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  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    Lol the first quote was correct antiproton doesn't have an inate +2% chance to crit but instead has a higher crit sev rate which is plainly shown, you must of been blind not noticing it was in relation to someone elses post stating that antiproton gets an automatic +2% crit chance NOT CRIT SEV, than i stated with facts and my own agreement that antiproton favors higher crit sev/dmg, when u came off acting like that was a false statement making it out to be that the before mentioned weapon with a +50%crit sev rating gets an additional +20% for which it doesn't.

    If you're going to be an annoying prat, could you do us the benefit of writing your obnoxious missives coherently?

    Sentence flow. That's about 5-6 sentences jammed together in a run-on mess.

    'you must of been blind'
    No. The person was not of 'been blind.' It's 'must _have_ been blind.'

    There's also a slew of missing commas and missed capitalization.


    Go learn English real gud, then come back to bother us some more.
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  • valkarie14valkarie14 Member Posts: 762 Arc User
    edited January 2013
    I thought plasma wasnt very gd due to the shields at end of s7, whats best weapon type as in polaron etc for stf etc?
  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    It's not good in pvp for several reasons -- most endgame armors have plasma resist, plus players tend to be smart about using (and having) hazard emitters and similar. Also, many of the best plasma torps are destructible.

    In pve, though, I don't think many things have plasma resist. And even if they did, it doesn't matter so much as the horrific burning dot that stacks and the hull just MEEEEELTS.


    I'm pretty much done with pvp, but I suspect one could make plasma work because, well, someone only has so many hazard emitters... though I'd swap my omegas forward (which aren't destructible) for my romulan hyper-plasma).
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    Lol the first quote was correct antiproton doesn't have an inate +2% chance to crit but instead has a higher crit sev rate which is plainly shown, you must of been blind not noticing it was in relation to someone elses post stating that antiproton gets an automatic +2% crit chance NOT CRIT SEV, than i stated with facts and my own agreement that antiproton favors higher crit sev/dmg, when u came off acting like that was a false statement making it out to be that the before mentioned weapon with a +50%crit sev rating gets an additional +20% for which it doesn't.

    You clearly did not know AP-weapons had +20 crit-severity before I pointed you towards the STOWiki.com link... otherwise you would not have posted this earlier:
    I'm sorry but nowhere have i ever seen or in use antiproton getting an inherent +20% crit sev, that you would have to prove and as for all energy weapons crit sev rates and crit bonus mods are equal when useing tac captain abilities. Unless there is some unique console or such allowing for antiproton weapons to gain further bonuses over another you have already seen the difference posted in my examples. I use phasers that have +50-70% crit sev bonuses, i've yet to run into a antiproton with higher than a +80%crit sev rate.

    ...and now you pretend as if you knew this information all along. Really? Who are you trying to convince? The people who've been following this thread, or yourself?

    Also notice that not once did I claim your +50 crit severity AP fleet DHC stat was "false" (the +50 crit-sev DHC is the result of antiproton +20, DHC +10, and [Crtd] +20) -- if I did, then please quote me. You seem to be reading statements that are not actually present and calling people "dumb," "blind," etc. when they correct you. Should I continue addressing you as an adult, or am I wrong to extend this courtesy?

    EDIT: BTW, ALL weapons have a base 2% chance to critical. No, it's not listed since it is not a bonus.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    valkarie14 wrote: »
    I thought plasma wasnt very gd due to the shields at end of s7, whats best weapon type as in polaron etc for stf etc?

    Only players get to use the new shields with the built-in plasma-resists, not NPC's. Also, plasma weapons get a 8.4% or higher boost from new Romulan Science consoles. This gives plasma weapons a higher maximum damage potential in all PVE scenarios.
  • pokersmith1pokersmith1 Member Posts: 2 Arc User
    edited January 2013
    I solo'd a gate in KASE having equipped all polaron mk x blue turrets in my voquv, and the guys at the other side had not even started on their gate.

    So yeah, it's not about what energy type you use, it's about how you build your ship and how you use it. And yeah, IMO plasma is still garbage in PvP, except maybe the romulan hyperplasma torpedo which can spam non-stop. I swear there was a time there were so many plasma torpedos in the air that I started to lag out.
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    I solo'd a gate in KASE having equipped all polaron mk x blue turrets in my voquv, and the guys at the other side had not even started on their gate.

    So yeah, it's not about what energy type you use, it's about how you build your ship and how you use it. And yeah, IMO plasma is still garbage in PvP, except maybe the romulan hyperplasma torpedo which can spam non-stop. I swear there was a time there were so many plasma torpedos in the air that I started to lag out.

