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Antiproton Worth It?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited November 2012 in Federation Discussion
Just wondering if Antiproton weapons are worth switching to on my escort. I have Tetryon right now getting close to, but not quite 4000 dps.

I cant afford the Antiproton weapons on the exchange, but I have almost enough Rare Borg Salvage to get the Borg gear.

For those of you who use it or have tried, would you recomend switching? Do you get a significant increase in damage?
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I have a tetryon, anti-proton, phaser, and a "new" polaron set.

    For STFs I'd have to say anti-proton is by far the best one, and my favorite. The extra boost in dps is very nice.

    In pvp I use AP and phaser, and the difference is quite small, although if the phaser effect procs, taking down shields, but all my abilities are on CD... it feels like such a waste, whereas the AP is just a dps boost.

    The tetryon in STFs seem really weak as most things don't even have shields. And the small bird-of-prey or probes never last long enough for the proc to be really useful. I have since stored these weapons away and have not been using them at all.

    The polaron WAS in the same catagory as tetryon, and was in storage for a long time. Only recently pull it back out because of the gem hadar set bonus. But I've not yet had the chance to really use them.

    To answer your question, I think AP is worth it. Especially if you have a small pile of rare borg salvages laying around.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    antiproton is best in stfs and on escorts in any situation. tetryons is best on damage over time cruisers in pvp, provided you max out flow capacitors, that buffs it's and polaron's proc. tetryon's proc is best used against other players, and not hit point sponge npcs
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    depending on how many RBS* you have, I recommend getting 2 DHC*, 1 DBB* + Quantum Torpedo Launcher up front + 3 Turrets on aft. Quite effective.
    *look at bottom of post
    Cannons and DBB* if possible should be Mk XI, the other don't really matter. You need 7 RBS* for a MK X set and 14 RBS* for a Mk XI set

    That is what I run on my advanced heavy escort, well, used to. Got rid of it about 2 weeks ago! Run an Odyssey with 3 Mk XI Beam Banks + Mk XI Tricobalt Torpedo Launcher up front and 3 Mk X Beam Banks + Mk X Quantum Torpedo Launcher on the aft. Quite effective with torpedo high yield 3, spread 3 + fire at will.

    DHC= Dual Heavy Cannons
    DBB= Dual Beam Bank
    RBS= Rare Borg Salvage
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    antiproton is best in stfs and on escorts in any situation. tetryons is best on damage over time cruisers in pvp, provided you max out flow capacitors, that buffs it's and polaron's proc. tetryon's proc is best used against other players, and not hit point sponge npcs

    Does flow capacitor affect tetryon weapons? Under the description it only mentions abilities. Do you know this for a fact?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cyell wrote:
    Does flow capacitor affect tetryon weapons? Under the description it only mentions abilities. Do you know this for a fact?

    it isnt advertised, but yes it does. my proc is at about 263 iirc, double the base damage i think. polaron weapons can drain about 37 power with similar flow capasiter levels. it effects things like the tetryon glider too. unfortunately plasma weapons are not similarly boosted by a skill, like particle emitters or something.

    the system allowed for flow capacitors boosting the proc because power insulators is also supposed to block the damage it would cause, but that skill doesn't appear to be blocking nearly what it should at this time.
  • natejam101natejam101 Member Posts: 172 Arc User
    edited November 2012
    depending on how many RBS* you have, I recommend getting 2 DHC*, 1 DBB* + Quantum Torpedo Launcher up front + 3 Turrets on aft. Quite effective.
    *look at bottom of post
    Cannons and DBB* if possible should be Mk XI, the other don't really matter. You need 7 RBS* for a MK X set and 14 RBS* for a Mk XI set

    That is what I run on my advanced heavy escort, well, used to. Got rid of it about 2 weeks ago! Run an Odyssey with 3 Mk XI Beam Banks + Mk XI Tricobalt Torpedo Launcher up front and 3 Mk X Beam Banks + Mk X Quantum Torpedo Launcher on the aft. Quite effective with torpedo high yield 3, spread 3 + fire at will.

