Whats your opinion of the new Weapons?
Their inherent Knock back feature?
(when do we get a universal consol that boosts Cannons?
Beams/torps/mines/exotic all have them...expecially torps. And for that matter a Set. Nukara has your back on beams, Both borg and romulan set got your torps, Dyson has your Torp and exotic...)
have not had a chance to aquire Undine AP weaponry but i want to see what it can do from what my ship faced it could be trouble to face and might give Grav Well users a spot of trouble.
How can ANYONE possibly know anything concrete about Undine ap weapons when the whole thing started yesterday. Saying they "work good for me" based on Tribble interaction is meaningless. Post facts. What makes them good? What bonus and liabilities do they have? Provide some valuable insight. Why are they good? Not opinions and fan boy BS. Real information.
Player and forumite formerly known as FEELTHETHUNDER
I have to admit when I looked the the discription, I was like "Why the hell do I want a weapon that is going to push an enemy out of predictable movement and/or potentially out of range of my weapons?"
Maybe someone more experienced with the game than I can see the usefulness though.
So if the repel function is the difference and the are otherwise no different than standard AP weapons, they are no better than Adv Fleet or Voth AP weapons.
Player and forumite formerly known as FEELTHETHUNDER
If the weapons have knockback to them of sufficient power, I can think of one *very* effective use for them. PvP keep away builds. The further they are from you the less damage a cannon build will do.
This could actually give tank cruisers a leg up in PvP again, keep other players at a distance and you can wear them down. Add a few choice Fleet Consoles to give them Plasma DOT and you can really have fun lol
"Why all the sales"?
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
So if the repel function is the difference and the are otherwise no different than standard AP weapons, they are no better than Adv Fleet or Voth AP weapons.
+1
The only difference between AP and any other weapon is that AP have significantly more passive severity. The undine versions does not come in with such severity bonus (like normal AP). They can get such severity by a random drop but that wont be enough to make them as good as normal APs.
The 2.5% chance to deal 270 damage (ignoring shields) is just too little damage and the push is not worth it. Plasma proc with 2.5% chance may strike like 130-200 per sec (or more) for 15 sec, which is far more than 270 single hit. Also plasma ignore shields...
I was really disappointing in Destabilizing Tetryons and now the Undine ones are not what was expected. They look pretty though..
I think these weapons would be primary useful in PVP.
Well for myself... the repel is useful in certain situations where you want to avoid damage like Crystaline entity. They're also useful for enemies that like to strafe behind you, IE it will stop them dead in their tracks and blow them back into your firing range.
I'm using Cannons And I find them rather useful. Having 2 Voths for their weapon procs, and 3 of the Undine at the front for theirs is pretty spiffy. They are extremly pretty. almost looks like im firing a stream of Torpedos :P
At Anyrate their is Zero Difference between the Damage provided by these and Voth weapons. Only difference is a copy paste proc, that can be incredibly useful once you get the feel for it...and its augmentable... if u want more or less push, more or less graviton points directly effects it.
The 270 damage on the proc is laughable and Not even noticable. but Considering The other Antiproton options... its prolly the better one.
I can see Alot of flexability in using these. An enemy moving towards you, can effectivly be stopped in their tracks and held. an escort darting around can be blown out of their firing arc...
Makes me wonder if the romulan tier 5 skill will uber boost these...
If so u could have a low grav setting, and then a High. might be usful for various situations.
But out of all seriousness the best thing so far I've found with these is in crystaline entity (or rather crystal catastrophy) The shards are blown clean back... and don't group up nearly as well. expecially if multiple people are firing these types of weapons, the groups will be blown back and split up making the crystals shard threat a laughable experience
I don't like the repel on the Undine weapons. It aggravates me when my target moves out of range.
IMO I think normal Antiproton weapons are better. You're comparing a constant +20 crit severity on normal AP versus a 2.5% chance for extra damage on Fluidic AP. Most people have more than 2.5% chance to crit, so I think the normal AP would have better overall DPS.
I mean, if you want a different flavored candy to try, or have an Undine Bioship that feels incomplete without them, then I guess they're worth a shot.
Well for myself... the repel is useful in certain situations where you want to avoid damage like Crystaline entity. They're also useful for enemies that like to strafe behind you, IE it will stop them dead in their tracks and blow them back into your firing range.
I'm using Cannons And I find them rather useful. Having 2 Voths for their weapon procs, and 3 of the Undine at the front for theirs is pretty spiffy. They are extremly pretty. almost looks like im firing a stream of Torpedos :P
At Anyrate their is Zero Difference between the Damage provided by these and Voth weapons. Only difference is a copy paste proc, that can be incredibly useful once you get the feel for it...and its augmentable... if u want more or less push, more or less graviton points directly effects it.
