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Phasers are absolutely terrible.

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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    As has been pointed out earlier, TacTeam may remove the disruptor breach of Disruptors. Who doesnt use TT on their build?
    HE removes the Plasma DoT. Who doesnt use HE as a must have on their build?

    Seems phasers are not the only proc that is often and easily countered.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • m4th3m4t1c14nm4th3m4t1c14n Member Posts: 0 Arc User
    edited May 2014
    Maybe they could make it where the system offline immunity only applied to the system that was taken offline?

    If my phasers proc and it randomly shuts down their weapons, they should probably get a weapons offline immunity for 10 seconds. I have no problem with that, and it makes sense so that they're not abused in PvP like they used to be prior to the change.

    However, if during those 10 seconds it procs again and randomly chooses a different system, that system should go offline too and start its own 10 second immunity timer.
  • bridgernbridgern Member Posts: 709 Arc User
    edited May 2014
    bitemepwe wrote: »
    As has been pointed out earlier, TacTeam may remove the disruptor breach of Disruptors. Who doesnt use TT on their build?
    HE removes the Plasma DoT. Who doesnt use HE as a must have on their build?

    Seems phasers are not the only proc that is often and easily countered.

    I agree with you, but phaser are way to easy to counter, + the immunity makes them really the worst weapons.
    Bridger.png
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    bridgern wrote: »
    I agree with you, but phaser are way to easy to counter, + the immunity makes them really the worst weapons.

    Six one way or half a dozen another in my opinion if the TT and HE , two near required abilities, counter the two most used procs. TT can be cycled every 10 seconds to remove a disbreach.

    That makes it a hard proc to keep on a target, especially when anyone within range can activate TT to clear it.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited May 2014
    Since the start of this thread, I have converted 2 ships to elite fleet phasers much to the chagrin of fleet members and posters alike.

    Fleet Patrol Escort: 2 DHC, DB, 1 Turret plus (1 bio turret, bio torp, KCB)

    Vesta, tac: 4 Beam Arrays (Wide angle quantum, KCB)

    I am enjoying the proc's in PvE. They work. Yes, the initial phaser proc should last longer, but like any other build that focuses it's efforts, they can be used to great effect.

    The Patrol Escort is built for damage. Comparing it to Romulan Plasma there is a small drop in damage comparatively, however my targets drop as fast if not faster.

    It's not all about DPS. I've always know this.

    The Vesta build leverages subsystem targeting. If the initial phaser proc is 'the sample', subsystem targeting is the full meal deal. Add to the mix the subsystem doff adding a random secondary failure.

    Is it the best for DPS. No. Is it 'better than' __________ . No.

    Is it fun? Yes.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited May 2014
    bitemepwe wrote: »
    Six one way or half a dozen another in my opinion if the TT and HE , two near required abilities, counter the two most used procs. TT can be cycled every 10 seconds to remove a disbreach.

    That makes it a hard proc to keep on a target, especially when anyone within range can activate TT to clear it.

    Plasma burn and Disruptor breech actually do what they say they do unlike Phasers which do not actually cause 5 seconds of downtime even to most NPC's.

    Plasma and Disruptors do not have a lockout.

    Hazard Emitters could be on cooldown but Phasers have WAY more ways to get rid of their proc than just one AND have the lockout ontop of it.

    Most NPC's do not even use TT and do not know what it is but they do use Emergency Power to Shields and otherwise just seem to have high Subsystem Repair skill meaning that Disruptor Breeches will last on them but not Phaser Procs. They also rarely use Hazard Emitters so Plasma Burns will likewise get their damage through unlike Phasers.


    Sincerely... You are trying to argue against something that there is no real foundation to argue against. A cursory examination of the facts makes that quite obvious
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited May 2014
    hasukurobi wrote: »
    Plasma burn and Disruptor breech actually do what they say they do unlike Phasers which do not actually cause 5 seconds of downtime even to most NPC's.

    Plasma and Disruptors do not have a lockout.

    Hazard Emitters could be on cooldown but Phasers have WAY more ways to get rid of their proc than just one AND have the lockout ontop of it.

