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Phasers are absolutely terrible.

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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    kyoukisei wrote: »
    Maybe itwould be bettr to have a selection tab exclusively for Phasers similar to the science/ cruiser ability tabs allowing a specific subsystem targeted when firing...and if it's on a science ship.. you can also use the science ship disable subsystems ability stacked.. that might work wonders.

    This is why I pretty much use phased polaron on my drain build, because if it procs it will drain some power, and have a chance for a random sub to be taken down as well, than when the power drain proc does land, you can use subsystem attack to drain it even further.

    Heck I have watched enemy npc's, lose their shields 3 consecutive times in a row, as well as lose it for quite a long duration due to, the subspace decompiler skill, but really phasers proc needs to benefit from this skill as well.
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  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited June 2014
    Disruptors are mainly king, because!

    1 far more choices of disruptor energy type.

    2 outside of AP, and disruptor, any other energy types are useful, or are a niche or get me by energy type.

    Disruptors are also part of some of Klingon ships. The Peng'qu, Bortasqu', and, Guramba for instance.

    Using the Phased Polarons is kind of silly. You are losing a Modifier for the chance to maybe proc something useful for a few seconds in the best case scenario. Polarized Disruptors will net you far more damage and death. Protonic Polarons on a high crit boat that has Proton damage boosts will eat hull with shields still up. Fleet Polarons would deal more damage with no downside whatsoever.

    It is just a great example of how absolutely worthless the Phaser Proc itself is. Being random, only capable of happening once every 15 seconds, being so darned easy to clear, and not even lasting 5 seconds or having any way to boost it makes it an absolutely worthless addition to anything.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    hasukurobi wrote: »
    Disruptors are also part of some of Klingon ships. The Peng'qu, Bortasqu', and, Guramba for instance.

    Using the Phased Polarons is kind of silly. You are losing a Modifier for the chance to maybe proc something useful for a few seconds in the best case scenario. Polarized Disruptors will net you far more damage and death. Protonic Polarons on a high crit boat that has Proton damage boosts will eat hull with shields still up. Fleet Polarons would deal more damage with no downside whatsoever.

    It is just a great example of how absolutely worthless the Phaser Proc itself is. Being random, only capable of happening once every 15 seconds, being so darned easy to clear, and not even lasting 5 seconds or having any way to boost it makes it an absolutely worthless addition to anything.

    That's just it though, my drain build revolves around complete subsystem destruction, meaning not only do I drain the living TRIBBLE out of them, but I have so many differing ways to knock out multiples at one time, this is why phased polarons are crucial to my build.

    If the phaser proc would benefit from subspace decompiler, like subsystem targeting does, than it would fall in line like it should, considering both are a % chance to take out a subsystem, yet I can use even the cheesy sci ship subsystem attack, and drop a sub out for an easy 11secs., or better, and even have a chance to knock it out again, or a different system just from this skill alone, than say phaser proc, and energy siphon knocking out a sub, etc...

    Yet only the phaser proc out of all of these attacks, gets absolutely no benefit in any fashion, and it should considering the 10sec. immunity to subsystem being knocked out again, and quite possibly repaired well before the immunity is lifted.

    I mean does TT get rid of disruptor breaches?

    I do not know, and if it doesn't than without any DR to counter it, you suffer for 15sec., and that is without anything developed in game to aid that proc, yet it lasts 15sec.
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  • rekurzionrekurzion Member Posts: 697 Arc User
    edited June 2014
    kyoukisei wrote: »
    Maybe itwould be bettr to have a selection tab exclusively for Phasers similar to the science/ cruiser ability tabs allowing a specific subsystem targeted when firing...and if it's on a science ship.. you can also use the science ship disable subsystems ability stacked.. that might work wonders.

    This. In fact I don't get why all federation ships don't get this ability. To expand on your idea, maybe i you fly a federation ship AND use phasers you get this functionality.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited June 2014

    I mean does TT get rid of disruptor breaches?

    I do not know, and if it doesn't than without any DR to counter it, you suffer for 15sec., and that is without anything developed in game to aid that proc, yet it lasts 15sec.

    That is the rumor but I have not tested it myself and against players it has less clearing up time than EP2X and most NPC's never use TT but they use EPtS a lot.

    Even if the disruptor breech is cleared it will be applied again and again in the time it takes the next TT to get rid of it always giving you and everything else hurting the ship more damage and unlike Phaser Proc it has no lockout so everyone is free to apply it like mad.


