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Antiproton space weapon question for pvp?

captweaverscaptweavers Member Posts: 44 Arc User
edited April 2013 in PvP Gameplay
What would be better for pvp matches?


Fleet Advanced Antiproton Dual heavy cannons dmg x3 / acc x1 or
Fleet Advanced Antiproton Dual heavy cannons dmg x2 / acc x2

I'm using a Jem bug.

any help is appreciated.
Post edited by captweavers on
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Comments

  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited March 2013
    I personally wouldn't use Antiproton at all, it's just not my kind of energy type. If I was pushed I'd be tempted with either Phaser, polaron or disruptor.

    With a lot of the PVP community rocking either a certain type of fleet shield, MACO or one of only a small handful of others, it's worth thinking about which type does what to your target, how expensive they are, and what shield you're likely to face :)
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  • glados122glados122 Member Posts: 109 Arc User
    edited March 2013
    I'd use phasers because of the chance to disable a subsystem.
    Polaron just decreases power. Or use a hybrid.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    its kinda sad, but the acc2 fleet weapons are the best AP that have ever been easily accessible. they haven't dropped at all for a long TRIBBLE time
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited March 2013
    its kinda sad, but the acc2 fleet weapons are the best AP that have ever been easily accessible. they haven't dropped at all for a long TRIBBLE time

    Man, I remember long ago when AP was all the rage in PVP. I kind of liked seeing Red Lazorz of Death streaking across the screen :cool:

    I had also been gone several months due to work. Why isn't AP popular anymore? I know it was pretty pricey. But price never stopped serious PVP'ers from acquiring what they wanted for a build. I also figured that the inherent + CritD is a nice bonus, regardless of target situation.

    Is it because of the hybrid weapons? Even then I see them as something situational.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    Man, I remember long ago when AP was all the rage in PVP. I kind of liked seeing Red Lazorz of Death streaking across the screen :cool:

    I had also been gone several months due to work. Why isn't AP popular anymore? I know it was pretty pricey. But price never stopped serious PVP'ers from acquiring what they wanted for a build. I also figured that the inherent + CritD is a nice bonus, regardless of target situation.

    Is it because of the hybrid weapons? Even then I see them as something situational.

    its impossible to get them with good mods, and they never drop, ever. the ones you can craft, or get from the dil store have absolutely TRIBBLE poor mods.

    before the acc2dam2 fleet weapons, that arent exactly ideal, the pre dil, pre emblem mark mkX AP DHCs with crtD2crtH1 were the best, but NOT accurate at all. at least those mods synergized well with the weapons, and if you could remove defense, hit brutally hard. id rather have more like that, then high acc AP weapons. something like that synergies better, and in the right conditions hits absolutely the hardest.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited March 2013
    its impossible to get them with good mods, and they never drop, ever. the ones you can craft, or get from the dil store have absolutely TRIBBLE poor mods.

    before the acc2dam2 fleet weapons, that arent exactly ideal, the pre dil, pre emblem mark mkX AP DHCs with crtD2crtH1 were the best, but NOT accurate at all. at least those mods synergized well with the weapons, and if you could remove defense, hit brutally hard. id rather have more like that, then high acc AP weapons. something like that synergies better, and in the right conditions hits absolutely the hardest.

    There was a time the STF had them. The store's gone now, but they were inbetween the current store mods and the fleet mods iirc (+acc, +critH, & useless/broken +borg mod). Those are bound though, so if a player didn't get them, they can't.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Antiprotons can be good, if you are a tactical with a good critical chance.

    They can be absolutly devastating with the right amount of criticals, but then I only do PVE, where the ACC modifier is not that important since most of the enemies are slow moving or stationary.

    So for PVP? I don't know...something with ACC 3 ?
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    What would be better for pvp matches?


    Fleet Advanced Antiproton Dual heavy cannons dmg x3 / acc x1 or
    Fleet Advanced Antiproton Dual heavy cannons dmg x2 / acc x2

    I'm using a Jem bug.

    any help is appreciated.

    Weapons with [Acc]x2 [Dmg]x2 will be better than a single [Acc] modifier since each [Acc] offsets the high defense ratings most Escorts use to mitigate incoming damage. So the more [Acc], the better...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    shar487a wrote: »
    Weapons with [Acc]x2 [Dmg]x2 will be better than a single [Acc] modifier since each [Acc] offsets the high defense ratings most Escorts use to mitigate incoming damage. So the more [Acc], the better...

    Say my Eng in his Chel is your target and any abilities to boost Defense are on CD.
    Say you've got Accurate and 9 in Targeting and you're not boosting Accuracy any other way.

