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Advanced fleet weapons: Tetryon vs Antiproton?

b3tazoidb3tazoid Member Posts: 0 Arc User
edited March 2013 in Federation Discussion
Hi,

I have a Mobius temporal destroyer, and my fleet just unlocked advanced fleet weapons.

I currently used 3 phased tetryon cannons, and 2 phased tetryon turrets, and a quantum with torp spread 1 and 3 and a cutting beam for hull damage.

So, my main question is: Fleet antiproton or tetryon?

I prefer the look and sound of tetryon, and like the shield stripping ability, (and trust me, I AM PEDANTIC about looks on my ship), but a few people have said I should switch to antiproton.

Someone also recommended that I use antiproton along with tetryon glider from the omega set, but I'm still only tier 2 omega, so I wouldn't be able to get the omega at a decent level for a while.

Can anyone help me, pro's and con's of both?
Post edited by b3tazoid on

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    thepantspartythepantsparty Member Posts: 431 Arc User
    edited March 2013
    All those generators, transformers, and gateways in STFs? The Tetryon proc is 100% useless against them. AP's bonus crit severity is useful against everything.
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    The Mobius gains a Temporal Inversion ability when equipped with the Temporal Warfare Set. That set's Chroniton Dual Beam Array is Anti-proton based, so you might as well go AP.

    DO NOT buy advanced fleet weapons until this upcoming Thursday 3/21... the next patch will be adding [Acc]x2[Dmg] Advanced and Elite fleet weapons.
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    shandypandyshandypandy Member Posts: 632 Arc User
    edited March 2013
    (Cough) disruptor (cough)
    giphy.gif
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    dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited March 2013
    Disruptor or Anti-Proton. Disruptors benefit everyone on the teams DPS, antiproton can get some insane criticals going especially with the boost to crit chance from Tachyokinetic Converter/Zero-Point/Borg Console, or if you have all 3 of them equipped at once, even better.

    I use Polaron on my Science captain with a power drain build, everything else is either disruptor or anti-proton. At end game there really is nothing better.
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited March 2013
    As others have said. Wait for the new patch to add the Accx2 Dmgx2 Weapons.
    EnYn9p9.jpg
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    b3tazoidb3tazoid Member Posts: 0 Arc User
    edited March 2013
    Antiproton dhc accx2 dmgx2 it is then, same for turrets.

    Doesn't matter about waiting till Thursday, it will take me until next Monday to have all the dil I need.

    Thanks guys, you were really helpful in a short space of time :D
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    sirokksirokk Member Posts: 990 Arc User
    edited March 2013
    All those generators, transformers, and gateways in STFs? The Tetryon proc is 100% useless against them. AP's bonus crit severity is useful against everything.

    True that the proc may not affect everything, like the items mentioned above are not affected by a shield stripping proc that Tetryons have.

    That's just their proc. Otherwise they do as much damage as all the other energy weapons. Get Tetryons that have the same crits (CrtD) as Antiprotons and you'll have the equivalent weapon but with an proc as well.
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    All those generators, transformers, and gateways in STFs? The Tetryon proc is 100% useless against them. AP's bonus crit severity is useful against everything.
    There's only like 3 gateways, 6 transformers and 24 generators. And Tetryons hit unshielded targets for the same base damage so the difference is minimal.
    [SIGPIC][/SIGPIC]
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    b3tazoid wrote: »
    Antiproton dhc accx2 dmgx2 it is then, same for turrets.
    I think you mean phasers? Not antiproton? I thought the new additions were just phasers?
    [SIGPIC][/SIGPIC]
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    sirokk wrote: »
    True that the proc may not affect everything, like the items mentioned above are not affected by a shield stripping proc that Tetryons have.

    That's just their proc. Otherwise they do as much damage as all the other energy weapons. Get Tetryons that have the same crits (CrtD) as Antiprotons and you'll have the equivalent weapon but with an proc as well.

    Antiprotons have an inherent +20 crit severity mod, while Tetryons get a 2.5% shield stripping proc. As a result, AP weapons will always enjoy a +20 crit-severity advantage over Tetryon weapons with identical mods / suffixes. When the the target has no shields, tetryon really becomes lack-luster compared to other energy weapon types.
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited March 2013
    I think you mean phasers? Not antiproton? I thought the new additions were just phasers?

