A Guide to the Weapon Types of Space Combat

GeoM68

GeoM68

A Guide to the Weapon Types of Space Combat

November 09 2012
This guide will (hopefully) provide some insight as to the benefits of the different types of weapons used in space combat. Please note that any specific numerical values used to indicate damage are before your personal modifiers. Your damage rating will be different than that which I have placed here. Most of the numerical values found here were obtained from the STOWiki (http://www.stowiki.org), and the rest were taken from inside the game itself.

I have posted this because I cannot see a sticky that covers it, which means that newer players wouldn't see it immediately. I hope to rectify that.

Energy Weapons

The different types of energy weapons (In no particular order) included in Star Trek Online are as follows.

1 Phaser
2 Disruptor
3 Tetryon
4 Plasma
5 Antiproton
6 Polaron

Each of the different energy weapon types has it's own specific perk, while damage is about the same. Let's go into slightly more detail.


Phaser

The first, and possibly the most widely known of the energy weapons, is the Phaser.

The shipboard Phaser Beam Array's special 'proc' (The special ability that has a chance of activating under specific circumstances) is that it offers a 2.5% chance to disable a random subsystem (Weapons, engines, shields, or auxiliary) for five seconds. This is potentially a large advantage. Every time you fire your Phaser (Cannons or beams) at an enemy, you have a 2.5% chance of turning off a randomly chosen subsystem. Imagine your enemies shields dropping a second before your torpedoes hit. A nice perk, I must admit.


Disruptors

The Disruptor is the weapon of choice for Romulans, Klingons, Breen, and Cardassians, to name a few.

The disruptor provides a 2.5% chance to apply a 10% damage resistance debuff for 15 seconds. That basically means that if this proc activates, your weapons (And everyone else who shoots the same target) will do an additional 10% damage against the target during the fifteen seconds of the debuff duration.


Tetryon

The Tetryon energy weapons off you a 2.5% chance to drop 162 points from each shield on the target. Multiply that by four (Four shields - fore, aft, port, starboard) and that's a total of 648 points taken off of the shield grid for that one enemy (Not bad when you consider that a Mark X Tetryon beam array does 202 damage for a single shot).


Plasma

Plasma weapons are used by Vulcans as a main armament (Though the Romulans use Plasma in torpedo form).

Plasma energy weapons provide a 2.5% chance to apply 11 extra Plasma damage to the target. This may not seem like much, but it can add up over time with consecutive procs.


Polaron

The Polaron energy weapons, when fired, provide a 2.5% chance to subtract 25 from all power levels on the target. This can result in dropping their shields (When used in conjunction with other energy/shield drains, such as Tachyon beam), or perhaps bringing weapons power down low enough so that the target cannot fire for a moment. In any case, lowering the enemies power levels by 25 (each) will reduce the combat capability significantly, until they can restore the power.


Antiproton

Antiproton energy weapons offer a higher critical strike severity. This means that each weapon strike will do more bonus damage (Which is dependent on your Critical Hit bonus, it varies from weapon to weapon, and your personal modifiers will also have something to do with it).


Projectile Weapons

The projectile weapons category includes several different types of weapons launched from special tubes in your ships weapons banks, the most common of which are torpedoes. Listed below (Again, in no particular order) are the different types of projectiles in Star Trek Online.

1 Photon
2 Quantum
3 Plasma
4 Chroniton
5 Tricobalt
6 Transphasic

As with each of the energy weapons, each projectile has a specific perk that is unique.


Photon

Photon torpedoes are (Much like phasers) the main torpedo weapon of the Federation. The photon torpedo has a lower reload time than that of other torpedoes. This means that you can fire the photon torpedo more often in combat. Photons also provide a 50% chance to apply a -20 to Able crew. This means that each torpedo fired will have a 50% chance to injure 20 crewman on the target, reducing working crew, thus reducing repair ability.

High Yield, when using Photons, fires multiple torpedoes in a single shot, to inflict heavy damage against a single target.

Mines

The photon mine weapon launches five single mines that disperse behind you in a square formation. This can be changed with the help of Dispersal Pattern bridge officer skills. I will be adding that info a bit later. I believe that the photon mine launcher also has a shorter reload time than that of other mines.

Quantum

Quantum torpedoes are a newer technology than Photons, and significantly more powerful. The unique ability of quantum torpedoes is that they offer a higher damage rating. In addition to the heavier damage rating, quantum torpedoes offer a 10% chance to apply a -10 to Alive crew. This means that each torpedo fired has a 10% chance to kill 10 crew on the target ship, and as with photons, that reduces repair ability.

Mines

Quantum mines also offer a higher damage rating, much like the torpedo.


Plasma

Plasma torpedoes offer a bonus damage: 598 damage over a period of 10 seconds. That's a tick of 59.8 damage per second. Plasma torpedoes also have the chance to set fire to your target's hull, resulting in damage over time, for a short period.

