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Phasers are absolutely terrible.

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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    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.

    Outside of the skill itself, the only other way to really buff this skill, is with what very few pieces of gear there currently is in game, and with any subsystem taking a beating from a phaser proc, it gains a 10sec. immunity to another, so any actual stacking albeit there isn't any really, shows this to be the ideal skill to improve phaser procs from being OP.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    bridgern wrote: »
    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.

    I think the current one needs a re-jig such that skills buffs and their counters cost the same and give the same increases, it should also be rearranged such that admiral level skills (on the table) affect commander level bridge officer skills while Lieutenant level skills affect ensign level boff skills. rather than what we have now where things are all over the place. I would also consolidate things like structural integrity and hull repair into one skill as well as the shield counterpart, that said they are probably part of the system of skill point balance.

    I don't know if changing from the current system is the right thing to do but I do think the layout and effects of the skill table need to be revisited, the other thing it needs is to have some obvious documentation, it's all well and good having tooltips but they really aren't too helpful.

    Still, skill table revisions are a topic for another thread. As it stands I stand by my comment that using subspace decompiler to fix the phaser proc is the right thing to do, if it is felt that it is still not quite right then maybe they should think of something else to do with it.
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  • nickcastletonnickcastleton Member Posts: 1,212 Arc User
    edited June 2014
    nearly all my Fed ships use phasers, in fact all but 2 of my ships use what u could call cannon weapons.

    im not bothered about topping the damage charts all i care about is being useful and fleet phasers while not as powerful still do impressive damage enough damage to be useful.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited June 2014
    nearly all my Fed ships use phasers, in fact all but 2 of my ships use what u could call cannon weapons.

    im not bothered about topping the damage charts all i care about is being useful and fleet phasers while not as powerful still do impressive damage enough damage to be useful.

    first it is written canon...a cannon is this

    second you missed the point. dmg is not the issue...it is the proc that is useless. If it wasn't there you would not notice a difference in the performance of your weapon.
    Any other weapon proc, even the weakest one, is more consistent and is easy to incorporate in builds.
    That is the issue at hand, to give the phaser proc actual meaning.

    the fleet elite phaser proc is a good start, a solid defensive proc...if this was the actual phaser proc we wouldn't have this debate here.

    also the phaser proc wouldn't be so ******n awefull if it wasn't for the 10 sec immunity against ANY subsystem disable.
    Not even mentioning that subsystem disable isn't even compareable to a plasma dot, or 20% more crtD.
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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.

    What did you say?
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    bridgern wrote: »
    What did you say?

    I said based on my experience and the experience of others that a crafting revamp was unlikely to happen any time soon, of course I am frequently subject to Murphy's law, for once that is a good thing lol.

    As for the skill revamp idea, I stand by what I stated.
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  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited June 2014
    adamkafei wrote: »
    I said based on my experience and the experience of others that a crafting revamp was unlikely to happen any time soon, of course I am frequently subject to Murphy's law, for once that is a good thing lol.

    As for the skill revamp idea, I stand by what I stated.

    I think the skill revamp might happen sooner, especially with what Geko hinted at with just having the skills have a three point system rather then nine, which is essentially what Neverwinter's ability rank system currently is. Since the crafting blog mentions DOFFs being used in the system, much like the crafting in Neverwinter has, then its obvious that more already established systems like Neverwinter's are going to "quickly" be adapted for use in STO.
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  • bridgernbridgern Member Posts: 711 Arc User
    edited June 2014
    adamkafei wrote: »
    I said based on my experience and the experience of others that a crafting revamp was unlikely to happen any time soon, of course I am frequently subject to Murphy's law, for once that is a good thing lol.

    As for the skill revamp idea, I stand by what I stated.

    Since it got confirmed by Gekko that it will happen in 2015 I think the chances are pretty good.
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  • thegalaxy31thegalaxy31 Member Posts: 1,211 Arc User
    edited June 2014
    -blah blah blah-

    Give Phasers an innate [ARC] modifier, making them the widest firing weapons in the game.

    -blah blah blah-

    Cryptic is probably thinking "AWESOME, a new ARC Lockbox to go along with ARC that introduces a new ARC ship and a new ARC Phaser weapon!"
    I would love to visit this star in-game...or maybe this one!
    Won't SOMEONE please think of the CHILDREN?!
  • rekurzionrekurzion Member Posts: 697 Arc User
    edited June 2014
    Give all ships subsystem targeting. Space vessels get level I, engineering and tactical ships get level II and tactical ships with tactical captains and 6 points in SubD get level III.

    Add a new Subsystem targeting interface, something small onscreen, which toggles which system you are targeting and your vessel will continue to fire in that mode. You may need to tone down the drain effect to accomodate.

    Then adjust the phaser proc to stack the 2.5% chance to knock a system offline with whichever subsystem is being targeted. Federation ships who use phasers get an added percentage.

    Next add a voice indicator saying "Targets engines/auxilary/weapons are offline" with associated icon and/or subsystem indicators showing how much power is being drained/offline.