    Should be for all types.
    • Added more Advanced Fleet weapons to the fleet store.
      • These Advanced Fleet weapons have [Dmg]x2 and [Acc]x2.
      • All Directed Energy types are available.
    EnYn9p9.jpg
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    trimenranger1trimenranger1 Member Posts: 0 Arc User
    edited March 2013
    The OP mentioned they just unlockled Advanced Fleet weaponry, they are a long way off from elite. The acc2 dmg 2 will be great for those of us with that will have access to them, but for smaller fleets Advanced weaponry is amazing.


    as Stated before the AP setup is better for overall damage, Tetryon is great at dropping shields. Vs unshielded targets you lose out on the proc.

    Do not laugh. I have a Fleet Escort Retrofit that runs 2 Fleet transphasics, 2 Transphasic cluster fore, 2 fleet transpasics , 1 disruptor turret aft.

    Running Adapated MAC0, uni Assimilate console, Rules 62 uni console. APOIII,TrpSprdIIIx2,ATPBIx2,TactTmI x2

    That lone disruptor keep ATPB on target and the occasional proc means My custer torps do obscene damages.
    Trimen Ranger
    Admiral Federation Tactical Corps
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    br3akingforcebr3akingforce Member Posts: 106 Arc User
    edited March 2013
    shar487a wrote: »
    The Mobius gains a Temporal Inversion ability when equipped with the Temporal Warfare Set. That set's Chroniton Dual Beam Array is Anti-proton based, so you might as well go AP.

    DO NOT buy advanced fleet weapons until this upcoming Thursday 3/21... the next patch will be adding [Acc]x2[Dmg] Advanced and Elite fleet weapons.



    i thought the bonus was to chroniton projectiles. is it confirmed that ap counts for that? as well as the chroniton torps in that set?

    also, do ap consoles buff the chroniton dbb as well?

    i might have to change my mobius fit up ^^

    reedit: although, even if they do, it won't work with crf or csv, what with the not being cannons and all...i dunno...might work best with a wells
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited March 2013
    shar487a wrote: »
    Antiprotons have an inherent +20 crit severity mod, while Tetryons get a 2.5% shield stripping proc. As a result, AP weapons will always enjoy a +20 crit-severity advantage over Tetryon weapons with identical mods / suffixes. When the the target has no shields, tetryon really becomes lack-luster compared to other energy weapon types.

    Long ago, Anti-Proton weapons were all the rage for space combat. No longer. But when you look at the weapon types & procs, AP still holds up well.
    XzRTofz.gif
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    b3tazoidb3tazoid Member Posts: 0 Arc User
    edited March 2013
    Well now reading all of the above, I'm even more unsure. I've used tetryon the most (only doing brief jumps to plasma-disruptor and phased polaron), so I think I'll stick with fleet tetryon. Also, saves me having to spend tons on decent mag regulators, as I already have 4 green mk xii tetryon pulse generators. TBH, I'm fine for hull damage as well thnks to the jem'hadar bridge officer's torp spread 3, a cutting beam, and another torp spread (1 or 2, me forgets)

    Unless someone brings up a REALLY good point about anti-proton, as frankly I can live without th 20% crit bonus, I'll stick with 2 tetryon dhc and a dc on front (both with dmgx2 accx2), and 2 tetryon turrets with dmgx2 accx2 (th eother slots eing taken up by the torpedo and cutting beam)

    Why don't they bring out anti-tetryonic plasmic disruptive phased polarized weapons already? :D
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    i thought the bonus was to chroniton projectiles. is it confirmed that ap counts for that? as well as the chroniton torps in that set?

    also, do ap consoles buff the chroniton dbb as well?

    i might have to change my mobius fit up ^^

    reedit: although, even if they do, it won't work with crf or csv, what with the not being cannons and all...i dunno...might work best with a wells

    The Temporal Warfare set's 2-item bonus boosts chroniton projectiles. However, The Chroniton Dual Beam Array that is a part of that set is anti-proton-based, therefore, antiproton mag regulator consoles will boost its damage. The Chroniton Dual Beam Array is the only energy weapon presently in the game with a target-slowing proc, reducing speed-based defense ratings when it triggers. They crit very hard when used with Beam Overload because of their +40 crit-severity