    Most NPC's do not even use TT and do not know what it is but they do use Emergency Power to Shields and otherwise just seem to have high Subsystem Repair skill meaning that Disruptor Breeches will last on them but not Phaser Procs. They also rarely use Hazard Emitters so Plasma Burns will likewise get their damage through unlike Phasers.


    Sincerely... You are trying to argue against something that there is no real foundation to argue against. A cursory examination of the facts makes that quite obvious

    Roach is talking about PvP. You keep mentioning NPCs, leading me to believe you're talking about PvE.

    Hence the disconnect.
    [SIGPIC][/SIGPIC]
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014

    I am enjoying the proc's in PvE. They work. Yes, the initial phaser proc should last longer, but like any other build that focuses it's efforts, they can be used to great effect.


    Have you been able to get any torpedoes to impact the hull prior to shields going back up?

    Or are you just basically relying on a beam ship?
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    bitemepwe wrote: »
    As has been pointed out earlier, TacTeam may remove the disruptor breach of Disruptors. Who doesnt use TT on their build?
    HE removes the Plasma DoT. Who doesnt use HE as a must have on their build?

    Seems phasers are not the only proc that is often and easily countered.

    The runtime of the clear on TacTeam is shorter than the run-time of the ability, so there is at least 5 seconds of unprotected time (and p;otentially much longer if they didnt hit it exactly right). HE is worse, having a very long cooldown relative to the others. Meanwhile EPtX has 30 seconds of full uptime, so one cycle will actually clear two phaser procs.

    Phasers cannot work as-intended. They are too OP when they do not have major counters, and then they are completely irrelevant. At this point its just trolling to insist they are okay for anything.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    hasukurobi wrote: »
    Plasma burn and Disruptor breech actually do what they say they do unlike Phasers which do not actually cause 5 seconds of downtime even to most NPC's.

    Plasma and Disruptors do not have a lockout.

    Hazard Emitters could be on cooldown but Phasers have WAY more ways to get rid of their proc than just one AND have the lockout ontop of it.

    Most NPC's do not even use TT and do not know what it is but they do use Emergency Power to Shields and otherwise just seem to have high Subsystem Repair skill meaning that Disruptor Breeches will last on them but not Phaser Procs. They also rarely use Hazard Emitters so Plasma Burns will likewise get their damage through unlike Phasers.


    Sincerely... You are trying to argue against something that there is no real foundation to argue against. A cursory examination of the facts makes that quite obvious

    I have already acknowledged that against NPCs the procs may need a looksie due to it seems they are resisted, recovered, and otherwise pointless in PvE.

    TT and HE are widely used and some believe required for PvP, making the counters to Disruptor and Plasma common in use.
    Heck, most run the cleanse Doff by habit, so that is a threat to all.

    In PvE phasers may need work. In PvP I think they are as fine as any proc.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2014
    I like my phasers, but I'd be for a change to the proc. I'd really just like to see it changed into a flat 10 accuracy.

    But if that never happens I'll still decimate NPCs and get kills in PvP with my stock phasers. No change necessary.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    fatman592 wrote: »
    I like my phasers, but I'd be for a change to the proc. I'd really just like to see it changed into a flat 10 accuracy.

    But if that never happens I'll still decimate NPCs and get kills in PvP with my stock phasers. No change necessary.

    I could deal with phaser losing the subsystem proc for a base +10% accuracy bonus.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited June 2014
    Roach is talking about PvP. You keep mentioning NPCs, leading me to believe you're talking about PvE.

    Hence the disconnect.

    I have mentioned both Players and NPC's however NPC's are highly relevant seems how this game 99% PvE. Even in PvP you will STILL be fighting NPC's on a number of occasions and to grind up all the gear you need in order to PvP with any chance of winning you will have to slog through a WHOLE LOT OF PvE. So it is extremely relevant and important that these things WORK for PvE which currently they barely do which is also sad considering the computer opponents are stupid and do not know when to use their abilities if they even have them.

    The runtime of the clear on TacTeam is shorter than the run-time of the ability, so there is at least 5 seconds of unprotected time (and p;otentially much longer if they didnt hit it exactly right). HE is worse, having a very long cooldown relative to the others. Meanwhile EPtX has 30 seconds of full uptime, so one cycle will actually clear two phaser procs.

