Starship Weaponry 101
Starship Weaponry 101
You've perhaps played a bit and and really gotten used to the controls and the fun of the space combat that makes up a good chunk of the game. But you may be wondering "am I doing this right?" The answer is: No. You probably are not.
The game does not really tell you what ship design philosophy is and how it works in the game. You get a new ship, and other than bigger stats you don't and still likely have no idea what the end game holds. As soon as you hit level 60, the game ups the ante SIGNIFICANTLY. Enemies you used to have no to little issue defeating are kicking your ass hard. Why? What did you do wrong? In a word, nothing. You didn't do anything wrong. You chose the best quality gear you could get, but you're still getting stomped.
The problem is when you are leveling the game does not explain adequately the different systems that you need to pay more attention to as well as understand. While I don't know as much as I need to in order to fully prepare you for the post level 60 world, I can hopefully explain a little of the design choices and gear choices you should be making,
There are many different ships to pick from in the game. But what they all share are a set of stats. They all have shields, hull, engines, consoles, weapons and bridge officers. That is a given and fairly self explanatory. However, the question is what ship is best FOR YOU? To know, you need to determine what ship fits your playstyle. And once you know that, you can further understand what sort of gear that ship should have to survive playing that style.
The traits of this ship is that they tend to be large in structure and have more Engineering console slots and Engineering Bridge Officer stations. The trade off is that they are slow with poor turning rates. They're tanks. Because they do not maneuver well you need to pick gear that will offset or work to your advantage here. You always want to equip the best, most powerful shields, the best and most powerful weapons. But there things in those weapons you need to factor. Because heavy cruisers and dreadnoughts have a slow turn rate, aiming a weapon to hit a ship, especially a lighter and more maneuverable opponent is hard. For that reason you will want to equip weaponry that has a wide arc of coverage. Beam arrays straddle the sweet spot of angle of attack and power. In general the wider the attack arc the less damage the weapon does. Turrets and Omni-Directional beams have the lowest damage but 360 degree capability. Whereas cannons and torpedoes have a narrower arc but have a higher damage output. You might look only for the DPS score of the weapon and only choose the highest value. That will be a mistake. For beam arrays, their wide range will allow you to "broadside" your opponent with overlapping arcs of fire on either side of your ship. You do not want to keep your nose or rear pointed to them as this will eliminate half or more of your firepower. Because your ship does not turn quickly having at least 2-3 weapons able to hit them is VERY important. Cannons on a heavy ship might sound right however it will not be a good fit due to the inherent limitations of your ship's ability to keep your target in your sights.
Escorts and Raptors, compared to the heavy cruisers and dreadnaughts are nimble fighters and while they lack hull points they make up for in speed and maneuverability. This is key and a player that has a good handle on the ship piloting in the game will enjoy this type of ship. In order to take advantage of this ship's inherent capabilities you will want to narrow the focus of your ships weapons. As said above, the games weapons systems are predicated on tradeoffs. Wide arc weapons are less damaging and tighter arc weapons have a higher damage output. Because the Escort and Raptor classes are so nimble, and if you are a capable keyboard/controller pilot, then you will want to mount the most powerful cannons (preferably the dual heavy cannons) on your ship. This is to say that you can't put other weapons on these ships, you can. Experiment a little. Sometimes you might find that despite your skills you just can't line them up for the shots. In those cases, choose weapons like a single cannon that has a wider arc of fire. Torpedoes are also great weapons to place on nimble ships as you are able to get an opponent lined up for an alpha strike.
These are ships that mount a secondary deflector slot and have medium level maneuverability and hull points. The secondary deflector slot allows the ship to take advantage of the deflector's stats that cover things like Drain, Control, Perception and Stealth. Additionally, most have a higher defensive strength to their shields. For offensive abilities you want to look at the Control stat. That stat gives you the ability to do more damage with the Science ships' strength of being able to use powers like Tractor and Repeller beams. These abilities move ships against their will and do damage to their hulls instead of relying only on weapons of a conventional sort. Using a Tractor beam to immobilize an opponent can be a great way to make sure you can line up your ship to hammer them with some weaponry that have limited arcs of attack. Most of the damage you will be inflicting will be, as players call it, "space magic" using the abilities of your Science bridge officers to debuff, push and pull. Play into that strength as no other class of ship have the secondary deflector slot to be able to do this. In addition to being able to buff and debuff, you can focus your build to being a support ship and focus on healing. Due to the nature of the game this is a very niche area and unless you are always playing in a group this sort of ship could be very weak trying to do story content.
