This one is especially frustrating considering that in Star Trek: Voyager it was a quick-charging Wave Motion Gun powerful enough to destroy a planet.The range is too short, the charging time is too long, and the AI's targeting priority system means that the formation will always be attacked whenever it gets near the intended target, and likely wiped out before it can fire the combined beam. In theory this should be a good way of taking out things like starbases and fusion cubes, but in reality it's probably the most blatant example of this trope in the series. Species 8472 (Combination Beam): This involves getting between 3 and 8 ships to slave their beam weapons together to form one huge blast.It's at least a bit faster than the comparable Romulan ship, but that doesn't really affect the enemy's ability to target it, and it has even weaker shields. Cardassians (Dreadnought): The same basic effect as the Subspace Rift, but it comes in a missile that has to be crashed into whatever you want to destroy.
Definitely impractical in the second however, as warp drive nullifies its main advantage, and it's a waste of money compared to the fusion cubes. Borg (Transwarp Gate): Not so much in the first game, as it's an easy way of dropping your ships into an enemy base (just don't leave the gate open too long, or the enemy forces can fly back through it into your own base).Romulans (Subspace Rift): Definitely the case, as the craft that carries it has to be placed right in the middle of whatever enemy formation/base you want to destroy, and its shields are barely stronger than a scout ship, meaning that it's likely to get blown away before it can activate.Klingons (Subspace Shockwave): Averted probably the most genuinely useful of the superweapons, as it has a fairly long range and can be unleashed to devastating effect on enemy bases.It can time-freeze enemy units anywhere on the map, and while it takes a long time to charge up, it can be used to devastating effect by taking out the enemy base's first line of defences. Federation (Manheim Effect): Averted, so long as you can master using it.Awesome but Impractical: Applies to many of the superweapons.These include: Star Trek: Bridge Commander, Star Trek Elite Force, Star Trek Starfleet Command 3, and Star Trek Away Team. Alternate Continuity: The majority of the games published by Activision share plot ties.PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP. DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE.
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