    Your To-Hit with [Acc]x2: 71.4%
    Your To-Hit with [Acc]x1: 66.7%

    The extra Acc mod is giving you an additional +4.7% to your To-Hit.

    The +10 Accuracy from a weapon mod does not equate to +10% To-Hit in most cases (not sure of any case that it actually does).

    It's like several people have said - chasing Defense doesn't give you the returns that finding a way to park your target to drop that Defense and then slaughtering them with CrtH/CrtD would. Even Geko in that four hour interview points to Tractor Beams (which have 100% hit and ignore Defense even though they're a physical ability.../cough) as the counter to high Defense. Park your target - blow them up.

    AP weapons with CrtH/CrtD when you can park the target - AP DHCs...with all the +CrtH/+CrtD added since S7... park that target - man, that would just be Evil.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited March 2013
    glados122 wrote: »
    I'd use phasers because of the chance to disable a subsystem.
    Polaron just decreases power. Or use a hybrid.

    Just decreases power lol just decreases fields weapon and auxiliary power which just weakens the enemy's attack strength resistance to your attacks ability to heal and ability to move sure...just
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  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2013
    I just can't think of a time when AP weapons would be the choice over other types.

    Sure, with all of the extra CrtH you get now, the 10% CrtD innate of APs is nice... but it's only a 10% bonus.

    Literally every other energy type's proc will give you a better way of doing damage; -DmgRes, lowering Engine/Shield power, shredding shields, shutting shields down, etc.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited March 2013
    praxi5 wrote: »
    I just can't think of a time when AP weapons would be the choice over other types.

    Sure, with all of the extra CrtH you get now, the 10% CrtD innate of APs is nice... but it's only a 10% bonus.

    Literally every other energy type's proc will give you a better way of doing damage; -DmgRes, lowering Engine/Shield power, shredding shields, shutting shields down, etc.

    Probably only dhc with the already inherent crit d on them mixed with some extra critD mods

    Or a bop running BO3 alpha

    But then again like you say I would chose every other except tetryon(never had any luck using them)
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  • crimisicrimisi Member Posts: 39 Arc User
    edited March 2013
    Long time ago AP's would proc to bypass shields.

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  • captweaverscaptweavers Member Posts: 44 Arc User
    edited March 2013
    Thanks for all the comments.

    Would this be better:

    Tetryon Dual Heavy Cannons Mk xii [Acc]x3 (very rare)

    than using:

    Fleet Polaron Dual Heavy Cannons MK xii [Dmg]x2 [Acc]x2 (very rare)

    ?????
  • edited March 2013
    This content has been removed.
  • glados122glados122 Member Posts: 109 Arc User
    edited March 2013
    Just decreases power lol just decreases fields weapon and auxiliary power which just weakens the enemy's attack strength resistance to your attacks ability to heal and ability to move sure...just

    Just for short Phaser is a extremer version than Polaron.
    So take a pick.

    2,5 chance to decrease power
    or 2,5 chance to knock down the whole system:)
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2013
    I'd actually make the argument that with the absurdly high amount of shield resists and natural regen, Tetryons are more relevant now than ever.

    Coupled with the Phaser proc, Phased Tets are (imo), the best option by far.
  • captweaverscaptweavers Member Posts: 44 Arc User
    edited March 2013
    praxi5 wrote: »
    I'd actually make the argument that with the absurdly high amount of shield resists and natural regen, Tetryons are more relevant now than ever.

    Coupled with the Phaser proc, Phased Tets are (imo), the best option by far.

    I looked at that idea as well; however, you can only get acc x2.....and for pvp shouldnt you have acc x3 to be more effective???
  • edited March 2013
    This content has been removed.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    i run tetryon on ships that can have 3 flow conosles, and i also use glider. it wrecks shileds beter then my characters that only use tet glider and not tet weapons
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2013
    I looked at that idea as well; however, you can only get acc x2.....and for pvp shouldnt you have acc x3 to be more effective???

    Ideally, yes. But very few people actually run full Acc x3 builds due to their insane cost.
    deokkent wrote: »
    There is a reputation passives that gives you a heal when you are critically hit. I think AP should be avoided at all cost.

    At the moment phased polaron and polarized disruptors seem to be the best PvP weapons (maxed out flow capacitors skill). I haven't tried tetryon hybrids, but I've had a bad experience in the past with regular tetryons.

    The Tetryon proc is meh to nice, depending on your spec. But the way I look at it is that it's a Phaser with a free Tetryon proc to go with it.
  • mdwgardiner1701mdwgardiner1701 Member Posts: 0 Arc User
    edited March 2013
    I recently got a set of these weapons for pve/pvp purposes (AP accx2 dmgx2). I have to say I really like them, they are hitting a lot harder than anything I've had in the past.

