Been on a hiatus for a while and am now back. I'm a tac captain and recently got myself the Nicro.
Can someone explain to me why Fluidic cannons are good? Are they better than the Fleet variants? I have at the moment Jemmy Bug with fleet Antiproton dual heavy cannons.
Or these fluidic weapons are they just a flavour thing for the Undine lockbox?
Been on a hiatus for a while and am now back. I'm a tac captain and recently got myself the Nicro.
Can someone explain to me why Fluidic cannons are good? Are they better than the Fleet variants? I have at the moment Jemmy Bug with fleet Antiproton dual heavy cannons.
Or these fluidic weapons are they just a flavour thing for the Undine lockbox?
Unlike normal Antiproton weapons, the Fluidic ones have a proc. They have a chance to knock the enemy ship back. When using cannons, it is possible to knock them further away, so that the cannons will not be as effective.
I personally prefer regular Antiproton over Fluidic because instead of relying on a proc, they always do more damage when they crit.
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Cannon damage doesn't scale over distance like beam weapons.
I have fluidic weaps on a couple of toons, I have seen the secondary proc activate, but the mobs must have a pretty good repel resist. Only mobs I have seen it repel are the probes on Khitomer Vortex (elite).
Time is a funny thing; There is always too much of it. Except when you need it the most, then there is never enough.
Yeah, fluidic weapons is another "fail" of cryptic, again, they created another weapon with an useless proc. I use em only because i like how they look / sound, but thats all. As the other guy said, the knockdown proc only activates once every pff maybe 100 hits, so in the end, if you are going to build an antiproton build, you should pick just regular antiprotons, unless , like me, you like more the other fluidic weapons.
Fluidic antiproton are not better than regular antiproton, they are not worst either. Antiproton crit proc can be really useful or the opposite, if you dont have a high critic chance toon, you will waste the proc of the antiproton as well. I will tell you that , just go for the weapon you like the most. Visually speaking. If you have a really high critical chance, then go for regular antirproton yes or yes. If not, well, then choose what you really like the most, thats all.
If you're going to have a proc, why not make it actually do something ?
Because cryptic is used to do dumb things, and since they dont have a reason to be more creative or to make things better, they keep just releasing content without any purpose at all.
I actually meant that in benefits the Undine more. Their weapons that is, seem to have a higher proc chance than ours.
Yup, this is true. Maybe is not more high proc, maybe it is just, since we the players have increased knockback resistance or something else (i really dunno) maybe, just maybe thats the reason the proc never activates? but i dont think it has to do with knockback resistance. I thought the proc will activate always no matter wat (if that 2,5% is triggered). I wonder if someday cryptic will make a weapon with a proc that works 100%.
The last thing someone using cannons would want is knockback which reduces dps by increasing range. So the undine AP are useful really for beam boats, if for some reason knockback seems useful to the user.
I can only find one reason to have the undine weapons, since I do not put any value on knockback at all... they can be had in the AH fairly cheaply. AP is really a starter build... free aft weapon, free warp core and you have a set bonus, cheap AH weapons and you have a build that can deliver dps without spending a dil or belonging to a fleet. That has value to a lot of players.
fluidic cannon 180 arc
fluidic heavy cannon 45 arc
fluidic dual heavy cannon 45 arc
fluidic turret 360 arc
Tactical Bridge Officer Training for the two following skills:
Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage than a normal cannon shot. Lt. Com 40% - Com 50 %
Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target. Lt. Com 20% - Com - 25% AoE Damage.
Tactical Console
Console - Tactical - Prefire Chamber XII UnCommon 18+ Rare 19+ to Very Rare 20+
If you really want to use AP cannons and turrets, but for Fluidic this is what I would suggest adding.
Now some Ships have rapid firing bonus already. If you add more to it might improve it or might not. .
Standard AP Beams vs Fluidic and Voth beams different story.
The push back feature that the 8742 deals out can be kinda stopped using Bridge Eng Officer for Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance, movement turn and speed improvement, and immunity to repel and disable effects.
