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Phasers need to be buffed

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    Beam Array

    Say what? Yeah, I'm not awake yet. So anyway, you've got a Beam Array...what's the difference between a Phaser Beam Array and a Disruptor Beam Array?

    Different Procs
    Different Colors

    The rest is the same. The same goes for Polaron, Tetryon, Antiproton, and Plasma. Different Procs (or +CrtH, in the case of AP) and Different Colors.

    Is it about the "Proc/Mod" aspect of Phasers? Or is it about the Color of Phased Polarons, Phased Tetryons, and Spiral Wave Disruptors?

    Is it an iconic/canon thing? Wanting to run Phasers - just because they are Phasers?

    If it is about changing the Proc, then it is also a case of changing Phased Polarons, Phased Tetryons, Spirals, etc, etc, etc as they may appear down the road.

    It's kind of annoying, imho, because I've never been a fan of the Phaser proc (I feel like I said this already, and in a senile moment I may have - but I think I decided to refresh the page instead of posting it - maybe I did - hrmm, don't remember - not awake yet - rambling...) - it's either the weakest or the strongest proc, in the blink of an eye...but it's completely random. It's the poster child of yo-yo mechanics and extremes.

    Things, imho, that might have made sense as replacement procs for Phasers - well, they've been given to various flavors of Disruptors. Consider Elite Fleet Disruptors...see...that's how I would have imagined the Spiral Wave Disruptors. That [Shield Disruptor] proc on the EFDs would have been the [Phaser] proc on the SWDs.

    Or maybe the Phaser proc would have been the proc from the Nanite Disruptors, where Phasers had a chance for increased bleed...you know - because of rotating frequency modulation. Maybe the Elachi proc...the shield part...again, because of rotating frequency modulation.

    The Phaser proc...meh...just seems more like the result of a critical than a base mod, imho.

    There are four standard mods: [Acc][Dmg][CrtD][CrtH]; where AP's already got the [CrtD]. [Acc] was suggested as a possible change. No wait, that was suggested as an addition. It would keep the Phaser proc but also get an additional mod, taking it to 5x mods. There was also the suggestion to buff the Phaser proc while adding [Acc]x2, creating a six mod nightmare weapon with a 0.0000390625% chance to take all four subsystems offline.

    One could go around and around (threads exist where folks have gone around and around)...but in the end, I think it's just going to be a patience thing and waiting on sets to come out like they have for other weapons. Remember, it's not a case that the others existed from the start...they've trickled out over the years.

    I'm going to go grab some caffeine and see if I need to delete this post...lol.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    That wouldn't be a bad idea. It should be a lobi store item though to make it on par with the elachi set cost wise.

    The elachi set though is kind of ungainly and is selectively useful. The torpedo is meh, and the high yield version would be faster if it took a bus.



    Completely different. Subsystem targeting has a cooldown. Even NPCs that use subystem targeting have the cooldown.

    The phaser proc had no such cooldown[/B]. So the result was you could be rendered helpless as long as you remained under fire.

    That may be so, but when you have multiple enemies spamming it it can be timed to be an almost constant effect.

    It's obvious you have never had this happen to you. I have, and it sucks. Having your shields go down yet again after your EPtS and batteries are cooldown, while you are subjected to torpedo strikes from HY torpedos, or from torpedo spreads is lots and lots of fun....really.

    Yes I have, and it happens quite often as the AI in game decides that is the only measurable way to keep me at bay or down.

    Evasive Maneu..[Engines Offline].

    No Aux? No problem... just forget about healing and think about what your lunch/dinner menu should be while you are respawning.


    Well there are ways to fix subsystem failures with skills, crew, boffs, gear, so they become a crucial necessity once again when choosing your build, and not to be overlooked like they are now.

    That is why they put the phaser proc cooldown. They could stack with no diminishing returns and no cooldowns.

    It's all well and good to want to deal more damage and be awesome, but some thought should be put in on how much fun it would be to receive it enmasse.

    Here is a much older thread that describes some of the issue from the PvP forums. Do not disregard it because it's in the PvP section. Everything about the proc applies to PvE as well.

    They can easily be improved without being OP.
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  • abystander0abystander0 Member Posts: 649 Arc User
    edited January 2014
    Even if we may see a set bonus in the distant future (however that may look), IMHO one question still remains : Are phaser weapons really an option, if you have to wait until you become level 50 and you have to buy an expensive set, just to get this weapon type equal to the others?

