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Finally: A Heavy Weapon I think I Want

nikeixnikeix Member Posts: 3,972 Arc User
With the arrival of the new Xindi-Reptilian Sistruus Escort [T6] in the lobi store, there may finally be a Heavy Weapon I'm excited about.

- - -
Heavy Weapon – Heavy Proton Charge Launcher
Heavy Proton Charges will automatically seek out the nearest foe within 10km, and rush toward them. Once close enough to their foe, they detonate dealing heavy Proton damage in a 2km area, and also reducing the Defense of foes in that area.

You may only have 6 Heavy Proton Charges in play at once, and will be unable to fire additional shots until the existing ones have delivered their payload or timed out after 60sec.
- - -

It looks like they might be a sort of 'super mine' weapon. If anyone has one already I'd love to see some screen shots or a hands-on account of how it performs :).

Only bummer is it look like the weapon unlocks for only one character on the account. I'm still wishing they'd set up some sort of dilithium store option to unlock starship traits and goodies like this from lock boxes for your alts. There's still too much advantage given to people who pile everything on one character in a game that desperately needs alts to encourage gameplay longevity.

Comments

  • burstorionburstorion Member Posts: 1,750 Arc User
    edited July 2017
    If you get it...does it work under ebc? (Assuming a rom or kdf..slim chance but you never know)
  • nikeixnikeix Member Posts: 3,972 Arc User
    I'm still deciding what captain to get one for (see the single captain unlock issue), but odds are it will be my Romulan main so I will definitely test that out if no one beats me to it.

    My guess is you could drop a small pile of them around a spawn point, then go into cloak and watch them spin up as soon as something comes within 10km. Could be hella funny for the mirror universe invasion event :).
  • burstorionburstorion Member Posts: 1,750 Arc User
    If they work under ebc, I'd use them on manual fire on my scibop - gw3 to hold then my usual science destruction and torpedo spam before/while deploying them all around the well...then sitting back and watch the explosions
  • lopequillopequil Member Posts: 1,226 Arc User
    They don't work like mines at all, and the rate of fire is so slow I've yet to have two going at once, but autofire doesn't seem to play nice with this weapon so it may be because of that.

    Note also that the attack doesn't necessarily affect your current target.
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  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    Heavy weapons are another half conceived idea to come from cryptic. Like the PVEVP competetive system that launched with only a single ground map thats STILL the only ground option, although they sidestepped that by dropping the marks into the catch-all boxes.

    Personally until HW's are widely available (in variety) outside store and lockbox ships I'll stick with the freebie. Why they didn't add one to R&D makes the cynic in me think its just another cash generator for those that follow the belief that escorts & dps are the only way to play as it pushes those ships more as they come with a new HW option and those ships give them money.

    They'll probably go the way of the 2nd deflector, an ok gimmick but a gimmick nonetheless.
  • edited July 2017
    This content has been removed.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    > @postagepaid said:
    > Heavy weapons are another half conceived idea to come from cryptic. Like the PVEVP competetive system that launched with only a single ground map thats STILL the only ground option, although they sidestepped that by dropping the marks into the catch-all boxes.
    >
    > Personally until HW's are widely available (in variety) outside store and lockbox ships I'll stick with the freebie. Why they didn't add one to R&D makes the cynic in me think its just another cash generator for those that follow the belief that escorts & dps are the only way to play as it pushes those ships more as they come with a new HW option and those ships give them money.
    >
    > They'll probably go the way of the 2nd deflector, an ok gimmick but a gimmick nonetheless.

    What the heck are you on about?

    Secondary deflectors are not a gimmicky item in any way, they add a serious bit of oomph to science builds any you can get ridiculous levels of DPS just off their radiation procs alone.

    Heavy weapons might not be perfect right now but we're getting a good mix of types and there's bound to be some uses for them. And some players will find ways to get great results out of them. At the end of the day it's an extra weapon, if you can handle the power drain it'll only be a good thing.
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  • ltminnsltminns Member Posts: 12,572 Arc User
    I am looking to get that and the T6 Xindi-Aquatic Carrier on my Federation Liberated Borg Science Officer. That Character has the previous four Xindi Ships, so it is a fit there.

