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Different weapons for different people

irishxpirishxp Member Posts: 72 Arc User
edited June 2013 in The Academy
Hi all! :)

It may be an old and nob question but i still have to ask.
What are the differences between the various ground weapons?
I mean, I can read the tooltips, this is not what I'm asking; what I would like to know is when some weapons are better then others?

I can see the difference when in space:
Torpedoes does a lot of damage if there are no shields, cannons do more damage but they can only be mounted on certain vessels, phaser beams have a wider arc of fire, and so on.
But on ground weapons? The differences seems smaller, apart expose\exploit Attacks.

Can you please illuminate me? :)
Post edited by Unknown User on

Comments

  • leshardleshard Member Posts: 0 Arc User
    edited May 2013
    At the top of the page, under Community, go to Wiki and under equipment choose weapons, then ground weapons. It will have a list of all of the weapon types and what their special effects are.

    Hope that helps!
  • irishxpirishxp Member Posts: 72 Arc User
    edited May 2013
    I already looked there, but thanks for pointing that out :)

    As I said, i've read about them, I just can't find the purpouse to use one instead of another (if not for the expose\exploit mechanic).
    For example, why should i use a pistol when a rifle does more dmg at higher range?
    Even though I might like pistols more, I just wanted to take into account the sheer numbers.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited May 2013
    The most basic break down I can think of is this :

    Pistols are most effective for short range combat .
    If this is the type of combat you enjoy , you can equip yourself with a melee weapon + a pistol and switch as needed (via the 'z' button) .

    Pulswave "shotguns" represent the mid-range weapons . Their secondary shot usually carries a cone effect that damages several targets at once .
    The "auto carabine" from the OMEGA set also falls into this category .

    Mostly everything else (snipers , split beams , ect.) gives you the best bang for your buck if used at long range .
  • hevachhevach Member Posts: 2,777 Arc User
    edited May 2013
    A lot of it comes down to secondary attacks. Pistols typically have shorter cooldowns on their secondary fire.

    Then there's the varying pattern in secondary attacks. Splitbeam rifles hit 3 targets, full auto rifles and assault miniguns "spray" random targets, pulsewaves hit everything in an arc, snipers hit a single target. Other weapons hit everything in a straight line, or everything close to your primary target, some apply a secondary effect (stun pistol), repeater pistols do increasing damage the longer the secondary fire is used on a single target, and so forth.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited May 2013
    Also pay attention to the "Expose" and "Exploit" property on both the guns and your bridge crew.

    Expose puts a target on an enemy, and if you use an Exploit on that targetted enemy you do bonus damage.

    Some of your bridge officers (and your captain as well) might have trait-based bonuses to more often expose or expose for longer or to do bonus exploit damage. And it is often a good idea to match these up so the guy with the bonus exploit damage gets a weapon that has the exploit property.

    I often like to have 3 exposes and 2 exploits on my team, but I do vary it up a bit. Like my captain always has one of each.
  • lolfish47lolfish47 Member Posts: 0 Arc User
    edited May 2013
    Pistols are used for short ranged, but there are 2 types of phaser pistol. The stun pistol shoots a concentrated beam at the target, as well as stunning as secondary fire. The wide beam pistol acts as a handheld shotgun, it targets several enemies in one shot.


    Rifles have several types, there is the pulsewave (as said before, its a shotgun) snipers and auto, as well as miniguns. Auto can fire fully automatic, but its only the secondary fire. Otherwise, snipers are single shot, auto are short bursts (as well as miniguns) and pulsewave, is shotgun.


    i'm equipped with auto rifle mk.I and stun beam pistol mkII.

    hope this helped:D
  • desertjetsdesertjets Member Posts: 207 Arc User
    edited May 2013
    I think this is one of those things you just need to experiment with and see what you like best. As you level up through story content you should run across every weapon type through random drops. My personal pref is for the high density beam rifle -- long range primary fire, with a pushback on the secondary. If had a second choice it would be the split beam. I think it is sound advice to look at the expose and exploit traits of the secondaries -- I never did but now I think I should.

    Now on my Romulan guy I absolutely love the plasma wide beam rifle.
  • ficrficr Member Posts: 235 Arc User
    edited June 2013
    desertjets wrote: »
    I think this is one of those things you just need to experiment with and see what you like best. As you level up through story content you should run across every weapon type through random drops. My personal pref is for the high density beam rifle -- long range primary fire, with a pushback on the secondary. If had a second choice it would be the split beam. I think it is sound advice to look at the expose and exploit traits of the secondaries -- I never did but now I think I should.

    Now on my Romulan guy I absolutely love the plasma wide beam rifle.

    Agree.


    The variety is there to accommodate your play style. I didn't realize how huge the variety was until I reviewed my anti-proton Nukia weapons. Then I noted the range and tried them all out. Now I know what my favorite weapons are for myself and for my boffs.

    It fits my play style and works for me.

    Have fun.

    Oh, does anyone know what the "blue beam" weapon is? I've noticed other players using it on Nukia. Its not a Nukia weapon (I have them all). My guess is that its a Borg weapon.

    Anyway, I'd like to know, it seems cool and I want to acquire it.

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  • urniv821urniv821 Member Posts: 0 Arc User
    edited June 2013
    ficr wrote: »
    Agree.