    I do agree that the Phaser Proc would become more USEFUL if some skill actually made it last longer to make up for that wretched lock out but Subspace Decompiler is very expensive for that result and it is still SO easy to clear that it still would not really make it a good choice especially with how random it is. That lockout + super easy clear is a real killer for the Phaser Proc.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    hasukurobi wrote: »
    That is the rumor but I have not tested it myself and against players it has less clearing up time than EP2X and most NPC's never use TT but they use EPtS a lot.

    Even if the disruptor breech is cleared it will be applied again and again in the time it takes the next TT to get rid of it always giving you and everything else hurting the ship more damage and unlike Phaser Proc it has no lockout so everyone is free to apply it like mad.


    I do agree that the Phaser Proc would become more USEFUL if some skill actually made it last longer to make up for that wretched lock out but Subspace Decompiler is very expensive for that result and it is still SO easy to clear that it still would not really make it a good choice especially with how random it is. That lockout + super easy clear is a real killer for the Phaser Proc.

    Well the main 2 reasons I recommend the subspace decompiler, is because #1 the skill description would seem accurate for such a proc, and #2 is to keep it from being to OP, and easily achieved without a huge cost factor involved, otherwise it would scream easy OP proc ability.
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  • jellico1jellico1 Member Posts: 2,719
    edited June 2014
    Well the main 2 reasons I recommend the subspace decompiler, is because #1 the skill description would seem accurate for such a proc, and #2 is to keep it from being to OP, and easily achieved without a huge cost factor involved, otherwise it would scream easy OP proc ability.

    I dont have to put massive amounts of skill points from my romulan or klingons into this to make them do good damage with plasma or disruptors

    Phasers should not have too either
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  • yargomeshyargomesh Member Posts: 179 Arc User
    edited June 2014
    jellico1 wrote: »

    I dont have to put massive amounts of skill points from my romulan or klingons into this to make them do good damage with plasma or disruptors

    Phasers should not have too either

    Subsystems offline has way more impact than a debuff/dot. Which is the entire reason phasers were nerfed in the first place.

    All I see phasers really needing is the 5 second duration on the offline.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    jellico1 wrote: »

    I dont have to put massive amounts of skill points from my romulan or klingons into this to make them do good damage with plasma or disruptors

    Phasers should not have too either

    Yes but a plasma dot, or a disruptor breach from an energy weapon is slightly mild, when compared to a complete subsystem knockout.

    This is why I stated, if they did allow for the phaser proc to benefit from a proc related boost, it need be at a high expense, hence the high cost of subspace decompiler.

    This would benefit those willing to eat the cost, so as to have a better counter against all the ways to counter such a proc in the first place.
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  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited June 2014
    Yes but a plasma dot, or a disruptor breach from an energy weapon is slightly mild, when compared to a complete subsystem knockout.

    This is why I stated, if they did allow for the phaser proc to benefit from a proc related boost, it need be at a high expense, hence the high cost of subspace decompiler.

    This would benefit those willing to eat the cost, so as to have a better counter against all the ways to counter such a proc in the first place.

    Though what about Polarons? With enough Flow Caps you can hit the enemy with such a drain from a proc with those as to knock lesser systems offline. Throw on other drains and BAM it is lights out for ALL subsystems. Flow Caps are EASY to max out for little cost compared to Subspace Decompiler.

    I agree that SD is the right skill descriptionwise but... It just seems a bit harsh for what you will get.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    hasukurobi wrote: »
    Though what about Polarons? With enough Flow Caps you can hit the enemy with such a drain from a proc with those as to knock lesser systems offline. Throw on other drains and BAM it is lights out for ALL subsystems. Flow Caps are EASY to max out for little cost compared to Subspace Decompiler.

    I agree that SD is the right skill descriptionwise but... It just seems a bit harsh for what you will get.

    The problem even with flow caps at a uber high amount, is the fact that it is easily countered with PI first off, and even if you do manage to shut down a lesser supplied subsystem, there again it can quickly be repaired like it didn't even happen.

    I mean yeah being able to drain some -40-100 points to a subsystem looks good at first, but when it is put into a pvp scenario, it tends to be more like -20-50 points which does still hurt some, but for a very limited time.

    A complete subsystem shutdown is way worse, and as of right now there are only I think 2 things that even benefit from subspace decompiler, I know subsystem targeting does, but I believe VM is the only other.