When using High Yield, the plasma torpedo launcher fires a single, slow moving, destructible torpedo. This inflicts heavy damage against a single target, but can be destroyed in-flight. For this reason, it is a good idea to fire this weapon at close range, to minimize the chance for reaction.

Mines

Plasma mines also provide an additional damage over time. Each mine that strikes a target provides an additional 53 damage per second for ten seconds. If all five mines strike a single target, then that target receives 265 damage per second for ten seconds. That damage is in addition to the damage caused by the mines' impact.


Chroniton

Chroniton torpedoes offer a 33% chance to 'significantly' reduce target flight speed and turn rate for 10 seconds. Reduced movement can be beneficial in several ways. The most apparent of which is that it gives you a better chance to run, should that be your choice. I'm sure that you can come up with some interesting things to do with this advantage.

Mines

Chroniton mines also provide the same 33% chance to reduce flight speed and turn rate, but for each mine that hits the target, that chance is renewed. I don't know if the effect 'stacks' or not (If someone can say definitively, I will correct it here).


Tricobalt

The tricobalt device has a very high damage rating, creates a large explosion, repels the target (+50, default) and disables the target entirely for 2 seconds. The drawbacks to this weapon is that it can be destroyed while in flight, and has a very long recharge time. You'll want to consider this before buying one (And possibly paying tons of credits for it).

Mines

The tricobalt mine launcher releases a single mine, which nearly doubles the damage of the tricobalt torpedo, in addition to disabling the target for 3.5 seconds, while providing +50 repel.


Transphasic

The transphasic torpedo, while doing less damage than any other torpedo, carries the added perk of 20% shield penetration. This means that 20% of the damage done to the target will carry through the shields, and strike the hull, despite any remaining shielding at the impact site. Very handy against vessels with high shields, but low hull armor.

There is a Breen 'Rapid Reload' Transphasic torpedo launcher available from the Breen missions. The reload time on this one is smaller than the others.


Mines

Transphasic mines, as with the torpedo, do less damage than other mines, but also carry 20% of the damage through the shields, and to the hull of your target.


Cannons and turrets

Each type of energy weapon also comes in a cannon, dual cannon, and turret. Each of these has the same perks as the beams, but with different firing arcs.

The dual cannons fire forward in a 45 degree arc. To use this weapon, you must be directly facing your enemy. These weapons have the highest damage rating of any one energy weapon.

The single cannon can fire in a 180 degree arc, which covers the entire front half of your ship, from your midship (center). These weapons have higher damage ratings than beams, though not as high as the dual cannons.

The turrets can fire in any direction, 360 degrees. These weapons have the lowest damage ratings, but as stated before, can be fired in any direction, no matter where your enemy is, so long as he is within 10km.

The dual beam bank is considered a beam (hence the name), but has higher damage, and a smaller firing arc. The firing arc for DBBs is 90 degrees.


Author's Notes

Please keep in mind that each of these weapon types is susceptible to resistances, buffs, debuffs, and other modifiers. Your individual damage, critical chance, critical severity, and reload time will be different than any specific notations here. All of these weapons can be further modified through the use of Bridge Officers (Boffs), and even Duty Officers (Doffs).

I hope that this guide has helped you to a better understanding of the different weapons types, and the various pros and cons of each. I assure you that this is the single longest post I have ever made on the STO forums, and I hope it doesn't go off in vain.

For the record, if any information in this guide is incorrect, please correct me (either by PM, or by replying). I wish to convey full and complete, accurate information. I am not privy to the secret specifications of the game mechanics (nor do I have the intelligence or the patience to figure it out alone).

Thank you for reading.
14 people liked this
Edited September 03 2013 by GeoM68

Unknown Person

Re: A Guide to the Weapon Types of Space Combat

November 10 2012
This is an awesome breakdown, thanks very much Sinner! :)
Steven Skeffington

Rasilek

Re: A Guide to the Weapon Types of Space Combat

December 12 2012
Excellent. I've just been experimenting with different weapons, otherwise. :side: Thank you for this!

-Steve
Daniel

dtjohnsonanimated

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
Now I'm debating between sticking with Tetryon or going to Poleron.... choices....