    If you've ever seen Temporal Inversion on a Mobius Destroyer, you know why so many Mobius users swear by it:

    Set 3: Temporal Inversion Field

    Toggle (20 max)
    Affect Foe
    5 kilometer Sphere
    0.5 sec activate
    3 min recharge
    To all enemies within 5.0km:

    -200% Flight Speed
    (-400% Flight Speed vs. Small Craft)
    -150% Turn Rate
    -150% Power Recharge Speed

    To self when equipped on Temporal Science Vessel or Temporal Destroyer:

    +50% Flight Speed
    +100% Turn Rate
    +150% Power Recharge Speed

    My fleet mates hate fighting my Mobius Destroyer because of the above.
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    Long ago, Anti-Proton weapons were all the rage for space combat. No longer. But when you look at the weapon types & procs, AP still holds up well.

    That was because AP was the only end-game weapon type originally offered in the early seasons (back when Battle-Group Omega was still relevant). They are still nasty when used by crit-optimized Tac builds since they can crank their critical hit rates and severity by stacking AP-Alpha with GDF and other damage boosting skills.
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    b3tazoid wrote: »
    Well now reading all of the above, I'm even more unsure. I've used tetryon the most (only doing brief jumps to plasma-disruptor and phased polaron), so I think I'll stick with fleet tetryon. Also, saves me having to spend tons on decent mag regulators, as I already have 4 green mk xii tetryon pulse generators. TBH, I'm fine for hull damage as well thnks to the jem'hadar bridge officer's torp spread 3, a cutting beam, and another torp spread (1 or 2, me forgets)

    Unless someone brings up a REALLY good point about anti-proton, as frankly I can live without th 20% crit bonus, I'll stick with 2 tetryon dhc and a dc on front (both with dmgx2 accx2), and 2 tetryon turrets with dmgx2 accx2 (th eother slots eing taken up by the torpedo and cutting beam)

    Why don't they bring out anti-tetryonic plasmic disruptive phased polarized weapons already? :D

    I used Tetryon a long time ago back in Season1, and now it is the only energy type I no longer use at all ;) Its anti-shield focus is a big liability vs. hull tankers, so tetryon-based ships usually have to run torps to compensate. As previously mentioned, Tetryon-only builds really suffer in STF's since most opponents are 5% shields + 95% hull.

    If you're a tactical captain, then antiproton is going to be one of the strongest available energy weapon types (especially if you spec for max critical hits and severity). Otherwise feel free to ignore it.

    AP chews through shields and hulls equally well, without any DPS-drop off nor sporadic proc-dependencies like Tetryon. If you want shield-drain abilities, then consider the 2-Piece Omega set bonus Tetryon Glider with max Flow Capacitors. TG actually outperforms full tetron-only ship builds not running Omega items because it triggers with every weapon hit, while the tetryon proc only has a 2.5% trigger rate per weapon per firing cycle (yes, this is quite depressing).
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    br3akingforcebr3akingforce Member Posts: 106 Arc User
    edited March 2013
    shar487a wrote: »
    The Temporal Warfare set's 2-item bonus boosts chroniton projectiles. However, The Chroniton Dual Beam Array that is a part of that set is anti-proton-based, therefore, antiproton mag regulator consoles will boost its damage. The Chroniton Dual Beam Array is the only energy weapon presently in the game with a target-slowing proc, reducing speed-based defense ratings when it triggers. They crit very hard when used with Beam Overload because of their +40 crit-severity

    If you've ever seen Temporal Inversion on a Mobius Destroyer, you know why so many Mobius users swear by it:

    Set 3: Temporal Inversion Field

    Toggle (20 max)
    Affect Foe
    5 kilometer Sphere
    0.5 sec activate
    3 min recharge
    To all enemies within 5.0km:

    -200% Flight Speed
    (-400% Flight Speed vs. Small Craft)
    -150% Turn Rate
    -150% Power Recharge Speed

    To self when equipped on Temporal Science Vessel or Temporal Destroyer:

    +50% Flight Speed
    +100% Turn Rate
    +150% Power Recharge Speed

    My fleet mates hate fighting my Mobius Destroyer because of the above.