The 270 damage on the proc is laughable and Not even noticable. but Considering The other Antiproton options... its prolly the better one.
I can see Alot of flexability in using these. An enemy moving towards you, can effectivly be stopped in their tracks and held. an escort darting around can be blown out of their firing arc...
Makes me wonder if the romulan tier 5 skill will uber boost these...
If so u could have a low grav setting, and then a High. might be usful for various situations.
But out of all seriousness the best thing so far I've found with these is in crystaline entity (or rather crystal catastrophy) The shards are blown clean back... and don't group up nearly as well. expecially if multiple people are firing these types of weapons, the groups will be blown back and split up making the crystals shard threat a laughable experience
After reading your post I went and gave it a try with this in mind, turns out a single turret with this proc is pretty useful in Crystal Elite. I loaded one turret on a beam spaming ship and gave it Cannon Volley I just to test it out. Its the perfect tool for keeping those blasted crystal shards at bay and beyond that its a nasty point defense tool.
Thanks for the tip and the idea mate
"Why all the sales"?
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
I don't like the repel on the Undine weapons. It aggravates me when my target moves out of range.
IMO I think normal Antiproton weapons are better. You're comparing a constant +20 crit severity on normal AP versus a 2.5% chance for extra damage on Fluidic AP. Most people have more than 2.5% chance to crit, so I think the normal AP would have better overall DPS.
I thought that the 2.5% chance was in addition to the extra crit severity. Is it removed for this? If so, that would suck.
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So if the repel function is the difference and the are otherwise no different than standard AP weapons, they are no better than Adv Fleet or Voth AP weapons.
This is just from what i have seen so far with my Fluidic AP set on my Engineer..
Firstly the knock back only occurs a small fraction of the time HOWEVER if you were spec'd correctly to take advantage of it i'm certain you could boost the percentage. Also the chance to cause 276.2 kinetic damage (in my case yours may vary) that ignores 100% shields is my main reason for using them. I think the knock back and shield ignoring damage are on the same percentage at around %2.5 you sacrifice crit severity but gain a 4% crit chance as well.
It has been my limited experience that in some ways these are "better" AP weapons then the others mainly with their abilities. But if you are looking for a straight damage AP these are not the "best" ones i'd go for the regular AP beam weapons on the exchange for sheer damage output. And maybe the Voth AP if you are looking for more of a mixed bag of tricks. These are more about focused CC then almost anything else especially with the knock back chance.
If you are curious i'm using a Voth Bastion Flight Deck Cruiser set up as a beam boat. I have found that these weapons are almost perfectly suited for my setup and compliment my play style quite nicely. But I assume that based on your ship and play style that could effect how you use and/or view these weapons.
Also in PvP the knock back could also be used in conjunction with a Tykens Rift or Gravity Well to "push" players who might be outside the anomaly into its range just a thought.
I thought that the 2.5% chance was in addition to the extra crit severity. Is it removed for this? If so, that would suck.
The only AP weapons with the traditional Crit Severity are Advanced AP and the old school AP weapons. Voth & Undine AP weapons do not have the inherent Crit Severity of the others.
this weapons will be a great to have on faw ship in stf they will produce huge rage of ppl just like guys who use repel after gw
Already happening I'm afraid ... Had some (cashed up) idiot in a bioship in ISE last night, who managed to push one of the Sphere's 22Km's away from the gate, but he/she was doing "F" all damage otherwise, so the rest of us had to chase that thing all over the map, then fly all the way back to the gate!!!! ...
Note to anyone using these weapon (like those who use TBR's or Shockwaves) be prepared for a great deal of "hate/rage" unless your in a team that knows what you are doing, and YOU know what you are doing.
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'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
On balance, I probably still prefer the Voth AP weapons, but I'm liking the Fluidic ones on my sci-alt; the push-back gives me an extra few seconds to recharge abilities, so that's handy. Plus, having the omni-AP beam and the obelisk core is giving me a nice damage boost, too.
when do we get a universal consol that boosts Cannons?
We've had these for sometime now. You can get them at the vendor on the Fleet Spire. I'm not sure if spire level matters. Our fleet maxes everything out so quickly...
We've had these for sometime now. You can get them at the vendor on the Fleet Spire. I'm not sure if spire level matters. Our fleet maxes everything out so quickly...
So go to the Fleet Spire and speak to the Tac Console Vendor.
Edit: Fleet Spire Tier 2 is required to purchase Vulnerability Exploiters. Fleet Spire Tier 3 is required to purchase Vulnerability Locators.
But these aren't universal consoles, are they?
And cannon boosting consoles tend to provide a lesser benefit than energy boosting consoles. (A weird design decision to me, unless they just want to avoid people rainbowing)
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Apart from the Repel function bothering cannoniers they are good weapons.
Which requires less effort?
