I don't PvP, but Tet seems like a good way to counter those peeps who use Tactical team. Each time it procs there are less shields to redistribute.
Yes and no. The reason I say no is because of how much shield regen there is in-game simply from passives and from a simple hit of EPtS1, keeping someone's shields down can be borderline impossible. Which is why in PvP there are so many kills happening through someone's shields nowadays (ie they die with full shield facings).
Which ironically makes tetryon even more useless than before. The only tetryon I really am even borderline concerned with are the Tholians on elite, simply because their procs are around 1k off each shield facing per proc and they get them pretty often. But short of that, I usually laugh when I see tetryon.
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.
Yes and no. The reason I say no is because of how much shield regen there is in-game simply from passives and from a simple hit of EPtS1, keeping someone's shields down can be borderline impossible. Which is why in PvP there are so many kills happening through someone's shields nowadays (ie they die with full shield facings).
Which ironically makes tetryon even more useless than before. The only tetryon I really am even borderline concerned with are the Tholians on elite, simply because their procs are around 1k off each shield facing per proc and they get them pretty often. But short of that, I usually laugh when I see tetryon.
I don't know if I agree. For a while I also thought Tetryon was a dead-end as far as energy types went. However, I tried them out once more with the Nukara Munitions set release. What I found was that Tetryon on its own was pretty easy to beat, but once you started stacking flow caps, the extra shield drain became powerful enough to overcome EptSx rotations. Furthermore, adding Plasmonic Leech + DEM + Dulmur DOFF + plasma infused flow cap added direct-to-hull pressure damage to start whittling away crew.
Although it took a while to beat full tanks, eventually I would wear out their crew count, thereby overwhelming their ships with their diminished heals.
Usually the easiest targets were escorts that had 2 or 3 shield heals and 1-2 hull heals. These didn't have the resources to counter both shield drain and direct-hull damage.
Let me elaborate somewhat on my laconic colleague.
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.
Phasers are great for PVP and hazardous to players when mobs use them, but they ain't so good when used by players against mobs. Just a weird quirk of the simplified game mechanics used by mobs, who also don't have cruiser commands or singularity powers.
What are you blabbing about, Mobs do have powerlevels.
A few drainboats all draining at once can easily take a Tactical cube's shield down if enough people do it.
Also you can you disable different systems with procs from phasers, on all mobs.
Just a correction
Phasers were once 'nerfed' with the phaser proc immunity, and even further nerfed with the possibility of Subsystem Repair counter since Season 4.
Anyway, no weapons needs a buff or a nerf, this game needs a balance pass, remove specific resistance stuff from shields (like the new dyson has 20% resist to AP) or Breen having 20% reduction to polaron)
Fleet shields are the worst, allowing players to play the rock paper scissors game, especially annoying in PVP.
Nobody takes weapons bcause of their proc, their mods are way more important combined with what you are shooting at. (ResA/B shields, etc.)
Nobody takes weapons bcause of their proc, their mods are way more important combined with what you are shooting at. (ResA/B shields, etc.)
And you take it for their color
Not always true, pve people generally use plasma and disruptos because their procs boost damage, for pvp procs are also important for example I run a disable ship in pvp so I run phasers because it adds another valuable disable :P drainboats though would use polarons because of the proc, you see the point by now...
Proc is important and with SSR being tied to the phaser proc so should SubD as a counter to the SSR effect by means of a proc extension.
1) A 5 second proc cap that prevents chained multi-subsystem disables. Subsystem disable durations were nerfed a while ago, so the 5 second cap can probably be shortened to 3 seconds without any serious game play impact.
2) There is currently no phaser damage buffing equipment set. However, all other energy weapons have some kind of damage increasing gear outside of tac-consoles.
-Disruptors have the Elachi Space Weapon Set
-Anti-protons have the Obelisk Core + Omni Directional Beam Array
-Tetryons have the Nukara Munitions set
-Polarons have the Jem'Hadar space set
-Plasmas have the Romulan Singularity Harness Set
So, when will Cryptic provide the feds with a space set that buffs phasers??? The latter seems it's long overdue...