    :X ok, i might have to give it a whirl, once i get a handful more lobi.
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    sirokksirokk Member Posts: 990 Arc User
    edited March 2013
    shar487a wrote: »
    Antiprotons have an inherent +20 crit severity mod, while Tetryons get a 2.5% shield stripping proc. As a result, AP weapons will always enjoy a +20 crit-severity advantage over Tetryon weapons with identical mods / suffixes. When the the target has no shields, tetryon really becomes lack-luster compared to other energy weapon types.

    That's why you would have to get Tetryon's that have an extra crit modifier to get the +20 crit-sev. Then they would be equivalent, as far as that goes.
    Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home'
    SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
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    phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited March 2013
    dashuk2381 wrote: »
    Disruptor or Anti-Proton. Disruptors benefit everyone on the teams DPS, antiproton can get some insane criticals going especially with the boost to crit chance from Tachyokinetic Converter/Zero-Point/Borg Console, or if you have all 3 of them equipped at once, even better.

    I use Polaron on my Science captain with a power drain build, everything else is either disruptor or anti-proton. At end game there really is nothing better.

    Not to mention one of the rep space skills adds 3% crit as well as the Romulan Crit boffs from the embassy

    I am up around 12% base crit on my patrol escort
    join Date: Sep 2009 - I want my changeling lava lamp!
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    sirokk wrote: »
    That's why you would have to get Tetryon's that have an extra crit modifier to get the +20 crit-sev. Then they would be equivalent, as far as that goes.

    That would only be true if you compare a tetryon weapon with [CrtD] vs. an antiproton weapon without [CrtD], ie, non-equivalent versions. If you compare apples-to-apples, like a tetryon [CrtD]x3 vs. antiproton [CrtD]x3, then tetryon still loses by -20 crit severity.

    Let's not forget the tetryon proc's inferior shield drain performance when benched against the tetryon glider mechanic. Cryptic can correct this by increasing the shield quantity removed by the tetryon proc, but I have not seen any hints that this will be happening anytime soon.
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    dave18193dave18193 Member Posts: 416 Arc User
    edited March 2013
    Personally, I love tetryon weapons with the tet glider 2 piece combo. It all depends what you want out of your ship. Flow capacitors boost both, leading to noticeable gains.

    Tet weapons aren't as effective as AP or disruptors against unshielded argets, or against player ships which focus on hull tanking.

    But by the same token, using the Kinetic Cutting beam and even one good torpedo (with HY3 or TS3 preferably) will still cause immense damage to hulls. In STFs, I find tets help to peel the shields of multiple targets with CSV or BFAW, exposing them to a torp spread. This in turn helps to attain the optional objestives, such as stopping waves from reaching the kang or the gate, or destroying nanite spheres.

    The Tet proc does its shield drain to all 4 facings, very helpful when fighting slippery foes (such as fast, maneuvarable ships in pvp). Ships with a high defence rating, such as escorts in PVP arent going be critted as often, but the tet proc and drain is a fixed chance.

    Looking at upcoming changes to pvp as well, extra shied damage may well become even more important. Elite fleet phasers and elite shields will make shields a lot tankier as they become more common, increasing the relative value of tet weapons.

    AP is doubtkess better against hull tanks, but again there are other sources of high kinetic damage. The recent boosts to crit rate (such as rommie passive and zero point console) are probably why ap seems so much more popular these days, that and there is now finally a simple way to get them in Accx2.

    If you want to boost the hull damage from your tet weapons, why not use some plasma infused romulan consoles (id choose flow caps variant)? They basically add a plasma hull damage proc to your weapons. Granted they'd do the same for AP, but AP wouldnt get anything out of flow capacitors.
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    One of the things about tetryon is you can get the deshielding affect without using any damage consoles, since the proc payoff is keyed to acc/crth instead of damage. So you can load up a torp boat with kinetic consoles and use the tets for deshielding only. My only real gripe about tet is that they do not work as well as they should. This is because they have a fixed amount and are not keyed to target shield percentage. So they are either OP against small things or (more often) way underpowered against stuff with 6k shields.

    Conversely antiproton is keyed to percentage of damage, so maxing out consoles maxes out the proc too.

