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withering weapons

ironapostle#8532 ironapostle Member Posts: 3 Arc User
Does anyone use the withering disrupters etc from the Terran rep boxes? I keep getting them and I'm thinking of using them.
Do they just use disrupter type for vuln locators etc?

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    They do use disruptor consoles.
    Ive been thinking about using them just never got around to it outside the Rep Weapon..

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    timonicustimonicus Member Posts: 89 Arc User
    I've heard the dhc from the rep is considerer one of the best weapons in the game, how to cannons compare to beams now that dropoff has changed and are there any consoles (beside the vulnerability locators) that enhance disruptor damage?
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    davefenestratordavefenestrator Member Posts: 10,520 Arc User
    There's the Counter-Command set. Since you're going with cannons you could even use the heavy turret though then the colors won't match :(

    http://sto.gamepedia.com/Counter-Command_Ordnance

    ... someday we'll get "unify weapon colors" or a weapon visual slot. Someday.
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    timonicustimonicus Member Posts: 89 Arc User
    Ah that looks good, and with the terran ones it should work well, I am not fussy when it comes to colours, makes it easier to tell what is firing in some instances, faux rainbow looks cool imo while still having the dps
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    antonine3258antonine3258 Member Posts: 2,391 Arc User
    timonicus wrote: »
    I've heard the dhc from the rep is considerer one of the best weapons in the game, how to cannons compare to beams now that dropoff has changed and are there any consoles (beside the vulnerability locators) that enhance disruptor damage?

    You're referring to http://sto.gamepedia.com/Terran_Task_Force_Munitions#Terran_Task_Force_Disruptor_Dual_Heavy_Cannons or their beam counterpart. Because of that 'more damage as target health decreases' - they're actually worth using with +beam consoles, by the numbers, on any weapon set.

    If you're using disruptors, then the high-dps crowds reaction is: GET IT. Run Counterpoint, run Badlands, just get the Marks and get it installed. :)

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    timonicustimonicus Member Posts: 89 Arc User
    That was what i was referring too, thinking of giving cannons a go, what is the lowest recommend turn rate for running cannons on a ship? I was thinking of puttimg cannons and turrets on my narcine as some of the set consoles also increase turn rate from the base turn rate of 9
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    My favorite use for them is to have them as the DBB in a build that uses a single DBB along with mostly beam arrays. Why? well.... this way I can easily see which weapon is the DBB and which is the regular arrays when firing. :) regular mixed disruptors have a variety of shades of green that aren't as easy to distinguish as bright angry red. :)
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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    timonicus wrote: »
    That was what i was referring too, thinking of giving cannons a go, what is the lowest recommend turn rate for running cannons on a ship? I was thinking of puttimg cannons and turrets on my narcine as some of the set consoles also increase turn rate from the base turn rate of 9

    I suppose varies depending each player. For example, I have a KDF engineer flying the T6 Qib Intel Battlecruiser that has a base turn rate of 11. All of my captains have 3 points devoted to the Impulse Expertise skill for +40% to turn rate and speed. I also have a ultra rare Conductive RCS Console XIV installed, but I forgot what modifier it has. If it has the [Turn] mod then it should improve the base turn rate by 95%. If it has a different mod, then it is +47.5% base turn rate bonus.

    Assuming I do not have the [Turn] mod on the RCS console my turn rate should be as follows:

    Base Turn Rate = 11
    Impulse Expertise = 11 * 40% = 4.4
    Conductive RCS = 11 * 47.5% = 5.225
    Effective Turn Rate = 20.625

    That is a bit too slow for my taste to mount cannons. If my KDF engineer installed those gear on a Narcine will yield an effective turn rate of 16.875. The best advice I can give you is to buy some cheap Mk XII DHC and turrets from the Exchange, mount them on your ship to replay a few story missions to get a feel for them.


    Ships that I fly using cannons are:
    -T6 Mat'ha Raptor : Base turn rate = 15 ; Effective turn rate = 28.125
    -T6 Phantom Intel Escort : Base turn rate = 17 ; Effective turn rate = 31.875
    -T6 Kor Bird of Prey : Base turn rate = 23 ; Effective turn rate = 43.125

    Even though the T6 Phantom has a higher turn rate than the T6 Mat'ha it feels more sluggish to me.

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    timonicustimonicus Member Posts: 89 Arc User
    Ah ok, was gonna go with rep weapons as i traded in my dilithium claims so jave aload of rep dilithium to use and hope my pets can deal damage while I manourve into position, the narcine is quite a fast ship for me as I have been used to flying cruisers. i find escorts a bit squishy
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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    To improve your turn rate consider checking out the Exchange from time to time for an ultra rare Conductive RCS console with the [Turn] mod. They are generally not that "expensive", but that is a relative term. I saw Mk XIV [Turn] version a few days ago selling for 5 million EC (that's considered under priced). I was gonna buy it then flip it for a higher price, but I saw someone list a bunch of 1.5x Research Boosts for a really, really good price that I just could not pass up.

    The Conductive RCS Console Mk XIV [Turn] should increase the base turn rate to 17.55. The Mk XII [Turn] version should be less expensive, but with a lower turn boost; 85% (if I am not mistaken) vs. 95% for the Mk XIV version.
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    davefenestratordavefenestrator Member Posts: 10,520 Arc User
    Don't forget the Pilot specialization -- (10% + 1% per point in the spec)
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