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Endgame Weapons

the7thof9the7thof9 Member Posts: 0 Arc User
edited September 2013 in The Academy
How does one choose endgame weapons? I am a fed science officer, and am going tactical vesta endgame. It doesn't seem like weapons go higher than Rear Admiral Lower Half. Also, is there a special requirement for MK XI+ weapons? Are Tricobalt Torpedos worth investing in on the exchange? Thank you for the help!
Post edited by the7thof9 on

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  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    Use your aux cannons. Go phaser tactical consoles. Tri cobalt are bad. Max mark is 12 or xii
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • the7thof9the7thof9 Member Posts: 0 Arc User
    edited September 2013
    Are the aux cannons obtained with the vesta? I don't have it yet, just planning for the future, and I need weapons for my mirror recon science vessel.
  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    Ya, I assume you aren't getting the 3 pack, so what you do is commission one, grab the aux canon then decommission the ship. Then you repeat this process another 2 time a foe 3 aux canons
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • the7thof9the7thof9 Member Posts: 0 Arc User
    edited September 2013
    Thank you. You can grab the ship again through Laurel, right? And I'm assuming 2 fore, 1 aft? For the others, tetryon beam arrays? Dual phaser banks?
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited September 2013
    You get an aux-based dual heavy cannon with each commissioning of a Vesta. They're decent solution for not wasting power on weapons on a science ship.

    As for 'end game' weapons, it's not really a black and white issue. You can make most kinds of weapons work once you understand the core mechanics. The only caveat is to avoid Dual Cannons - Dual Heavy Cannons are simply better because of the way weapon power draw works.

    Tricobalts have a use, but they require a lot of finesse to really make work. Generally speaking, the preferred weapon types are Disruptor, Anti-Proton, and Plasma for energy weapons and Quantums or special reputation Plasma torpedo launchers. (Again, you can make a case for just about any weapon and damage type though.)

    The Vesta is a bit of a special exception because the tactical variant comes with a special phaser-based console and the ships come with unique aux-based phaser cannons. (You can get multiple cannons by dismissing the ship and recommissioning it - they can only be equipped on the Vesta.) You're not forced to use phasers if you don't want to, but science ships aren't really designed to make good use of traditional energy weapons.
  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    And a word if advice, don't get a vesta, I don't know anyone that enjoys flying it...

    If you can test it on Tribble, i would recommend that before buying it
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • the7thof9the7thof9 Member Posts: 0 Arc User
    edited September 2013
    So, for the other weapons should I go antiproton or phaser? Maybe plasma? I have been using quantums, used disruptors in the past and like them. Should I stick to phaser arrays because of the consoles? I'm leaning towards 2 antiprotons/phasers and a quantum for the back. Any opinions on that?
  • tcostiktcostik Member Posts: 0 Arc User
    edited September 2013
    You should never, EVER mix energy types. You lost out on so much DPS its not funny. Stick with phasers, since you can mount 3x Aux Cannons. Then throw a KCB along with 2 phaser turrets on the back.
  • the7thof9the7thof9 Member Posts: 0 Arc User
    edited September 2013
    Thanks for the input.
  • nithanathnithanath Member Posts: 0 Arc User
    edited September 2013
    [SIGPIC][/SIGPIC]
  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    Kinetic cutting beam, a 360 degree beam weapon that deals kinetic damage...also relies in weapon power
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited September 2013
    dahminus wrote: »
    And a word if advice, don't get a vesta, I don't know anyone that enjoys flying it...

    The Vesta is probably the best torpedo boat in the game and I constantly forget how terrifying mine can be when I take it out for a spin.


    As for weapons, really, the "easiest" thing to with the Vesta is to put 3 aux DHC on the front and put kinetic weapons(borg cutting beam, torpedos, mines, etc.) on the back. You're not going to be running with power into weapons on the ship(power should be running primarily into Aux with a fair bit into shields), so turrets really aren't going to do much of anything. Keep in mind that while Vesta has a lot of 'escort' elements, it simply isn't one and expecting it behave like one will lead to disappointment.

    If you want a simple learning platform, I would highly recommend going to the exchange and picking up a Mirror Patrol Escort for a couple thousand energy credits. Mount 4x DHC(single damage type of your choice) on the front, 2x turrets(same damage type as the DHCs) and a mine(plasma, tricobalt, or tractor) or cutting beam on the back. Patrol Escorts are an excellent, well-rounded combat ship to learn the game in and it's hard to go wrong with them.
  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    szerontzur wrote: »
    The Vesta is probably the best torpedo boat in the game

    Challenge...

    How? I put forth the motion to you that the following ships are much superior and many ways with T'varo being king by a land slide...

    Andorian escorts/ rom ships/ many many more ships.

    I love torps, If there is a legitimate reason that a vesta is one of the best...i am all ears.

    Edit: you said "best..." now I have to know the reasoning
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited September 2013
    It's getting a bit off topic, but as a torpedo platform, you don't really need 4 forward weapon slots - especially with a plasma build like the one I'm running on my Vesta.

    It has a hanger bay. This allows you overcome the single greatest weakness of torpedo ships - point defense.

    It has a naturally high shield modifier. With a torpedo ship, you're not going to be running power to weapons, so you're really able to crank up the Shields alongside Aux power - which means you've got a ton of shields that can take a real pounding(The shields on my Vesta have withstood Elite Donatra's alpha strikes - pre- and post-behavior change).

    The Tactical Vesta chassis only has a 5 power waste to weapons while gaining +10 aux power. This means it's myriad of science skills are that much more powerful.

    It is able to slot Gravity Well 3 - which works amazingly well with High Yield Plasma Torpedos/Omega Bolts. Conversely, it has enough tactical slots to still mount several high yields and torpedo spreads.

    The Tactical Vesta's Quantum Field Focus Controller is superb at ensuring a shield facing cannot regen and mitigate a torpedo hit against an exposed hull at the very last moment. It also recieves a bonus just from running high Aux power(obviously, you won't be running phaser damage consoles in a torpedo build).


    Now, I'm not say it's a flawless ship. It's low hull strength pretty much means you pretty much HAVE to run the borg set on it to prevent it from getting picked to death by bleedthrough damage.

    It's also a poor choice if you want to supplement torpedos with mines as none of the Vestas can slot Dispersal Pattern Beta 3(to be fair, mixing mines with plasma torpedos is generally a terrible idea anyway). The T'varo, B'rel and Chel Grett are superior choices when it comes to using mines.

    My greatest sadness, however, is that I will never be able to use the awesome Destabilized Plasma Torpedo on the Vesta, but only getting the Omega Plasma Bolts is a small price to pay for all the benefits that come with the Tactical Vesta as a torpedo boat. :)
  • the7thof9the7thof9 Member Posts: 0 Arc User
    edited September 2013
    If I use the phaser cannons, I'm putting my power into aux. All other weapons use the weapon power, so others will be weaker. KCB seems to be an obvious choice for a 4th weapon. So the other options are phaser banks, phaser turrets, and dual phaser banks. I happen to have 2 mk x phase turrets with 3x damage. Should I use those? Or, is another weapon ideal? Also, would a secondary plasma build be worthwhile, for the omega borg torpedos?
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