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Antiprotons

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Hey guys so a few quick points, are antiprotons worth it in the long run, i know they can be hard to spec etc atm its going to take me a day grinding missions to get the money to buy all the parts i need and then get someone to craft them for me.
Currently the indomitable is armed with the following:
2x VA disruptor beam arrays fore
1x RA UH dual disruptor beam bank (rare) fore
1x RA UH quantum torpedo launcher (very rare DMGx2, acuracy as well) fore
3x VA disruptor beam arrays aft
1x RA UH quantum torpedo launcher aft

Fully spec'd in both disruptors and quantums (energy/beam/torpedo weapons as well) with two rare disruptor induction coils and one very rare quantum console, so its fair to say my ship is loaded out right for these weapons.
But as i said is it worth me respecing and crafting antiprotons or just stick with what i have (btw sovereign cruiser VA)
Post edited by Unknown User on

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    i think with beams they are less effective.

    they have massive critical damage but it works better with cannons. i speced out one ship with them and for beams i was not impressed on top of the fact they cost more.

    if you were going all cannons and turrets then i think it might be worth it.

    also if you do decide to go look at the anti proton consoles. i found them very hard to come by. check the prices on the exchange.

    finally the stuff for emblems is not much better (sometimes worse) than the marks you get at rear admiral. id grind some emblems and convert them back into marks (at battle group omega) and buy the mk x stuff.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    fair enough looks like im going to keep my current set up, just a shame we cant craft disruptors as feds might actually get me to work on my crafting that way
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    My Excelsior refit is using six MkXI Antiproton Beam Arrays and two MkXI Quantum Torpedo Launchers.

    As I've said before, in PvE, it's not even fair. In PvP, I rank up with the escorts in total damage dealt.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    fair enough looks like im going to keep my current set up, just a shame we cant craft disruptors as feds might actually get me to work on my crafting that way

    Klingons can craft Disruptors and I'm sure they'd be happy to oblige you. Or possibly not. My Ferengi associate will happily negociate a non-refundable easy payment plan for all your Disruptor Beam Array needs.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    My Excelsior refit is using six MkXI Antiproton Beam Arrays and two MkXI Quantum Torpedo Launchers.

    As I've said before, in PvE, it's not even fair. In PvP, I rank up with the escorts in total damage dealt.

    Keep in mind, though, that those damage numbers at the end of a match are useless.

    Escorts are meant for burst; low damage but quick kills.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    This post has been edited to remove content which didn't go along with the Atari Community Rules and Policies ~Q
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    This post has been edited to remove content which didn't go along with the Atari Community Rules and Policies ~Q

    :O

    That was so messed up
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    i think with beams they are less effective.

    they have massive critical damage but it works better with cannons. i speced out one ship with them and for beams i was not impressed on top of the fact they cost more.

    if you were going all cannons and turrets then i think it might be worth it.

    also if you do decide to go look at the anti proton consoles. i found them very hard to come by. check the prices on the exchange.

    finally the stuff for emblems is not much better (sometimes worse) than the marks you get at rear admiral. id grind some emblems and convert them back into marks (at battle group omega) and buy the mk x stuff.

    With regards to consoles, I always found the Cannon Prefire chamber that works for any energy type as long as it's cannons, and the beam equivilent were the best bet with AP weapons.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Antiprotons offer a key element that the other weapons do not, as far as i have noticed, this being crit chance, with crit severity. You find almost all weapons have crit severity but not crit chance. Also the damage is pretty up there. The down side, due to a lack of judgement on the devs part, you cannot craft or buy with emblems a tactical console for Antiproton weapons. So if you need something to cover multiple weapon systems its going to leave you in a bind.

    If your an escort captain running 3 sets of forward cannons, then it wont be a problem as you just need to pick up three tact consoles for cannon damage. That generally does the trick. I hope that helps.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Sworoth wrote: »
    Antiprotons offer a key element that the other weapons do not, as far as i have noticed, this being crit chance, with crit severity. You find almost all weapons have crit severity but not crit chance.
    What? All the Emblem and Crafting VR Mk XI items have both CritH, and CritD. What makes AP weapons good is that their proc is increased Crit Severity.
    The down side, due to a lack of judgement on the devs part, you cannot craft or buy with emblems a tactical console for Antiproton weapons.
    I think this was intentional as AP weapons are the most damage dealing in the Tactical's hands. They didn't want to make it easy to boost APs. So if you need something to cover multiple weapon systems its going to leave you in a bind.

    As for which consoles to use: If you're 3 Cannons + Torp person, go with the cannon console. If you a Cannons + Beam Bank (for use with BO III), then save up the money to get the AP consoles off the Exchange. It'll be worth it (as a properly boosted AP Beam Bank with BO III can get 40k+).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    So, let me get this straight.

    If you’re all specialized out for Phaser, and you decide to equip AP’s; all you need are the AP consoles to make the build viable?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    spond wrote: »
    So, let me get this straight.