    Though I must say that two of my other Characters have been specializing in Heavy Weapons ships.
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  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,672 Community Moderator
    Heavy weapons are another half conceived idea to come from cryptic. Like the PVEVP competetive system that launched with only a single ground map thats STILL the only ground option, although they sidestepped that by dropping the marks into the catch-all boxes.

    Personally until HW's are widely available (in variety) outside store and lockbox ships I'll stick with the freebie. Why they didn't add one to R&D makes the cynic in me think its just another cash generator for those that follow the belief that escorts & dps are the only way to play as it pushes those ships more as they come with a new HW option and those ships give them money.

    They'll probably go the way of the 2nd deflector, an ok gimmick but a gimmick nonetheless.

    It took a long time before we had more than just the Solanae Secondary Deflector when they were first introduced.
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  • lopequillopequil Member Posts: 1,226 Arc User
    edited July 2017
    burstorion wrote: »
    If they work under ebc, I'd use them on manual fire on my scibop - gw3 to hold then my usual science destruction and torpedo spam before/while deploying them all around the well...then sitting back and watch the explosions

    Because of the firing speed and the speed at which they seek targets, combined with the fact you can only fire them with an enemy targeted... you're never going to have more than one on the go.

    edit: But, it turns out I was wrong and you can.

    You can get two or three zipping around quite nicely if you don't have too many NPCs to fight at once and they're spaced widely enough.

    The shots behave like very fast targetable torpedoes: they will switch to a different target if the current one is destroyed. The proton charges aren't targetable though, and they fire at a random target rather than the one you're currently pummelling, which makes it less likely their target will happen to explode while they're in flight.
    Post edited by lopequil on
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  • nikeixnikeix Member Posts: 3,972 Arc User
    Ok, bought it -> upgraded it -> fell in love. It's not a mine. It's the torpedo you always dreamed of. You punt it out the back and then it takes off hunting. Tick... Tick... BOOM.

    Pairs well with experimental proton weapon/solanae weapon set: it definitely gains damage bonus from the Proton Particle Stabilizer console. Which in turn encourages you to mount the Proton Charge Launcher console. As the KT console and Solonae weapon set bonuses both buff photon torpedoes, the rest of your weapon loadout pretty much writes itself: proton, photon, and phaser. Point defense protocol starship trait for proton-flavored laughs. proton builds have always hovered at the edge of interesting for me, this persuaded me to give it a real try.
  • vampeiyrevampeiyre Member Posts: 633 Arc User
    nikeix wrote: »
    Ok, bought it -> upgraded it -> fell in love. It's not a mine. It's the torpedo you always dreamed of. You punt it out the back and then it takes off hunting. Tick... Tick... BOOM.

    Pairs well with experimental proton weapon/solanae weapon set: it definitely gains damage bonus from the Proton Particle Stabilizer console. Which in turn encourages you to mount the Proton Charge Launcher console. As the KT console and Solonae weapon set bonuses both buff photon torpedoes, the rest of your weapon loadout pretty much writes itself: proton, photon, and phaser. Point defense protocol starship trait for proton-flavored laughs. proton builds have always hovered at the edge of interesting for me, this persuaded me to give it a real try.

    Dude, stop trying to make me spend money on a whole ship just for a gizmo ;)
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  • nikeixnikeix Member Posts: 3,972 Arc User
    Amusingly, it makes me REALLY wish they'd upgrade the Infinity boxes to start including Omni-directional beams for some of the older flavors because I'd LOVE to pair this with a suite of phased-biomatter.

