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* '''Transphasic:''' 40% Bonus Shield Penetration |
* '''Transphasic:''' 40% Bonus Shield Penetration |
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* '''Adaptive Transphasic:''' 40% Bonus Shield Penetration and deals additional damage vs Borg |
* '''Adaptive Transphasic:''' 40% Bonus Shield Penetration and deals additional damage vs Borg |
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+ | * '''Voth Transphasic-Chroniton:''' 40% Bonus Shield Penetration and 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec |
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* '''Chroniton:''' 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec |
* '''Chroniton:''' 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec |
Revision as of 09:10, 6 March 2015
There are two different types of starship weapons: Energy Weapons and Kinetic Weapons. Energy Weapons do equal damage to both a starship's shields and hull. Kinetic Weapons do full damage to a starship's hull but shields have an innate 75% resistance to kinetic weapons, though some types of kinetic weapons have improved shield penetration. Energy and Kinetic weapons both have different damage subtypes — for example, Phaser and Plasma are two types of Energy Weapons.
Different ships will have different resistances to each damage subtype depending on hull plating and engineering modules equipped, if any.
Note: see also Shuttle Weapons.
- See the "Ship Weapon Navigation Box" at the bottom of this page for specific ship weapon types and damage types.
Firing Arcs
A weapon's firing arc is the angle of view, measured in degrees (°), inside which an enemy ship must be located. Targets outside of this arc cannot be fired upon by the weapon; you must turn so that the target is within the firing arc in order to fire. (Note that the firing arc for aft-mounted weapons is measured from the rear center, as opposed to the front center for fore weapons.)
You can preview a weapon's firing arc by holding the mouse cursor over that weapon's icon on your action bar. The firing arc only represents the angle at which the weapon can fire; it does not represent its range.
The following table shows the firing arcs of each weapon type in Star Trek Online:
45° | 90° | 180° | 250° | 360° | No Arc |
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Broadside
A vessel that equips Beam Arrays both fore and aft is most effective when firing from the Broadside i.e. either the port or starboard side of the ship. This is because the 250 degree firing arc of beam array weapons means that there is region where the forward and aft firing arcs overlap. As such, a ship can fire both fore and aft weapons at a target within that overlap region. As the ship is effectively moving sideways relative to the 70 degree overlap region on either side of the ship, it is easier to keep a target within the optimal broadside firing arc.
Cruisers are best suited to firing from the broadside, as they lack the maneuverability to use weapons with a narrower firing arc. Cruisers also have more weapon slots than other types of vessel at the same tier, and so can potentially deal more damage from the broadside. In a tier 5 Cruiser it is possible to fire eight beam arrays in a single shot to devastating effect, though this causes an enormous power drain.
Autofire and Firing Priorities
You can set your weapons to autofire, by right clicking on the weapon icons of your ship. The icon will have a green outline and the tool-tip should now read "Autofire enabled". The order in which you activate autofire also determines the firing priorities for weapons with shared cooldowns. This is especially important for torpedo weapons. In practice this means the weapon you enable autofire on first, will have higher priority over the weapons you selected last.
Damage types and bonuses
- See the damage types article for more information.
List of weapons
Energy weapons
- Phaser: 2.5% chance to disable a random subsystem for 5 sec
- Retrofit Phaser: 2.5% chance to disable a random subsystem for 5 sec
- Andorian Phaser: 2.5% chance to disable a random subsystem for 5 sec
- Bio-Molecular Phaser: 2.5% chance to reduce target's speed for 8 sec, on expiration applies radiation damage and 2.5% chance to disable a random subsystem for 5 sec
- Phased Biomatter: 2.5% chance to deal a 1km sphere phaser damage split among the primary target and 4 other foes
- Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec
- Plasma-Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec and 2.5% chance to apply a non-stacking damage-over-time debuff for 15 sec
- Spiral Wave Disruptor: 2.5% chance to disable a random subsystem for 5 sec and 2.5% chance to lower the target's damage resistance by 10% for 15 sec
- Polarized Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec and 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec
- Bio-Molecular Disruptor: 2.5% chance to reduce target's speed for 8 sec, on expiration applies radiation damage and 2.5% chance to lower the target's damage resistance by 10% for 15 sec
- Nanite Disruptor: 2.5% chance to lower the target's damage resistance by 5% and increase shield bleedthrough by 2% for 15 sec
- Elachi Crescent: 2.5% chance to ignore 100% of target's shields and 50% of target's damage resistance
- Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff for 15 sec
- Caustic Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff for 7.5 sec
- Romulan Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff and 2.5% chance to lower the target's damage resistance by 10% for 15 sec
- Corrosive Plasma: 2.5% chance to lower the target's damage resistance by 1% to 20% over 20 sec (increases each sec) and 2.5% chance to apply a non-stacking damage-over-time debuff for 15 sec
- Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec
- Phased Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec and 2.5% chance to disable a random subsystem for 5 sec
- Dominion Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec and 2.5% chance to deal additional shield damage
- Vaadwaur Polaron: 2.5% chance to reduce enemy shield hardness by 10% vs energy weapons, and by 50% vs kinetic for 10 sec