Lining narrow arc weapons for an attack run, knowing when to break off, recover, and make another run?
Or turn to the side and just hit space bar the whole time?
As for the Undine AP weapons, I can see the purpose for PVP by keeping things off you. But even then, you will be knocking away targets that your teammates are trying to come to grips with. But in PVE, you don't really want that. Even if you were covering probes in KASE, I'd rather burn the probes down quickly than pushing them back and watch my damage fall because of the now increased range.
Also, Voth & Undine AP do not have the inherent exra Crit Severity Regular & Advanced AP have. Between all the AP available in game, the extra Crit Severity in place of a gimmicky proc is good, no-nonsense efficiency. When you crit, the regular AP simply makes it hit that much harder.
I've been using Fluidic AP beam arrays on my Nicor since Day3 of Season-9's launch. They are easily one of the best energy types I've used in a while. Here are some observations, several already mentioned earlier in this thread:
1) It's easy to get Fluidic AP's Beam Arrays to 1077+ base damage thanks to the Obelisk Core + Omni-AP Beam Array + 5 Vulnerability Locators [AP]
2) The repel proc tends to knock ships out of top speed regardless of firing angle, thereby lowering their speed-based defense and increasing the amount of damage dealt
3) My tactical captain is spec'd with zero in graviton generators, so the repel effect is barely noticeable, but the shield-bypass damage is still present (usually near 670+). Coupled with DEM on and Aux2Batt build, these apply near-constant shield-bypassing damage
4) Fluidic AP procs actually generate extra shield-ignoring damage in addition to lowering speed based target defense, while Voth AP's only lower the target's damage output. As a result, Fluidic AP weapons easily out-class Voth AP.
My Nicor sports 5 Fluidic AP Beam Arrays, 1 Omni-AP Beam Array, Enhanced Bio-Neural Torpedo Launcher, and Gravimetric Torp. It usually hovers around 14.5k+ dps in ISE according to Combat Log Reader.
PVP performance has been better than expected, with many opponents complaining about being knocked around and taking constant damage through raised shields.
Comments
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
The repel is something i don't want, it knocks away ships and i lose dmg from range because of it.
Maybe someone more experienced with the game than I can see the usefulness though.
Yeah, well, Escorts are stupid-heads anyway.
Apart from the Repel function bothering cannoniers they are good weapons.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
This could actually give tank cruisers a leg up in PvP again, keep other players at a distance and you can wear them down. Add a few choice Fleet Consoles to give them Plasma DOT and you can really have fun lol
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
+1
The only difference between AP and any other weapon is that AP have significantly more passive severity. The undine versions does not come in with such severity bonus (like normal AP). They can get such severity by a random drop but that wont be enough to make them as good as normal APs.
The 2.5% chance to deal 270 damage (ignoring shields) is just too little damage and the push is not worth it. Plasma proc with 2.5% chance may strike like 130-200 per sec (or more) for 15 sec, which is far more than 270 single hit. Also plasma ignore shields...
I was really disappointing in Destabilizing Tetryons and now the Undine ones are not what was expected. They look pretty though..
I think these weapons would be primary useful in PVP.
I'm using Cannons And I find them rather useful. Having 2 Voths for their weapon procs, and 3 of the Undine at the front for theirs is pretty spiffy. They are extremly pretty. almost looks like im firing a stream of Torpedos :P
At Anyrate their is Zero Difference between the Damage provided by these and Voth weapons. Only difference is a copy paste proc, that can be incredibly useful once you get the feel for it...and its augmentable... if u want more or less push, more or less graviton points directly effects it.
The 270 damage on the proc is laughable and Not even noticable. but Considering The other Antiproton options... its prolly the better one.
I can see Alot of flexability in using these. An enemy moving towards you, can effectivly be stopped in their tracks and held. an escort darting around can be blown out of their firing arc...
Makes me wonder if the romulan tier 5 skill will uber boost these...
If so u could have a low grav setting, and then a High. might be usful for various situations.
But out of all seriousness the best thing so far I've found with these is in crystaline entity (or rather crystal catastrophy) The shards are blown clean back... and don't group up nearly as well. expecially if multiple people are firing these types of weapons, the groups will be blown back and split up making the crystals shard threat a laughable experience
IMO I think normal Antiproton weapons are better. You're comparing a constant +20 crit severity on normal AP versus a 2.5% chance for extra damage on Fluidic AP. Most people have more than 2.5% chance to crit, so I think the normal AP would have better overall DPS.
I mean, if you want a different flavored candy to try, or have an Undine Bioship that feels incomplete without them, then I guess they're worth a shot.
After reading your post I went and gave it a try with this in mind, turns out a single turret with this proc is pretty useful in Crystal Elite. I loaded one turret on a beam spaming ship and gave it Cannon Volley I just to test it out. Its the perfect tool for keeping those blasted crystal shards at bay and beyond that its a nasty point defense tool.
