Yes it will probably be a cruiser and I plan on using different types of weapons so that I can get the bonuses for each.
Phaser: randomly dissable one subsystem. Disrupter: Debuff damage resistance Quantum: Strong burst damage Photon: Faster firng. Plasma: Plasma fire Poloron: Somthing to do with shield penetration i believe Anti-Proton beam array: I believe it gives either more critical Dmg or higher crit chance Tri-Colbalt mine launcher: I've been told It does huge damage
If anyone has tried somthing similar before please tell me if it worked alright.
Edit: Also the numbers before the weapon indicate the weapon slot, not the amount of the weapons.
I was thinking of something similar at first, until I noticed just how low the secondary effect rate was for all energy weapons except plasma. 2.5% per hit is a 1-in-40 chance, so even with a uniform damage type loadout you may not see the effect trigger at all, let alone multiple times in any given battle. Plasma is the exception, as the DoT effect happens quite often- which, when combined with the fact that you can only have one plasma DoT effect active on a target, makes a single plasma weapon nearly ideal for obtaining the most reliable effect without waste.
The torpedo/mine setup is something else entirely- your restriction is the global cooldown for those weapon types, making more than one of those weapons in a firing arc unwieldy. Quantums have a long enough individual cooldown to make double launchers worth looking at, but pairing Photons with anything will kill the Photon's launch rate.
I have emergency power to weapons and on a cruiser I have advanced warp power (higher power settings) and I Plan on putting a few Energy booster and weapon power boosters in my console slots.
Just be prepared to add a couple EPS consoles or you'll have no energy for anything to fire on.
Also, using 1 of each energy type is generally a bad idea. Stick with 1 or 2 max. You wont be able to fire them all at once so there is even less of a chance for you to get the 2.5% chance procs.
Yes it will probably be a cruiser and I plan on using different types of weapons so that I can get the bonuses for each.
Phaser: randomly dissable one subsystem. Disrupter: Debuff damage resistance Quantum: Strong burst damage Photon: Faster firng. Plasma: Plasma fire Poloron: Somthing to do with shield penetration i believe Anti-Proton beam array: I believe it gives either more critical Dmg or higher crit chance Tri-Colbalt mine launcher: I've been told It does huge damage
If anyone has tried somthing similar before please tell me if it worked alright.
Edit: Also the numbers before the weapon indicate the weapon slot, not the amount of the weapons.
I have emergency power to weapons and on a cruiser I have advanced warp power (higher power settings) and I Plan on putting a few Energy booster and weapon power boosters in my console slots.
Although the OP says "let me know your input" in his first post, like was said before, it's obvious he already made up his mind, rejects criticism and was hoping to receive kuddos (which did not happen for obvious reasons explained several times).
OP also obviously does not understand the skill point cap limit and the reasons why it's more efficient to use weapon types with high bonuses from skills.
The same could be said for consoles... Kinda hard to imagine using one +30 console for all and each of these weapon types.
Regardless of the math, if the OP has fun playing the game with a less effective weapon layout, the point of the game remains to have fun (not to have the highest dps). A lack of understanding of game mechanics is more than outweighed by having fun.
Its generally better to try to stick with 1 beam and torpedo type and use consoles of those types to boost their power, also costs less skill points.
as for what debuff you want its mainly personal prefence
Phaser = chance to disable a subsystem, works good when shields get picked, cheap to skill up
Disruptor = hull damage resistence debuff, hulls tend to be pretty weak compared to shields so its not as good as it seems, but is cheap point wise to skill up
plasma = applies a DoT, not that great imho
tetryon = does extra damage to shields, this is a very nice effect, my personal favorite
polaron = drains subsystem power, seems good in theory but in practice it does't drain much power
antiproton = chance to bypass shields, nice except that 1 beam hit to a hull wont do much unless its an overload.
Comments
The torpedo/mine setup is something else entirely- your restriction is the global cooldown for those weapon types, making more than one of those weapons in a firing arc unwieldy. Quantums have a long enough individual cooldown to make double launchers worth looking at, but pairing Photons with anything will kill the Photon's launch rate.
Also the reason I plan to have different ones is so I can get the bonuses from each.
Putting points in all those types i think would be next to impossible and the points would be better served somewhere else imo.
As long as your weapon power level can handle it.
It wouldn't be impossable and there are some things I dont use and won't spend points in.
Also, using 1 of each energy type is generally a bad idea. Stick with 1 or 2 max. You wont be able to fire them all at once so there is even less of a chance for you to get the 2.5% chance procs.
Explain.
Dekkameron is right.
Using too many different types will be inefficient SP-wise.
A jack of all trades is a master of none.
Aperantly you missed that Sabahe
But a jack of all trades makes masters behave.
(I can use the bonuses from each weapon type to make up for anything that may be lost by using more than one type)
Not only that but I can master all of them with a little skill point Dedication (wont take too long.)
Orange is Phaser
Blue is quantum and so on.
OP also obviously does not understand the skill point cap limit and the reasons why it's more efficient to use weapon types with high bonuses from skills.
The same could be said for consoles... Kinda hard to imagine using one +30 console for all and each of these weapon types.
Regardless of the math, if the OP has fun playing the game with a less effective weapon layout, the point of the game remains to have fun (not to have the highest dps). A lack of understanding of game mechanics is more than outweighed by having fun.
as for what debuff you want its mainly personal prefence
Phaser = chance to disable a subsystem, works good when shields get picked, cheap to skill up
Disruptor = hull damage resistence debuff, hulls tend to be pretty weak compared to shields so its not as good as it seems, but is cheap point wise to skill up
plasma = applies a DoT, not that great imho
tetryon = does extra damage to shields, this is a very nice effect, my personal favorite
polaron = drains subsystem power, seems good in theory but in practice it does't drain much power
antiproton = chance to bypass shields, nice except that 1 beam hit to a hull wont do much unless its an overload.
I now understand What you guys are trying to tell me.
I guess I will probably use a less diverse approach to beam type.
Not to say I wont use more than one.
I will probably use mostly phasers and tetrion beams.
Thanks for the input. If I seemed to reject criticism then I appologise as I was trying to convince people it would work alright.
If I seemed rude note that It was unintentional.
I do Thank you for your input.