    I'm planning to switch my fed escort over to AP, once I clear some other projects. My cruiser will keep the tet beams for the foreseeable future.
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    dave18193 wrote: »
    Personally, I love tetryon weapons with the tet glider 2 piece combo. It all depends what you want out of your ship. Flow capacitors boost both, leading to noticeable gains.

    ...<SNIP>...

    The Tet proc does its shield drain to all 4 facings, very helpful when fighting slippery foes (such as fast, maneuvarable ships in pvp). Ships with a high defence rating, such as escorts in PVP arent going be critted as often, but the tet proc and drain is a fixed chance.

    ...<SNIP>...

    Looking at upcoming changes to pvp as well, extra shied damage may well become even more important. Elite fleet phasers and elite shields will make shields a lot tankier as they become more common, increasing the relative value of tet weapons.

    ...<SNIP>...

    AP is doubtkess better against hull tanks, but again there are other sources of high kinetic damage. The recent boosts to crit rate (such as rommie passive and zero point console) are probably why ap seems so much more popular these days, that and there is now finally a simple way to get them in Accx2.

    Tetryon weapon shield drain quantities are also reduced by power insulators -- the more the target stacks, the less tetryons drain shields (I typically run L6 / +85 base Power Insulators IIRC). Fortunately NPC's don't tend to have any such stats, but in PVP, power insulator stats are standard.
    dave18193 wrote: »
    Tet weapons aren't as effective as AP or disruptors against unshielded argets, or against player ships which focus on hull tanking.

    But by the same token, using the Kinetic Cutting beam and even one good torpedo (with HY3 or TS3 preferably) will still cause immense damage to hulls. In STFs, I find tets help to peel the shields of multiple targets with CSV or BFAW, exposing them to a torp spread. This in turn helps to attain the optional objestives, such as stopping waves from reaching the kang or the gate, or destroying nanite spheres.

    ...<SNIP>...

    AP is doubtkess better against hull tanks, but again there are other sources of high kinetic damage. The recent boosts to crit rate (such as rommie passive and zero point console) are probably why ap seems so much more popular these days, that and there is now finally a simple way to get them in Accx2.

    If you want to boost the hull damage from your tet weapons, why not use some plasma infused romulan consoles (id choose flow caps variant)? They basically add a plasma hull damage proc to your weapons. Granted they'd do the same for AP, but AP wouldnt get anything out of flow capacitors.

    The problem with tetryons do not go away by compensating for their lack of extra hull damage with torpedoes -- you still have an energy weapon type that is over-specialized against shields. Torpedoes are the opposite end of the spectrum -- they score extra damage vs. exposed hulls but are mitigated via Brace for Impact.

    There is a bright side to Tetryon -- is shield drain is counted as damage for game DPS metrics purposes, so even if a tetryon-armed ship does not inflict lethal damage to destroy a ship, it still scores higher net damage for competitive fleet action rankings. I watched a Galor warship consistently place 1st in Gorn Mine Field using this tactic. I usually place first in my JHAS, but the Galor captain's build was well tuned towards padding its numbers via tetryon cannons and turrets.

    When I get home, I'll try slotting 2 Omega pieces and see if it makes any difference. :)
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    b3tazoidb3tazoid Member Posts: 0 Arc User
    edited March 2013
    I had a talk with my fleet, and they said AP as well, so I think I'll go AP. I'll miss tetryon, but the Mobius is built for AP.

    Thanks for all your help guys :D
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    quintarisquintaris Member Posts: 816 Arc User
    edited March 2013
    I just got a Mobius yesterday, and was planning on AP once I got the dil.

    But since I lack the ability to read properly, I now have 3 fleet dual cannons instead of dual heavy cannons.
    w8xekp.jpg
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    quintaris wrote: »
    I just got a Mobius yesterday, and was planning on AP once I got the dil.

    But since I lack the ability to read properly, I now have 3 fleet dual cannons instead of dual heavy cannons.

    You may still be able to salvage the situation by using the Omega Space Set. Since Dual cannons fire at 2x the rate of DHC's, you will get double the Tetryon Glider shield drain per cannon volley.
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    quintarisquintaris Member Posts: 816 Arc User
    edited March 2013
    Hmm...that might be an option. I think I've got two pieces of the MK X Omega set from pre-S7. Not ideal, but that'll teach me to see "dual" and not continue reading.
    w8xekp.jpg
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