During the firing cycle, a weapon deals damage and power is drained from weapon subsystem. The Advanced Radiant Quantum Torpedo has the highest spherical damage range of all weapons with 10km in diameter.Įnergy weapon cycles can be divided into two parts: firing cycle and recharge cycle. If otherwise mentioned, the impact affects every enemy currently in the sphere created from the impact point's coordinates. There are weapons that make a sphere of damage on impact. In practice this means the weapon you enable autofire on first, will have higher priority over the weapons you selected last. This is especially important for torpedo weapons. The order in which you activate autofire also determines the firing priorities for weapons with shared cooldowns. The icon will have a green outline and the tool-tip should now read "Autofire enabled". You can set your weapons to autofire, by right clicking on the weapon icons of your ship in the space battle UI below the "Fire all beams/ Fire all torpedoes/ Fire all weapons" buttons. In a tier 5 or tier 6 Cruiser it is possible to fire eight beam arrays in a single shot to devastating effect, though this causes an enormous power drain. 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. 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.Ĭruisers are best suited to firing from the broadside, as they lack the maneuverability to use weapons with a narrower firing arc. As such, a ship can fire both fore and aft weapons at a target within that overlapping region. This is because the 250 degree firing arc of beam array weapons means that there are regions where the forward and aft firing arcs overlap. either the port or starboard side of the ship. Players who prefer beam array weapons favor the broadside technique, and will often circle their target, keeping them within the broadside arc at all times.Ī vessel that equips Beam Arrays both fore and aft is most effective when firing from the Broadside i.e. Shows the region of overlap with beam arrays fore and aft. ↑ 1.0 1.1 1.2 1.3 Under the effects of Cannon: Scatter Volley, this normally 45° weapon can hit targets in a 90° arc, though the primary target must still be within the 45° cone.The following table shows the firing arcs of each weapon type in Star Trek Online: The firing arc only represents the angle at which the weapon can fire it does not represent its range.Īnimation showing the firing arcs of various forward weapons You can preview a weapon's firing arc by holding the mouse cursor over that weapon's icon on your action bar. (Note that the firing arc for aft-mounted weapons is measured from the rear center, as opposed to the front center for fore weapons.) 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. Energy and Kinetic weapons both have different damage subtypes - for example, Phaser and Plasma are two types of Energy Weapons.ĭifferent ships will have different resistances to each damage subtype depending on hull plating and engineering modules equipped, if any.Ī weapon's firing arc is the angle of view, measured in degrees (°), inside which an enemy ship must be located. 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 Weapons do equal damage to both a starship's shields and hull. There are two different types of starship weapons: Energy Weapons and Kinetic Weapons.
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