    The variety is there to accommodate your play style. I didn't realize how huge the variety was until I reviewed my anti-proton Nukia weapons. Then I noted the range and tried them all out. Now I know what my favorite weapons are for myself and for my boffs.

    It fits my play style and works for me.

    Have fun.

    Oh, does anyone know what the "blue beam" weapon is? I've noticed other players using it on Nukia. Its not a Nukia weapon (I have them all). My guess is that its a Borg weapon.

    Anyway, I'd like to know, it seems cool and I want to acquire it.


    Blue beams are generally Tetryon.. whether its phased or normal i don't know, but they are both blue
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  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited June 2013
    ficr wrote: »
    Oh, does anyone know what the "blue beam" weapon is? I've noticed other players using it on Nukia. Its not a Nukia weapon (I have them all). My guess is that its a Borg weapon.

    Anyway, I'd like to know, it seems cool and I want to acquire it.

    It's almost certainly the CRM 200 cold beam you get as a mission reward from the Breen Mission "Cold Storage".

    Not a bad weapon overall and the Tholians are weak vs cold damage.
  • irishxpirishxp Member Posts: 72 Arc User
    edited June 2013
    I want to thank all of you for answering my questions :)
    So, there isn't much difference between weapons like there is on space weapons; guess I'll go with the ones I like most :P
  • ficrficr Member Posts: 235 Arc User
    edited June 2013
    It's almost certainly the CRM 200 cold beam you get as a mission reward from the Breen Mission "Cold Storage".

    Not a bad weapon overall and the Tholians are weak vs cold damage.

    Thank You

    I've been so busy with Rep on my alts that I haven't had time to do the story arcs. Well actually my plan was to acquire the end level stuff and then enjoy the story arcs.

    Ex-CoH players, Please add the chat channel "CoX STO"
  • towanitowani Member Posts: 104 Arc User
    edited June 2013
    I so lazy... I just look for the highest DPS, lol. I think I am using a pulsewave that has like 110 or 112 DPS... highest I've found so far.
    Hi. Apparently I'm new here and joined in Jun 2012. Guess I'm in good company though... seems everyone else joined then too!
  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    Keep in mind that melee weapons ignore shields and also cause frequent knockdowns. (And swords have both an expose and an exploit.)

    Also, if your boffs are with you, they are better used to set up exposes so you can do a wide-beam exploit.

    Finally, polaron weapons can disable NPC weapons, which usually makes them harmless.
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  • redrickyredricky Member Posts: 1,004 Arc User
    edited June 2013
    Random thoughts and generalizations:

    For the most part, as the power of the secondary fire increases, so does the recharge time. In extreme cases like the sniper rifle and the blast assault, activation time also increases. This becomes a factor in things like Mine Trap where the damage can be wasted because 4 other players may be shooting at the same target and it is down to 15% health by the time the frakkking sniper rifle fires.

    Pistols can be used while you are moving so you can keep firing while you take position for flanking attacks.

    High density beams have a piercing cone aoe and a repel, which is different than a knockback. In the old days when I ran ground STFs everybody had one HD rifle to push borg back and it looked like they were ice skating backwards.

    IMO the right balance of expose/exploit is that you are creating exposes regularly without having so few exploits that the expose expires.

    Pulsewaves increase in damage as you get closer to the target.

    IMO an away team with all or nearly all pulsewaves with (with [KB3] for more hilarity) and KB shields can walk through most content because NPCs will constantly be knocked on their cans.

    IMO it's also a good idea to have a high damage secondary attack available for when things like FOMM or Tricorder Scan are up, even if you didn't get the expose.

    I think compression pistols have the fastest recharging exploit.

    Melee weapons actually have combos. 121 will be different than 122, some of which will be an expose or an exploit. Check the tooltip info. Also, equipping a sword lets you run with it held back over your head like an axe murdering madman. It's worth equipping one you get from a story mission just to see the crazy animation.

    I mostly went polaron until I got the romulan tribble that buffs plasma and disruptor, so now I mostly use plasma pulsewaves. Also the rommies have the plasma specialist trait.

    There's a new mechanic introduced with LoR on the repeating pistol and the piercing rifle. The secondary attack has an "ammo" or charge meter that empties as you hold in the secondary fire. These things are nasty. Buying the white versions for my whole away team at the flotilla vendor for chump change let me spank most PvE content (unless I had a gas drone get in my backfield unnoticed). A blue version is available from the dil store, I haven't seen any in random drops.

    For PvE with an away team I have "target next exposed" set to "q" and "team attack my target" set to "e". That's probably been the single most useful change I ever made for ground.
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  • zerobangzerobang Member Posts: 0 Arc User
    edited June 2013
    have one of everything in your inventory and equip as required is probably the best approach as long as you are unsure what to use.

    try out everything with cheap weaponry, and get the good expensive stuff as you wish.

    sometimes AoE is better (Minetrap), sometimes sniping at one enemy is better (STF elite borg drones).

    AoE pulls more aggro on you, sniping less.

    close up use Shotguns, at distance Sniper Rifles.

    the machine guns are nice in certain situations, but have a way too long secondary firing cycle that is only useful if you have real big trashmobs in front of you (minetrap)

    oh and Bridge Officers have a stupid low firing rate, snipers are pretty useless for them, but when you give all of them AoE attacks they mow down even bigger mobs pretty fast on their own, so shotguns or auto-rifles.
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