Beams or Cannons? Or both? What about torpedoes?
It may seem like a good idea to mix and match weapon types, but you will find that this approach will not work in the end game or in the long run. It is almost always better to pick a type of weapon and use that. That isn't to say that you should have a ship that only uses cannons or beams, but if you do decide on say a cannon focused ship, then 3/4 of its weapons should be cannons. Most end game ships have 3-5 forward mounted weapons. 3-4 of those should of the same type. In addition, you should decide on a damage type as well. If you go beam, and you like phasers, then go all phasers for your damage type regardless if you are using cannons or beam arrays. Consoles are available that will give you a bonus to generic "beams" or "torpedoes" but you will want to try and invest in consoles and buffs that target your specific damage type as much as possible. Throwing in a torpedo in the front, and some turrets or omni-directional weapons in the aft slots will give you some added punch and flexibility in how your weapons work. Note that Turrets are considered Cannons when using abilities that enhance the rate of fire or spread and Omni Beams are considered to be Beams for those same purposes. This means if you are mainly using Cannons in the front weapon slots you should use Turrets in the aft weapon slots, and if using Beams up front, you should place Omni Beams in the aft locations.
Damage Types:
The existing damage types are as follows:
Phasers (Federation standard)
Disruptors (Klingon standard)
Plasma (Romulan standard)
Polaron (Dominion/Jem'Hadar standard)
Tetryon
Antiproton
Proton
Each of these types of weapons have their own basic damage type and also have a secondary effects. Phasers for example can take an enemy's subsystem offline temporarily, hampering its combat performance. Plasma has a "Plasma Burn" effect that adds a Damage over Time (DoT) effect to the enemy's hull. Look at each of the types and see which one is right for you based on your playstyle. In addition to the weapon, there are Tactical Consoles that buff those damage types. Some consoles describe the buff in generic terms, like "Cannon Damage" or "Beam Damage" which applies to all weapons in those types. However, this can be further narrowed down to Phaser or Plasma damage. You will note that for the same level of console in the same slot, that the narrow Phaser or Plasma damage enhancement is HIGHER than the more generic Beam or Cannon console's damage enhancement. If you can find them or can afford them its better to slot the better damage type enhancing console in the limited slots you have on your ship. As such, you want to pick the damage type you desire and then get the weapons and consoles to give you best DPS output from those weapons. This can take some time to complete so keep working away to fill in those pieces as best you can.
Your ship only has a certain amount of power to keep your shields active, to power your weapons and provide energy to your engines. You will want to have a ship and parts for your ship that will meet your power needs. Captain skills, consoles, ship parts all can factor into how efficient your ship's power system is. A more efficient power system means your weapons can fire longer, inflict more damage, and keep the pressure on your opponent while keeping your defense strong. Going with all energy weapons can do a great deal of damage but all those weapons drain power and so you might find your shields are just not keeping up. If you are finding that you just run out of gas during a fight, you might want to look at changing some of your ships gear and Captain skills to enhance your power efficiency. Another way to help your energy system cope is to use torpedo weapons as they are kinetic damage and do not draw energy from your ship to deal their damage. You'll still likely want to have an energy weapon or two especially in the aft slots to be able to engage targets while your torpedoes in the front recharge. Having 3 torpedoes in the front, with a single energy weapon and then an omni-directional beam or turrets in the back may be a great idea to supplement your damage without draining too much power.
The types of weaponry in this game is vast and varied. There are many many choices of weapons to select from. However, despite their nuances, most fall into a few broader categories. Most all of the weapons of a given category have a primary function (or a primary type of damage) and a secondary effect that can trigger on your target that you can use to tailor your playstyle.
Beam arrays are directed energy weapons that are your "typical Star Trek" weapon. These weapons have a fairly wide angle of attack and moderate damage. As such they are a good choice for most ships. Types of Beam Arrays are: Phaser (Federation mostly), Disruptors (Klingon mostly), and Plasma (Romulan mostly). Additional beam types are: Antiproton, Polaron, and Tetryon.
Beam arrays work best primarily on heavier ships with slower turning capability as the large arc of fire (250 degrees) afforded by the beams offset this slow turning speed. Beam arrays can be mounted on all ships, in both the forward and aft weapon slots.
