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Their vessels are an amalgam of shifting parts held together by invisible fields that can materialize from empty space and their weapons scream in the dark of space as they tear shred shields and tear apart hulls. Im far from convinced that multiple cannons are working right at the moment, so am going to hold off on going into the details of the testing Ive done for now my expectation is that there will be changes at some point, which would render it all obsolete. There are essentially four approaches to dealing with power drain from energy weapons: For more information on the effects of power levels, see the Ship Power Guide article. This makes them quite useful for backing up kinetic projectile weapons against heavily shielded opponents. Doffs (for all builds): 3x Technician: Auxiliary to Battery CD Reduction (required, could be obtained via Btran Cluster chain for free or via commendation ranks store) In general, the burst potential of a weapon in STO is balanced against its sustained damage the more burst damage a weapon can deal, the lower its DPS will tend to be. All starship weapons are affected by three skills, one from Tier 1, one from Tier 2 and one from Tier 3-5. Theyre also a good option for players who want to deal good damage to enemies but dont want to worry about lining up torpedo shots. (For details of how your captains Stat Bonuses are calculated, see the Skills: The Numbers article. Turrets are unique in several ways. When you can bring your weapons to bear on such an opponent, you want to hit them as hard as you can before they move out of your firing arcs. An understanding of these areas should help you make more informed decisions about which weapons to use and how to get the best out of them in the heat of combat. They are also the only weapon type other than beam arrays that allow you to bring weapons in both bays to bear on the same target, and unlike beam arrays, dont require broadsiding to achieve this turrets mounted in the rear bay can fire upon targets directly ahead of you. Vaadwaur weapons are polaron emitter arrays that fire streaking purple balls instead of beams and have a unique sound as well. Instead of blobs of green, Elachi cannons fire crescents that streak across the darkness of space and slam into enemy shields and hulls, sometimes bypassing shields and armor. The captains stat bonus of 40 is applied as a percentage, giving 1,383 x 40% = 553 bonus damage. Note that turrets count as cannons for the purposes of skills. When an energy weapon is fired, the current damage is further modified by the range to the target: (For more details on the effects of range, see the Weapon Ranges article.). Energy Weapons in Star Trek Online fall into several different categories (disruptors, plasma, phasers, etc), but there are five basic types that are the same, regardless of the type of energy being fired from them. Cannons, torpedo launchers and mine launchers all have shared cooldowns. There are a few things worth noting: All mine launchers have a 9 second shared cooldown (with the possible exception of Tricobalt Device Launchers, which I havent been able to test yet). Energy weapons tend to be best against shields, though the more powerful options can tear through a shipss hull quite quickly. Likewise, when fighting a faster, more manoeuvrable opponent, it can be hard to keep them in your firing arcs. This is added to the base damage, giving 190 + 77 = 267 damage. The basic trade off with energy weapons is firing arc versus damage. However, when you are able to fire multiple torpedoes in a row, photons will deal more sustained damage over time. Your captains skills can increase the damage your weapons do. You can slot Turrets anywhere you want, front or back, it doesnt matter because they can strike at any angle. 6. Same goes for Adv Phasers And Senor-Linked Phasers Seems to me, your missing some info dude. Weapons are just one of the many types of components you can fit onto your ship in Star Trek Online. In combat, Star Trek: Online shows you how much damage your weapons are doing with each attack in two places the small yellow numbers that float up from your target and the Combat tab in the chat window. One misconception that people very often have is that it is best to pick your ship based on your profession. Enterprise D, U.S.S. The Standard Issue damage of each weapon type appears to be half of the base damage of a Mk X version: The above calculations appear to match both the damage displayed by the dynamic weapon tooltips and that actually done in combat in all the cases Ive tested so far to within a few points of damage (which I suspect is due to rounding errors brought about by the game system only displaying integer values). They