All above works but in all an AP beam dual beams and beam arrays with high DPS torpedo base more on your level 50 FED, ROM and KDF seem to have different DPS specs for each weapons even in space mode. This is what I am currently using. With ROM, 8742 and Dyson Universal Consoles. Seems to be very effective over any cannons but then again on certain ships though.
The last thing someone using cannons would want is knockback which reduces dps by increasing range. So the undine AP are useful really for beam boats, if for some reason knockback seems useful to the user.
I can only find one reason to have the undine weapons, since I do not put any value on knockback at all... they can be had in the AH fairly cheaply. AP is really a starter build... free aft weapon, free warp core and you have a set bonus, cheap AH weapons and you have a build that can deliver dps without spending a dil or belonging to a fleet. That has value to a lot of players.
I agree. I was talking about beams. I dont see the knockback proc trigger almost ever. I didnt know the cannons have the same proc as well.. lol, it reminds me the fail mine launcher with the ACC modificator lol. Why a cannon user will ever use fluidic cannons to trigger the proc? it will be almost like using just single cannons instead lol.
I agree. I was talking about beams. I dont see the knockback proc trigger almost ever. I didnt know the cannons have the same proc as well.. lol, it reminds me the fail mine launcher with the ACC modificator lol. Why a cannon user will ever use fluidic cannons to trigger the proc? it will be almost like using just single cannons instead lol.
I actually bought 4 of them (turrets) for my nicor. But it was just for a hoot to have 8 360 degree weapons, which is amusing in some solo daily stuff. I cant play on elite with all turrets yet, but did pretty well on advanced. Even only 4 of them it procs now and then. I still see no reason why pushback is useful -- theres nothing to fall off of, nothing to be pushed into... the undine use it to shove us into their gwish thingy but they have a 50% proc on it. For humans... ??? its not reliable enough to do anything useful.
The last thing someone using cannons would want is knockback which reduces dps by increasing range.
That only comes into play if you somehow manage to knock them back faster than you're advancing on them. When I fly 'scorts, it's much more common that I fly past someone who's not quite dead and have to double back around to bring my front facing back on them. Knockback keeps them in front of my advance for a little longer.
That only comes into play if you somehow manage to knock them back faster than you're advancing on them. When I fly 'scorts, it's much more common that I fly past someone who's not quite dead and have to double back around to bring my front facing back on them. Knockback keeps them in front of my advance for a little longer.
This has merits, esp in pvp. I don't pvp much, and I am happy to slow down or reverse, my guns stay on the target until it is dead in PVE. If you value the knockback, having a set of these makes sense for you. I don't have any use for it.
Fluidic ap might rely on procs over crit but let me tell ya, I have 5 ships equipped with all the variations of damage builds, from straight dual heavy cannons and turrets, to all beam arrays. Fluidic does just as much damage as its voth and regular counterparts. If you have very high crit chance and accuracy this set of weapons almost always hits its procs. I hit dreads with these and send them flying. It's highly ammusing to watch. That physical hit to an enemy is a double edge'd sword though. Its a great shield bypass and straight to hull damage, but at the same time Whatever your hitting focus' straight on you and you alone. If the enemy has a large hull pool expect a painfull retaliation if you dont damn near one shot them. If your just looking for straight pain dealing, go with fleet. if your looking for procs and a bit of fun, get the fluidic. or you can mix them, Voth, Fluidic, and fleet...hehehe...this is a faviorite combination of mine.
Comments
Unlike normal Antiproton weapons, the Fluidic ones have a proc. They have a chance to knock the enemy ship back. When using cannons, it is possible to knock them further away, so that the cannons will not be as effective.
I personally prefer regular Antiproton over Fluidic because instead of relying on a proc, they always do more damage when they crit.
Fluidic Antiproton Turret Mk XII CrtHx3
the proc is a 2.5% chance: Repel and 206.7 Physical Damage (100% Shield Penetration)
Personally I like'em :P ymmv
Unable to confirm if the proc chance is per shot or per volley atm though.
I have fluidic weaps on a couple of toons, I have seen the secondary proc activate, but the mobs must have a pretty good repel resist. Only mobs I have seen it repel are the probes on Khitomer Vortex (elite).