    DHC= Dual Heavy Cannons
    DBB= Dual Beam Bank
    RBS= Rare Borg Salvage

    Interesting.. lol
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited November 2012
    OMG what a zombie... ahhh ahhh ahhh go away! go away!
    join Date: Sep 2009 - I want my changeling lava lamp!
  • pessimistorpessimistor Member Posts: 4 Arc User
    edited November 2012
    anti proton lol?

    anti loliton is the most useless **** ingame!

    when u compare ur dmg meters, u can see that average crit chance is about 10-12%

    this means, that only to those app.11% antiproton adds extra dmg, to the other 89% anti**** adds just nothing!

    why?
    antiproton only has increased critical severity!

    normaly players have a critical severity of about 60%

    lets do some math:
    antifail
    100 rounds each 1k
    89k plus nothing
    app. 21k (11k + the crit severity of 90%)
    all together 110k antilol dmg

    polaron
    100 rounds each 1k
    app. 96k (89k normal hits + 8% jem'hadar bonus)
    app. 19k (11k + the crit severity of 60% + 8% jem'hadar bonus)
    all together 115k polaron dmg

    just take the jem'hadar 2 peace bonus, this adds always 8% dmg to evrything
    i prefer:
    engine, shield jem'hadar - 2 set bonus
    omega defelctor - because of plus starship targeting systems

    polaron still best for pve
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    anti proton lol?

    anti loliton is the most useless **** ingame!

    when u compare ur dmg meters, u can see that average crit chance is about 10-12%

    this means, that only to those app.11% antiproton adds extra dmg, to the other 89% anti**** adds just nothing!

    why?
    antiproton only has increased critical severity!

    normaly players have a critical severity of about 60%

    lets do some math:
    antifail
    100 rounds each 1k
    89k plus nothing
    app. 21k (11k + the crit severity of 90%)
    all together 110k antilol dmg

    polaron
    100 rounds each 1k
    app. 96k (89k normal hits + 8% jem'hadar bonus)
    app. 19k (11k + the crit severity of 60% + 8% jem'hadar bonus)
    all together 115k polaron dmg

    just take the jem'hadar 2 peace bonus, this adds always 8% dmg to evrything
    i prefer:
    engine, shield jem'hadar - 2 set bonus
    omega defelctor - because of plus starship targeting systems

    polaron still best for pve

    Talk about both thread necromancy AND slanted number crunching!

    If you are going to compare different energy weapon type performances, you can't introduce a non-native set bonus to only of the one weapon types being compared and still expect an accurate conclusion.

    Let's use your above example of 100 x 1k dmg Antiproton vs. 100 x 1k dmg Polaron damage, 11% critical hit rate, 60 critical severity, but now add Omega set Tetryon Glider to AP to compare against the Jem'Hadar set + Polarons:

    Antiproton:
    -non-critical hits -- 89 shots * 1k dmg / shot = 89000
    -critical hits 11 shots * 1.9k dmg / shot = 20990
    ...initial total = 109990
    -Omega 2-set Tetryon Shield Drain = 39 / shield facing * 4 shields * 100 shots = +15600 shield damage

    final damage total = 125590


    Polaron:
    -non-critical hits -- 89 shots * 1k dmg / shot = 89000
    -critical hits 11 shots * 1.6 = 17600
    ...initial total = 106600
    -Bonus Jem'Hadar 8% damage multiplier = +8528

    final damage damage = 115128


    Yes, Polaron with the Jem'Hadar + Polaron set will output higher damage against non-shielded targets, but against shielded opponents, Antiproton + Tetryon Glider wins, especially while the target has tactical team active.

    Also factor in that Jem'Hadar Engines are Combat Impulse (slowest impulse engine type available), and the Jem'Hadar Shields have very low capacity (5.3k on my Mobius Destroyer) -- then you realize that you turn your ship into a slow, brittle egg shell while these are equipped.

    If you take the sets out of the comparison, Antiproton wins in all cases.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    In my experience, Disruptors parse higher than Antiproton. Especially if you use torpedos or mines.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    xantris wrote: »
    In my experience, Disruptors parse higher than Antiproton. Especially if you use torpedos or mines.

    If the target is near or at the resistance debuff cap (FoMM and Attack Pattern Beta3 will easily hit this), then Antiproton will outdamage Disruptors. Disruptor breach only has a 2.5% proc-chance, while Antiproton scales upwards with increased critical hit rate.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    shar487a wrote: »
    If the target is near or at the resistance debuff cap (FoMM and Attack Pattern Beta3 will easily hit this), then Antiproton will outdamage Disruptors. Disruptor breach only has a 2.5% proc-chance, while Antiproton scales upwards with increased critical hit rate.