    The whole set discussion is my opinion nothing more than just an attempt to cure the symptoms, not the root of the problem. And as such, the problem of the proc still remains.

    So as i see it, we have two main problems with the current phaser system. First we have a low proc effect of supposedly 5 sec duration and we have the immunity lockout (the 10 sec if the proc hits). The effect itself is barely noticeable and against some NPCs totally wasted. And even when the effect should occur AND you recognize it, you won't have the time to really exploit it. Of course it is a different story when you are attacked by a group of ships, all equipped with phaser.

    The immunity effect is also a huge problem. At the current system, after every proc we have an stop of phaser procs for 10 sec. Frankly that's BS.

    So maybe be best solution is just to increase the duration of the effect to say 7 sec and set the immunity effect timer also to 7 sec,but only for that system. (Especially against NPCs )

    Does anything before level 50 dps-wise really matter? Phasers are more than adequate for leveling. If someone is parsing their damage before level 50, then they need more help than a mere dps adjustment.

    It is the proc itself that makes it problematical. Player utility needs to be balanced against Player playability. As it stands, if an npc gets hit with the phaser proc, it is almost unnoticeable, unless it is against shields. Most players don't even notice when the enemy isn't shooting at them for 5 seconds, or the enemy loses engine power, and forget aux.
    Structures too, the only noticable effect is when gates stop trying to melt you (which is pretty damn useful when you are not hanging back at max range). But turn that around on the player and it becomes much more potent, as they DO notice subystems going down.

    What is MORE BS, not being able to disable a subsystem for 10 seconds, or being locked out from doing anything while under fire? Two sides of the same coin.

    Making is so that subspace decompiler affects the disable duration would be a good middle ground, I think. Though, to be honest, I would think that tying it to Starship Targeting skill would be a better match due to phasers being a precision weapon, not a special effect like Viral Matrix, or Photonic Shockwave.
    bitemepwe wrote: »
    So this a PVE complaint because the NPCs dont suffer under the proc of phasers like other procs due to the design of NPCs?
    bitemepwe wrote: »
    It struck me as more of a pointer that their proc does not effect NPCs as well as the other energy types.
    In PvP I have always found Phasers and their proc to be effective. At one point they where too effective, hence the immunity that their proc eventually recieved.

    I do think they need some focus as the other energy types have seen many more examples of hybrids and such.

    Yes, this is mainly a PvE complaint. I see it as mainly by people who have been more on the giving side than the receiving end.
    I agree some hybrid weapons dealing phaser damage would be nice, some kind of "Plasma-Infused Phaser Beam Array Mk XI" or something of that sort would be cool (and theoretically possible in the IP, see Ferengi phaser pistols) but I would focus right now on a set to buff phaser damage as it's the odd one out in this respect and tagging a SubD proc time extension to it.

    There are currently two phaser hybrid weapon types in the game, spiral wave disruptors (beam array only, unlocked with the galor lockbox ship) and phased polarons (all weapon types as a potential drop from the Dominion Lockbox). Spiral wave disruptors have disruptor damage and proc with a phaser proc, and the phased polarons have disruptor damage with a phaser proc. You can purchase more spiral wave disruptor arrays (MK XII VR) from the dilithium store if you have opened a galor lockbox ship on that character.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited January 2014
    Eventually the devs will have to make a "make feds relevant again" season. Every game does things like that to get more money. When they do, feds will get all manner of OP stuff and phasers will be the flavor of the season weapon.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2014
    Actually I think one thing that the devs could incorporate that would make phasers effective in PvE would be to do to alter NPCs again, like they did with EPtE.

    Remember in ISE after they altered EPtE? How the spheres would hit EPtE3 and then scatter to the four winds? Fun times XD. But then the devs stepped in and changed the effect that EPtE had on NPCs.

    The NPCs currently only get a 5 second bonus to speed for EPtE whereas players still get the full 30 seconds of speed bonus. They could do the same thing with phaser procs. Players still get the 10 second immunity to procs after getting a proc, but they could remove that immunity from NPCs, meaning you could get either back-to-back or even stacking phaser procs on a non-player target.

    That way, it wouldn't affect PvP at all, wouldn't affect what NPCs can do to players, but would drastically change the effectiveness of phaser users in PvE.

    Just a thought.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited January 2014
    fatman592 wrote: »
    Eventually the devs will have to make a "make feds relevant again" season. Every game does things like that to get more money. When they do, feds will get all manner of OP stuff and phasers will be the flavor of the season weapon.

