These projectile-firing weapons have a much wider 180 degree firing arc, allowing you to fire straight ahead and to both sides with equal effectiveness. Kelvin Timeline Intel Dreadnought Cruiser. Is this right? BR  = Borg Resurgance (Current Season;up to date) Gojira. The Heralds were the first species uplifted by the beautiful and terrifying Iconian … Only beam arrays, turrets, torpedo launchers and mine launchers can be mounted in aft bays. With each cycle, these beams and cannon blasts flicker through a brilliant pastel spectrum that turns space into a celebratory riot of color and light. Y is only shown if the target’s shield or hull was resistant to the damage you did, and B is only shown when the target had an active shield at the time of the attack and/or the target’s hull was resistant to the damage you did. This is then increased by 64% due to the current weapon power level (82/50 = 1.64) to 438 (267 x 1.64). After you’ve drained their shields with your energy weapons, a well-timed salvo of torpedoes against the bare hull can do massive damage to an enemy ship. They are also the only weapon type with a full 360° firing arc, but pay for this by being the lowest damage energy weapons. Herald Antiproton. The Vaadwaur were the scourge of the Delta Quadrant during the reign of their empire — their empire fell, but the U.S.S. Nuqneh! Their vessels are an amalgam of shifting parts held together by invisible fields that can materialize from empty space and their weapons scream in the dark of space as they tear shred shields and tear apart hulls. How you equip your ship is up to you, and most need a bit of trial and error to decide which combinations work best for them, but we can at least give you a good idea of what you’re getting yourself into. I would go with the Mobius Temperal Destroyer. Don’t miss our constantly maintained post for several build types like Support Ships, Science Ships, Cannon Ships, and Beam Ship. Hmm, no mention of Spiral Disruptor’s on your site, which are the best Disruptor’s in the game. Although they fire bolts and are treated as cannons for the purposes of skills, abilities and range, they have no shared cooldown (and are not affected by the shared cooldown of cannons) and can be mounted on any ship. With three plasma launchers mounted in the same bay, each will actually be firing every 9 seconds, and thus the DPS of each launcher will be 89% of normal. However, if you're a tactical officer (for example), the highest level tactical abilities you can teach your tactical BO's cannot be used in anything other than an escort because of the BO rank restrictions on the ships. For more information on skills and how skill-based stats are calculated, see the Skills: The Numbers article. For Star Trek Online on the PC, a GameFAQs message board topic titled "Best traits for a tactical build? It sounds like you're looking at cruisers, in which case the FACR, Avenger, or Tactical Odyssey are your best bets (all at T5-U ideally). It’s cold out there in space; you should take an energy weapon to keep you warm. Any other ships you buy would cost you. There are some significant differences between projectile and energy weapons: Torpedoes are fired much like energy weapons, but must fly to their target after being launched. When the Weapon Ranges article was published, Edgecase suggested a comparison of the ‘raw DPS’ of each energy weapon type over range, and this seemed like a suitable place to include one. Each functions the same basic way: setting five mines of a certain level at a time before a short recharge window. The Standard Issue damage of each weapon type appears to be half of the base damage of a Mk X version: The above calculations appear to match both the damage displayed by the dynamic weapon tooltips and that actually done in combat in all the cases I’ve tested so far to within a few points of damage (which I suspect is due to rounding errors brought about by the game system only displaying integer values). The notable exceptions are beam arrays and turrets. The energy type of energy weapons has no effect on the base damage of the weapon. Why does the game freeze on the loading screen? ... if your sci ship does engery weapons... use Research Lab version... if Torp/Mine boat, use Colony version. You can preview a weapon's firing arc by holding the mouse cursor over that weapon's icon on your action bar. Beam weapons are the most common starship weapons in the Star Trek universe, and are the default weapons of most Federation vessels. Disclaimer: Could you revisit this article perhaps and fill in some of the information on higher level weapons that you were unable to test previously? Having more weapons allows you to continuously fire weapons instead of waiting a second or two for CDs. Tactical BOFF abilities and have enough tactical consoles to deal respectable damage. Nonetheless, there are some things worth noting. As the various launcher types have different recharge times, the number of them required to achieve this deployment rate varies, and in some cases isn’t very efficient: It’s worth bearing in mind that the efficiency and optimal numbers in the above table assume that every mine launched will hit a target, which is fairly unlikely in most situations. All types of torpedoes fit this basic function, the major differenc… Weapons that do the most damage tend to do so only when firing straight ahead, while those that have wide firing arcs allowing for broadside (turning sideways to fire front and rear energy weapons simultaneously) tactics tend to have limited individual DPS. For example, quantum torpedoes do more damage than photon torpedoes of the same Mark, but have a longer recharge time and thus a lower DPS. These areas are discussed in more detail in the appropriate entries in the Energy Weapons and Projectile Weapons sections, below. There are players and sites that provide STO playable starships, such as STO fleet ships, STO Romulan ships, and even Star Trek Online tier 6 ships. Enterprise D, U.S.S. This is added to the base damage, giving 190 + 77 = 267 damage. Thought my Com. All starship weapons are affected by three skills, one from Tier 1, one from Tier 2 and one from Tier 3-5. 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