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Old 01-22-2010, 02:27 PM   #1
The_Rabbit
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Default Information you may have missed about weapons

Energy Weapons:
  • Beam Arrays – Low damage falloff over range. 250° firing arc. Low DPS. Uses powers Overload, Fire at Will.
  • Dual Banks – Low damage falloff over range. 90° firing arc. Medium DPS. Uses same powers as Arrays.
  • Cannons – High damage falloff over range. 180° firing arc. Medium DPS. Uses powers Rapidfire, Scatter Volley.
  • Dual Cannons – High damage falloff over range. 45° firing arc. High DPS. Uses same powers as Cannons.
  • Dual Heavy Cannons – High damage falloff over range. 45° firing arc. Very High DPS. Uses same powers as Cannons.
  • Turrets – High damage falloff over range. 360° firing arc. Very Low DPS. Uses same powers as Cannons.

Energy Weapon Passive Skills:
Beams affected by:
  • Starship Energy Weapons Training (Lt)
  • Starship Beam Weapons (Lt Cmdr)
Cannons affected by:
  • Starship Energy Weapons Training (Lt)
  • Starship Cannon Weapons (Lt Cmdr)
Each weapon is further modified by type specific skills:
  • Starship Phaser Weapons (Cmdr)
  • Starship Disruptor Weapons (Cmdr)
  • Starship Plasma Energy Weapons (Cpt)
  • Starship Tetryon Weapons (Cpt)
  • Starship Polaron Weapons (Adm)
  • Starship Tricobalt Projectiles (Adm)

Energy Weapon Types:
  • Phaser: Chance to disable random subsystem.
  • Disruptor: Chance to apply a resistance debuff.
  • Plasma: Chance to proc a fire DoT.
  • Tetryon: Chance to proc shield damage.
  • Polaron: Chance to drain power from all 4 subsystems.
  • Antiproton: Bonus to crit damage bonus.
Note: Damage falloff means that at longer ranges the weapon will do less damage than at closer ranges. So even though cannons can hit out to 10km, they will do more damage at 1km than at 10km. The effect isn't as drastic on beam weapons.



Projectile Weapons:
  • Torpedo Launcher - 90° firing arc. Medium DPS. Uses powers Torpedo High Yield and Torpedo Spread.
  • Mine Launcher - No arc, drops mines in space. Medium DPS. Uses powers Dispersal Pattern Alpha and Dispersal Pattern Beta.

Projectile Weapon Passive Skills:
Torpedoes affected by:
  • Starship Projectile Weapon Training (Lt)
  • Starship Torpedo Weapons (Lt Cmdr)
Mines affected by:
  • Starship Projectile Weapon Training (Lt)
  • Starship Mines (Lt Cmdr)
Each weapon is further modified by type specific skills:
  • Starship Photon Projectiles (Cmdr)
  • Starship Quantum Projectiles (Cmdr)
  • Starship Plasma Projectiles (Cpt)
  • Starship Transphasic Projectiles (Cpt)
  • Starship Chroniton Projectiles (Adm)
  • Starship Tricobalt Projectiles (Adm)

Projectile Weapon Types:
  • Photon: Moderate attack speed, moderate kinetic damage.
  • Quantum: Slow attack speed, high kinetic damage.
  • Plasma: Medium damage, slow rate of fire, chance to proc a fire DoT. High yield launches a single large ball of plasma instead of multiple torpedoes.
  • Transphasic: Low damage, but pierces shields.
  • Chroniton: Low damage, chance to slow down target.
  • Tricobalt: High damage, very slow rate of fire. Causes target to be disabled and unable to use powers.

Last edited by The_Rabbit : 01-23-2010 at 06:02 PM.
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Old 01-22-2010, 02:34 PM   #2
AlienFromBeyond
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I wonder what the proc chance is on Polaron weapons. A broadside of those could be pretty devastating.
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Old 01-22-2010, 03:19 PM   #3
mrwafu
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I didn't know this stuff, thanks. Food for thought for sure...
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Old 01-22-2010, 03:23 PM   #4
Proletariat12
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Good Info, mind if I use this thread to ask a question?

Under tier 3 skills, you can choose to level up photon or quantum torpedoes.
Do the later torpedoes like transphasic and tricobalt fall into these categories?
Or.. If I'm not planning on using quantum/photon torpedoes end game, I would be completely wasting skill points putting them into those skills?

It's just a bit strange.
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Old 01-22-2010, 03:23 PM   #5
AlienFromBeyond
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No they don't fall into those categories, yes you would be wasting points if you don't plan on using those types of torpedoes.

Only torpedo type I haven't seen yet is Tricobalt because that's endgame stuff, but I assume it's bonus crit damage like Antiproton.
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Old 01-22-2010, 03:33 PM   #6
The_Rabbit
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I just updated the first post with information on projectile weapons, tricobalt doesn't give the crit bonus like antiproton and instead disables the target.
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Old 01-22-2010, 03:37 PM   #7
Proletariat12
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Quote:
Originally Posted by AlienFromBeyond View Post
No they don't fall into those categories, yes you would be wasting points if you don't plan on using those types of torpedoes.

Only torpedo type I haven't seen yet is Tricobalt because that's endgame stuff, but I assume it's bonus crit damage like Antiproton.
It just seems odd. Since most people will not have access to the other typed to test, they will most likely spend their points. Which will be a waste for many people if they switch later on.

It's almost like they WANT us to waste our skill points.
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Old 01-22-2010, 03:42 PM   #8
The_Rabbit
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Quote:
Originally Posted by Proletariat12
It just seems odd. Since most people will not have access to the other typed to test, they will most likely spend their points. Which will be a waste for many people if they switch later on.

It's almost like they WANT us to waste our skill points.
It's not a waste really, the weapon types are used for different circumstances, it's not like every admiral is going to be using antiproton and tricobalt weapons, disruptors and photons will still be just as useful.
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Old 01-22-2010, 03:44 PM   #9
Proletariat12
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I think like the ship, weapons will come down to preference. People will pick what they like, and probably stick to them.
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Old 01-22-2010, 04:42 PM   #10
Tercka
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Quote:
Originally Posted by The_Rabbit
Beams (Dual Banks) – Low damage falloff over range. Narrow firing arc. Medium DPS. Uses same powers as Arrays.
Bolts (Cannons) – High damage falloff over range. Narrow firing arcs. High DPS. Uses powers Rapidfire, Scatter Volley.
If both these weapons have narrow firing arcs, but one does high damage, and the other low, why would anyone fit dual banks?
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