Lieutenant
Join Date: Apr 2013
Posts: 62
# 1 Questions About Weapons
12-09-2013, 04:24 AM
So I just hit level 26 or 27 last night and I'm flying around in my Mogai Heavy Warbird. But I've had a few questions arise. Now, if there's a guide somewhere with weapon information then please link it.

I noticed that there's so many different weapon terms and I'm having trouble figuring out which ones are best for my ships. There's Energy weapons, launchers, arrays, energy damage, disruption energy damage (I think?), cannons, dual cannons, among a few others. How do you pick the best one out of all of those? I get so many different weapons through quests now I can't figure out what to put on my ship. Do I have some launchers and some arrays? Or some turrets and launchers? It's all very confusing to me. Also, how do you know which one to go with? Do you always just go with higher DPS to begin? Or do you sacrifice some DPS for a wider firing arc?

If someone could explain all this to me, that'd be awesome and it would help me understand the game more! Thanks!

Last edited by xxmaelstrom11; 12-09-2013 at 06:31 AM.
Survivor of Romulus
Join Date: Oct 2012
Posts: 244
# 2
12-09-2013, 07:36 AM
Personally I'd go with your play style, if your levelling up the fastest way to do so is via some form of escort but if you like a cruiser go with a cruiser (I had several sci toons levelling and I found it very difficult doing in in a sci boat but back then I didn't *get* my sci toon lol)

Now Weapons that depends on what you want to do. I've been told that Beams are good for leveling since Beam fire at Will will mark multiple targets and if you use a standard beam array that's 180 Degree arc to fire which is the biggest your gonna get. If you like beams you have the choice between the Dual beam banks (90 Degrees) vs a Beam Array (180 Degree with less damage) but you can broadside on the arrays very easy with fire at will. DBB's are upfront weapons so you more a less have to be point at the enemy.

Now if you like Escorts and general pew pewing lol Cannons are your best friend. Dual Heavy Cannons are the only real option for up front because they are far more power efficient that using dual cannons or singles. They also do tons of DPS if your into that. For the back your gonna want Turrets since they are 360 Degree firing arc and do low dps but in an escort you have a ship that can turn on a dime mostly so you want all your damage coming while you aim your 45 Degree Front DHC's at whatever enemy your destroying.

Always go for one damage type and get the consoles to match it because mixing weapons (aka rainbow boats) don't do a lot of damage but they do look good lol. Sticking to one type means you can focus on it and really improve your build. As your in a Mogai you have a good turn rate (14 I believe) so DHC's and turrets are fine. I'd pick whatever energy you like best for me I like tetryon (its cheap, quite powerful and looks cool) but others like:



Plasma (Burning the hull of enemies)
Disruptor (- Resistance to damage on enemies)
Phaser (Can take subsystems off-line on enemy ships)
Polaron (Stealing power of enemy ships)
Tetryon (Similar to Polaron but strips shields)
Anti Proton (Higher critical severity on shots)


You can get Dual Weapons that mix the above in weird and wonderful ways of course but I don't know all of them so I don't want to confuse you.

The above types are all energy types but you can also mix in Kinetic as well. Torpedoes are effective on the hull directly and work best if you take down a shield on your target first. Photon torps are fastest to reload do alright damage and you get a ton of them if you use Torp Spread abilities. Quatum Torps are slower to reload and do more damage than photons and their spread ability is still impressive. There are other types but I'll let you discover what ones you want to use first.
Captain
Join Date: Sep 2012
Posts: 2,490
# 3
12-09-2013, 08:05 AM
If I may, Wiki is your friend:

http://sto.gamepedia.com/Starship_equipment - that's just for basics and a lot you probably already know about with your current experience.

A link within the page above is http://sto.gamepedia.com/Ship_Weapon - this is a comprehensive overview of ship weapons that may start focusing your current knowledge.

A link within the above page is http://sto.gamepedia.com/Damage_types - this gets down to the nitty gritty of weapons. Regardless if it's a Beam Array or a Turret, the type of damage output will help you further refine your ship's combat capabilities.

The next phase (to me) depends on how much effort you want to expend.
1) Experiential learning - using the above links as a foundation, get the gear you want to use, then tinker by switching out here and there until you are satisfied with your ship's performance. This path takes the longest and you may "suffer" as you learn through either time and/or resources (like EC and maybe Dilithium).

OR

2) Look at the Shipyard forum relevant to your faction for further advice. Look past the first post because its the replies that will get you what you may need. Beware this option because everyone has advice relative to their experience. You will see some common themes and ever reoccurring suggestions. take them with a grain of salt but know that most advice is provided with confidence and care. People generally post to help, not hurt, other players

For my part I made two ships to play with: one for my own enjoyment and another for group play where the my focus is on team success, not my own. The links to my current builds are in my sig and are far from perfect (I don't have the gear I want ... yet) - but they work for me now and I am having fun.

Good luck!
Kathryn S. Beringer - The Dawn Patrol

Solaris build - Veritatum Liquido Cernene
Lieutenant
Join Date: Apr 2013
Posts: 62
# 4
12-09-2013, 08:33 AM
That's all really great info! Thanks! So I guess I'll keep all my DHCs that I get from now on. I have the console from the Vandal as one of my consoles so that's good I suppose. So that other matching console I would want would be +x% increase in damage from DHCs, or would it say Energy weapons? If it's energy weapons that's good because I already have one for that.