EDIT: How about giving phasers a small kinetic damage component? Phasers are particle weapons, so they should be able to deal more damage against exposed hulls. This bonus kinetic damage need not be much... perhaps 5% or similar. Such a small amount would not be game-breaking but still grant increased damage performance.
Also, the Elite phaser proc sucks compared to the KDF. And Phasers are the only weapon type that does not have hybrids (I count the Chroniton Beam array as a hybrid).
Also, the Elite phaser proc sucks compared to the KDF. And Phasers are the only weapon type that does not have hybrids (I count the Chroniton Beam array as a hybrid).
I assume by hybrid you mean phaser damage with an additional proc instead of phaser proc right?
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.
Someone correct me if I'm wrong before I make an argument in support of a buff, but are phasers enhanced by the Starship Subspace Decompiler skill and targets protected from the proc by the Starship Subsystem Repair skill?
I do agree the KDF elite disruptors have two procs that work in sync pretty well to cause major damage while the phasers are a complete waste of fleet credits and dilithium since the existing proc is junk and the extra proc is even more junk, but I'd like more info just to make a better argument.
Someone correct me if I'm wrong before I make an argument in support of a buff, but are phasers enhanced by the Starship Subspace Decompiler skill and targets protected from the proc by the Starship Subsystem Repair skill?
Sadly only the latter is true, though I haven't tested it myself. I have tested phaser proc+SubD and it had no effect. (The character I used to test has about 100 SubD)
Simple solution, give us an option in the ship customization screen to override the beam weapon colors, but limit to the basic color palette of the existing weapons i.e. no pink beams etc.
That way you might actually see more fed, kdf and romulans players with the correct color style for their ships if wanted, and still leaves the flexibility for personal preference in damage type.
Sadly only the latter is true, though I haven't tested it myself. I have tested phaser proc+SubD and it had no effect. (The character I used to test has about 100 SubD)
If subspace decompiler had affected it, it would have still been bad since it is a tier 5 skill with no consoles to boost it. The fact that it doesn't do anything and you can give yourself plenty of protection using a full human crew probably makes phasers the worst space weapons in this game.
If subspace decompiler had affected it, it would have still been bad since it is a tier 5 skill with no consoles to boost it.
The bright side of this fact is that SubD can then be set up with a larger buff than any skills with consoles. This would make it a high value skill... for disable runners at least.
The fact that it doesn't do anything and you can give yourself plenty of protection using a full human crew probably makes phasers the worst space weapons in this game.
Hmm... since the 'fix' of leadership as a trait all human crews have started to go out of fashion, Saurians have become a more favourable choice so I wouldn't say phasers are the worst weapons in the game, they are more of a 'right tool for the job' type of weapon, i use them as another disable for a disable based ship, my dps ships though run other types.
Still, for the above reasons I'd like to see SubD increase the phaser proc length by say 1% for every point invested (i.e if you have 6 points in the skill (for 84 points in game) you would have a 9.2 second phaser proc, add in an Elachi console for 20 SubD and you get a 10.2 second phaser proc, which is enough to actually use, if we were to take someone else's idea of making it chance to disable each subsystem with a cap of two that can be taken down per shot, that again makes it potentially very powerful, possibly overpowered which would certainly warrant the 10 second immunity to the proc.
I think the possibility to have two subsystems offline 52% of the time is a tad too powerful, maybe keep it to the one system or maybe have a 10 second immunity to proc and a 15 second immunity for the systems affected so as to stop that from happening.
Comments
My character Tsin'xing
Yes and no. The reason I say no is because of how much shield regen there is in-game simply from passives and from a simple hit of EPtS1, keeping someone's shields down can be borderline impossible. Which is why in PvP there are so many kills happening through someone's shields nowadays (ie they die with full shield facings).
Which ironically makes tetryon even more useless than before. The only tetryon I really am even borderline concerned with are the Tholians on elite, simply because their procs are around 1k off each shield facing per proc and they get them pretty often. But short of that, I usually laugh when I see tetryon.