    This seems to be an almost complete waste of a skill, and a perfect reason why phaser procs should also benefit from it.
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  • priestofsin420priestofsin420 Member Posts: 419
    edited June 2014
    From the above posts, it would seem that it is not the best idea to redo the whole proc, but to make the proc benefit from a skill (some say Subspace Decom, some say Flow Caps). While I do feel that this would go a long way to help phasers, and would be something that Cryptic would actually do in lieu of reworking the whole proc, I would still prefer an inherent accuracy buff. No points to invest, works just like disruptor and plasma. Out of the box.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited June 2014
    meh, i still see the problem in the way the proc works as a chance of a chance...either very powerfull or utterly useless. that is just wrong, imo.

    giving it ACC would be too powerfull, imo. though that is a question of balance. what i fear here is that it would become the #1 weapon of choice for PVP. Not that i couldn't care less about PVP, but i just think that there would nothing BUT phasers around.

    i'd say a 2,5% chance to disable enemy weapons for 5 seconds and a 10 sec immunity...as i see it, it would be canon (not really important though) as a defensive weapon
    it wouldn't result in a debuff that potentially kills the target instantly...like shields offline.
    it wuld be more consistant as a proc, in other words more predictable.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    baudl wrote: »
    meh, i still see the problem in the way the proc works as a chance of a chance...either very powerfull or utterly useless. that is just wrong, imo.

    giving it ACC would be too powerfull, imo. though that is a question of balance. what i fear here is that it would become the #1 weapon of choice for PVP. Not that i couldn't care less about PVP, but i just think that there would nothing BUT phasers around.

    i'd say a 2,5% chance to disable enemy weapons for 5 seconds and a 10 sec immunity...as i see it, it would be canon (not really important though) as a defensive weapon
    it wouldn't result in a debuff that potentially kills the target instantly...like shields offline.
    it wuld be more consistant as a proc, in other words more predictable.

    Well they tried (failing) to depict, how Starfleet vessels always preferred, if they could to damage ship systems, as to bring a fight to a quick resolution, but seeing how they made subsystem targeting an actual tac skill, with almost no use by people, and only science ships having an innate ability to attack systems, it is basically a fail all around, so they made phaser procs to help fill that gap so to speak.

    So, unless they intend to allow for a way to improve the proc itself, or allow all ships an innate subsystem targeting, than the current system will remain an overall fail.

    The major reason I refered to subspace decompiler, is because it is a costly skill to put points into, and this would better balance the phaser proc, so not everyone is going to run, and use this energy type over every other one, they would have to weigh in the fact it is costly, and can still be countered easily (not so badly from enemy subsystem repair skill), but for those who do not counter it will suffer for it without being way OP.

    I mean the main reason most people don't use this energy weapon, is primarily do to the horribly easy to counter proc.

    Give them a way to extend that proc, but at a high cost as to prevent it from being to OP, and easy to obtain, than you will have some people who would be willing to go the sacrifice, for the extra benefit to this weapon type proc, but not so many that it will become the #1 go to weapon.
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  • bridgernbridgern Member Posts: 711 Arc User
    edited June 2014
    Indeed we don't need another number one weapon like Anti-Protons.

    So when the sub-system proc is too powerful than we need a new one.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    bridgern wrote: »
    Indeed we don't need another number one weapon like Anti-Protons.

    So when the sub-system proc is too powerful than we need a new one.

    Well that's just it, as it stands right now phaser procs are like a tickle.

    When what we need is an actual punch.
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  • edited June 2014
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  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited June 2014
    Why not have it so the phaser proc lowers the effectiveness of the subsystem it randomly hits. So for example your opponents weapons would do something like 25% less damage when "hit" for the duration; shields would have lowered resistance and healing; engines would slow the ship down, and so on. The debuff wouldn't stack though, so a group of phaser users couldn't keep debuffing the systems down, and this way they could extend the length of the proc's debuff.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    amosov78 wrote: »
    Why not have it so the phaser proc lowers the effectiveness of the subsystem it randomly hits. So for example your opponents weapons would do something like 25% less damage when "hit" for the duration; shields would have lowered resistance and healing; engines would slow the ship down, and so on. The debuff wouldn't stack though, so a group of phaser users couldn't keep debuffing the systems down, and this way they could extend the length of the proc's debuff.

    Well that would sound nice, but as it stands right now that is kind of what phased polaron do.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    If this about the proc (I confess I've only read the last page) then the only thing I would do for now is tie the proc to subspace decompiler such that it can be extended beyond 5 seconds, if for example 6 points in SSD gives you 100% extention that actually gives you time to capitalise on the proc at that point 10 seconds of immunity is fine for pvp because you notice it but at best it's only 50% of the time.