    My TSAD is currently running ~
    Front: Experimental Proton Weapon, KT torpedo, 2x dual beam bank agony phasers
    Rear: Gravimetric torp, Kinetic Cutting Beam, Omni Agony phaser
    Heavy: Heavy Proton Charges

    With Proton Particle stabilizer (3-piece), Assimilated module (2-piece), Plasmonic Leech
    Mining Laser and Proton Charges Launcher (2-piece buffs phasers and photon torps)
    Shrapnel Torpedoes and Indoctrination Nanites (3-piece)
    4x Crit bonus [phaser] consoles

    Might need to rename it RRW Omnomnom. It devours things. :D
  • corelogikcorelogik Member Posts: 1,039 Arc User
    Sounds a lot like the Proton Charge Launcher on the D4x,... The D4x version was meh for me,... I pulled it off my ship pretty quick.
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  • nimbullnimbull Member Posts: 1,566 Arc User
    edited July 2017
    "Heavy Proton Charges"

    I sense a sudden demand for Dyson consoles.

    Now if only there was a disruptor heavy weapon.
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  • lopequillopequil Member Posts: 1,226 Arc User
    corelogik wrote: »
    Sounds a lot like the Proton Charge Launcher on the D4x,... The D4x version was meh for me,... I pulled it off my ship pretty quick.

    The D4x console suffered because it was a quirky cone AoE on a ship that tends to turn a lot. The heavy weapon isn't a console and will nearly always hit something so long as there's something within 10km. I agree that the D4x's console is poor but the weapon we're discussing isn't comparable with a console.
    Q9BWcdD.png
  • lianthelialianthelia Member Posts: 7,897 Arc User
    Very interesting...I was thinking about picking this up for my proton build....definitely will do that some day.
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  • nikeixnikeix Member Posts: 3,972 Arc User
    I'm seeing a bit over 9000 damage on my tooltip with the various buffs for a dedicated proton build (no DBZ jokes intended). There's no kinetic vs. shields penalty, Proton is not a tremendously common resistance type, plus it's to three targets with an 8 second defense debuff. I've had it lock onto an incoming heavy torpedo in flight and kill the ship behind it with the splash. Its an angry torpedo. :)

    For ship barbie fans, its a just slightly blueish white. It matches the other proton weapons and is very similar to the KT torpedo. I'm hoping we see more Proton weapons in the future, as it was a promising development stub.
  • aspartan1aspartan1 Member Posts: 1,054 Arc User
    Wow... I hope we dont really have to go proton to optimize with it. I'm looking forward to doing a purist plasmatic build. I'm currently looking for DHC Accx3 but having no luck...
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  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    rattler2 wrote: »
    Heavy weapons are another half conceived idea to come from cryptic. Like the PVEVP competetive system that launched with only a single ground map thats STILL the only ground option, although they sidestepped that by dropping the marks into the catch-all boxes.

    Personally until HW's are widely available (in variety) outside store and lockbox ships I'll stick with the freebie. Why they didn't add one to R&D makes the cynic in me think its just another cash generator for those that follow the belief that escorts & dps are the only way to play as it pushes those ships more as they come with a new HW option and those ships give them money.

    They'll probably go the way of the 2nd deflector, an ok gimmick but a gimmick nonetheless.

    It took a long time before we had more than just the Solanae Secondary Deflector when they were first introduced.

    True but they were added to the R&D system rather than being used to milk players wallets.

    I can't think of any sci ship that had a new deflector advertised when it appeared for sale after they added them.

    Maybe gimmick was the wrong choice of word but I really don't like how cryptic are adding the weapons into the game by getting them tied to cash purchases, other than the comp rep one its a big ask for something that can't be tried out beforehand to see if its actually workable with builds.
  • nikeixnikeix Member Posts: 3,972 Arc User
    I'm just glad there's something other than yet more kinetic damage you can put in a Heavy Weapon slot. The first three were a bit monotonous and had me concerned that the new slot wouldn't even come close to living up to its potential. In the long run I hope we'll see all damage flavors represented in the HW slot and things that aren't just 360-degree but actually take advantage of the underlying escorts maneuverability.
  • shadowwraith#9264 shadowwraith Member Posts: 379 Arc User
    good to see another addition to the proton damage equipment, which hasn't been touched in nearly 4years since the dyson rep was added.
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  • nikeixnikeix Member Posts: 3,972 Arc User
    The Kelvin Timeline boxes gave us a proton damage console, but yeah, its been a dry and dusty desert.

    Still, this is the first time I've really seriously built around the prototype proton weapon, and it's been a pretty satisfactory pew-pew.
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