I don't know if I agree. For a while I also thought Tetryon was a dead-end as far as energy types went. However, I tried them out once more with the Nukara Munitions set release. What I found was that Tetryon on its own was pretty easy to beat, but once you started stacking flow caps, the extra shield drain became powerful enough to overcome EptSx rotations. Furthermore, adding Plasmonic Leech + DEM + Dulmur DOFF + plasma infused flow cap added direct-to-hull pressure damage to start whittling away crew.
Although it took a while to beat full tanks, eventually I would wear out their crew count, thereby overwhelming their ships with their diminished heals.
Usually the easiest targets were escorts that had 2 or 3 shield heals and 1-2 hull heals. These didn't have the resources to counter both shield drain and direct-hull damage.
OK, break time is over... back to the AP-Mobius!
What are you blabbing about, Mobs do have powerlevels.
A few drainboats all draining at once can easily take a Tactical cube's shield down if enough people do it.
Also you can you disable different systems with procs from phasers, on all mobs.
Just a correction
Phasers were once 'nerfed' with the phaser proc immunity, and even further nerfed with the possibility of Subsystem Repair counter since Season 4.
Anyway, no weapons needs a buff or a nerf, this game needs a balance pass, remove specific resistance stuff from shields (like the new dyson has 20% resist to AP) or Breen having 20% reduction to polaron)
Fleet shields are the worst, allowing players to play the rock paper scissors game, especially annoying in PVP.
Nobody takes weapons bcause of their proc, their mods are way more important combined with what you are shooting at. (ResA/B shields, etc.)
And you take it for their color
Not always true, pve people generally use plasma and disruptos because their procs boost damage, for pvp procs are also important for example I run a disable ship in pvp so I run phasers because it adds another valuable disable :P drainboats though would use polarons because of the proc, you see the point by now...
Proc is important and with SSR being tied to the phaser proc so should SubD as a counter to the SSR effect by means of a proc extension.
I assume by hybrid you mean phaser damage with an additional proc instead of phaser proc right?
I do agree the KDF elite disruptors have two procs that work in sync pretty well to cause major damage while the phasers are a complete waste of fleet credits and dilithium since the existing proc is junk and the extra proc is even more junk, but I'd like more info just to make a better argument.
Sadly only the latter is true, though I haven't tested it myself. I have tested phaser proc+SubD and it had no effect. (The character I used to test has about 100 SubD)
That way you might actually see more fed, kdf and romulans players with the correct color style for their ships if wanted, and still leaves the flexibility for personal preference in damage type.
If subspace decompiler had affected it, it would have still been bad since it is a tier 5 skill with no consoles to boost it. The fact that it doesn't do anything and you can give yourself plenty of protection using a full human crew probably makes phasers the worst space weapons in this game.
The bright side of this fact is that SubD can then be set up with a larger buff than any skills with consoles. This would make it a high value skill... for disable runners at least.
Hmm... since the 'fix' of leadership as a trait all human crews have started to go out of fashion, Saurians have become a more favourable choice so I wouldn't say phasers are the worst weapons in the game, they are more of a 'right tool for the job' type of weapon, i use them as another disable for a disable based ship, my dps ships though run other types.
Still, for the above reasons I'd like to see SubD increase the phaser proc length by say 1% for every point invested (i.e if you have 6 points in the skill (for 84 points in game) you would have a 9.2 second phaser proc, add in an Elachi console for 20 SubD and you get a 10.2 second phaser proc, which is enough to actually use, if we were to take someone else's idea of making it chance to disable each subsystem with a cap of two that can be taken down per shot, that again makes it potentially very powerful, possibly overpowered which would certainly warrant the 10 second immunity to the proc.
I think the possibility to have two subsystems offline 52% of the time is a tad too powerful, maybe keep it to the one system or maybe have a 10 second immunity to proc and a 15 second immunity for the systems affected so as to stop that from happening.