Unknown Person

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
I like Tetryon or phased tetryon and have been using them on my Sci main until recently when I switched to anti-proton on account of the special chroniton dual beams of the temporal set on my Wells TSV. My klinks use polaron or polarized distruptors and they're great. They're not too expensive on the exchange right now.
Daniel

dtjohnsonanimated

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
Well Im not a VA yet, just a RA. Sinner told me to go ahead and save my EC/dilithium until then. In the meantime I'm just figuring out which direction I want to go in. I like that Tetryon knocks down shields. With that, Jam Sensors, and maxing out weapons energy/target Subsystem: Shields I can usually plow through enemy shields and launch a high yield quantum attack, follow up with a plasma torpedo to burn their ship, and get the hell away to recharge for another run. But if I can get a good set of Polaron weapons to knock down ALL systems (including weapons) a notch I can follow up with chornitons to slow them down and do a quicker pass before pulling back to recharge.
Jarrod Brenden

captainbrenden

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
For purely cannon reasons, I keep my cruiser laded up with Phaser Beam Arrays. Now other than STFs, I find this woks very well for me (but I can't bring myself to use AP beams because the sound alone grates on my nerves, and with 6 arrays it drives me crazy in no time). Combined with my "Beam - Fire at Will", that's a lot of procs usually. Good for packs of smaller ships, like Spheres and Probes during Red Alerts.

As for torpedoes, again for cannon reasons I like quantums. I don't care as much about torpedoes cause as a cruiser CO, it flies like a hippo and I rarely get to fire them when it would really be advantageous (that and I have no torpedo based TAC abilities currently slotted).
Unknown Person liked this
Daniel

dtjohnsonanimated

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
whats the specs then for Polaron?
Maakur

maakur

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
Yeah, I'd second a request for breakdowns of which skills affect which energy weapon procs; did not know this until now :o
Unknown Person liked this
Jarrod Brenden

captainbrenden

Re: A Guide to the Weapon Types of Space Combat

January 09 2013
that might be too much min/maxing for me... I get why people do it, but it drives me crazy
Tsar Agus

WhiteOnmyoji

Re: A Guide to the Weapon Types of Space Combat

January 10 2013
Well then there's Phased Tetryon and Polarized Disruptors
Grayson

renegadejtx

Re: A Guide to the Weapon Types of Space Combat

January 10 2013
Fleet Phasers for me... two beam arrays fore, one beam bank since she can turn best in her class, and a wide-angle quantum torpedo launcher that fires 180.

Aft are three phaser beam arrays and a quantum torpedo launcher.

I am specced into phasers and also run a few consoles to support.

Be happy to discuss at any time!
Tsar Agus

WhiteOnmyoji

Re: A Guide to the Weapon Types of Space Combat

January 10 2013
Well I found this nifty handy dandy chart on the STO Forums

http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

Looks like Tetryon, Polaron, Plasma, Chroniton and Tricobalts are the types that gets boost from skills. So Guess who'll be respeccing
David

Keioel

Re: A Guide to the Weapon Types of Space Combat

January 11 2013
I'm flying the Chimera on my main so I stuck with Phaser Cannons so that I could maximize my damage output on the lance. But when the Romulans come out (no I'm not giving up on that pipe dream) I'll be going Disruptors baby pew pew
Timothy Herbert

hinhanska

Re: A Guide to the Weapon Types of Space Combat

January 20 2013
Try Phased Tetryon.

Ryepower12

Re: A Guide to the Weapon Types of Space Combat

February 03 2013
This is fantastic...

I typically run with disruptors as a sci captain in a sci boat, because I feel it's my responsibility to make sure others are doing as much damage as they can be. It hurts in some missions, though, since with a 15 second debuff, I'm able to keep them debuffed a lot -- but don't get credit for the 10% additional damage everyone is is able to do.

What's your thought on Quantum vs. Photon? The game lists photon weapons a having higher DPS, but I hear so many people in game recommend Quantum over them. I guess there could be strategic reasons for that, but it seems to me that long-term DPS should be the primary concern.

----

If you ever find something like this for ground weapons, please share, too. I can never figure out what types of weapons I should be using on the ground.

I love weapons with Full Auto Sweep, but notice the DPS on them doesn't ever feel as good as advertised, and some of the 'lower' DPS weapon types actually perform just as well or better. Then again, I don't really know how to parse them...
Cheshire McCaster

Niko

Re: A Guide to the Weapon Types of Space Combat

February 14 2013
Im a Turret fan, specially when flying something that turns like a turtle. The phased tetryon turrets I really like if i could afford. The dual proc is just a thing of beauty.
Brian Weir

Tamek

Re: A Guide to the Weapon Types of Space Combat

February 28 2013
Thanks for the post. I can't really decide what I want to do so I'm sticking with phasers and photons for now!
Kurt Hunter

HunterPDX

Re: A Guide to the Weapon Types of Space Combat

March 18 2013
Thank you for the guide. I admit I'm kind of a phaser/quantum torpedo purist but only because I'm still trying to master these weapons.
Gareth GXV3

GXV3

Re: A Guide to the Weapon Types of Space Combat

April 27 2013
Cheers for this info... Ive been using ALL Tetryon weapons, arrays, Turrets etc.. they dont leave a scratch on any ship I shoot at.
Either that or its slow going.

Wish there was a guide that would tell you what consoles are best to compliment your choice of weapon