    That assumes the target is at the debuff cap. The actual uptime on capped debuffs are quite low. So while spike damage on a fully buffed alpha w/ antiproton is undoubtedly higher, it seems like Disruptors just comes out ahead in the long run.

    While the proc chances are low, the actual uptime on Disruptor procs are pretty high. Largely because it lasts 15 seconds as opposed to the 5 seconds most procs last. Also, there is some evidence that the disruptor debuff is more significant when when paired with disruptor damage, along the line of -30; as compared to the -10 it is with other energy types.

    On top of that, you can combine Disuptor procs w/ other procs on hybrid weapons, something that Antiproton lacks up to this point. Polarized Disruptors and the new Romulan weapons are quite potent.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    xantris wrote: »
    That assumes the target is at the debuff cap. The actual uptime on capped debuffs are quite low. So while spike damage on a fully buffed alpha w/ antiproton is undoubtedly higher, it seems like Disruptors just comes out ahead in the long run.

    While the proc chances are low, the actual uptime on Disruptor procs are pretty high. Largely because it lasts 15 seconds as opposed to the 5 seconds most procs last. Also, there is some evidence that the disruptor debuff is more significant when when paired with disruptor damage, along the line of -30; as compared to the -10 it is with other energy types.

    On top of that, you can combine Disuptor procs w/ other procs on hybrid weapons, something that Antiproton lacks up to this point. Polarized Disruptors and the new Romulan weapons are quite potent when combined together.

    I agree with most of what you're saying. However, I can keep a target at the debuff cap for 20 seconds (FOMM + AP-Beta3 + 3 AP conn DOFF's), or 5 seconds if the target uses tactical team. The biggest issue with disruptor breach is its low proc-rate percentage, making it an unreliable mechanic for coordinated alpha strikes.

    Disruptors work well for Sci and Engineer captains, but Tactical Captains can crank up their critical hit rates to really exploit Antiproton's bonus critical severity, and it will only get better as the player gains increased critical hit rates via Omega and Romulan faction rep space skills.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    shar487a wrote: »
    I agree with most of what you're saying. However, I can keep a target at the debuff cap for 20 seconds (FOMM + AP-Beta3 + 3 AP conn DOFF's), or 5 seconds if the target uses tactical team. The biggest issue with disruptor breach is its low proc-rate percentage, making it an unreliable mechanic for coordinated alpha strikes.

    Disruptors work well for Sci and Engineer captains, but Tactical Captains can crank up their critical hit rates to really exploit Antiproton's bonus critical severity, and it will only get better as the player gains increased critical hit rates via Omega and Romulan faction rep space skills.



    For 20 seconds of every 160 seconds.

    Everything your saying makes sense, I know because I originally came to the same conclusion, and I have a full set of Antiproton fleet weapons as a result of it. The difference is simply that the parses didn't match expectations. I consistently got better results from Polarized Disruptors.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    xantris wrote: »
    For 20 seconds of every 160 seconds.

    Everything your saying makes sense, I know because I originally came to the same conclusion, and I have a full set of Antiproton fleet weapons as a result of it. The difference is simply that the parses didn't match expectations. I consistently got better results from Polarized Disruptors.

    I can see why polarized disruptors can out-dps antiproton over a long period since both procs reduce the target's effective resistance. Disruptors drop all resists -10 for 15 sec, and Polaron's power drain reduces current shield resistances. In simple terms, both procs should out-pace antiproton's extra crit-severity so long as critical hit chances stay at normal levels.

    The big unknown is what will happen as base critical hit chances rise due to new equipment (Tachyokinetic consoles, Zero Point Energy Conduit, etc) and Omega + Romulan Faction rep passive crit-bonuses enter the scene.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    shar487a wrote: »
    I can see why polarized disruptors can out-dps antiproton over a long period since both procs reduce the target's effective resistance. Disruptors drop all resists -10 for 15 sec, and Polaron's power drain reduces current shield resistances. In simple terms, both procs should out-pace antiproton's extra crit-severity so long as critical hit chances stay at normal levels.

    The big unknown is what will happen as base critical hit chances rise due to new equipment (Tachyokinetic consoles, Zero Point Energy Conduit, etc) and Omega + Romulan Faction rep passive crit-bonuses enter the scene.

    I have the tachyokentic and the Romulan 3%. The differences isn't end up being terrible significant.