    I really hope not. they need to do a make KDF relevant first. While im not saying they arent relevant they need to do something to draw people there, so more people want to play them.

    Phasers need to be made relevant, the only worthwhile phasers are the Spiral Disruptors and you need a Galor to get those. Phased Polarons are poo.

    I mean pisk between polarized disruptors or phased polarons. polarized disruptors win.
    The only thing worse than phased polarons are phased tetryons.

    Small side not before i get back to the point, why did they make romulan plasmas? we already have plasma/disruptor hybrids.

    BUT moving on.
    Tetryons you can use to wreck shields (improved by flow caps)
    Polarons you can use to wreck power levels (improved by flow caps)

    Both above powers are better than just shutting down a random subsystem, you cant say on a decent drain boat you are better off than phasers, with phasers at least you can repair your disabled subsystem, polarons just steals that power too.

    Shart id be happy with Nanite Phasers, it was absolutely unfair that they gave that to only disruptors.

    Drop the Phaser Proc COMPLETELY, and give it 10% to shield resistance for 15s. So if a shield has 20% resistance to antiproton it gets dropped. That would be useful in a team setting.

    You would fair better with a team using that dropping shield resistance than randomly shutting down subsystems.

    Anything really would be better for phasers, an innate +Acc like Antiprotons have their +CritD for example.

    There are 5 disruptor hybrids, yet only 3 phaser ones.

    How about some Phased Antiprotons?

    Maybe some Overcharge Phasers (2.5% chance to have 2.5% - 10% damage bypass shields, added to normal proc) prefereably 10%, 5% would be a good middle 2.5% at the absolute minimum.

    Phasers arent special. in a straight comparison between the primary basic weapons of each faction phasers are just kinda sharty.

    Disruptors debuff resistance, plasma adds plasma damage, phasers might shut down a subsystem. sure shutting down 2 of the 4 are useful (shields and weapons), but engines and aux? Meh, especially with some engines featuring hot restart, and a ton of stuff resisting disables.

    All else being equal, forgetting hybrids, now im talking Mk x common weapons, Mk X common consoles the whole 9 yards, which team would you rather be on? the phaser team? the disruptor team? the plasma team?

    Read it all think it over tell me what you think of it.
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  • abystander0abystander0 Member Posts: 649 Arc User
    edited January 2014
    Actually I think one thing that the devs could incorporate that would make phasers effective in PvE would be to do to alter NPCs again, like they did with EPtE.

    Remember in ISE after they altered EPtE? How the spheres would hit EPtE3 and then scatter to the four winds? Fun times XD. But then the devs stepped in and changed the effect that EPtE had on NPCs.

    The NPCs currently only get a 5 second bonus to speed for EPtE whereas players still get the full 30 seconds of speed bonus. They could do the same thing with phaser procs. Players still get the 10 second immunity to procs after getting a proc, but they could remove that immunity from NPCs, meaning you could get either back-to-back or even stacking phaser procs on a non-player target.

    That way, it wouldn't affect PvP at all, wouldn't affect what NPCs can do to players, but would drastically change the effectiveness of phaser users in PvE.

    Just a thought.

    This is another good idea. It covers most of the concerns people (including myself) have over adjusting the phaser proc. You get the ability for players to use it effectively in PvE, without getting hosed down by it into unplayability. PvP remains untouched by it.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    People tend to forget that even currently you could have a sci heavy vessel nail you with a shield subsystem attack followed by viral matrix, and than if the phaser procs the shield you are guaranteed an issue. So boosting to phaser proc to 10secs isn't going to make or break the game, heck you can even keep the 10sec lockout so the best they could hope for is a proc every 20secs per shooter instead of the current 15secs.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    There are currently two phaser hybrid weapon types in the game, spiral wave disruptors (beam array only, unlocked with the galor lockbox ship) and phased polarons (all weapon types as a potential drop from the Dominion Lockbox). Spiral wave disruptors have disruptor damage and proc with a phaser proc, and the phased polarons have disruptor damage with a phaser proc. You can purchase more spiral wave disruptor arrays (MK XII VR) from the dilithium store if you have opened a galor lockbox ship on that character.