- Protonic Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec and 25% chance on critical to deal additional damage
- Thoron Infused Polaron: 2.5% chance to apply a non-stacking damage-over-time debuff, lower the target's critical chance by 1% and critical severity by 15% for 5 sec and placate the target once every 15 sec
- Tetryon: 2.5% chance to deal additional shield damage
- Phased Tetryon: 2.5% chance to deal additional shield damage and 2.5% chance to disable a random subsystem for 5 sec
- Resonating Tetryon: 5% chance to deal additional shield damage
- Piercing Tetryon: 2.5% chance to deal additional shield damage and 2.5% chance for 50% of attack to ignore enemy shields
- Refracting Tetryon: 2.5% chance to deal additional shield damage and 2.5% chance to deal damage to next nearest enemy target
- Destabilizing Tetryon: 2.5% chance to drain target's shields for 15 sec
- Antiproton: +20% critical severity
- Fluidic Antiproton 2.5% chance to repel and deal physical damage
- Voth Antiproton: 25% chance on critical hit to reduce enemy damage output by 9.1% for 10 sec
- Chroniton: +20% critical severity and 2.5% chance to lower the target's speed and turn rate
- Proton: 50% chance on critical hit to deal additional damage (100% Shield Penetration)
Kinetic weapons
- Photon: 50% chance -20 Able crew
- Bio-Molecular Photon: 50% chance -20 Able crew, 100% chance lower target's speed by 23.1% for 8 sec, on expiration deals radiation damage and deals additional damage vs Undine
- Gravimetric Photon: 50% chance -20 Able crew and 33% chance on impact to create a 1km sphere gravimetric rift for 3 sec that deals kinetic damage to any who enter
- Quantum: 10% chance -10 Alive crew
- Thoron Infused Quantum: 10% chance to apply radiation damage, lower the target's critical chance by 1% and critical severity by 15% for 5 sec and Placate the target once every 15 sec
- Plasma: Deals Plasma Damage over 10 sec
- Romulan Hyper-Plasma: Deals Plasma Damage every 1 sec for 15 sec
- Omega Plasma: Deals Plasma Damage over 10 sec and if target ship is destroyed by plasma fire it is removed from space-time
- Particle Emission Plasma: Deals Plasma Damage over 10 sec and creates a plasma cloud on impact that lasts for 6 seconds that deals plasma damage every 1 sec to foes within
- Transphasic: 40% Bonus Shield Penetration
- Adaptive Transphasic: 40% Bonus Shield Penetration and deals additional damage vs Borg
- Voth Transphasic-Chroniton: 40% Bonus Shield Penetration and 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec
- Chroniton: 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec
- Temporal Disruption: 100% chance to reduce Flight Speed and Turn Rate by 33%
- Tricobalt: Disables targets for 2 sec
- Hargh'peng: Applies Radiation damage to hull for 15 sec
- Neutronic: 3 km Sphere Radiation damage, Subsytem Power Drain and lowered Power Transfer Rate for 6 sec
- Thermionic: 15% chance to drain -15 Weapon and Engine power for 12 sec
- Crystalline Energy: +20% Critical Severity
Starship Energy weapons
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Energy Type | Beam | Cannon | ||||
Array & Omni | Dual Bank | Turret | Single | Dual & Quad | Dual Heavy | |
Standard Energy weapons | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton | ||||||
Proton | ||||||
Other |
Cosmetics Energy Weapons (different visuals) | ||||||
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These weapons are functionally identical to the Standard Energy Weapons above, but are visually different when firing. This includes most 23rd-century weaponry, with the exception of the 23rd century Plasma Torpedo Launcher in the section below and most Discovery-era weapons. | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma |
Hybrid Energy Weapons (two standard procs) | ||||||
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Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Polaron -based |
Elite Fleet Energy Weapons (standard + extra proc) | ||||||
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Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton |
Special Energy Weapons (standard + extra proc) | ||||||
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Phaser -based |
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Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Antoproton -based |
Special Energy Weapons (non-standard proc[s]) | ||||||
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Phaser -based |
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Phaser -based |
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Disruptor -based |
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Disruptor -based |
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Plasma -based |
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Plasma -based |
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Plasma -based & |
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Tetryon -based |
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Tetryon -based |
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Polaron -based |
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Polaron -based |
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Antiproton -based |
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Antiproton -based |
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See also | Fleet Space Weapons • 23rd Century Space Weapons • Sets |
Starship Projectile Weapons
| ||||
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Projectile Type → | Torpedo | Mine | Cluster Torpedo & Missile | |
↓ Damage Type | Sub-type | |||
Kinetic | Chroniton | |||
Photon | ||||
Plasma | ||||
Quantum | ||||
Transphasic | ||||
Tricobalt | ||||
None Pure Kinetic |
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Kinetic + Radiation Kinetic subtype varies, see above |
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Energy Energy damage type varies |
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Other Physical, etc. |
Starship Experimental Weapons | |||
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Build Type → ↓ Damage Type |
Standalone | With matching console | |
Proton | |||
Electrical | |||
Kinetic | |||
Physical | |||
Radiation | |||
Fire |