    I agree with the above so long as your weapon damage performance is not being used to determine final prize drops -- this is the norm in ESTF's. However, Fleet Action maps definitely measure your raw damage output vs. other players in the match. 1st place always goes to the highest damage dealer with 2 purple drops, 2nd place gets 1 purple, 3rd gets 1 blue, and the remainder get greens.

    My Breen ship sports full Mk XII purple plasma weapons, 4 Mk XI purple plasma tactical consoles, and 2 Romulan plasma-infused science consoles. It takes 1st place in Fleet Actions the bulk of the time, 2nd on a bad run, and 3rd if I join the match half way through completion. This is the most profitable section of STO based on recent EC earnings in the millions range.
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    deokkent wrote: »
    If you take the weapons with same class and same modifier (dmg, acc, crtd etc...), they are all the same. Tetryon might be an exception because its proc affects shields only; this might be problematic for Infected or khitomer space maps since 'some' important targets don't have any shields (tetryon users should therefore always be on probe duty mwahaha :D). The 2.5% proc is small though probably doesn't make a difference in the short term.

    I believe this was already covered earlier in this thread. No, energy weapon types do not perform the same because their proc effects generate very different results. Proc activations are increased by shot-speed-enhancing abilities like CSV and CRF, so they cannot be ignored without significant risk.
    deokkent wrote: »
    I think it really comes down to personal preference and the kind of ship build you've made, some energy type work best with some builds than others. You can have a ship with the best possible damage possible but there are tanks that can almost always outheal you (devs have made sure everything in the same class balance out). There are many different 'good' ship builds out there, this makes all the energy types essential.

    I guess I can agree that if your intent is "whatever works," then that's fine. However, there is a difference between workable builds vs. specifically optimized builds. STO favors DPS-optimized ships at the moment, especially in PVE fleet actions, and this is where the nice purples drop from. A good tanking build will not make you rich, but a good DPS build will.
    deokkent wrote: »
    If you really want to go down the tedious path and figure out an "instant win" build, your best option would be to PVP for a couple of months, find out what resistance most people don't have and make a build that takes advantage of that. Any build you come up with will be good for PVE. For instance, at the moment, I've noticed many lack resistance gained by spec'ing for inertial dampeners. Therefore, when I pvp, I will carry tricobalt mines with dispersal pattern beta III + emergency power to weapons + any other captain ability to boost damage. If I time it right, since my mines can easily be destroyed by ANY AoE, most often it doesn't even matter if the enemy has full shields. Dispersal pattern beta III launches 4 mines, 1 is enough to knock someones shield facing offline, 2nd brings hull to 50% and the third is the one that usually finish people off. Sometimes they even crit and 1~2 mines are enough to finish off a whole group of starships in 1 km radius. Escorts are especially vulnerable to this with their weak shields and low hull strength. This trick probably won't last long though when the majority realize they can spare some points in kinetic resistance + inertial dampeners and still make good amount of dps.

    I agree... PVP is a good starting point for optimizing builds :) However, being good at PVP does not guarantee PVE wins. Both require practice.

    The Tricobalt Mine + DP-Beta3 trick ate the nerf bat with last night's patch.
    deokkent wrote: »
    Moral of the story is, don't just focus on making a build that outputs the most damage, make a build that is effective in combat that most people have the least resistance for. Polaron disruptor are popular because guess what? Everyone concentrated on speccin' for anti borg builds which they use for PVP, which means plasma resistance all over the board. But this sacrifices resistance against any other energy type hahaha. They get destroyed because some smart nerd made a build that renders borg resistance utterly useless lol.

    The above only applies for PVP since standard NPC's have no special resists, but given that PVP does not generate Mk XII purple drops like PVE, there is little incentive to optimize a ship for PVP while losing out on PVE Fleet action Mk XII purple drops.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2013
    deokkent wrote: »
    I've had the same idea as you before, especially when I was leveling up, let's face it some energy types are more expensive than others (shouldn't be). So I got nothing against your rainbow builds in normal PVE, it's a good affordable alternative until you get enough resources for a one weapon type ship (for elite mode, your build should get a collective huge no no!!!). What shocks me more is your weapons subsystem power, it's 20 after what it looks like 1 FAW cycle!!!!! I don't think you can bring down a bird of prey in cure space normal with that much fire power. Your emergency power to weapons should give you 25 power boost at best, and the eps probably helps (2 or 3 min cool down though lol lol lol). It looks like you only have a very short window to kill your targets haha and that's when you are buffed with eptw and eps lol lol lol. In any other circumstance, you're just playing the poking game. Sorry about that, I can't help myself but make fun.
    Actually... I was just flying around and shooting things. Note how I had NO buffs active at all. It's surprisingly hard to make a decent picture of a rainbow ship discoing things to death.