Thanks for the tip and the idea mate
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
I thought that the 2.5% chance was in addition to the extra crit severity. Is it removed for this? If so, that would suck.
In fact, they are worst...
Seems so from the ones I had a look at on the exchange.
Firstly the knock back only occurs a small fraction of the time HOWEVER if you were spec'd correctly to take advantage of it i'm certain you could boost the percentage. Also the chance to cause 276.2 kinetic damage (in my case yours may vary) that ignores 100% shields is my main reason for using them. I think the knock back and shield ignoring damage are on the same percentage at around %2.5 you sacrifice crit severity but gain a 4% crit chance as well.
It has been my limited experience that in some ways these are "better" AP weapons then the others mainly with their abilities. But if you are looking for a straight damage AP these are not the "best" ones i'd go for the regular AP beam weapons on the exchange for sheer damage output. And maybe the Voth AP if you are looking for more of a mixed bag of tricks. These are more about focused CC then almost anything else especially with the knock back chance.
If you are curious i'm using a Voth Bastion Flight Deck Cruiser set up as a beam boat. I have found that these weapons are almost perfectly suited for my setup and compliment my play style quite nicely. But I assume that based on your ship and play style that could effect how you use and/or view these weapons.
Also in PvP the knock back could also be used in conjunction with a Tykens Rift or Gravity Well to "push" players who might be outside the anomaly into its range just a thought.
The only AP weapons with the traditional Crit Severity are Advanced AP and the old school AP weapons. Voth & Undine AP weapons do not have the inherent Crit Severity of the others.
Already happening I'm afraid ... Had some (cashed up) idiot in a bioship in ISE last night, who managed to push one of the Sphere's 22Km's away from the gate, but he/she was doing "F" all damage otherwise, so the rest of us had to chase that thing all over the map, then fly all the way back to the gate!!!! ...
Note to anyone using these weapon (like those who use TBR's or Shockwaves) be prepared for a great deal of "hate/rage" unless your in a team that knows what you are doing, and YOU know what you are doing.
Do we actually need insults here?
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!
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We've had these for sometime now. You can get them at the vendor on the Fleet Spire. I'm not sure if spire level matters. Our fleet maxes everything out so quickly...
Anyways, go to http://sto.gamepedia.com/Advanced_Tactical_Vulnerability_Consoles and there you will see:
[+Can] +27.9% Cannon Damage +27.9% Cannon Damage
So go to the Fleet Spire and speak to the Tac Console Vendor.
Edit: Fleet Spire Tier 2 is required to purchase Vulnerability Exploiters. Fleet Spire Tier 3 is required to purchase Vulnerability Locators.
But these aren't universal consoles, are they?
And cannon boosting consoles tend to provide a lesser benefit than energy boosting consoles. (A weird design decision to me, unless they just want to avoid people rainbowing)
Which requires less effort?
Lining narrow arc weapons for an attack run, knowing when to break off, recover, and make another run?
Or turn to the side and just hit space bar the whole time?
As for the Undine AP weapons, I can see the purpose for PVP by keeping things off you. But even then, you will be knocking away targets that your teammates are trying to come to grips with. But in PVE, you don't really want that. Even if you were covering probes in KASE, I'd rather burn the probes down quickly than pushing them back and watch my damage fall because of the now increased range.
Also, Voth & Undine AP do not have the inherent exra Crit Severity Regular & Advanced AP have. Between all the AP available in game, the extra Crit Severity in place of a gimmicky proc is good, no-nonsense efficiency. When you crit, the regular AP simply makes it hit that much harder.
1) It's easy to get Fluidic AP's Beam Arrays to 1077+ base damage thanks to the Obelisk Core + Omni-AP Beam Array + 5 Vulnerability Locators [AP]
2) The repel proc tends to knock ships out of top speed regardless of firing angle, thereby lowering their speed-based defense and increasing the amount of damage dealt
3) My tactical captain is spec'd with zero in graviton generators, so the repel effect is barely noticeable, but the shield-bypass damage is still present (usually near 670+). Coupled with DEM on and Aux2Batt build, these apply near-constant shield-bypassing damage
4) Fluidic AP procs actually generate extra shield-ignoring damage in addition to lowering speed based target defense, while Voth AP's only lower the target's damage output. As a result, Fluidic AP weapons easily out-class Voth AP.
My Nicor sports 5 Fluidic AP Beam Arrays, 1 Omni-AP Beam Array, Enhanced Bio-Neural Torpedo Launcher, and Gravimetric Torp. It usually hovers around 14.5k+ dps in ISE according to Combat Log Reader.
PVP performance has been better than expected, with many opponents complaining about being knocked around and taking constant damage through raised shields.