    Phasers cannot work as-intended. They are too OP when they do not have major counters, and then they are completely irrelevant. At this point its just trolling to insist they are okay for anything.


    I completely agree... It is not a question of rather or not Phasers are garbage at this point. That is established beyond a reasonable doubt.

    The real question is what to DO with Phasers to make them their own weapon type but actually be effective without being so effective as to be absolutely unfair?

    That is the question.

    bitemepwe wrote: »
    I could deal with phaser losing the subsystem proc for a base +10% accuracy bonus.

    I also agree with this without any hesitation. Then you would be able to slap on one more CritH or CritD in exchange for the already recieved Acc.



    fatman592 wrote: »
    I like my phasers, but I'd be for a change to the proc. I'd really just like to see it changed into a flat 10 accuracy.

    But if that never happens I'll still decimate NPCs and get kills in PvP with my stock phasers. No change necessary.

    I for one would much rather destroy, obliterate, devastate, or annihilate my enemies rather than just reducing them by a tenth... :P Sorry, could not help it.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    I would say Acc is the natural proc for phasers. The current notion is that the proc is supposed to represent the innate accuracy and precision of the weapon...but "disable something at random" is not a behavior which conveys accuracy and precision.
    [SIGPIC][/SIGPIC]
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited June 2014
    hasukurobi wrote: »
    I have mentioned both Players and NPC's however NPC's are highly relevant seems how this game 99% PvE.

    That's fine, but Roach is part of that other 1% that spends a lot of time in PvP.

    Quite a few of the veteran posters on here are PvP players. And a lot of what they post about has that in mind.

    The game might be 99% PvE to you and me. But it's not to him and quite a few others. And so keeping PvP effectiveness in mind has some value in a discussion of procs.

    In fact, I'd go so far as to say you should bump you stat from 1% to something more in-line with this topic.

    Let's say PvP accounts for 2.5% of the stuff to do in this game.

    2.5%

    I like that number for this topic. For some strange reason.

    ;)
    [SIGPIC][/SIGPIC]
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    I don't think you'll find too many PvPers who will pass up [Acc], plus they've sort of severely back on PvP's relevance to the game in the latest round of nerfbattage. Roach already said changing to [Acc] would be just fine with him.

    [Acc] is, obviously, still not the grand PvE ideal, so it won't be massively OP, but it's sure as hell more of a contribution than the Big Fat Nothing that disabling random subsystems gets you in PvE.
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    The biggest issue with phasers, is the lack of anything to aid the proc, while there are so many ways to counter the proc.

    Phasers are by no means a top dog, nor even a middle class weapon proc.

    Heck hybrid phased weapons put basic phasers to shame.
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  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited June 2014
    Phasers will always be the bottom of my list of go to weapons. The proc is horrible most of the time, an Acc or even a shield penetration proc would be much more inline with how phasers should be...

    Maybe even a similar proc to the plasma burn, as I am sure it was mentioned in one of the shows that phasers can do phaser burn to the hull?
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    Phasers would be viable, if they were backed by the subspace decompiler skill, seeing how the proc has a timed immunity to begin with, this way it can try and counter all the other abilities to bring subsystems back online.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    Cryptic could just make their disables better against NPCS.

    They CAN Actually make attacks affect pve and pvp differently. They are just too lazy to do it.

    For example, ground Phasers got 2 second stun (HALF DURATION VERSUS PLAYERS) .
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • lomax6996lomax6996 Member Posts: 512 Arc User
    edited June 2014
    lan451 wrote: »
    Something just occurred to me. Maybe we're going about this the wrong way. Up until now, almost every thread about phasers involves beefing them up to simply be stronger weapons. What if instead of doing that, we start looking into making disabling systems more potent or possibly have different effects on NPCs?

    The underlying issue as I see it is that disabling subsystems on NPCs is useless aside from shield systems, therefore phasers suck. If that underlying issue was solved, then perhaps phasers would be a viable alternative without having to change their proc to something else? Sure it would take more effort from the dev team to make changes like that compared to simply beefing up phasers, but I think it would add more variety to combat. At least it would make it feel more Trek IMO. Targeting subsystems was always a thing in the series. It might also help out the subsystem boff skills that no one uses.

