test content
What is the Arc Client?
Install Arc

Away Team Weapons

cmdrwhitneycmdrwhitney Member Posts: 48 Arc User
This is going to seem like a rookie question, but: does it matter at all what type of weapons you equip your BoFFs with for ground combat? I realize that they're mainly there for abilities and support, not for covering fire, though I will say, my own BoFFs can more than carry their weight with the weapons I have.

What I mean is, it seems like beam pistols suck in the hands of any BoFF and don't give much damage output, which leads me to believe that compression pistols would be the same way due to how little it seems like BoFFs actually fire their weapons. By contrast, when I equip them with anything full auto/rapid fire, it seems like they are absolutely cleaning up.

I'm probably just imagining things, judging from what I've learned from being in this game, but does anyone have data to back this up? I'm curious.
Post edited by baddmoonrizin on

Comments

  • jozen#9312 jozen Member Posts: 102 Arc User
    I've not found that it matters much for the BOFFs. I just toss whatever spare set I have on
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    edited February 2020
    I like to give each of my boffs an omega ground set so that they can boost my crit chance. Boffs seem to be pretty random when it comes to weapons damage as they seem to fire off their own abilities at random. I've also had some success with boffs using the plasma wide beam rifle and wide beam pistols since they can (seemingly randomly) use the wide beam setting and wipe an entire group of enemies at once.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    It depends on what you want the Boff to DO.

    I built Ceninne to be a melee tank. So skills to boost melee and a melee weapon. Yes Krenim stats are better for space than ground, but meh. :p Also it's the Lukari colony costume.

    BUT, for a science officer I want to stay at range I might give them a sniper rifle. It's partly a matter of what range you want the boff to engage the enemy at.

    However, there is also the matter of firing cycle lengths. Some weapons, like wide beam pistols, have a super short cycle. It's like "zap!" and that's the entire firing cycle. Full Auto is like "bang! bang! bang!" so it takes longer to fire. piercing beam rifles, and miniguns have the longest. So taking into consideration how often you want boffs to use skills instead of the weapon matters. the more often you want them to use skills the shorter the firing cycle is best I think.

    Obviously boff weapon damage is based on mk/rarity, so if it's a tac boff with damage buff skills those buffs scale up the weapon damage, and a mk11 green has terrible damage compared to the mk15 gold weapon Ceninne is using. IE a 100 DPS weapon is a 100 DPS weapon nomatter if it's used by a boff or player. It's EASY to get mk12 purple or better. I often equip boffs with mission reward weapons or weapons I get out of rep boxes.


    see boffs can kill stuff just fine. :D
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited February 2020
    Yes it matters what type of weapon. You want your ground crew to use the EXPOSE and EXPLOIT mechanic.

    When a target has been exposed... an exploit weapon will cause something like 200% damage to it.
    So, when you set up your ground Kits and weapons and your ground crew.... remember to mix it up.

    If you are going to carry Kits that exploits... have your BOFFs carry weapons that will expose the targets so your expolits are more effective. If you have Kits that exposed the targets...your BOFF's weapons that exploit will be more effective.

    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    I just give them whatever fits the theme I'm using on that character, boffs don't seem to like firing their weapons much anyway
    Lifetime Subscriber since Beta
    eaY7Xxu.png
  • ltminnsltminns Member Posts: 12,572 Arc User
    I change my first two or four (depending on where I am going) to fulfill a damage type ground Endeavor.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    '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.'
    Lt. Philip J. Minns
  • testsubject228testsubject228 Member Posts: 34 Arc User
    When in doubt: Give them Split-beam rifles.
    If you have the resources give all boffs the Discovery Lobi full auto rifle.
    If not, split-beam of personal flavor will do.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    I give my BoFFS a mix of the Omega and Gamma ground sets for the stacking team buffs.
    Insert witty signature line here.
  • spiritbornspiritborn Member Posts: 4,393 Arc User
    It depends on what you want the Boff to DO.

    I built Ceninne to be a melee tank. So skills to boost melee and a melee weapon. Yes Krenim stats are better for space than ground, but meh. :p Also it's the Lukari colony costume.

    BUT, for a science officer I want to stay at range I might give them a sniper rifle. It's partly a matter of what range you want the boff to engage the enemy at.

    However, there is also the matter of firing cycle lengths. Some weapons, like wide beam pistols, have a super short cycle. It's like "zap!" and that's the entire firing cycle. Full Auto is like "bang! bang! bang!" so it takes longer to fire. piercing beam rifles, and miniguns have the longest. So taking into consideration how often you want boffs to use skills instead of the weapon matters. the more often you want them to use skills the shorter the firing cycle is best I think.

    Obviously boff weapon damage is based on mk/rarity, so if it's a tac boff with damage buff skills those buffs scale up the weapon damage, and a mk11 green has terrible damage compared to the mk15 gold weapon Ceninne is using. IE a 100 DPS weapon is a 100 DPS weapon nomatter if it's used by a boff or player. It's EASY to get mk12 purple or better. I often equip boffs with mission reward weapons or weapons I get out of rep boxes.


    see boffs can kill stuff just fine. :D

    wait they fixed so Boffs can use melee weapons and don't just stand there looking stupid? Last I tried to give a boff a melee weapon they did absolutely nothing with it.
  • ltminnsltminns Member Posts: 12,572 Arc User
    My First Officer uses two pieces of the Discovery Ground Set and the Advanced Herald Staff, normally. When I have a Physical Damage Ground Endeavor to do, I switch in the Mind Meld Device. There is a load of kicking and Fists thrown going on, do yes it is used.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    '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.'
    Lt. Philip J. Minns
This discussion has been closed.