    I actually decided that for a change of pace I'd make a hard-core rainbow build on that char. My other chars specialize.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    zahinder wrote: »
    If you're going to be an annoying prat, could you do us the benefit of writing your obnoxious missives coherently?

    Sentence flow. That's about 5-6 sentences jammed together in a run-on mess.

    'you must of been blind'
    No. The person was not of 'been blind.' It's 'must _have_ been blind.'

    There's also a slew of missing commas and missed capitalization.


    Go learn English real gud, then come back to bother us some more.

    But somehow you managed to be able to read it so proper grammar wasn't really needed now was it?
    you just had to add your two cents in when it wasn't really needed right?
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    deokkent wrote: »
    My point was, although not very explicit in my previous post, you need a build that takes out things quickly, not giving them time to heal or buff up their resist. You don't need a million damage to be able to accomplish that because there's always the possibility someone can outheal you if it takes too long to reach your million ceiling. The only real solution is to find the best method to deliver 50k~100k damage in short (mere seconds) fire bursts or something close. 50k minimum is an obvious number considering most ships have this many hull points. If you can't manage that, you will have a hard time with tankers, worst if they can keybind multiple skills. I really think if anyone can manage that much in PVP, their PVE experience should be a breeze.

    I agree that burst DPS is the best option for overwhelming the target's counter-damage healing, though the text you quoted above has nothing to do with burst-DPS. I was referring to PVP drops vs. PVE drops. In PVP, there are no meaningful prize drops at this time -- no purple Mk XI MK XII weapons, consoles, or anything. PVE is exactly the opposite, with fleet actions awarding multiple purple drops at every match's conclusion.
    deokkent wrote: »
    You see, I disagree with that statement. PVP is real people, PVE is AI. PVP is versatile with players bringing in many piloting techniques which requires you to change tactics all the time. It's an entirely different story in PVE, where you are required to be able to dish out a certain amount of dps to be of any good and the rest you just point your guns and shoot no other strategy necessary really.

    ...<SNIP>...

    PVP and PVE are different games -- just because you are good at PVP, that does not guarantee that you will do well at high-level PVE. I used to think like you do now, until I ate a 300k damage 1-shot from an Elite Borg Tactical Cube. However, after a bit of practice, I figured out how to avoid these sudden death attacks. Bottom line: personal experience and practice is what matters most. You might be good at 1-shotting standard hull player ships, but you won't get to quick kill an elite borg tactical cube with the present equipment available given that it has millions of hull points. BTW, I PVP and PVE regularly, so I do agree that PVP is an excellent way to fine-tune your ship build.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited January 2013
    I usually run a Quantum torpedo or forward Romulan hyper plasma or Omega plasma torpedo.
    Usually I put both Omega and Romulan up front, and run an escort.

    Now, its either 3 turrets rear, or 2 turrets 1 cutting beam, and 2 dual cannons front with the two special torpedoes.

    In such a build, Tetryon is actually good, since energy bolts and romulan plasma torpedoes will do a horrible hull damage.

    If you use the Borg and Romulan consoles (And if you have it, the timeship set console that gives critical chance bonus) coupled with the +3% crit chance rom rep bonus...

    Such a build can really be nasty on a tactical in escort.
    Tactical, fleet escort retrofit, 3 rear turrets, 2 front dual cannons, all antiproton plus the two set plasma torpedoes can kill a cube in 10 seconds.
    When fully buffed, a 100k+ damage energy bolt critical hit is really deadly.
    Nasty enough to kill anything except an elite tactical cube or elite boss like the Queen's diamondship.

    Disruptors are always a good thing in my book, and the Polaron-disruptors are perhaps better, except if you got Fleet Disruptors.

    If you got a tactical in an escort, and a high critical chance, I would say antiproton is best.

    Tetryon can also be useful in a torpedo heavy build.

    However, overall all energy types seem to be good as long as your ship is used well, with high end equipment.
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  • stark2kstark2k Member Posts: 1,467 Arc User
    edited January 2013
    macrilen wrote: »
    Photons fire fast and have high dps.
    Quantums have lesser dps but better kinetic and a good rate of fire

    You have it completely all wrong, its the opposite.

    Photons have the best rate of fire for steady damage.

    Quantums have higher DPS but comes with a little more Cooldown.