    How about this? We already have "target shields", "target weapons", etc. attacks as BoFF abilities. Simply buff Phaser so that it gets a TREMENDOUS advantage when using such targeted attacks. Either in place of the current proc or, since everyone agrees the current proc is next to useless, on TOP of the current proc.
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  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited June 2014
    Phasers would be viable, if they were backed by the subspace decompiler skill, seeing how the proc has a timed immunity to begin with, this way it can try and counter all the other abilities to bring subsystems back online.

    This makes the most sense.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    tpalelena wrote: »
    Cryptic could just make their disables better against NPCS.
    That would involve creating NPCs that actually USE the systems you're disabling, and generally making NPCs all around smarter and less simply about hitpoint bloat. Disables will ALWAYS be nearly worthless against NPCs because NPCs simply do not have the capacity to care about their systems. The existence of an NPC is based on hitpoint bloat, not on functionality of ship. You can completely disable every system on an NPC, it won't matter a damn because not a single system on an NPC ship actually matters as far as its survivability goes. In fact, the most common type of NPC is exactly like this: Take the ever-popular Borg Gateway: It has no shields. No engines. No aux-based systems. It has a weapon, but the weapon fires relatively infrequently, is completely invisible, and kills nearly instantly, so it doesn't matter if you disable the weapon system occasionally. So you've got a thing with precisely ONE system that could even possibly be disabled. That's a 1 in 4 chance anything that actually even exists gets disabled.

    Woo.

    Disables will NEVER be useful vs. NPCs unless the very notion of how an NPC operates is radically redesigned.
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    That would involve creating NPCs that actually USE the systems you're disabling, and generally making NPCs all around smarter and less simply about hitpoint bloat. Disables will ALWAYS be nearly worthless against NPCs because NPCs simply do not have the capacity to care about their systems. The existence of an NPC is based on hitpoint bloat, not on functionality of ship. You can completely disable every system on an NPC, it won't matter a damn because not a single system on an NPC ship actually matters as far as its survivability goes. In fact, the most common type of NPC is exactly like this: Take the ever-popular Borg Gateway: It has no shields. No engines. No aux-based systems. It has a weapon, but the weapon fires relatively infrequently, is completely invisible, and kills nearly instantly, so it doesn't matter if you disable the weapon system occasionally. So you've got a thing with precisely ONE system that could even possibly be disabled. That's a 1 in 4 chance anything that actually even exists gets disabled.

    Woo.

    Disables will NEVER be useful vs. NPCs unless the very notion of how an NPC operates is radically redesigned.

    Well speaking for the Borg, the cubes (Tac included) do use from time to time, boff skills to clear or heal some.

    So bombarding their other subsystems does prove useful, to some degree anyways.
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  • priestofsin420priestofsin420 Member Posts: 419
    edited June 2014
    The way I see it, we have two options:

    Remove the current proc and replace it with a built-in accuracy buff, to signify that phasers are accurate and deadly. This won't dethrone Disruptor and Plasma (and certainly not antiproton), but it'll put phasers up there a bit further on the list, and that's all I really want.

    Rework the current proc and make the subsystem decompiler skill affect how long a subsystem will be disabled. This, to me, seems less than ideal, since it is a PvP buff. Our enemies in PvE don't work with subsystems, so anything involving that is not as good as, say, a raw 20% crit severity increase.

    From a PvP standpoint, I completely understand how potent a subsystem nullifying weapon is, and I feel that it is idiotic to have something attached to a weapon. Keep it to the Target: subsystem skills and leave it there. Drain pressure from Polaron and siphon abilities is less painful than a straight disable, so I say keep things drain only, unless a skill is used to activate the disable.

    From a PvE standpoint, it is known that the things we fight are nothing but bags of hitpoints, so anything that can drain those hitpoints the fastest is superior. Additionally, the "5 seconds" is all but ignored by the foes you would want the proc to happen on, and the chances of sinking a torpedo into a cube before the shields go up is slim to none.

    How do we (or perhaps I) get Cryptic's attention on this matter? Start a petition? Send some emails?
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  • chrisbrown12009chrisbrown12009 Member Posts: 790 Arc User
    edited June 2014
    Remove the lock out. For elites, change it to a shield heal on proc, not adding shield regen.

    i am thinking this:

    2.5% chaance to reduce power on one subsystem to 0 for 5 seconds. (which would still be about 2 seconds in pvp....like now.)

