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Types of Beam Arrays

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I found my way to this site: http://theenginescannaetakeit.wordpress.com/articles-3/starship-weapons-overview/ and read all about weapons. The question that I have is this, "Do certain beams type like Phaser lose effectiveness as you get to higher ranks. In other words do the NPC's you encounter as a Captain or Admiral have anything that will render your Phaser or Plasma, etc. beams ineffective or null? The reason I ask is that every type of beam has its added value but it probably is not wise to spead skill points into all types of beams but rather focus on just one or two types. This being the case if Phaser Energy weapons and Plasma Energy weapons are still effective against NPC's at the Captain and Admiral level would it be wise to spend some skill points in lower level skills you did not max out at Lieutenant or Lt. Commander etc.?
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    spyguyhi wrote: »
    I found my way to this site: http://theenginescannaetakeit.wordpress.com/articles-3/starship-weapons-overview/ and read all about weapons. The question that I have is this, "Do certain beams type like Phaser lose effectiveness as you get to higher ranks. In other words do the NPC's you encounter as a Captain or Admiral have anything that will render your Phaser or Plasma, etc. beams ineffective or null? The reason I ask is that every type of beam has its added value but it probably is not wise to spead skill points into all types of beams but rather focus on just one or two types. This being the case if Phaser Energy weapons and Plasma Energy weapons are still effective against NPC's at the Captain and Admiral level would it be wise to spend some skill points in lower level skills you did not max out at Lieutenant or Lt. Commander etc.?

    nope they just get stronger and stronger.. phasers have the ability to take down shields though with each hit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Awsome just what I was hoping for.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I do have to say that as you get to higher levels some types of enemies have different resistances. I say spend points in the generic skills that will stack and then as they become more specific really look at their procs and dot's etc to see if that's something you would like to use in the future. I spent all my points in space skills only and picked one type of weapon in each tier. I saw a really good post on identifying how effective your weapons are against enemies by looking through your damage log, i don't have specifics but it may have you changing out weapons here and their if you find one type more effective against another ie cardassians and borg will have different resistances. The skills and damage output will somewhat be gapped, but if you're really hardcore about this like I said you may want to carry a spare set of weapons with you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I ended up buying two Polaron MK VIII's and two Phaser MK VIII's and a Quantum Torp MK VIII. So here's what I have configured so far:

    front:

    Quantum Torp MK VIII -- Phaser MK VIII -- Polaron MK VIII -- Quantum Torp MK VI (from previous ship)

    back:

    Polaron MK VIII -- Quantum MInes MK VII -- Phaser MK VIII

    a couple of time when I knew I'd be facing quicker ships, I switched on of the torps for a Tetryon Beam MK VI from my old ship. I do this because I might only get one shot at a time with my torps and it doesn't make sense to have two of them when there is a cool down. By the time the second torp cools down the frigate or whatever has flown past my torp arc.
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