    King of torps though, are the Tricobalts Torpedo - its the Covariant of Torpedoes - Highest DPS in the game but with a heavy price -> Severe CD issues and a 5k clearance - any closer and you go BIG BOOM. That and the fact that they are easily shot down due to their slow speed.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    tpalelena wrote: »
    I usually run a Quantum torpedo or forward Romulan hyper plasma or Omega plasma torpedo.
    Usually I put both Omega and Romulan up front, and run an escort.

    Now, its either 3 turrets rear, or 2 turrets 1 cutting beam, and 2 dual cannons front with the two special torpedoes.

    In such a build, Tetryon is actually good, since energy bolts and romulan plasma torpedoes will do a horrible hull damage.

    If you use the Borg and Romulan consoles (And if you have it, the timeship set console that gives critical chance bonus) coupled with the +3% crit chance rom rep bonus...

    Such a build can really be nasty on a tactical in escort.
    Tactical, fleet escort retrofit, 3 rear turrets, 2 front dual cannons, all antiproton plus the two set plasma torpedoes can kill a cube in 10 seconds.
    When fully buffed, a 100k+ damage energy bolt critical hit is really deadly.
    Nasty enough to kill anything except an elite tactical cube or elite boss like the Queen's diamondship.

    Disruptors are always a good thing in my book, and the Polaron-disruptors are perhaps better, except if you got Fleet Disruptors.

    If you got a tactical in an escort, and a high critical chance, I would say antiproton is best.

    Tetryon can also be useful in a torpedo heavy build.

    However, overall all energy types seem to be good as long as your ship is used well, with high end equipment.

    I'm sorry did you just say 100k+dmg energy bolt, like from a cannon that i don't believe! Maybe a borg can inflict such a shot, but that would be pushing it a little.

    A tac capt. doing 100kdmg in a single cannon shot not likely.
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    stark2k wrote: »
    You have it completely all wrong, its the opposite.

    Photons have the best rate of fire for steady damage.

    Quantums have higher DPS but comes with a little more Cooldown.

    King of torps though, are the Tricobalts Torpedo - its the Covariant of Torpedoes - Highest DPS in the game but with a heavy price -> Severe CD issues and a 5k clearance - any closer and you go BIG BOOM. That and the fact that they are easily shot down due to their slow speed.

    DPS = Damage per second. For torpedoes, higher base damage results in better buffed torpedo burst damage.

    Since Mk XII photon torpedoes deal 3047.5 kinetic damage at 6.5 seconds per shot, its has 468.8 base damage per second. Mk XII quantums 3425 kinetic damage at 8.5 seconds per shot, resulting in 402.9 DPS.

    Photon torpedoes have higher DPS over quantums, but since quantum torpedoes have 11% more base kinetic damage, they deal higher burst damage during buffed alpha strikes (using HYT3 or TS3).

    Tricobalt Torpedoes deal 9151.8 kinetic damage per 60 seconds (no listed activation time), net 152.53 DPS.

    Another viable high damage alternative is the Temporal Disruption Device. It deals 6291.8 kinetic damage at 20 seconds cool down, net 314.59 DPS. Unfortunately these are not cheap at 200 lobi per unit.
  • vesolcvesolc Member Posts: 244 Arc User
    edited January 2013
    I'm sorry did you just say 100k+dmg energy bolt, like from a cannon that i don't believe! Maybe a borg can inflict such a shot, but that would be pushing it a little.

    A tac capt. doing 100kdmg in a single cannon shot not likely.

    Not cannon. Omega torp.
  • anazondaanazonda Member Posts: 8,399 Arc User
    edited January 2013
    The best weapons type?

    Skill, Expirience and a good build.
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  • questeriusquesterius Member Posts: 8,502 Arc User
    edited January 2013
    anazonda wrote: »
    The best weapons type?

    Skill, Expirience and a good build.

    .. and beyond that it depends on PvE/PvP and preference.

    Plasma decent damage and DoT, but in PvP may people use sets which resist plasma.

    Disruptor: good damage and chance to lower resistance

    Phaser: good damage + chance to disable subsystems

    Antiproton: highest damage + highest critical chance. Many builds resist it though.

    Poleron: Decent damage and lowers energy

    Tetryon: Decent damage and chance to do extra damage to shields. With many shield buffs in PvP and many unshielded opponents in STF i would not recommend this type.
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  • kuwayuokuwayuo Member Posts: 0 Arc User
    edited January 2013
    valkarie14 wrote: »
    Whats the best weapon type to use? Atm im using tetryon but thibking of using polaron is that good? Whats it do?
    when testing weapons on ship i found the ship type works best using polanians with jem had'er and i was testing new romulan set and although it was a shuttle/small craft weapon set worked but array lack suttle requirementsof 360 this may be added since sometimes a set may be used in smaller crafts and even with limitation did operation gamma and complete but the area was on the array and the 270 to 360 would made it better
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited January 2013
    Tetryon: Decent damage and chance to do extra damage to shields. With many shield buffs in PvP and many unshielded opponents in STF i would not recommend this type.

