I kinda RP when I play the missions. So usually I have 2 good weapons I use most of the time. I will use my AOY for an example.
TOS phaser pistol wide beam. This is my main weapon you see on my character when I'm walking around. And I use this the most. Usually I use it inside buildings, ships, etc. This way you have better use for it. Where a rifle would be more rougher to use in close quarters.
TOS phaser rifle with sniper. This is my choice of weapon for outdoor and in places where I have lots of room. This way I can snipe the "lowest" guy. Usually I can take them out in 1-2 shots. Or at times I do that to try and "pull" them as well.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
0
Comments
Miniguns (or Borg prosthetics, which may as well be plasma miniguns). There's just something wonderful about about miniguns. The main downside is that the attack animation is pretty long and you can't activate kit powers until it's over, which can leave you in a bad place if you rely on them for healing.
Dual pistols have pretty short range, but combine well with the Override Shield Safeties eng kit module if you want to charge in like a lunatic. Maybe switch to a melee weapon once you're in.
Split beam rifles if I want an exploit attack, though I rarely manage to expose multiple enemies at once.
Otherwise, I use a Pulsewave assault on my Engineer, since I'm usually too busy building drones, generators, turrets, minefields, bombs, or whatever, so if anything is getting up close and personal with me, I can usually blow them away in one or two hits so I can get back to summoning my toys.
I'm also partial to the Plasmatic Biomatter Ejection rifle on my Science nuker, since the secondary fire synergizes well with Exothermic Induction Field and Seismic Agitation Field when I want maximum AoE damage coverage.
-Lord Commander Solar Macharius
But it will be a while before I get to Uneasy Allies since I decided to take a break from doing story missions on my AoY captain. Currently in the Solanae Dyson Sphere story arc.
Graviton Spike the primary, and hope the initial target survives the hit to create that nice little implosion to suck all the enemies into it (if it dies on the initial hit, it won't create the gravimetric anomaly) -- then follow up with the secondary fire to pierce through the entire group.
That's how I Boolean.
On a another character, Rom/Kling using a phaser sniper rifle and anti proton compression pistol.
I point the shooty end at the bad guys.
My Main uses an Epic Disruptor Split Beam Mk XIV CritDx4. I love it. Secondary weapon is an UR Mk XIV Omega Auto Rifle.
My Tac has the Fluidic Lobi gun and the Undine Rep gun, but he's a melee char so they rarely get used. Sweeping Strikes + Biotech Siphon is still a killer combo.
Just 16 more daylies to unlock it......
Though most my roms will probably stick to upgraded piercing plasma rifles. Those things really hurt when combined with the rom plasma trait and the rom navy kit boost.
For my Nausicaan, he's got a sniper rifle, disruptor I am considering switching it to an elite fleet one and a compression pistol for backup. I set up his entire away team like the NPCs, or as close as I could considering some of them have no abilities.
My Gorn engineer is set up with the undine lobi armour and weapon, a case of using the enemies weapons against them.
The Gorn tactical officer has just his teeth and claws, like the NPC, unfortunately he can't pick up chunks of the floor to throw...
My KDF-Romulan tactical officer has the na'kuhl set while his away team all have plasma wide-beam rifles and he rarely gets to actually shoot anything.
The Fed-Romulan engineer is using the vaadwaur assault debilitator, along side the undine beam turret and the plasma flamethrower.
The AoY character is using an elite fleet phaser wide-beam pistol along with most of his away team.
My joined Trill KDF tactical officer is using a looted pair of dual pistols and will be swapping them for the chroniton dual pistols.
I personally do NOT consider having to put up with Sela's inane mutterings 'free' at all, let alone doing it three times, or gods forbid the eleven times required to fit out an entire away team (4x sets of armour and shield plus 1x set of armour, shield and kit).
Also, this is like the third time I've seen someone saying that the Romulan Navy set boosts plasma damage, it doesn't.
The KIT does (plasma damage, shield hit-points, critical chance and critical damage), the 2 (energy damage resist and critical damage) and 3 (team-wide shield heal and shield resist) piece set bonus has nothing to do with plasma damage at all.
So anyone who ran that episode to equip an entire away team with the armour and shield wasted their time, assuming they did it for a non-existent plasma damage bonus.
You can never go wrong with AOE weapons.
Iconian Pulsewave on my engineer to push them to my mines and bomb.
An expose weapon like the Undine wrist thingy or a full auto rifle on my tacs, to use in combination with Lunge or with a split beam rifle.
I've also switched to weapons that have a DOT effect on some other characters since I'm using the new spec tree on those.
I've always found synergy between different pieces of gear more important than weapon choice an sich. Having a powerful gun is nice, but you usually get much more out of the right combination of weapons, the right combination between kit abilities and weapons and so on.
Though, since I've seen the Boolean assault gun in action (and I was quite impressed, something that doesn't happen very quickly on the ground) I am considering getting it for the toon that now uses and replace it with the Undine wrist gun.
Though on my main I almost don't need a weapon. Paradox Bomb+Cold Fusion Flash+Exo clears a room of just about everything red, and survivors end up killing each other thanks to a boff with Uncertainty Burst.