    Because I've always been ec poor I was running mk xi accx3 phasers or disruptors, or sometimes accx2 crith.

    I did run the act plugin with some fleet mates to test them out and yes I was losing about 10% from the acc modifier. I run both the assimilated console and the zero-point for crith chance and will be picking up some Rom boffs when I get the chance. When they did crit it was absolutely devastating and I can't put my finger on it but I think the dmg mod was helping in a lot of ways too. I think this is because a lot of people run the Romulan passive for shield heal on crith, the extra boost to base dmg allowed me to put out a lot more "pressure cannon dmg".

    I did notice that not many people are running the elite fleet shield with the resist for it either, this is just a personal observation.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    Well its true that there are now usable AP in the fleet stores... with

    Accx2 dmgx2

    However I would say this about them....

    Why would you not just go to the Exchange and pick up

    Phaser [acc]x2 [crtd]
    or
    Disruptor [acc]x2 [crtd]
    or
    tetryon [acc]x2 [crtd]
    or
    Polaron [acc]x2 [crtd]

    Who wouldn't trade one DMG mod for a Phaser/disruptor/tet/polaron proc.

    To go one further... there are are hybrid weapons that would give you 2 of the above procs... at the cost of the CrtD... which I would say is also a good trade.
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  • glados122glados122 Member Posts: 109 Arc User
    edited March 2013
    i used to say: a bit of both is better than most of one:)
  • cryox1cryox1 Member Posts: 33 Arc User
    edited March 2013
    edalgo wrote: »
    I would use the AP fleet Acc x2 over the tetryons. The tetryon proc is very weak right now against hardened targets.

    Polaron proc will drain power levels which will make your target squishier
    Phaser will knock a random system offline, hopefully shields
    Plasma will add over time pressure dps, not my favorite with ppl still running Maco and everyone having a HE
    Disruptor will lower damage resist which will help your next volley
    Tetryon will do minimal extra shield damage only
    AP when it crits will crit for a higher dps, best for a BO build.

    This game is more about how you use your weapons than the weapons themselves.

    I agree with the above post.
    Dont be a "narrow minded" Acc x 3 Cannon Rapid Fire advocate.
    Not that its not effective.It surely is one of the best damage dealing choices,but it is not
    the only choice.
    Be innovative.Try Cannon Scatter Volley with CrtD x 3 !
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    praxi5 wrote: »
    I just can't think of a time when AP weapons would be the choice over other types.

    Sure, with all of the extra CrtH you get now, the 10% CrtD innate of APs is nice... but it's only a 10% bonus.

    Literally every other energy type's proc will give you a better way of doing damage; -DmgRes, lowering Engine/Shield power, shredding shields, shutting shields down, etc.


    That +10% is incorrect... antiproton weapons actually pack +20% crit severity... basically an extra [CrtD]. Therefore, an Antiproton DHC [Crth] [CrtD]x2 would have +2 critical hit chance and +70% critical severity -- this packs a serious punch when used by Tacs running AP-Alpha and a few Romulan superior operative BOFF's.
  • straden0straden0 Member Posts: 78 Arc User
    edited April 2013
    I keep persistently hearing that AP space weapons are bugged because of the +30 Crit severity value instead of having a +30% (for instance).

    I still use them, as I think the +30 intentionally does not carry a percentage value. Can anyone enlighten me on this? All of my forum searching points to Cryptic either not acknowledging this being a bug or saying its working as intended.

    Also, tooltips for AP space weapons are said to be misleading.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited April 2013
    straden0 wrote: »
    I keep persistently hearing that AP space weapons are bugged because of the +30 Crit severity value instead of having a +30% (for instance).

    I still use them, as I think the +30 intentionally does not carry a percentage value. Can anyone enlighten me on this? All of my forum searching points to Cryptic either not acknowledging this being a bug or saying its working as intended.

    Also, tooltips for AP space weapons are said to be misleading.

    I'm not aware of any such bug. DHC's have an inherent +10 crit severity, therefore, an Antiproton DHC [Acc] [CrtD] would have +10% accuracy and +30 crit severity (+10 DHC + 20 CrtD modifier). These add on as percentage points to the weapon's base damage.
  • darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited April 2013
    CritDx3 weaps are the best and u can use TB or target engines etc to drop ones bonus defense.
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  • crimisicrimisi Member Posts: 39 Arc User
    edited April 2013
    Reminds me of my old mk X DHC AP crth crtd x2 (crth 2% with 70%crtd) at k7. Now some Russian owns them.

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