    Tetryon rules on cruisers in PvE because the computer is stupid and doesn't use two Tactical teams. Nuke their shields, then let the Escort launch their little toy bombs so they can feel special. :-D


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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    vesolc wrote: »
    Not cannon. Omega torp.

    That is not what his post describes, it says a 100kdmg energy bolt.
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  • macricanmacrican Member Posts: 4 Arc User
    edited January 2013
    hola y'all

    I use an all polaron build on this ship. My last ship was all Anti-Proton and that was suh-weet! I wanted to try something different with next ship and someone in chat recommended a Polaron build. so I went b*alls to the wall and got myself some Borg DHC polarons for the front, along with a Quantum and three Borg polaron turrets for the Back. That with the Jem Hadar set gave me a pretty sweet and decently powerful escort. this was along with 4 tac consoles at 26.2% each. This was pretty great. I kept on experimenting after that. I tried the polarized disruptors and hated them with a fiery passion.

    Currently that build has evolved to the Jem Hadar set, 2 borg polaron turrets and the Cutting beam in the back. In the front i have the Omega Torp and 3 of the Dominon Polarons cannons (formerly phased polarons). Even though my DPS got cut by A LOT, I'm still holding my own awesomely and in some ways better. it takes shield down a little quicker than the DHC's i've noticed which is great for the cutting beam and omega torps. i've also been able to upgrade my tac consoles to 3 purple mk 12 and one blue mk12 and I have purple mk12 flow capacitor on there along with the Borg console, romulan singularity console thing and a couple of others.

    someone mentioned shuttles on the last page i think. i've tried the jem set on my Delta Flyer recently and I wasn't feeling it at all :\ For the Vault shuttle scenario, i've been experimenting with a dual energy weapon build instead of energy and projectile and it's been working awesomely. My flyer has the experimental plasma array and the shuttle plasma array that has the 360 degree firing arc. they are backed up by a 28%(?) console and a purple BOff with fire at will. it's working really well for me. My type 10 shuttle uses a similar build but with 2 of the standard shuttle phasers. the delta is sporting the purple mk12 Reman set and type 10 is using the mk12 Omega.

    (EDIT:you can get 360 firing arc polarons for your shuttle off of the exchange or by running one of the missions from the 2800 series)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2013
    Try using the Borg set on a Delta Flyer. :D That is Pwnsome!
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  • macricanmacrican Member Posts: 4 Arc User
    edited January 2013
    Try using the Borg set on a Delta Flyer. :D That is Pwnsome!

    i'll definitely try it, thanks!
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    I'm sorry did you just say 100k+dmg energy bolt, like from a cannon that i don't believe! Maybe a borg can inflict such a shot, but that would be pushing it a little.

    A tac capt. doing 100kdmg in a single cannon shot not likely.
    That is not what his post describes, it says a 100kdmg energy bolt.


    This picture should clarify what he was talking about:

    http://img.photobucket.com/albums/v421/lord_shar/STO-Plasma_Energy_Bolt_001_zps82fef4f5.jpg

    The above is a screen shot of a plasma energy bolt being fired from my ship's Omega Torpedo Launcher. It is activated by using Torpedo High Yield, though THY3 + critical is needed to hit 100k+ damage (highest I've seen is 90k personally).
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    shar487a wrote: »
    This picture should clarify what he was talking about:

    http://img.photobucket.com/albums/v421/lord_shar/STO-Plasma_Energy_Bolt_001_zps82fef4f5.jpg

    The above is a screen shot of a plasma energy bolt being fired from my ship's Omega Torpedo Launcher. It is activated by using Torpedo High Yield, though THY3 + critical is needed to hit 100k+ damage (highest I've seen is 90k personally).

    Now that would be believable, but why they call it an energy bolt is beyond me. Should be named differently as to eliminate confusion.
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  • heyolejonnyboyheyolejonnyboy Member Posts: 0 Arc User
    edited January 2013
    I was experimenting with the breen cruiser with the breen set... While it is a long cool down of you use the transphasic cluster launcher it can do ridiculous damage. With one shot I dropped a guys hull to below 50%... Only thing is you better have his
    Shields down because hull heals will cure that easily if his shields are full
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