    One of the reasons we don't want to remove the immunity is because of the effect Tholians have, which really needs to be counted as a phaser proc such that people do get that immunity, I did design an entire set around phasers, I'll see if I can't find it...

    EDIT: Found it!

    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.

    For the set:
    http://sto-forum.perfectworld.com/showpost.php?p=14362021&postcount=6
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  • thetraveltheorythetraveltheory Member Posts: 24 Arc User
    edited June 2014
    Part of the problem is not only is the proc too rare, it suffers diminishing returns if I am not mistaken. Crit bonus from fleet antiprotons, does not.

    Phases will never be as effective because their bonus does not effect dps. You could always change the andorian phasers or offer a different phaser with a dps proc, for purchase. Buff regular phasers disable ability and offer a dps variant.

    Everyone wins.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    Part of the problem is not only is the proc too rare, it suffers diminishing returns if I am not mistaken. Crit bonus from fleet antiprotons, does not.

    I don't know what kind of diminishing returns you're thinking of... I know it is affected on the recipients end by Subsystem repair but there is no way of increasing the time.
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  • thetraveltheorythetraveltheory Member Posts: 24 Arc User
    edited June 2014
    adamkafei wrote: »
    I don't know what kind of diminishing returns you're thinking of... I know it is affected on the recipients end by Subsystem repair but there is no way of increasing the time.



    I meant the phaser subsystem offline immunity effect, which limits an already ineffective weapon. I think thats what I meant anyway
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    adamkafei wrote: »
    If this about the proc (I confess I've only read the last page) then the only thing I would do for now is tie the proc to subspace decompiler such that it can be extended beyond 5 seconds, if for example 6 points in SSD gives you 100% extention that actually gives you time to capitalise on the proc at that point 10 seconds of immunity is fine for pvp because you notice it but at best it's only 50% of the time.

    One of the reasons we don't want to remove the immunity is because of the effect Tholians have, which really needs to be counted as a phaser proc such that people do get that immunity, I did design an entire set around phasers, I'll see if I can't find it...

    EDIT: Found it!

    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.

    For the set:
    http://sto-forum.perfectworld.com/showpost.php?p=14362021&postcount=6

    You pretty much nailed it down to a T, even with a 10.2 sec. proc, odds are unless there is no resistance put up against it is fine (fits in with Subsystem targeting), and if there is some resistance to it than it might actually last a whole 5 sec. or less, with the usual 10sec. immunity in between.

    This can breath new life, into an otherwise almost completely forgotten energy weapon, but at a high cost as to prevent it from being the #1 go to, or OP weapon, but also give those who would go the sacrifice like drain builds, or science captain's with science vessels, or really anyone class type who would build around it.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited June 2014
    The proc can never work well. If it can be buffed to a point where its usable, people will stack overbuffs and then it will be massively OP. If its nerfed so that it isnt OP like now, its weak and useless.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    The proc can never work well. If it can be buffed to a point where its usable, people will stack overbuffs and then it will be massively OP. If its nerfed so that it isnt OP like now, its weak and useless.

    You cannot really stack overbuffs to subspace decompiler, there is very little to even buff the skill at all to begin with.
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  • bridgernbridgern Member Posts: 711 Arc User
    edited June 2014
    Keep in mind there is Skill Tree revamp coming, so linking it to a skill might not be the way to go.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    bridgern wrote: »
    Keep in mind there is Skill Tree revamp coming, so linking it to a skill might not be the way to go.

    There has been talk for ages (since F2P at least) about a potential crafting revamp, even confirmation of it but we're still waiting... The skill revamp was just thoughts, nothing concrete yet so... yeah, using the skill table is still viable for now.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2014
    You cannot really stack overbuffs to subspace decompiler, there is very little to even buff the skill at all to begin with.

    Maybe the gains to Subspace Decompiler are more significant with more points? It is after all at the very end of the Science Skillboxes and quite expensive.
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  • bridgernbridgern Member Posts: 711 Arc User
    edited June 2014
    adamkafei wrote: »
    There has been talk for ages (since F2P at least) about a potential crafting revamp, even confirmation of it but we're still waiting... The skill revamp was just thoughts, nothing concrete yet so... yeah, using the skill table is still viable for now.

    True but I just think that it should not be bound to a skill tree and if they do it at least not to one that cost so much points.
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