    I think you missed my point here, I know there are phased weapons, the point I was making is that phaser damage only has one flavour, phaser. It would be nice to have phaser damage with extra procs.
    /Snip

    Err... yeah... I think you need to rework this post :D and what's this about a "6 mod" creature? I know I had a hidden [dmg] (tied into the enhanced-ness :P) and I reworked the proc so it could take down 2 systems (for that weapon only), I also linked in SubD because it's silly that it should affect other subsystem disables but not phaser proc... oh and I reduced the drain by 2 points, you know, weapons become more efficient after a while due to research. But I never made a 6 mod thing... that would be mad! :rolleyes:

    If I were writing the scale on the SubD buff to phaser proc I'd be looking at 100% duration buff at 84 (6 bars on the skill table) with maybe another 25% to 50% available at 99 making for a maximum duration of 15 seconds (unless you can source more SubD from deflectors and such but you's only really find that in pvp, more reason though to carry eng team :P)... that seems about right for the skill investment...
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  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    Well, honestly, IF there's a way to do it in this game, I think, if they made the proc only hit ONE system at a time, it would remove the problem. Like one shield facing, or one weapon, or the drive, etc etc. Instead of this, if weapons go, ALL weapons are down, if shields go, ALL shields go down. To me, these things are rarely related, engineering wise. They would have different power hookups, etc, only in rare cases, would shutting down a subsystem, result in ALL of that system going down.
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited January 2014
    Actually I think one thing that the devs could incorporate that would make phasers effective in PvE would be to do to alter NPCs again, like they did with EPtE.

    Remember in ISE after they altered EPtE? How the spheres would hit EPtE3 and then scatter to the four winds? Fun times XD. But then the devs stepped in and changed the effect that EPtE had on NPCs.

    The NPCs currently only get a 5 second bonus to speed for EPtE whereas players still get the full 30 seconds of speed bonus. They could do the same thing with phaser procs. Players still get the 10 second immunity to procs after getting a proc, but they could remove that immunity from NPCs, meaning you could get either back-to-back or even stacking phaser procs on a non-player target.

    That way, it wouldn't affect PvP at all, wouldn't affect what NPCs can do to players, but would drastically change the effectiveness of phaser users in PvE.

    Just a thought.

    This is the ticket. The complaints for Phaser procs is a pve issue and that is where iy needs to be fixed. Not by changing phasers back into the OP weapon it was with the old proc stacking but by making NPCs actuallu be effected by them more consistantly.

    In PVP phasers as just as effective as ever leaving Tets as the poor choice since their proc effect is useless after a point yet phasers can still continue to shut down systems.
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  • donrahdonrah Member Posts: 348
    edited January 2014
    Just replace phaser proc with a 2.5% chance to have twice the bleed-through. Problem solved. Disable procs end up being either OP or useless. Just have phasers punch through shields. Although I'd give up the random chance procs for small, but consistent effects from weapons. Something like +2.5% bleed-through for phasers.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    donrah wrote: »
    Just replace phaser proc with a 2.5% chance to have twice the bleed-through. Problem solved. Disable procs end up being either OP or useless. Just have phasers punch through shields. Although I'd give up the random chance procs for small, but consistent effects from weapons. Something like +2.5% bleed-through for phasers.

    But that's the thing - they've given increased bleed to various Disruptors. IMHO, they should have given it to Phasers...but alas, too late now.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2014
    bitemepwe wrote: »
    This is the ticket. The complaints for Phaser procs is a pve issue and that is where iy needs to be fixed. Not by changing phasers back into the OP weapon it was with the old proc stacking but by making NPCs actuallu be effected by them more consistantly.

    In PVP phasers as just as effective as ever leaving Tets as the poor choice since their proc effect is useless after a point yet phasers can still continue to shut down systems.

    My reasoning is the devs did it once, why can't they do it again? I think what I like the most about it is that it makes everyone happy. No affect on PvP, and makes them so much better for PvE. RPers get to use their purty orange beams and canon weaponry, and more serious players get another actually useful option.

    Win win don't you think?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • bpharmabpharma Member Posts: 2,022
    edited January 2014
    Devs don't like making things do damage or work differently between NPCs and players. However they have no problem with making NPCs almost immune or super resistant to certain effects like disables and stuns.

    Maybe VD can answer, how long the phaser offline proc goes on for, I know it's reduced by subsystem repair so maybe the answer is a 2s increase in subsystem offline duration but keeping it so that it's barely increased when players have subsystem repair.

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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    The offline duration is 5 seconds upon pllication, reduced by subsystem repair, which as a disable sci pilot on one of my more played toons is kinda annoying as I have 6 points in decompiler and then gear that buffs it so by rights I should have significantly longer on my phaser proc but they sadly have nothing to do with each other in game :(

    Cryptic should fix that before looking at rethinking the proc.
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  • des101des101 Member Posts: 101 Arc User
    edited January 2014
    I've posted on a similar topic to this and personally, I find Phasers to be fine in PvE and PvP.