Cannon damage scale over distance, but it use different algorithm then beams.
Which brings me to the question:
If you're going to have a proc, why not make it actually do something ?
Fluidic antiproton are not better than regular antiproton, they are not worst either. Antiproton crit proc can be really useful or the opposite, if you dont have a high critic chance toon, you will waste the proc of the antiproton as well. I will tell you that , just go for the weapon you like the most. Visually speaking. If you have a really high critical chance, then go for regular antirproton yes or yes. If not, well, then choose what you really like the most, thats all.
Because cryptic is used to do dumb things, and since they dont have a reason to be more creative or to make things better, they keep just releasing content without any purpose at all.
I use one Fluidic DHC on my Charal alongside 3 Fleet Ap Dhcs and grav torp, because it looks the closest to AP wing cannons we can get.
I did, and as i said, the proc only activated once every thousands of times. Yes it will be really useful in undine stfs, but sadly its not the case.
Yup, this is true. Maybe is not more high proc, maybe it is just, since we the players have increased knockback resistance or something else (i really dunno) maybe, just maybe thats the reason the proc never activates? but i dont think it has to do with knockback resistance. I thought the proc will activate always no matter wat (if that 2,5% is triggered). I wonder if someday cryptic will make a weapon with a proc that works 100%.
I can only find one reason to have the undine weapons, since I do not put any value on knockback at all... they can be had in the AH fairly cheaply. AP is really a starter build... free aft weapon, free warp core and you have a set bonus, cheap AH weapons and you have a build that can deliver dps without spending a dil or belonging to a fleet. That has value to a lot of players.
fluidic heavy cannon 45 arc
fluidic dual heavy cannon 45 arc
fluidic turret 360 arc
Tactical Bridge Officer Training for the two following skills:
Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage than a normal cannon shot. Lt. Com 40% - Com 50 %
Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target. Lt. Com 20% - Com - 25% AoE Damage.
Tactical Console
Console - Tactical - Prefire Chamber XII UnCommon 18+ Rare 19+ to Very Rare 20+
If you really want to use AP cannons and turrets, but for Fluidic this is what I would suggest adding.
Now some Ships have rapid firing bonus already. If you add more to it might improve it or might not. .
Standard AP Beams vs Fluidic and Voth beams different story.
The push back feature that the 8742 deals out can be kinda stopped using Bridge Eng Officer for Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance, movement turn and speed improvement, and immunity to repel and disable effects.
All above works but in all an AP beam dual beams and beam arrays with high DPS torpedo base more on your level 50 FED, ROM and KDF seem to have different DPS specs for each weapons even in space mode. This is what I am currently using. With ROM, 8742 and Dyson Universal Consoles. Seems to be very effective over any cannons but then again on certain ships though.
Time will only tell!
I agree. I was talking about beams. I dont see the knockback proc trigger almost ever. I didnt know the cannons have the same proc as well.. lol, it reminds me the fail mine launcher with the ACC modificator lol. Why a cannon user will ever use fluidic cannons to trigger the proc? it will be almost like using just single cannons instead lol.
I actually bought 4 of them (turrets) for my nicor. But it was just for a hoot to have 8 360 degree weapons, which is amusing in some solo daily stuff. I cant play on elite with all turrets yet, but did pretty well on advanced. Even only 4 of them it procs now and then. I still see no reason why pushback is useful -- theres nothing to fall off of, nothing to be pushed into... the undine use it to shove us into their gwish thingy but they have a 50% proc on it. For humans... ??? its not reliable enough to do anything useful.
That only comes into play if you somehow manage to knock them back faster than you're advancing on them. When I fly 'scorts, it's much more common that I fly past someone who's not quite dead and have to double back around to bring my front facing back on them. Knockback keeps them in front of my advance for a little longer.
This has merits, esp in pvp. I don't pvp much, and I am happy to slow down or reverse, my guns stay on the target until it is dead in PVE. If you value the knockback, having a set of these makes sense for you. I don't have any use for it.