Beam Color: Red/Orange
Arc of Fire: 250 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 1.25 seconds (1 second + .25 animation time)
Weapon Power: -10 while firing
Beam Color: Red/Orange
Phaser Special Procs: 2.5% chance 1 target system offline for 5 seconds
See below for the Phaser Mark and Rarity Damage/DPS Chart
Beam Color: Green
Arc of Fire: 250 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 1.25 seconds (1 second + .25 animation time)
Weapon Power: -10 while firing
Beam Color: Green
Disruptor Special Proc: 2.5% chance target damage resistance reduced by 10 for 15 seconds
See below for the Disruptor Mark and Rarity Damage/DPS Chart
Beam Color: Blue/Green
Arc of Fire: 250 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 1.25 seconds (1 second + .25 animation time)
Weapon Power: -10 while firing
Beam Color: Teal
Plasma Special Proc: 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields
See below for the Plasma Mark and Rarity Damage/DPS Chart
Beam Color: Red
Arc of Fire: 250 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 1.25 seconds (1 second + .25 animation time)
Weapon Power: -10 while firing
Beam Color: Red
Antiproton Special Proc: +20% Critical Severity
See below for the Antiproton Mark and Rarity Damage/DPS Chart
Beam Color: Blue/Green
Arc of Fire: 250 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 1.25 seconds (1 second + .25 animation time)
Weapon Power: -10 while firing
Beam Color: Blue
Tetryon Special Proc: 2.5% chance to deal extra damage to all shield facings
See below for the Tetryon Mark and Rarity Damage/DPS Chart
Beam Color: Purple/Purple-Pink
Arc of Fire: 250 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 1.25 seconds (1 second + .25 animation time)
Weapon Power: -10 while firing
Beam Color: Purple
Polaron Special Proc: 2.5% chance -25 on all current power levels for 5 seconds
See below for the Polaron Mark and Rarity Damage/DPS Chart
Dual Beam Banks are much like the Beam Arrays in that they are what is seen in the TOS era and others. The 2 beams of light reaching out to smack your opponent. Very much a typical Star Trek weapon. However, they differ from the Arrays in that they are more limited in their arc of fire (90 degrees) which is offset by their higher base damage capability.
Dual Beam Banks work best on faster or midrange starships capable of keeping an opponent in that front 90 degree arc of fire.
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: 1.25 seconds (1 second + .25 activation time)
Weapon Power: -10 while firing
Beam Color: Red/Orange
Phaser Special Proc: 2.5% chance 1 target system offline for 5 seconds
See below for the Phaser Mark and Rarity Damage/DPS Chart
Mk I: 210.9 (168.7 DPS)
Mk II:
Mk III: 250.7 (200.6 DPS)
Mk IV:
Mk V: 290.5 (232.4 DPS)
Mk VI:
Mk VII: 330.3 (264.2 DPS)
Mk VIII:
Mk IX: 370.1 (296.1 DPS)
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: 1.25 seconds (1 second + .25 activation time)
Weapon Power: -10 while firing
Beam Color: Green
Disruptor Special Proc: 2.5% chance target damage resistance reduced by 10 for 15 seconds
See below for the Disruptor Mark and Rarity Damage/DPS Chart
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: 1.25 seconds (1 second + .25 activation time)
Weapon Power: -10 while firing
Beam Color: Teal
Damage (Plasma- 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields):
Mk I: 210.9 (168.7 DPS) + 2.5% chance of 6.2 Plasma damage/second over 15 seconds
Mk II:
Mk III: 250.7 (200.6 DPS) + 2.5% chance of 8.8 Plasma damage/second over 15 seconds
Mk IV:
Mk V: 290.5 (232.4 DPS) + 2.5% chance of 11.8 Plasma damage/second over 15 seconds
Mk VI:
Mk VII: 330.3 (264.2 DPS) + 2.5% chance of 15.3 Plasma damage/second over 15 seconds
Mk VIII:
Mk IX: 370.1 (296.1 DPS) + 2.5% chance of 19.2 Plasma damage/second over 15 seconds
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: 1.25 seconds (1 second + .25 activation time)
Weapon Power: -10 while firing
Beam Color: Red
Antiproton Special Proc: +20% Critical Severity
See below for the Antiproton Mark and Rarity Damage/DPS Chart
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: 1.25 seconds (1 second + .25 activation time)
Weapon Power: -10 while firing
Beam Color: Blue
Tetryon Special Proc: 2.5% chance to deal extra damage to all shield facings
See below for the Tetryon Mark and Rarity Damage/DPS Chart
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: 1.25 seconds (1 second + .25 activation time)
Weapon Power: -10 while firing
Beam Color: Purple
Polaron Special Proc: 2.5% chance -25 on all current power levels for 5 seconds
See below for the Polaron Mark and Rarity Damage/DPS Chart
Dual Beam Bank Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Mk I: 210.9 (168.7 DPS)
Mk II:
Mk III: 250.7 (200.6 DPS)
Mk IV:
Mk V: 290.5 (232.4 DPS)
Mk VI:
Mk VII: 330.3 (264.2 DPS)
Mk VIII:
Mk IX: 370.1 (296.1 DPS)
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
These come in a few different flavors. There are single cannons, dual cannons, dual heavy cannons. All of them function mostly the same way. They all have a fairly narrow angle of attack (between 45-90 degrees) but a high rate of fire and thus a high DPS. Note that cannons in game might sound like they are very physical, they in fact are an energy weapon. As such they get an assist with any mod/console/device that increases energy weapon capability. Cannons have the same variable energy types that beams have.