    One of my characters is running about in an Excelsior and the Original Mk XII Beam Arrays with the [borg] proc.

    Against npc's solo, I have noticed that their shields will go offline for a few seconds or they suddenly stop shooting or suddenly slow down. This to me does suggest the offline proc does indeed work against npc's.

    Running a few log parsers, even the [borg] proc does work against npc's (had one round with over 100 procs!!).

    So do Phasers need buffing? I'd have to say no. Plenty of other choices out there if you don't like the procs they give.

    Even Tetryons - with their daft damage to shield proc - have their uses.. albeit, very limited!! :cool:
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  • dareaudareau Member Posts: 2,390 Arc User
    edited January 2014
    Not sure if I missed this earlier...

    However, I just checked on one of my ships, and the phaser proc is a straight-up 5 seconds, no matter the target.

    However, all the ground holds/disables, are all built with longer durations, and a "1/2 time against Players" modification.

    Therefore, my opinion is that, to start, phaser procs should be doubled to 10 seconds, and the "1/2 duration vs player" code ported to phasers so that this change does not unduly affect PvP...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

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  • abystander0abystander0 Member Posts: 649 Arc User
    edited January 2014
    bpharma wrote: »
    Devs don't like making things do damage or work differently between NPCs and players. However they have no problem with making NPCs almost immune or super resistant to certain effects like disables and stuns.

    Maybe VD can answer, how long the phaser offline proc goes on for, I know it's reduced by subsystem repair so maybe the answer is a 2s increase in subsystem offline duration but keeping it so that it's barely increased when players have subsystem repair.

    Whether they like it or not, they have done it in the past.. HereticKnight085 gave the example of EPtE on borg spheres in ISE. Another example is the proton damage proc chance on the new Dyson Experimental Beam Rifle. It's even in the weapon's tooltip.

    Making the change to remove the phaser proc lockout against NPCs would help toward people feeling that phasers are a viable weapon choice. I was happy with the lockout, but many people are not. While there are many other weapon choices available, there are those who like using canon weapons for their starships, which is fine. I do not see why there can't be some sort of accommodation that is not unduly unbalancing.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    edit: I just couldn't find a nice way to reply, so never mind.
  • bpharmabpharma Member Posts: 2,022
    edited January 2014
    You should then just reply, full on VD making us cry!

    It's alright, I have my weapon of choice against you [Subspace Party Amplifier]

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    bpharma wrote: »
    You should then just reply, full on VD making us cry!

    It's alright, I have my weapon of choice against you [Subspace Party Amplifier]

    It was actually off on a tangent, anyway - about Tetryon weapons. Because the Tet proc is not written to the log, folks generally don't have an actual understanding of what's going on with them...and thus dismiss them. Also, because they're not counted toward DPS - DPS will show lower, not only for the person using them - but for others, since they won't have done the damage either. Then it got off on another tangent about smaller DPS w/ faster kills being more important, imho, than larger DPS w/ slower kills. Blah, blah, blah...
  • arvistaljikarvistaljik Member Posts: 126 Arc User
    edited January 2014
    Being an avid user of phasers (and only phasers) on my Federation starships, I would definitely like to see some love given to them in the form of a console/set boost like most of the other weapon types get.

    +1 for the 360' Phaser Beam Array also. Every weapon type should have ONE of these available. Not only that, but give us some hybrid weapons with phaser as the base damage; Nanite Phasers, Disrupted Phasers, Polarized Phasers, Tetryon Phasers, Protonic Phasers, Plasma Phasers, you name it. I don't want to have to buy a lockbox Galor-class just to use a phaser/disruptor hybrid weapon that's not of fleet quality.
  • kadamskadams Member Posts: 204 Arc User
    edited January 2014
    Just a FYI - subspace decompiler doesn't improve phaser's proc. Countermeasures systems does. I'm fairly sure that's how it works, despite the description for SD implying it does. I've noticed an improvement with getting a Countermeasures system console, although that may be a placebo effect. I remember after switching to it, a fleet alert where a Mogai's shields dropped and didn't come back until it turned into an expanding singularity.
    starswordc wrote: »
    In space the proc on phasers is a chance to disable a random subsystem. Mechanically this is done by reducing the power level to zero for a brief period. Unfortunately it seems mobs don't possess power levels.

    That, uh. that's false.

