but what if you are running all phasers and all photons, how does it help to use the more specific console?

Thanks to anyone who can help explain which is better and why.
(Sorry for the long reply, but I've gone into detail)

It depends on your weapons. If you have ONLY Beam Array and Torpedo weapons then you can use either. However if you have, for example, Photon Torpedo, and Photon Mines I would suggest using the +22 Photon Projectiles since that is only one console and boosts both weapons. The +22 Torpedo Weapons only boosts torpedoes and the +22 Mine Weapons only boosts mines.

You'll essentially be using one less console slot by doing that. However the strength of each console doesn't change.

Another thing, don't mix weapon types. You hurt yourself by doing that. If you read the description of beam weapon types, when using a different type 10 energy is lost. For example if you have Phaser Beams and Disruptor beams and you fire the Phaser, your weapon energy will decrease by 10. If you have two Phaser Beams then your energy won't decrease by so much.

Another benefit of using one weapon type is that you will be saving skill points. You can put full points into Phasers (bringing the skill to 9) and instead of doing the same with Disruptor you can save those skill points and put them someplace else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-20-2010, 07:53 AM
Quote:
Originally Posted by attilio View Post
(Sorry for the long reply, but I've gone into detail)

It depends on your weapons. If you have ONLY Beam Array and Torpedo weapons then you can use either. However if you have, for example, Photon Torpedo, and Photon Mines I would suggest using the +22 Photon Projectiles since that is only one console and boosts both weapons. The +22 Torpedo Weapons only boosts torpedoes and the +22 Mine Weapons only boosts mines.

You'll essentially be using one less console slot by doing that. However the strength of each console doesn't change.

Another thing, don't mix weapon types. You hurt yourself by doing that. If you read the description of beam weapon types, when using a different type 10 energy is lost. For example if you have Phaser Beams and Disruptor beams and you fire the Phaser, your weapon energy will decrease by 10. If you have two Phaser Beams then your energy won't decrease by so much.
That's not how it works. Any additional weapon beyond the first - regardless of weapon type - costs its listed power drain.

But the reason why you shouldn't mix energy types is that it's more expensive to skill two energy types then one. If you want to use Phasers and Tetryons, you have to spend skill points on both. (or you don't and just deal less damage then people that do skill for their weapon). There isn't really any benefit to be gained, except that you kill people with the power of the rainbow.

It is okay to mix beams and cannons or torps and mines skill-wise, since the skill point cost cannons, mines, torps and beams are lower then they are for the different weapon types.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-20-2010, 12:17 PM
Quote:
Originally Posted by MustrumRidcully View Post
That's not how it works. Any additional weapon beyond the first - regardless of weapon type - costs its listed power drain.
an additional 10 energy is lost per different weapon type fired

4 phaser arrays = 40 energy per array over four seconds

2 phaser, 2 disruptor = 60 energy per array over four seconds
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-20-2010, 12:30 PM
A lot of what you guys are saying, I already know. Thank you for trying to answer the question.

I guess what I'm trying to ask is if there would be any reason why:

+22 to beam weapons, resulting in
52 in beam weapons & 52 in phasers

would be better than

+22 to phasers, resulting in
30 in beam weapons & 75 in phasers

So, is there any benefit to having my beam weapons high over a higher skill in phasers (both are maxed out skill-wise - I'm strictly talking consoles). Is there some ability that would benefit from beam weapons or torpedos to be high rather than just a higher damage with phaser and photon?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-20-2010, 12:33 PM
Quote:
Originally Posted by Gilmoro View Post
A lot of what you guys are saying, I already know. Thank you for trying to answer the question.

I guess what I'm trying to ask is if there would be any reason why:

+22 to beam weapons, resulting in
52 in beam weapons & 52 in phasers

would be better than

+22 to phasers, resulting in
30 in beam weapons & 75 in phasers

So, is there any benefit to having my beam weapons high over a higher skill in phasers (both are maxed out skill-wise - I'm strictly talking consoles). Is there some ability that would benefit from beam weapons or torpedos to be high rather than just a higher damage with phaser and photon?
Beam weapons is only the ones that fire a long stream of energy. Which means this wouldn't affect turrets or cannons. However if you boost phasers and you have a phaser beam, turret, and cannon then they'll all benefit from the boost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-20-2010, 04:19 PM
If you are like me and love to mix-and-match weapon types, then it does matter. If you focus on one type of energy weapon and one type of projectile weapon, then I don't really see much difference console-wise if they provide the same bonus.

I really should get back to playing more regularly. I'm starting to miss my skittle-boat now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-22-2010, 12:15 AM
If you're looking at something like a standard phaser array, there are three skills that improve performance. Starship Energy Weapons, Starship Beam Weapons, and Starship Phaser Weapons. If you were to have, say, 7 ranks in all three skills, that's 17 in energy (@ 700 points), 28 in beam (@ 1400 points), and 44 in phaser (@ 2100 points). 17 energy wepaons + 28 beams + 44 phaser means you're firing your phaser array with 89 skill, so your damage is going to be 89% better than the base listed for the beam. Given a choice of +22 beams or +22 phasers, either way, that's just going to add 22 to your total, so you are now firing at 111 skill, doing slightly more than double the listed value of the weapon. So in that respect, neither is better than the other.

When things start to make a difference is when you start mixing weapon types on your ships. A directed energy console isn't going to care whether the weapon is a phaser, disruptor, tetryon, plasma, or something more exotic as long as it's a beam. For low-levels where skills in ship phasers and disruptors aren't available yet, a beam console will let you use whatever beams you can find. On the flipside, a phaser relay isn't going to care whether the weapon is a beam or a cannon. So for high-level builds, mixing beams and cannons works very well, and the phaser relay is going to be more valuable because it helps both.

In the case of "projectiles," a Photon Detonation Assembly looks for Photon weapons, so helps both torpedoes and mines as long as they're "Photon" versions. A Warhead Yield Chamber only helps torpedo weapons, but doesn't care if it's photon, quantum, chroniton, or whatever. Frankly, if people use mines at all, they're usually plasma or chroniton, deployed specifically for their special effects. So the warhead yield chamber for torpedoes is more in-demand on the exchange than the specific weapon types. However the specific types work just as well as long as they match what you use.

Clear as mud?
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