    To be clear though, the total damage difference between either energy type isn't significant at all. Your talking 1-2% at most
  • wolfpack12cwolfpack12c Member Posts: 242 Arc User
    edited November 2012
    antiproton is best in stfs and on escorts in any situation. tetryons is best on damage over time cruisers in pvp, provided you max out flow capacitors, that buffs it's and polaron's proc. tetryon's proc is best used against other players, and not hit point sponge npcs

    I completlt disagree with you how about desruptor. -10%defence with damage mods that 10% goes up so yeah desruptor>AP
    -"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited November 2012
    shar487a wrote: »
    Talk about both thread necromancy AND slanted number crunching!

    If you are going to compare different energy weapon type performances, you can't introduce a non-native set bonus to only of the one weapon types being compared and still expect an accurate conclusion.

    Let's use your above example of 100 x 1k dmg Antiproton vs. 100 x 1k dmg Polaron damage, 11% critical hit rate, 60 critical severity, but now add Omega set Tetryon Glider to AP to compare against the Jem'Hadar set + Polarons:

    Antiproton:
    -non-critical hits -- 89 shots * 1k dmg / shot = 89000
    -critical hits 11 shots * 1.9k dmg / shot = 20990
    ...initial total = 109990
    -Omega 2-set Tetryon Shield Drain = 39 / shield facing * 4 shields * 100 shots = +15600 shield damage

    final damage total = 125590


    Polaron:
    -non-critical hits -- 89 shots * 1k dmg / shot = 89000
    -critical hits 11 shots * 1.6 = 17600
    ...initial total = 106600
    -Bonus Jem'Hadar 8% damage multiplier = +8528

    final damage damage = 115128


    Yes, Polaron with the Jem'Hadar + Polaron set will output higher damage against non-shielded targets, but against shielded opponents, Antiproton + Tetryon Glider wins, especially while the target has tactical team active.

    Also factor in that Jem'Hadar Engines are Combat Impulse (slowest impulse engine type available), and the Jem'Hadar Shields have very low capacity (5.3k on my Mobius Destroyer) -- then you realize that you turn your ship into a slow, brittle egg shell while these are equipped.

    If you take the sets out of the comparison, Antiproton wins in all cases.

    This thread is a pretty big necro, but... You're wrong. CI engines are only slow when you don't feed energy into them. Just like hyper-impulse engines suck on low energy levels, and the regulars are only good for normal power.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    dalolorn wrote: »
    This thread is a pretty big necro, but... You're wrong. CI engines are only slow when you don't feed energy into them. Just like hyper-impulse engines suck on low energy levels, and the regulars are only good for normal power.

    Combat impulse engines are only efficient at low power levels but have rapid diminishing returns as you crank engine impulse power levels up. As a result, they have considerably lower top speeds compared to standard and hyper-impulse engines. Furthermore, combat-optimized captain builds usually run maxxed war core efficiecy, warp core potential, and impulse thrusters, thereby allowing them to max out speed, defense, weapon power, etc. They operate at high base-power levels that directly optimize standard and hyper-impulse engine velocities. Combat Impulse engines bleed off most of this extra power rather than using it for more speed.

    I made the mistake of using combat impulse engines when I was starting out in STO. If I had to retreat, enemy players had no problems running down and finishing me off. Once I switched over to hyper-impulse engines, I started getting accused of "hacking" the game when I placed 25km+ distance in under 3 seconds flat when redirected power to engines and popped an engine battery.

    If you want to race my escort with your combat-impulse equipped ship, I'll be happy to arrange a demonstration.
  • darkenzedddarkenzedd Member Posts: 881
    edited November 2012
    Brains..............Braaaaaaaaaaaaains........ slurp ;)
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    xantris wrote: »
    I have the tachyokentic and the Romulan 3%. The differences isn't end up being terrible significant.

    To be clear though, the total damage difference between either energy type isn't significant at all. Your talking 1-2% at most

    Agreed... We're splitting hairs. Distuptor breach does benefit the entire team and has slightly better long term dps. AP does have superior alpha strike damage but is strongly dependent on critical hit rates and severity. I ended up maxxing out my tactical captain's t5 projectile and energy weapon specialization with this in mind but haven't crunched any numbers lately.
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited November 2012
    shar487a wrote: »
    Combat impulse engines are only efficient at low power levels but have rapid diminishing returns as you crank engine impulse power levels up. As a result, they have considerably lower top speeds compared to standard and hyper-impulse engines. Furthermore, combat-optimized captain builds usually run maxxed war core efficiecy, warp core potential, and impulse thrusters, thereby allowing them to max out speed, defense, weapon power, etc. They operate at high base-power levels that directly optimize standard and hyper-impulse engine velocities. Combat Impulse engines bleed off most of this extra power rather than using it for more speed.