    Use the Engineer power transfer ability on a NPC freighter and it moves faster.

    If you're complaining about phasers not doing anything due to this, well.. that's also false. Source: All of my fed characters using phasers.

    Alternately, the dyson targetting consoles with +all energy weapon boosts, instead of just +Proton damage would be neat.

    Honestly, I think phasers are mostly fine. Making their proc *more* useful against NPCs would be nice, but it *does* work, so it's *not* bugged.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited January 2014
    Phasers are the iconic fed weapon and by design the feds are all but immune to their effects thanks to human crews, a truth that is not possible for other iconic energy types. If a fed fires disruptors at a Klingon vessel that resistance proc reduction works and we have no easily useful built in fix for it.

    Seems to me phaser have been designed perfectly for the feds.
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  • kiloacekiloace Member Posts: 488 Arc User
    edited January 2014
    bitemepwe wrote: »
    Phasers are the iconic fed weapon and by design the feds are all but immune to their effects thanks to human crews, a truth that is not possible for other iconic energy types. If a fed fires disruptors at a Klingon vessel that resistance proc reduction works and we have no easily useful built in fix for it.

    Seems to me phaser have been designed perfectly for the feds.

    Despite the convenience of the human space trait vs. the phaser proc, I'd hardly call "Phaser 4 us and ONLY us" a good reason not to improve them (I assume this was your point because what else would it have been?)

    I suggest one of the following:

    2.5% chance to debuff target's defense rating for 15 sec

    2.5% chance to debuff target's accuracy for 15 sec

    2.5% chance to placate target for 1 sec
  • kadamskadams Member Posts: 204 Arc User
    edited January 2014
    Is that "in addition to" or "in stead of"?

    I'll assume "instead of" for this, because giving one standard weapon type two procs will have everyone else QQing for *their* weapon type of choice to get two.
    kiloace wrote: »
    2.5% chance to debuff target's defense rating for 15 sec

    You mean, like "Disruptor Breach"?
    kiloace wrote: »
    2.5% chance to debuff target's accuracy for 15 sec

    Interesting, but I'd rather have the current proc.
    kiloace wrote: »
    2.5% chance to placate target for 1 sec

    Would you rather have "weapons disable for 1 second" or "possible weapons, shields, engines or deflector disable for 5 seconds"? Or 2.5 seconds against players?

    Cannot tell you how many times I've had a target's shields drop so I can deliver a burst of pulses directly to the hull. The only addition I would suggest is "MOAR", but then the srs bsns PvPers would whine.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2014
    kadams wrote: »
    Is that "in addition to" or "in stead of"?

    I'll assume "instead of" for this, because giving one standard weapon type two procs will have everyone else QQing for *their* weapon type of choice to get two.



    You mean, like "Disruptor Breach"?


    Interesting, but I'd rather have the current proc.



    Would you rather have "weapons disable for 1 second" or "possible weapons, shields, engines or deflector disable for 5 seconds"? Or 2.5 seconds against players?

    Cannot tell you how many times I've had a target's shields drop so I can deliver a burst of pulses directly to the hull. The only addition I would suggest is "MOAR", but then the srs bsns PvPers would whine.

    He said defense, not resistance. Defense as in evade. So no, not the same as the disruptor proc.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • goldentalosgoldentalos Member Posts: 38 Arc User
    edited January 2014
    To my mind, phasers lack any real reason to make use of them; disruptors are my go-to weapon because of their ability to weaken an enemy. Yeah, it really only happens now and again but when it does its a useful bonus. Naturally, I also make use of Nanite Disruptors and keep a massive stockpile of them to outfit my ships, thanks to a binge on lockboxes back in the day.

    Having said this; I do use Phasers but only when I do not need every edge in terms of firepower. In my PVE Sovy, I use them because its traditional; in my science Nebula character, I use blue ones taken off the Cstore connie, again for tradition's sake and because I like the look. They provide more than enough power for PVE, but I'd not take either into PVP.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited January 2014
    It was actually off on a tangent, anyway - about Tetryon weapons. Because the Tet proc is not written to the log, folks generally don't have an actual understanding of what's going on with them...and thus dismiss them. Also, because they're not counted toward DPS - DPS will show lower, not only for the person using them - but for others, since they won't have done the damage either. Then it got off on another tangent about smaller DPS w/ faster kills being more important, imho, than larger DPS w/ slower kills. Blah, blah, blah...

    I like Refracting Tetryon's if it makes you feel better VD :)
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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