Cannons are primarily mounted on nimble, fast escorts, Birds of Prey and light cruiser types of ships. Note that larger, heavy ships CANNOT mount dual cannons. Always check to make sure your ship can mount dual cannons before buying them or selecting them from the mission rewards options. Additionally, cannons CANNOT be mounted in the aft weapon slots.
Arc of Fire: 180 degrees (Forward weapon slots only)
Recharge/Reload Time: 2 seconds (Damage / 0.833)
Weapon Power: -10 while firing
Beam Color: Red
Phaser Special Proc: 2.5% chance 1 target system offline for 5 seconds
See below for the Phaser Mark and Rarity Damage/DPS Chart
Arc of Fire: 180 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Disruptor Special Proc: 2.5% chance target damage resistance reduced by 10 for 15 seconds
See below for the Disruptor Mark and Rarity Damage/DPS Chart
Arc of Fire: 180 degrees (Forward weapon slots only)
Recharge/Reload Time: 2 seconds (Damage * 1.20)
Weapon Power: -10 while firing
Beam Color: Red
Damage (Plasma- 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields):
Mk I: 129.8 (155.8 DPS) + 2.5% chance of 6.2 Plasma damage/second over 15 seconds
Mk II:
Mk III: 154.3 (185.1 DPS) + 2.5% chance of 8.8 Plasma damage/second over 15 seconds
Mk IV:
Mk V: 178.8 (214.5 DPS) + 2.5% chance of 11.8 Plasma damage/second over 15 seconds
Mk VI:
Mk VII: 203.3 (243.9 DPS) + 2.5% chance of 15.3 Plasma damage/second over 15 seconds
Mk VIII:
Mk IX: 227.8 (273.3 DPS) + 2.5% chance of 19.2 Plasma damage/second over 15 seconds
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Antiproton Special Proc: +20% Critical Severity
See below for the Antiproton Mark and Rarity Damage/DPS Chart
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Tetryon Special Proc: 2.5% chance to deal extra damage to all shield facings
See below for the Tetryon Mark and Rarity Damage/DPS Chart
Arc of Fire: 90 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Polaron Special Proc: 2.5% chance -25 on all current power levels for 5 seconds
See below for the Polaron Mark and Rarity Damage/DPS Chart
Single Cannon Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Mk I:
Mk II:
Mk III: 154.3 (185.1 DPS)
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red/Orange
Damage (Phaser- 2.5% chance 1 target system offline for 5 seconds):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Green
Damage (Disruptor- 2.5% chance target damage resistance reduced by 10 for 15 seconds):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: 2 seconds
Weapon Power: -10 while firing
Beam Color: Teal
Damage (Plasma- 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields):
Mk I: + 2.5% chance of 6.2 Plasma damage/second over 15 seconds
Mk II:
Mk III: + 2.5% chance of 8.8 Plasma damage/second over 15 seconds
Mk IV:
Mk V: + 2.5% chance of 11.8 Plasma damage/second over 15 seconds
Mk VI:
Mk VII: + 2.5% chance of 15.3 Plasma damage/second over 15 seconds
Mk VIII:
Mk IX: + 2.5% chance of 19.2 Plasma damage/second over 15 seconds
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Antiproton- +20% Critical Severity):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Blue
Damage (Tetryon- 2.5% chance to deal extra damage to all shield facings):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Purple
Damage (Polaron- 2.5% chance -25 on all current power levels for 5 seconds):
Dual Cannon Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -12 while firing
Beam Color: Red