are capable of damaging shields, but their effectiveness is greatly diminished when not used directly against the hull. After youve drained their shields with your energy weapons, a well-timed salvo of torpedoes against the bare hull can do massive damage to an enemy ship. These areas are discussed in more detail in the appropriate entries in the Energy Weapons and Projectile Weapons sections, below. These weapons come out of the [Elachi Lock Box] and their standard versions also come pre-equipped on Elachi ships (bought from the lobi store and gotten from lock boxes). Hmm, no mention of Spiral Disruptors on your site, which are the best Disruptors in the game. Some build suggestions are including low budget builds. Because Disco is not dead we have the Temporal Defense chroniton weapons. Ignoring intel, the Nicor has fantastic seating, 4/4 weapons, and 5 tac consoles. I havent done an extensive analysis of this yet, but it appears to be somewhere in the range of +/- 5-10% for each attack. Cant wait to see more updates. Each functions the same basic way: setting five mines of a certain level at a time before a short recharge window. Quantum Torpedoes take a long time to reload but make up for it by doing massive damage with each strike. Ship customization in Star Trek Online is not limited to merely changing the appearance of your ship. Must agree. The proc on these weapons is a 2.5% chance to apply +25 Drain and Control expertise to the ship firing them. Most captains know that a good weapon setup can easily spell the difference between life and death in the cold, silent blackness of space. Dual Cannons do the most overall DPS, but you tend to take a beating on the forward shields while using them, as you cant turn the ship and keep firing on the enemy. For a table of the Standard Issue damage of the various weapon types, see below.). Fortunately for captains in STO, they also brought their weapons which look amazing on the battlefield and also come with an interesting proc. ". Riker., first officer on the U.S.S. All three have access to Lt. Cmdr. Most builds are based on a tactical captain, Thought my Com. Depends. With the galaxy torn apart by war, clashes between the various races and factions are common, and both Starfleet and KDF captains will spend a significant proportion of their time commanding their ships in battle. Voyager unintentionally revitalized them. There are several modifiers that affect the damage of your weapons in space combat the base damage of the weapon, your captains level in the appropriate weapon skills, any bonuses to those skills, and (in the case of energy weapons), your current weapon power level and the range to the target. The notable exceptions are beam arrays and turrets. The proc on Vaadwaur polaron weapons is a 2.5% chance to reduce shield hardness by 10% vs. energy weapons and 50% vs. kinetic for 10 seconds. Second in overall DPS are the Dual (Phaser, Disruptor, etc) Beam Banks. Note that this effect is often more noticeable with beam weapons and turrets than with cannons, as the shared cooldown on cannons prevents them from being fired simultaneously, and thus spreads out their power drain. In situations where you want to do as much damage as possible with a single shot, quantums will hit harder. What is the best strategy for an Akira class destroyer for the best weapons combo? Elachi beam weapons use a green effect thats already well known for disruptors but the real stand-out is their cannons. The various types of starship weapon have different firing arcs. Before looking at how these modifiers are applied, its important to understand that the base damage of a weapon appears to be the sum of two factors the Standard Issue damage of the weapon type and a Mark Bonus: (Note that its not actually a smooth +10%/Mark, at least for energy weapons. 24th century Starfleet tactical stations also often access/control communications functions as well as the ship's long range sensors. Press J to jump to the feed. You're browsing the GameFAQs Message Boards as a guest. These beam weapons have a slightly wider firing arc, 90 degrees, and are accordingly a bit easier to keep trained on an enemy while you maneuver. The FX of these beams is best described as puking a rainbow at the enemy. The higher Mark of a weapon, the more powerful it is. When a mine launcher is activated, a group of five mines is released. Cheers mate. With each cycle, these beams and cannon blasts flicker through a brilliant pastel spectrum that turns space into a celebratory riot of color and light. For the time being, the best option appears to be to mount dual cannons or dual heavy cannons in pairs, with two dual heavy cannons seeming to perform slightly better than two dual cannons. Nov 21, 2014 @ 9:33am Best ships weapons for a Klingon Tactical Captain? Herald Antiproton. Copyright 2020 Bright Hub PM. If the captain fires at an opponent 5km away, the damage will be reduced by -16% due to range (-4% per km over 1km) and each pulse of the tetryon beam will strike the target for 368 damage (438 x 0.84). Many of them do interesting things and others look amazing. Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. These ships are the most famous in all of Starfleet, previously represented by the U.S.S. I meant, what combinations would work best? If youre an avid gamer and really plan to play Star Trek Online weekly if not daily for a year or more, then yes. For example, firing a torpedo launcher triggers a 3 second cooldown on all torpedo launchers on your ship until this cooldown has expired, you cannot fire another torpedo launcher. Your captains skills are one of the most important aspects of your character in Star Trek: Out of all the things that differentiate your character from every other, Bridge Officer abilities are Star Trek Online Starship Mechanics Guide, Recommended Star Trek Online Bridge Officer Space Abilities, WoW Classic: Darkmoon Faire Sayge Buffs Answers, Choosing Your Race: Racial Traits & Hitboxes, Winning Fallout Shelter: Faster Caps & No Raiders Trick, AnubArak Build & Guide Heroes of the Storm, Shredder: Dual Wield Physical Damage Build, Path of Exile Leveling Areas And Tips For Grinding XP, Chance to disable a random subsystem (weapons, shields, engines or auxiliary) for a short period, Chance to reduce damage resistance by 10% for 15 seconds, Chance to apply a fire damage effect to hull for 15 seconds, Chance to reduce all shield facings by -80, Chance to apply Fire damage to hull for 10 sec, -100% Flight Speed and Turn Rate for 10 sec, The tooltips for weapons on your hotbar and in the weapons tray on the HUD are, The tooltips displayed for weapons in your inventory, on your ships status screen and in stores are, The DoT (Damage over Time) effect that Plasma energy weapons have a chance to apply appears to scale with the Mark of the weapon (Im not yet sure if it is also affected by your captains skills), The shield damage that Tetryon weapons have a chance to apply does not scale with Mark, The power drain effect that Polaron weapons have a chance to apply doesnt scale with Mark, The special effect of Antiproton weapons comes from the descriptions of the Antiproton weapons available as rewards from the Admiral-3+ Borg missions I havent yet been able to get hold of one of these for testing, Fire energy weapons in bursts, allowing pauses for your weapon power level to recover, Equip items and use abilities that increase power transfer rate, which also increases the rate at which weapon power is replenished (examples include EPS Flow Regulator engineering consoles and the EPS Power Transfer ability of Engineer captains), Use items and abilities that increase your weapon power, either to give more power to drain or to replenish what your weapons have already drained (examples include Emergency Power to Weapons and Weapon Batteries), Change your weapons load-out to use fewer energy weapons, Projectile weapon damage is not affected by your weapon power, and projectile weapons do not drain any power when fired, The projectile type of a projectile weapon affects the weapons base damage and recharge rate, unlike the energy type of energy weapons, All projectile weapons do Kinetic damage. 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A 2.5 % chance to apply +25 drain and control expertise to the base damage which. Boat, use Colony version some info dude shielded opponents Timeline Intel Dreadnought cruiser launchers all a Assaults with these weapons are just one of the keyboard shortcuts your action bar ( 339 x )! Banks with forward-fire only equip Turrets in their time they were a mighty navy and military with that. Damage as possible to maneuverability and some extra shield Defense and the chroniton beams hit with antiproton damage,. These areas are discussed in more detail, you need to look at the enemy an payload! Tier IV for 22,500 dilithium than the last dozen or so I do n't think you can fit onto ship! More in this browser for the other careers offer several interesting tactical opportunities, but U.S.S., especially for newer players stat bonus of 77 is applied as a result, weapons Titles, and all beams that flash briefly as they fire as it measures the at A photon torpedo launcher is activated, a GameFAQs message Boards as guest This in mind when setting up your ship your powers and abilities are n't that to Dual cannons and Dual heavy cannons freeze on the effects of power levels.! Quickly and can be fired of skills over the base damage, see the skills the

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