    Elites would get this:

    2.5% chance to heal shields by 20% of max shield cap.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    Remove the lock out.
    Yeah, man: You may not remember the history of why that was added, but let me remind you: Back then, phasers had no lockout, so people (and NPCs) would SPAM PHASERS, resulting in your ship being permanently disabled: All 4 systems permanently inoperable.

    This is why phaser and polaroid both have special behaviors on repeated proc. It was especially bad with phasers, though, since you could summon pets that spammed phasers, too.
    [SIGPIC][/SIGPIC]
  • sohtohsohtoh Member Posts: 620 Arc User
    edited June 2014
    [Acc] is, obviously, still not the grand PvE ideal, so it won't be massively OP, but it's sure as hell more of a contribution than the Big Fat Nothing that disabling random subsystems gets you in PvE.

    While I would personally prefer an innate CrtH instead of an innate Acc, it is not for the preferring PvE over PvP.

    Using Hellspawny's calculator, I checked to see how both bonuses would affect the numbers for Phasers.

    The innate Accuracy would be a huge boost to Phasers, possibly to the point of them being overpowered; providing that the Devs fix whatever is wrong with Accuracy Overflow.

    An innate CrtH would be a boost, but not overpowering.

    But as you said, it would be a lot more beneficial than disabling random subsystems, and hoping that you get one that matters. "It's like trying to hit a bullet, with a smaller bullet, whilst wearing a blindfold, riding a horse."
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    sohtoh wrote: »
    The innate Accuracy would be a huge boost to Phasers, possibly to the point of them being overpowered; providing that the Devs fix whatever is wrong with Accuracy Overflow.
    Overflow produces less returns than simply a raw mod, however. But this part is quibble, really. Either option would be better than the present.
    sohtoh wrote: »
    But as you said, it would be a lot more beneficial than disabling random subsystems, and hoping that you get one that matters. "It's like trying to hit a bullet, with a smaller bullet, whilst wearing a blindfold, riding a horse."
    Horse? More like a pegasus. Or a pigasus.
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    The way I see it, we have two options:

    Remove the current proc and replace it with a built-in accuracy buff, to signify that phasers are accurate and deadly. This won't dethrone Disruptor and Plasma (and certainly not antiproton), but it'll put phasers up there a bit further on the list, and that's all I really want.

    Rework the current proc and make the subsystem decompiler skill affect how long a subsystem will be disabled. This, to me, seems less than ideal, since it is a PvP buff. Our enemies in PvE don't work with subsystems, so anything involving that is not as good as, say, a raw 20% crit severity increase.

    From a PvP standpoint, I completely understand how potent a subsystem nullifying weapon is, and I feel that it is idiotic to have something attached to a weapon. Keep it to the Target: subsystem skills and leave it there. Drain pressure from Polaron and siphon abilities is less painful than a straight disable, so I say keep things drain only, unless a skill is used to activate the disable.

    From a PvE standpoint, it is known that the things we fight are nothing but bags of hitpoints, so anything that can drain those hitpoints the fastest is superior. Additionally, the "5 seconds" is all but ignored by the foes you would want the proc to happen on, and the chances of sinking a torpedo into a cube before the shields go up is slim to none.

    How do we (or perhaps I) get Cryptic's attention on this matter? Start a petition? Send some emails?

    Drains are weak in a pvp perspective, because there are so many ways to achieve an extremely high PI skill.

    Phasers benefitting from subspace decompiler makes perfect sense, since again there are so many ways to bring a subsystem back online quickly.

    I mean as it stands right now phasers get to knock out 1 subsystem every 10-15secs., so let's say it hits weapons each, and every time.

    1st proc weapons offline, easily countered with a battery.
    2nd proc weapons offline, easily countered with engteam
    3rd proc weapons offline, easily countered by emp2wep
    4th proc weapons offline, easily countered by either subsystem repair skill, or any of the 3 listed above, heck there is even a piece of gear designed to hot start or prevent weapons offline from occurring.

    So 5 max secs of phaser proc is weak, and in reality is closer to 1-3secs tops.
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