Damage (Phaser- 2.5% chance 1 target system offline for 5 seconds):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -12 while firing
Beam Color: Red
Damage (Disruptor- 2.5% chance target damage resistance reduced by 10 for 15 seconds):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: 3 seconds
Weapon Power: -12 while firing
Beam Color: Red
Damage (Plasma- 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields):
Mk I: + 2.5% chance of 6.2 Plasma damage/second over 15 seconds
Mk II:
Mk III: + 2.5% chance of 8.8 Plasma damage/second over 15 seconds
Mk IV:
Mk V: + 2.5% chance of 11.8 Plasma damage/second over 15 seconds
Mk VI:
Mk VII: + 2.5% chance of 15.3 Plasma damage/second over 15 seconds
Mk VIII:
Mk IX: + 2.5% chance of 19.2 Plasma damage/second over 15 seconds
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -12 while firing
Beam Color: Red
Damage (Antiproton- +20% Critical Severity):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -12 while firing
Beam Color: Red
Damage (Tetryon- 2.5% chance to deal extra damage to all shield facings):
Arc of Fire: 45 degrees (Forward weapon slots only)
Recharge/Reload Time: seconds
Weapon Power: -12 while firing
Beam Color: Red
Damage (Polaron- 2.5% chance -25 on all current power levels for 5 seconds):
Dual Heavy Cannon Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Torpedoes are different from the other types of weapons in a few ways. Firstly, they are slower to reach their targets, have a narrower angle of attack (90 degrees), a slower reload speed, and do significant damage....to hulls. Torpedoes are KINETIC attacks. As such they do very little damage to a ship's shields. In order to properly use a torpedo, you want to use your other weapons to weaken or defeat your opponents shields before you hit them with a torpedo strike. Another difference is that the most powerful torpedo attacks can, in fact, be intercepted and destroyed. Romulan Heavy Torpedo attacks are the most common of these types that can be independently targeted, attacked, and destroyed before they can reach their targets. Torpedoes also have different secondary damage effects and have some varying tertiary effects and recharge timers. One of the great advantages to a ship that makes use of many torpedo mounts is that as they are kinetic attacks, they don't drain energy from your ship to fire.
All ships can have torpedoes mounted on them, in both the forward and aft weapon slots.
Arc of Fire: 90 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 6 seconds
Damage (Kinetic):
Mk I: 1462.4 (243.7 DPS) / 1496.2 (249.4 DPS) / D/ D / D / D
Mk II: 1600.3 (266.7 DPS) / 1634.1 (272.4 DPS) / 1667.9 (278 DPS) / 1701.7 (283.6 DPS) / D / D
Mk III: 1738.3 (289.7 DPS) / D / D/ D / D / D
Mk IV: 1876.2 (312.7 DPS) / D / D/ D / D / D
Mk V: 2014.2 (335.7 DPS) / D / D/ D / D / D
Mk VI: 2152.2 (358.7 DPS) / D / D/ 2253.6 (375.6 DPS) / D / D
Mk VII: 2290.1 (381.7 DPS) / D / D/ D / D / D
Mk VIII: D / D / D/ 2539.5 (421.6 DPS) / 2563.3 (427.2 DPS) / D
Mk IX: 2566 (427.7 DPS) / D / D/ D / D / D
Mk. X: D / 2737.8 (456.3 DPS) / 2868.7 (478.1 DPS) / 2805.4 (467.6 (DPS) / D / D
Mk XI: D / 2875.8 (479.3 DPS) / 2909.6 (484.9 DPS) / 2909.6 (727.4 DPS) / D / D
Mk XII: 2979.9 (496.7 DPS) / 3013.7 (502.3 DPS) / 3047.5 (507.9 DPS) / 3081.3 (513.6 DPS) / 3115.1 (519.2 DPS) / D
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / 5270 (878.3 DPS) / 5303.8 (884 DPS) / 5337.6 (889.6 DPS) / 5463 (1365.7 DPS)
