![]() So you might just look and say, "this weapon is a blue Mk 4, that one is a green Mk 3, so the blue one is obviously better". All of the "standard" (loot) energy weapons share the same damage scale. The general idea of the above is to exploit the synergy of matching items. Polarize, notably, breaks tractor beams.) (all of these can be used to clear various penalty conditions. Your Science Bridge Officers' skills should include (space permitting, in no particular order) Polarize Hull, Hazard Emitters, Science Team. Your Engineer Bridge Officers' highest skill should be Emergency Power to Weapons. If you have remaining room, the single-target weapon skill (Beam Overload or Cannon Rapid Fire) and Tactical Team are always nice to have as options. Your Tactical Bridge Officers' highest two/three skills should be: Beam Fire at Will or Cannon Scatter Volley (multi-target fire, depending on which weapon style you are using), an Attack Pattern (I like Beta, some people prefer Delta or Omega), and Torpedo Spread (if you are using a torpedo). (Due to the interactions of several different game mechanics, they work very slightly better there than anywhere else., though this does not show on tooltips.) The key is not using MORE than one, because projectile weapons launchers have a shared delay, so if you have more than one, they interfere with each other. If you choose to use a torpedo, only use one, and put it in the far right forward slot. ![]() as well as some episode and reputation reward consoles that you might want and are locked to tactical.) (*Later in the game there are fleet ones that are better, by having the same stat increase and a second stat as well. All tactical console slots should be filled with type-specific booster consoles for that energy type (Phaser Relay, Disruptor Coil, etcetera). Some items are deceptively named, but if you check the tooltip or mouseover, it will say "# Phaser Damage" or similar. ![]() ![]() All energy weapons should have the same damage type (phaser, disruptor, polaron, plasma, tetryon, or antiproton). (*There may be some exceptions to this once you get to Tier 6 ships but that's not yet) All energy weapons should be EITHER beam style OR cannon style (not some of each). (This assumes an energy weapons focused ship, possibly with a torpedo included.) Not so much a "quick start" guide, but here's my advice on ship equipment: ![]()
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