Most people will go with Antiproton, Disruptor or Plasma if they really care about causing the most damage. Antiproton has high crits. Plasmas and Disruptors "procs" bypass shields and damage the hull.
I prefer Plasma because it seems to get the most overall boosts for weapons power. From the Romulan Singularity Harness set and the stacking of the Fleet Plasma-Infused Sci consoles.
I usually use Phasers on Fed ships because it's what Feds use. If I REALLY want the most damage, I am geared up for Plamsa weapons.
More importantly, do whatever is fun!
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Phasers and Disruptors have been getting more boosts from recent seasons.
Both get final bonus (not just dmg boost) from the 8472 Rep Weapon Set bonus. It your build suports it, the Multi-Energy Relay also gives base dmg boost to Phaser & Disruptors as well as Radiation dmg increase, which the new Neutronic Torpedo also has a healthy amount of, as well as the Enhanced BM Torp (options to play with). Not to mention the 8472 Rep disruptors / phasers that also land Radiation dmg.
Disruptor has some variations, some of which are pretty nice.
Phasers have gotten more options recently. 8472 Bio-Molecular Phasers as well as the Biomatter Phasers.
Both types, along with the other energy weapon types, have benefited from the R&D system to be able to get weapons with highly favorable mod sets suitable to your build, unlike the truly awful Fleet weapons now with their tons of useless [Dmg] mods. This is a good deal for Fed orange phaser purists, so now you can easily get Phasers with great mod sets without paying ridiculous amounts as in seasons past.
Ever since last season, it's a good time for Phasers.
Outside these 2 weapon types, Antiproton and Romulan Plasma have been good choices.
I like the biomeowlecular phaser weapons the meowst because they have the shiny green glow like disruptors ... butt it's up to you of course. Plasma weapons have the best damage output, I think (due to science consoles being able to even further boost plasma damage), and for a slower cruiser, I would recommend 6 beam arrays (3 fore, 3 aft) and one fore and one aft torpedo launcher (photon, meowtronic which is a quantum or basic quantum usually).
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
I prefer RomPlas weapons on my cruisers. The plasma dot+res debuff is neat and if you're using the experimental rom beam (which drains no energy upon firing)+zero point console you get a little buff on plasma energy damage. Not a fan of the rom torpedo 'cause its likely to explode in your face.
If your going for a torp use stuff like the undine rep, dyson rep or wide angle quantum from the regent.
I also heard that the delta rep torps hit really hard but can't say anything for sure since I don't have one myself.
Comments
In general all energy types do the same damage but they have different procs that affect different things. http://sto.gamepedia.com/Ship_weapon
Most people will go with Antiproton, Disruptor or Plasma if they really care about causing the most damage. Antiproton has high crits. Plasmas and Disruptors "procs" bypass shields and damage the hull.
I prefer Plasma because it seems to get the most overall boosts for weapons power. From the Romulan Singularity Harness set and the stacking of the Fleet Plasma-Infused Sci consoles.
I usually use Phasers on Fed ships because it's what Feds use. If I REALLY want the most damage, I am geared up for Plamsa weapons.
More importantly, do whatever is fun!
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Both get final bonus (not just dmg boost) from the 8472 Rep Weapon Set bonus. It your build suports it, the Multi-Energy Relay also gives base dmg boost to Phaser & Disruptors as well as Radiation dmg increase, which the new Neutronic Torpedo also has a healthy amount of, as well as the Enhanced BM Torp (options to play with). Not to mention the 8472 Rep disruptors / phasers that also land Radiation dmg.
Disruptor has some variations, some of which are pretty nice.
Phasers have gotten more options recently. 8472 Bio-Molecular Phasers as well as the Biomatter Phasers.
Both types, along with the other energy weapon types, have benefited from the R&D system to be able to get weapons with highly favorable mod sets suitable to your build, unlike the truly awful Fleet weapons now with their tons of useless [Dmg] mods. This is a good deal for Fed orange phaser purists, so now you can easily get Phasers with great mod sets without paying ridiculous amounts as in seasons past.
Ever since last season, it's a good time for Phasers.
Outside these 2 weapon types, Antiproton and Romulan Plasma have been good choices.
Original Join Date: January 30th, 2010
If your going for a torp use stuff like the undine rep, dyson rep or wide angle quantum from the regent.
I also heard that the delta rep torps hit really hard but can't say anything for sure since I don't have one myself.
I'm leaning toward a total antiproton beam book with one aft mine launcher...
I just need to decide the best consoles to use