Arc of Fire: 90 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 8 seconds
Damage (Kinetic + Plasma DoT):
Mk I: 1147.4 (143.4 DPS) + 315.5 Plasma damage over 10 seconds
Mk II: D / 2116.7 (264.6 DPS) + 1064.4 Plasma damage over 10 seconds /
Mk III: 1363.9 (170.5 DPS) + 375.1 Plasma damage over 10 seconds
Mk IV: D / D / D/ D / D / D
Mk V: D / D / D/ D / D / D
Mk VI: D / D / D/ D / D / D
Mk VII: D / D / D/ D / D / D
Mk VIII: D / D / D/ D / D / D
Mk IX: D / D / D/ D / D / D
Mk X: D / D / D/ D / D / D
Mk XI: D / D / D/ D / D / D
Mk XII: 2338.1 (292.3 DPS) + 643 Plasma damage over 10 seconds
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / D/ D / D / D
Arc of Fire: 90 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 8 seconds
Damage (Kinetic):
Mk I: D / D / D/ D / D / D
Mk II: D / D / D/ D / D / D
Mk III: D / D / D/ D / D / D
Mk IV: D / D / D/ D / D / D
Mk V: D / D / D/ D / D / D
Mk VI: D / D / D/ D / D / D
Mk VII: D / D / D/ D / D / D
Mk VIII: D / D / D/ D / D / D
Mk IX: D / D / D/ D / D / D
Mk X: D / D / D/ D / D / D
Mk XI: D / D / D/ D / D / D
Mk XII: 3312.3 (414 DPS)
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / D/ D / D / D
Arc of Fire: 90 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 10 seconds
Damage (Kinetic- 40% Bonus Shield Penetration):
Mk I: D / D / D/ D / D / D
Mk II: D / D / D/ D / D / D
Mk III: D / D / D/ D / D / D
Mk IV: D / D / D/ D / D / D
Mk V: D / D / D/ D / D / D
Mk VI: D / D / D/ D / D / D
Mk VII: D / D / D/ D / D / D
Mk VIII: D / D / D/ D / D / D
Mk IX: D / D / D/ D / D / D
Mk X: D / D / D/ D / D / D
Mk XI: D / D / D/ D / D / D
Mk XII: 2155.2 (215.5 DPS)
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / D/ D / D / D
Arc of Fire: 90 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 10 seconds
Damage (Kinetic- 33% chance to significantly reduce target Flight speed and Turn rate for 10 seconds):
Mk I: D / D / D/ D / D / D
Mk II: D / D / D/ 1456.9 (145.7 DPS) / D / D
Mk III: D / D / D/ D / D / D
Mk IV: D / D / D/ D / D / D
Mk V: D / D / D/ D / D / D
Mk VI: 1842.6 (184.3 DPS) / D / D/ 1929.4 (192.9 DPS) / D / D
Mk VII: D / D / D/ D / D / D
Mk VIII: 2078.8 (207.9 DPS) / D / D / D / D / D
Mk IX: 2196.9 (219.7 DPS) / 2225.9 (222.6 DPS) / D / D / D / D
Mk X: 2315 (231.5 DPS) / 2344 (234.4 DPS) / D / 2401.9 (240.2 DPS) / D / D
Mk XI: 2433.2 (243.3 DPS) / 2462.1 (246.2 DPS) / 2491 (249.1 DPS) / D / D / D
Mk XII: 2551.3 (255.1 DPS) / 2580.2 (258 DPS) / 2609.1 (260.9 DPS) / 2638.1 (263.8 DPS) / D / D
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / D/ 4540.9 (454.1 DPS) / D / D
Arc of Fire: 90 degrees (Forward and Aft weapon slots)
Recharge/Reload Time: 30 seconds
Damage (Kinetic- Destructible, AOE damage 1 km radius, Disable for 1.7 seconds, +50 Repel):
Mk I: D / D / D/ D / D / D
Mk II: D / D / 2561.2 / 2613.1 / D / D
Mk III: D / D / D/ D / D / D
Mk IV: D / D / D/ D / D / D
Mk V: D / D / D/ D / D / D
Mk VI: D / D / D/ D / D / D
Mk VII: D / D / D/ D / D / D
Mk VIII: D / D / 3832.3 / D / D / D
Mk IX: 3940.3 / 3992.2 / D / D / D / D
Mk X: D / 4204.1 / D / D / D / D
Mk XI: 4364 / 4415.9 / 4467.8 / D / D / D
Mk XII: 4575.9 / 4627.8 / 4679.7 / 4731.6 / D / D
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / D/ D / D / D
Torpedo Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Mk I: 1462.4 (243.7 DPS) / 1496.2 (249.4 DPS) / D/ D / D / D
Mk II: 1600.3 (266.7 DPS) / 1634.1 (272.4 DPS) / 1667.9 (278 DPS) / 1701.7 (283.6 DPS) / D / D
Mk III: 1738.3 (289.7 DPS) / D / D/ D / D / D
Mk IV: 1876.2 (312.7 DPS) / D / D/ D / D / D