    If you’re all specialized out for Phaser, and you decide to equip AP’s; all you need are the AP consoles to make the build viable?

    For PvE or PvP? For PvE, you can spec for nothing and get by just fine.

    But, in effect, you are "correct." Speccing into something gives you +52 (for all energy weapons). You can get more than a +52 bonus via consoles. So you can spec for Phasers and get by using consoles that add up to +52 (or more) for AP to the same effect. However, you'll be missing out compared to someone who has specced for their weapons and is using consoles.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I have always wondered about AP. I just have always felt that you would be giving up too much in order to use them. I still kinda think that is the case. But I could be totally wrong, wouldn’t be the first time.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    spond wrote: »
    I have always wondered about AP. I just have always felt that you would be giving up too much in order to use them. I still kinda think that is the case. But I could be totally wrong, wouldn’t be the first time.
    APs are best used in a Tac's hands, since a Tac has several ways of boosting damage considerably.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    APs are best used in a Tac's hands, since a Tac has several ways of boosting damage considerably.

    But, more importantly, Alpha has an increased crit chance.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Lots of good info in this thread (Antiprotons vs. Phasers):
    http://forums.startrekonline.com/showthread.php?t=225879

    Specifically, here's my detailed post:
    http://forums.startrekonline.com/showthread.php?p=3668531
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    i think with beams they are less effective.

    they have massive critical damage but it works better with cannons. i speced out one ship with them and for beams i was not impressed on top of the fact they cost more.

    if you were going all cannons and turrets then i think it might be worth it.

    also if you do decide to go look at the anti proton consoles. i found them very hard to come by. check the prices on the exchange.

    finally the stuff for emblems is not much better (sometimes worse) than the marks you get at rear admiral. id grind some emblems and convert them back into marks (at battle group omega) and buy the mk x stuff.

    As the op is VA purple mk xi anything(doesnt matter which energy type) outdamages purple mk x [borg]
    There are a few threads were comabt logs have been parsed and show that if your RA go for the borg mkx but if your va emblem gear does more damage

    heres one of the examples (full mk x borg tetryon setup on on escort compared to full mk xi purple setup)

    With Mk xi purps (tetryon was used for test) total dmg =311863.734

    With Mk X [Borg] purps total dmg (tetryon was used for test)= 242079.285

    test was done against borg mobs, over 3 waves and repeated(no space skills were used)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I was wondering how long it would be before the sto forums got trolled like the blizzard forums. Now i know. If your going to quote me quote everything i have said, instead of pulling a few words out of context. No if you look at your the R&D carefully anti protons are the only ones with crit severity and crit chance. I never said the antiproton consoles were a 100 percent need for good antiproton damage. I said it depended on there setup. LIke i said if your going quote someone quote them completely instead of trolling them by pulling bits and pieces out of context.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I'll be honest, success in PvP or PvE is 10% build, 90% knowing what you are doing. AP or Phaser, if you don't know what you are doing, you will not last long. I have seen people flying tanks fully spec'd to phasers get their but handed to them by someone flying a mish-mash.

    But, if you are flying a cruiser, ignore the energy-type boosts. Focus on the weapon-type boosts. If you run up against me using only one type of energy type, my aegis shields are going to adapt quickly. If you come at me with two or more energy types, then my shields will not adapt as quickly.

    But I cannot stress strategy enough. You need to be planning three moves ahead when you are engaging the enemy.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Sworoth wrote: »
    I never said the antiproton consoles were a 100 percent need for good antiproton damage..
    I'm going to quote myself
    As for which consoles to use: If you're 3 Cannons + Torp person, go with the cannon console. If you a Cannons + Beam Bank (for use with BO III), then save up the money to get the AP consoles off the Exchange. It'll be worth it (as a properly boosted AP Beam Bank with BO III can get 40k+).
    AP consoles are a must if you use the 3 Cannons + Dual Beam Bank setup.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I'll be honest, success in PvP or PvE is 10% build, 90% knowing what you are doing. AP or Phaser, if you don't know what you are doing, you will not last long. I have seen people flying tanks fully spec'd to phasers get their but handed to them by someone flying a mish-mash.

    But, if you are flying a cruiser, ignore the energy-type boosts. Focus on the weapon-type boosts. If you run up against me using only one type of energy type, my aegis shields are going to adapt quickly. If you come at me with two or more energy types, then my shields will not adapt as quickly.

    But I cannot stress strategy enough. You need to be planning three moves ahead when you are engaging the enemy.
    You know, I haven't PvPed yet, nor do I uses the full Aegis set. Does the shield bonus actually activate that fast? And does it stack quickly? How powerful is the maximum stack?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    You know, I haven't PvPed yet, nor do I uses the full Aegis set. Does the shield bonus actually activate that fast? And does it stack quickly? How powerful is the maximum stack?

    From STOWiki:
    When your shields are hit, Reactive Shielding has a chance to activate, increasing the resistance to the incoming damage type for a short time. Reactive shields stacks up to 10 times, and can resist against several damage types at once.
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