Now I suppose that for now at my level I should just take what I get from quests, right? Then do STFs and buy stuff from the Dilithium market and Exchange?
Captain
Join Date: Nov 2013
Posts: 1,191
# 5
12-09-2013, 11:18 AM
I would say it comes down to the hardest hitting weapons you can keep your enemy lined up in the attack area. If you drive a big, slow ship, cannons will not be easy to line up on anything that can move out of your line of fire -- you may never be able to hit a fighter, or an escort, etc. One tactic is to load big ships with the 250 degree beams so both fore and aft weapons strike the enemy on the broadside.

360 turrets do low dps, consider one mine thrower instead, esp later when you get utility mines (cloaked tractor beams etc), moreso if you have room for dispersal patterns in your tac officer(s).

So if your ship is able to keep dual cannons on the target, use dual cannons. If not, try the 90 degree beams. Note that beams and cannons use different tac officer skills, that can be confusing at first.

Missile launchers are great, I leveled up and played at 50 for a while with nothing else. Go for the hull, plasma and transphasic, you will kill anything and often, its shields are still up. At 50 without every item in the game, they do not keep up with dual cannons for dps.

Also try to get your weapon power to 100+ for cannons and beams etc, that is a huge deal for damage.

Most players have at least one torpedo equipped. All energy is brutal on your power, and having one relieves this somewhat.
Lieutenant
Join Date: Apr 2013
Posts: 62
# 6
12-09-2013, 11:47 AM
Quote:
Originally Posted by noroblad View Post
I would say it comes down to the hardest hitting weapons you can keep your enemy lined up in the attack area. If you drive a big, slow ship, cannons will not be easy to line up on anything that can move out of your line of fire -- you may never be able to hit a fighter, or an escort, etc. One tactic is to load big ships with the 250 degree beams so both fore and aft weapons strike the enemy on the broadside.

360 turrets do low dps, consider one mine thrower instead, esp later when you get utility mines (cloaked tractor beams etc), moreso if you have room for dispersal patterns in your tac officer(s).

So if your ship is able to keep dual cannons on the target, use dual cannons. If not, try the 90 degree beams. Note that beams and cannons use different tac officer skills, that can be confusing at first.

Missile launchers are great, I leveled up and played at 50 for a while with nothing else. Go for the hull, plasma and transphasic, you will kill anything and often, its shields are still up. At 50 without every item in the game, they do not keep up with dual cannons for dps.

Also try to get your weapon power to 100+ for cannons and beams etc, that is a huge deal for damage.

Most players have at least one torpedo equipped. All energy is brutal on your power, and having one relieves this somewhat.
Where is this weapon power level I keep reading about? Where can I find that info.? Is it a button somewhere on the screen that I can't see? Or a tooltip or something?
Captain
Join Date: Sep 2012
Posts: 2,490
# 7
12-09-2013, 12:10 PM
Concerning weapon power level - Wiki is still your friend: http://sto.gamepedia.com/User_interface. Click the pic for sector space and you'll see where power levels are located. You should get in-game and tinker with buttons
Kathryn S. Beringer - The Dawn Patrol

Solaris build - Veritatum Liquido Cernene
Captain
Join Date: Aug 2013
Posts: 4,243
# 8
12-09-2013, 12:12 PM
They're the red, blue, yellow, and purple bars to the left of your shield strength indicator.
Vadm. Kanril Eleya, U.S.S. Andraste, Strike Team Alpha

Useful Links for Foundry Writers | "Bait and Switch" -- Fed Foundry project, Part 1 rewards-qualified!
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Captain
Join Date: Nov 2013
Posts: 1,191
# 9
12-09-2013, 12:27 PM
Quote:
Originally Posted by cmdrscarlet View Post
Concerning weapon power level - Wiki is still your friend: http://sto.gamepedia.com/User_interface. Click the pic for sector space and you'll see where power levels are located. You should get in-game and tinker with buttons
The default panel has a list of your current power levels & buttons to adjust them to a few configs.

Read the links people gave but the quick answer is you have 200 points of power + bonuses. 125 is the soft cap (you can exceed this with some gear). A dps escort probably wants to hit 125 in weapons then even it out for shields and engines. Most dps escort types have +10 from ship in weapon category. 25 is a hard min, you have to have 25 in all settings.

You can open up that panel with the 1,2,3 click button and customize your own power settings. That probably isnt necessary. The all weapons button is pretty good by default, its max weapons, high shields, and about right for a dual cannon offense setup. If you want shields and engines equal with minimal aux, that would be custom.

Last edited by noroblad; 12-09-2013 at 12:31 PM.
Lieutenant
Join Date: Apr 2013
Posts: 62
# 10
12-09-2013, 01:08 PM
Ohhh okay I saw on he wiki what you're talking about. So if I press the power to all weapons button, all my power will be diverted to my weapons then (obviously) but that means less power goes to my shields. Does that mean they degrade faster when hit? I've never really seen those numbers go down indicating power loss or anything. So how do I know when I've hit that cap? Will I just not be able to put on more weapons if im not full yet? Or does the full power to weapons increase the damage done? Just confused as to what that does I guess. Am I confusing those with the power levels? Do I have this all right lol.
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