Mk V: 2014.2 (335.7 DPS) / D / D/ D / D / D
Mk VI: 2152.2 (358.7 DPS) / D / D/ 2253.6 (375.6 DPS) / D / D
Mk VII: 2290.1 (381.7 DPS) / D / D/ D / D / D
Mk VIII: D / D / D/ 2539.5 (421.6 DPS) / 2563.3 (427.2 DPS) / D
Mk IX: 2566 (427.7 DPS) / D / D/ D / D / D
Mk. X: D / 2737.8 (456.3 DPS) / 2868.7 (478.1 DPS) / 2805.4 (467.6 (DPS) / D / D
Mk XI: D / 2875.8 (479.3 DPS) / 2909.6 (484.9 DPS) / 2909.6 (727.4 DPS) / D / D
Mk XII: 2979.9 (496.7 DPS) / 3013.7 (502.3 DPS) / 3047.5 (507.9 DPS) / 3081.3 (513.6 DPS) / 3115.1 (519.2 DPS) / D
Mk XIII: D / D / D/ D / D / D
Mk XIV: D / D / D/ D / D / D
Mk XV: D / D / 5270 (878.3 DPS) / 5303.8 (884 DPS) / 5337.6 (889.6 DPS) / 5463 (1365.7 DPS)
Mines are a powerful offensive choice. However, they also have some significant limitations. Firstly, as they are mines, they generally are stationary or have a very limited range. Mines will move to attack a target if they get close, but unlike torpedoes they are not directed against a specific target. They will track and follow then detonate to the closest enemy ship to them. The great advantage that they have is that they are able to placed in quantities that can inflict significant quantities of damage, assuming you can lure the enemy close enough to them.
Arc of Fire: 90 degrees (Aft weapon slot only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Damage (Plasma):
Arc of Fire: 90 degrees (Aft weapon slot only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Damage (Plasma):
Arc of Fire: 90 degrees (Aft weapon slot only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Damage (Plasma):
Arc of Fire: 90 degrees (Aft weapon slot only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Damage (Plasma):
Arc of Fire: 90 degrees (Aft weapon slot only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Damage (Plasma):
Arc of Fire: 90 degrees (Aft weapon slot only)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Damage (Plasma):
Mines Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
These weapons are capable of shooting in all directions and so are capable but ultimately weaker in damage output compared to other weapons. This might seem to be a deal breaker, but on the right ship this is not the case. On ships that are quick and nimble, where you can keep your forward weapons pointed at your opponent, these are nearly essential. Why? Because the aft weapon slots are not being utilized if you can and are keeping your forward weapons on target. The Omni-Directional and Turret weapons can be brought into the fight as they can be firing forward alongside your front mounts. Instead of having 4-5 weapons firing you can have 7-8 instead. Note that turrets can be placed in forward and aft weapon slots, while Onni-Directional can only be placed in the aft weapon slots.
On slower ships, adding 1 or 2 of these can be of benefit as it allows you to constantly engage in attacking your opponent as you work to bring your big guns back into their arc of fire. Slower ships can be better served with beam arrays as they already have a wide arc of fire instead of a turret or an omni-directional, but having one of those is still a good idea. The main benefit of a slow ship with beam arrays in both the forward and aft locations is to "broadside" your opponent as the forward and aft beam arrays overlap in the firing arc on the sides of your ship. Experiment and see what works best for you. More firepower put on your foes is better firepower.