    I made the mistake of using combat impulse engines when I was starting out in STO. If I had to retreat, enemy players had no problems running down and finishing me off. Once I switched over to hyper-impulse engines, I started getting accused of "hacking" the game when I placed 25km+ distance in under 3 seconds flat when redirected power to engines and popped an engine battery.

    If you want to race my escort with your combat-impulse equipped ship, I'll be happy to arrange a demonstration.

    You do realize that even with all the skill-based buffs in the game, you can only get about 25 extra power? Regular impulse engines would be best for this kind of power layout. And as for buffs and power distribution, it's quite obvious that an engine battery combined with diverting power to engines would get the most out of hyper-impulse engines.

    Also, I don't use CI engines because they aren't a part of the set I use. I'm using Aegis HI engines and doing pretty poorly because I have no spare power to drop into engines and can't be bothered with getting engine batteries.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    dalolorn wrote: »
    You do realize that even with all the skill-based buffs in the game, you can only get about 25 extra power? Regular impulse engines would be best for this kind of power layout. And as for buffs and power distribution, it's quite obvious that an engine battery combined with diverting power to engines would get the most out of hyper-impulse engines.

    Doesn't matter if it's "only" 25 extra energy -- regular and hyper-impulse engines still translate that extra energy into significant speed boosts, while combat impulse engines do not.

    Regular impulse engines have linear power to speed ratio since they have no "sweet spot", while hyper-impulse runs a geometric bell curve with the sweet spot > 50 energy. As a result, Standard Impulse will still fall behind Hyper-Impulse when the piloting captain runs a high power build like I do. I notice this immediately by simply switching between engine types while maintaining the same power level presets. However, keep in mind that all of my systems run 50+ minimum power (all except for Aux, which sits in the mid-40's).
    dalolorn wrote: »
    Also, I don't use CI engines because they aren't a part of the set I use. I'm using Aegis HI engines and doing pretty poorly because I have no spare power to drop into engines and can't be bothered with getting engine batteries.

    May I ask what profession and build spec you are using? Are you hitting defense caps with your current engines?

    My tactical captain runs a high-power build, and my ships always run at 70.8% defense cap. I routinely out-agro other escort players in STF's despite having zero points in Threat Control / Generation.

    We can still run a simple speed test if you like... same engines, power presets, etc, and no batteries.
  • shookyangshookyang Member Posts: 1,122
    edited November 2012
    dalolorn wrote: »
    You do realize that even with all the skill-based buffs in the game, you can only get about 25 extra power? Regular impulse engines would be best for this kind of power layout. And as for buffs and power distribution, it's quite obvious that an engine battery combined with diverting power to engines would get the most out of hyper-impulse engines.

    Also, I don't use CI engines because they aren't a part of the set I use. I'm using Aegis HI engines and doing pretty poorly because I have no spare power to drop into engines and can't be bothered with getting engine batteries.
    I have tested the Jem'Hadar Combat Impulse Engines, the MACO Impulse Engines, and the Omega Hyper-Impulse Engines.

    At an Engine power level of 43-ish/30 on a Tactical Escort Retrofit, my impulse speed with the Jem'Hadar was ~24.3. The MACO engine's impulse speed was ~24.5. The Omega engines impulse speed was ~24.8.

    As far as I can tell, Hyper-Impulse engines are the fastest engines at moderately low power levels.
  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    I would say it is well worth it in weak escort.
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  • pessimistorpessimistor Member Posts: 4 Arc User
    edited November 2012
    engine type? speed? wtf?

