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So I'm Looking At Fleet Space Weapons...

wikkedjrwikkedjr Member Posts: 0 Arc User
edited September 2012 in Federation Discussion
What mods are considered worth while and which ones are...not so worth while?
[SIGPIC][/SIGPIC]
Post edited by wikkedjr on

Comments

  • supergaminggeeksupergaminggeek Member Posts: 616 Arc User
    edited September 2012
    I stick to the simple [Dmg]. The flunkies can have their [CritX].
  • voporakvoporak Member Posts: 5,621 Arc User
    edited September 2012
    [Acc] is the best modifier. Nothing matters if you don't hit your target.
    I ask nothing but that you remember me.
  • supergaminggeeksupergaminggeek Member Posts: 616 Arc User
    edited September 2012
    voporak wrote: »
    [Acc] is the best modifier. Nothing matters if you don't hit your target.

    I didn't know I couldn't hit a target. I aim my crosshair at a target and assuming there is no red HUD target, and it hits them 100% of the time.
  • voporakvoporak Member Posts: 5,621 Arc User
    edited September 2012
    Are you talking about ground? Sure sounds like it. I don't look down the crosshairs of my cannons in space ;)
    I ask nothing but that you remember me.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited September 2012
    In space PvE, Acc is. . .less important. Defense values of NPCs are pretty low, so they're easy to hit. Best mods to use are Dmg, CritH/D.

    In Space PvP (where your stats are actually put to the test), Acc is crucial. You can't DPS if 2/3 of your shots miss the target due to high defense values (which happens a lot with escorts, especially if they're running Omega or evasive maneuvers). So, you can go with a [Acc]x2 [CrtH/D] setup, or run [Acc]x3 (which is expensive, EC-wise).
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • supergaminggeeksupergaminggeek Member Posts: 616 Arc User
    edited September 2012
    voporak wrote: »
    Are you talking about ground? Sure sounds like it. I don't look down the crosshairs of my cannons in space ;)

    Oh, ok. I was skimming through this, and saw Fleet Weapons.
  • chilleechillee Member Posts: 176 Arc User
    edited September 2012
    ACC is still a good choice even in PvE... excess vs low Defense vessels goes towards increasing Crit H chane... which means double damage... more thas a [DAM]x3, but certainly less frequent.
    Then again, you get versatility to be well-equipped for PvP as well if you favor [ACC].

    And yes, [Acc]x3 is EXPENSIVE... but worth the grind.
    [SIGPIC][/SIGPIC]
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    if you must have fleet advanced space weapons..which are good for PVE, but generally suck in PVP, get the [ACC] modifier...why? that ACC in PVE is actually critH and critD.

    i run pure [borg] MK XII for space stfs, and elite fleet for ground everything (including stfs) since the borg mod on ground is not so fantastic (each shot +15) 2 dmg modifiers are equivalent to that. meaning that elite fleet ground weapons are nearly the same for borg as the actual borg weapons.

    for anything else in space i use ACCx2 with critH/critd and for my turrets i use advanced fleet weapons ACC
    also my torpedo tube is advanced fleet, but only because i had no chance to get my hands on a quantum launcher with atleast accx2
    Go pro or go home
  • ariseaboveariseabove Member Posts: 186 Arc User
    edited September 2012
    chillee wrote: »
    And yes, [Acc]x3 is EXPENSIVE... but worth the grind.

    And exactly how did you get Accx3 Fleet Weapons?

    I think you will find all fleet weapons are Dmgx3 + 1 mod of your choice.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    ariseabove wrote: »
    And exactly how did you get Accx3 Fleet Weapons?

    I think you will find all fleet weapons are Dmgx3 + 1 mod of your choice.

    kerrat (very low chance), stf optional lootbag (even lower chance)...or exchange, if you got the financial background to afford them.
    Go pro or go home
  • ariseaboveariseabove Member Posts: 186 Arc User
    edited September 2012
    baudl wrote: »
    kerrat (very low chance), stf optional lootbag (even lower chance)...or exchange, if you got the financial background to afford them.

    But they are not Fleet Weapons.

    The OP asked what mods are best and although I agree with you for the ACC the ACCx3 are not a fleet weapon mod.

    All the fleet weapons are Dmgx3 + 1 other mod, none of which are Accx3.

    They are the bee's knees with just only 1 point between the Fleet cannons and the Quads and given the quads actually give you a engine negative one could argue the Fleet weapons are better overall although I ain't going there cause I love my quads lol.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited September 2012
    *sighs* The spillover from ACC is NOT as much as a dedicated CritD modifier. Also, spillover doesn't NOT convert to additional CritH chance, it only converts to CritD damage, afaik. Anyone that says otherwise, please show me documentation.

    There seems to be a lot of misconceptions about the need to run ACCx3 modifiers non-stop. In PvP, yes, acc is important, as many players are running with the Elusive trait and in an escort. But don't ill yourself with ONLY finding accx3 weapons.
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