Arc of Fire: 360 degrees (forward or aft weapon slot)
Recharge/Reload Time: seconds
Weapon Power: -8 while firing
Beam Color: Red
Damage (Phaser- 2.5% chance 1 target system offline for 5 seconds):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII: D / 291.9 (350.3 DPS) / D / D / D
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees (forward or aft weapon slot)
Recharge/Reload Time: seconds
Weapon Power: -8 while firing
Beam Color: Red
Damage (Disruptor- 2.5% chance target damage resistance reduced by 10 for 15 seconds):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees (forward or aft weapon slot)
Recharge/Reload Time: 2 seconds
Weapon Power: -8 while firing
Beam Color: Red
Damage (Plasma- 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields):
Mk I: + 2.5% chance of 6.2 Plasma damage/second over 15 seconds
Mk II:
Mk III: + 2.5% chance of 8.8 Plasma damage/second over 15 seconds
Mk IV:
Mk V: + 2.5% chance of 11.8 Plasma damage/second over 15 seconds
Mk VI:
Mk VII: + 2.5% chance of 15.3 Plasma damage/second over 15 seconds
Mk VIII:
Mk IX: + 2.5% chance of 19.2 Plasma damage/second over 15 seconds
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees (forward or aft weapon slot)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Antiproton- +20% Critical Severity):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees (forward or aft weapon slot)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Tetryon- 2.5% chance to deal extra damage to all shield facings):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees (forward or aft weapon slot)
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Polaron- 2.5% chance -25 on all current power levels for 5 seconds):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Phaser- 2.5% chance 1 target system offline for 5 seconds):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Disruptor- 2.5% chance target damage resistance reduced by 10 for 15 seconds):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Plasma- 2.5% chance target takes bonus Plasma damage every second for 15 seconds- ignores shields):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Antiproton- +20% Critical Severity):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Tetryon- 2.5% chance to deal extra damage to all shield facings):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Arc of Fire: 360 degrees
Recharge/Reload Time: seconds
Weapon Power: -10 while firing
Beam Color: Red
Damage (Polaron- 2.5% chance -25 on all current power levels for 5 seconds):
Mk I:
Mk II:
Mk III:
Mk IV:
Mk V:
Mk VI:
Mk VII:
Mk VIII:
Mk IX:
Mk X:
Mk XI:
Mk XII:
Mk XIII:
Mk XIV:
Mk XV:
Turret/Omnidirectional Mark and Rarity Damage/DPS Chart
(Phaser, Disruptor, Plasma, Antiproton, Tetryon, Polaron Damage Types)
Weapon Visuals
Resilience-Linked Phaser
Kelvin Timeline Phaser
Focusing-Linked Phaser
Covert Phasers
Ancient Antiproton
Delphic Antiproton (Red Edge-White center)
Antiproton
Krieger Wave Disruptor
Lethean Disruptor
Kinetic Cutting Beam
Retrofit 23c Plasma
Romulan Plasma
Plasmatic Biomatter
Bio-Molecular Phaser
Piezo Polaron
Saboteur Disruptor
House Martok Disruptor
Nausican Disruptor
Retrofit 23c Disruptor
Polarized Disruptor
Hybrid Plasma Disruptor
Nanite Disruptor
Elachi Disruptor
Disruptor
Bio-Molecular Disruptor
Retrofit 23c Phaser
Sensor-Linked Phaser
Integrity-Linked Phaser
Emitter-Linked Phasers
Andorian Phasers
Diffusive Tetryon
Prolonged Engagement Phaser
Pulse Phaser
Phasic Harmonic Phaser
Chroniton (Rainbow)
Voth Antiproton
Dewan Plasma
Radiant Antiproton
Fluidic Antiproton
Antichroniton Infused Tetryon (Rainbow)
Targeting-Linked Disruptor
Spiral Wave Disruptor
Resilience-Linked Disruptor
Focusing-Linked Disruptor
Coalition Disruptor
Quantum Phase Phaser
Advanced Diffused Tetryon
Resonating Tetryon
Piercing Tetryon
Hyper Refracting Tetryon
Phased Biomatter Phaser
Chronometric Polaron
Tetryon
Refracting Tetryon
Phased Tetryon
Protonic Polaron
Vaadwuar Polaron
Dyson Proton
Caustic Plasma
Experimental Romulan Plasma
Plasma
Altimid Plasma
Integrity-Linked Disruptor
Emitter-Linked Disruptor
Sensor-Linked Disruptor
Ferenginar Plasma
Destabilizing Tetryon
Inhibiting Polaron
Phased Polaron
Polaron
Phaser
Agony Phaser
Terran Task Force Disruptor
Withering Disruptor
Dominion Polaron