    4/4 impulse @ 70% avoidance
    3/4 impulse @ 55% avoidance
    2/4 impulse @ 38,8% avoidance
    1/4 impulse @ 19% avoidance

    i'm flyin with 4/4 impulse grants a maximum of 70% avoidance, i cant have more, only with aveasiv manouvers or omeg and so on

    so it dosent matter if i have 25 or 75 energie in engines, the avoidance @ 4/4 stays the same, but if ur flyin with 1/4 impulse, well thats your problem!

    on those 6 digit borg hits, **** those useless shield :rolleyes: and against spheres its enough

    tetryon glider lol

    your calculation is not correct
    -Omega 2-set Tetryon Shield Drain = 39 / shield facing * 4 shields * 100 shots = +15600 shield damage
    x you cant shoot at 4 sides of the cube at the same time :rolleyes:
    x it only drains the energie of those shileds ur shooting at
    x the "39" depend on your auxilary power lvl
  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited November 2012
    ... How did we go from necro-ing a dead thread about antiproton weapons and end up talking about engine's avoidance bonus?
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    engine type? speed? wtf?

    4/4 impulse @ 70% avoidance
    3/4 impulse @ 55% avoidance
    2/4 impulse @ 38,8% avoidance
    1/4 impulse @ 19% avoidance

    i'm flyin with 4/4 impulse grants a maximum of 70% avoidance, i cant have more, only with aveasiv manouvers or omeg and so on

    so it dosent matter if i have 25 or 75 energie in engines, the avoidance @ 4/4 stays the same, but if ur flyin with 1/4 impulse, well thats your problem!

    No, defense is not based on current impulse power setting -- It is based on current impulse speed. You can run your engines on 125 power, but if your ship is under the effect of a chroniton proc, your speed will be 66% normal, and your defense will drop accordingly. Escorts hit defense cap of 70% at 24 impulse speed, so while you fly at or above 24 impulse speed, you will remain defense capped. Go below this speed and your ship drops below 70% defense.

    Here's the problem: Even if you are defense capped at 70% impulse speed 24, you cannot out-run or out-turn the same escort running even slightly faster than you with the same turn rate. You could reverse your engines to get a firing solution, but then your defense drops to -15. If your PVP opponent runs Hyper-Impulse engines while you're using Jem'Hadar CI engines, you will not be able to catch him if he pops a battery to disengage. Combat impulse engines are fine in STF's since computer AI opponents usually don't pursue, but PVP is a different animal where the ability to run in an escort does matter.

    on those 6 digit borg hits, **** those useless shield :rolleyes: and against spheres its enough

    Lol, I play both STF's and PVP, and while I do get occasionally 1-shotted in STF's elite tac cubes, it rarely happens when I'm using CSV and Gravity Wells to destroy invisible high yield plasma torpedoes. I can consistently survive Donatra's torp spreads with Brace for Impact. Believe me, I notice the difference between 9.9k (Omega) shields per facing vs. 7.8k (Jem'Hadar)-- the difference is that 1 extra normal torpedo that my ship can take but yours can't.
    tetryon glider lol

    your calculation is not correct

    x you cant shoot at 4 sides of the cube at the same time :rolleyes:
    x it only drains the energie of those shileds ur shooting at
    x the "39" depend on your auxilary power lvl


    Borg auto-balance their shields in elite, so all borg shield facing levels matter. Not sure if they run tactical team.

    And wrong on Tetryon Glider only draining 1 shield facing -- it drains *ALL* shield facings every hit, every time. I know from extensive testing with fleet mates, taking turns firing at each other using shuttles so that we could observe low all shield facing went down every hit to only 1 shield.

    Also wrong on shield drain dependencies -- Weapon power determines shield drain rate for Tetryon Glider, not Aux. When I set weapon power to 125, Aux = 52, shield drain is -39.5. When I set weapon power to 62, Aux =113, shield drain drops to -19.8. The only other variable that matters is Flow Capacitors.

    Is it safe to say that you don't normally use tetryon glider?
  • aestuaestu Member Posts: 0 Arc User
    edited November 2012
    Short answer: No.
    Long answer: No.
    [SIGPIC][/SIGPIC]
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited November 2012
    aestu wrote: »
    Short answer: No.
    Long answer: No.

    If you're running a time ship with full temporal warfare set, then yes, go with Antiproton since Chroniton beam banks are boosted by antiproton mag regulators.

    If you're running a dread, chimera, or vesta, go phaser since phaser relay tactical consoles will boost phaser lance, phaser lotus, and quantum phaser focus.

    If you're running Guramba or Pegh'qu heavy destroyer, go disruptor since disruptor coil tactical consoles will boost javelin and disruptor lotus attacks.

    If you have a Jem'Hadar Bug, go polaron since the Jem'Hadar set boosts damage and gives a 1% buff stripping proc.



    So the correct answer is this: choose the weapon type that best fits your chosen ship.
This discussion has been closed.