    You may need to reduce the phaser proc to 2%. Since currently the 2.5% proc is spread across 4 systems, so for knocking shields offline its really a 1 in 4 chance the phaser will target the shields and then a 2.5% chance to knock that system offline.

    Maybe in addition the inherent subsystem targeting only drains power rather than disable, and the phaser proc adds the disable feature.
  • jellico1jellico1 Member Posts: 2,719
    edited June 2014
    before the voice indicator could finish the effect would be over .............../
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  • rekurzionrekurzion Member Posts: 697 Arc User
    edited June 2014
    jellico1 wrote: »
    before the voice indicator could finish the effect would be over .............../

    Well, they do it with shields and that's usually the case. just asking for consistency
  • age03age03 Member Posts: 1,664 Arc User
    edited June 2014
    The reason is because it is suppose to be Torpedos that weaken damage shields while phasers damage the hull.
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  • undedavengerundedavenger Member Posts: 181 Arc User
    edited June 2014
    I pack fleet phasers on both my Odyssey captain and my Defiant captain, and tend to finish high in dps, even a lot of times in the Oddy.

    Too many players want to see high burst damage, hence the fetish for AP weapons. It's all in how you play it. Different weapons need slightly different strategies is all. Now if they want to buff phasers proc further, I'm not going to complain, its just gravy to me.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    Pray tell... Why are we still discussing a problem that has already been solved? All we need now if a dev's attention to be drawn here and the solution implemented, job done.
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  • robanskerobanske Member Posts: 0 Arc User
    edited July 2014
    Yeah they seriously need to buff phasers. They tried to do it a while ago by increasing the systems offline time but players complained because they were killer in PvP, keeping shields disabled for long enough for an escort to blast a ship to pieces.

    They should either successfully buff the phaser proc or replace it altogether.
  • sohtohsohtoh Member Posts: 620 Arc User
    edited July 2014
    The new Phased Biomatter weapons from the Xindi lockbox are phasers with a new proc. Instead of a chance to disable subsystem they have a chance to do AOE damage within 1pm of the target, up to 4 opponents. And they are blue in color.
    "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."
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited July 2014
    sohtoh wrote: »
    The new Phased Biomatter weapons from the Xindi lockbox are phasers with a new proc. I spread of a chance to disable subsystem they have a chance to do AOL damage within 1pm of the target, up to 4 opponents. And they are blue in color.

    Really? Hmmmm.... If they don't sound as harsh as the retro phasers then I might switch out my "modern red" phasers to these...
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited July 2014
    It's somewhat amusing that the Voth antiproton weapons got the defensive 9.1% damage output debuff proc, it would have been appropriate for phasers considering Starfleet's general defensive nature.
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  • tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    jaguarskx wrote: »
    Really? Hmmmm.... If they don't sound as harsh as the retro phasers then I might switch out my "modern red" phasers to these...

    they sound like normal phasers to me.

    P.S. the andorian phasers are blue too. though they got the standard phaser proc.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    Well they sort of added a new phaser weapon, but AOE damage is kind of meh, and really not all it is cracked up to be, I mean unless you can constantly gather enemies in groups, or like shooting HY torpedoes a lot, and hope the effect procs, this new proc type is pretty useless otherwise.

    I still would prefer the SubD skill, to have an effect on the phaser proc.
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  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited July 2014
    Well they sort of added a new phaser weapon, but AOE damage is kind of meh, and really not all it is cracked up to be, I mean unless you can constantly gather enemies in groups, or like shooting HY torpedoes a lot, and hope the effect procs, this new proc type is pretty useless otherwise.

    Pretty much this.

    I've already found the new phased biomatter weapons give a nice little DPS boost on all my ships that are running gravity well.

    Pop gravity well and unload with these new phasers and suddenly the main target and the other targets in the gravity well start dropping like flies.

    That said, these new weapons are "meh" outside of a gravity well ... so you should probably stick to plasma, disruptors, or AP if you aren't running a gravity well build on your ship to take advantage of the AOE proc of the new weapons.
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  • sohtohsohtoh Member Posts: 620 Arc User
    edited July 2014
    Well they sort of added a new phaser weapon, but AOE damage is kind of meh, and really not all it is cracked up to be, I mean unless you can constantly gather enemies in groups, or like shooting HY torpedoes a lot, and hope the effect procs, this new proc type is pretty useless otherwise.

    I still would prefer the SubD skill, to have an effect on the phaser proc.

    The same could be said about any proc, except for A, they all have the same chance of hitting. I personally don't count on procs. The normal Phaser proc is more subject to the RNG than the rest, as even if it does proc; you have to hope that it affects a useful subsystem. This proc is a good alternative to those who still want to use phasers, but feel let down on with its proc.
    Pretty much this.

    I've already found the new phased biomatter weapons give a nice little DPS boost on all my ships that are running gravity well.

    Pop gravity well and unload with these new phasers and suddenly the main target and the other targets in the gravity well start dropping like flies.

    That said, these new weapons are "meh" outside of a gravity well ... so you should probably stick to plasma, disruptors, or AP if you aren't running a gravity well build on your ship to take advantage of the AOE proc of the new weapons.

    The AOE damage is split among the primary target and up to 4 other foes. That to me implies that the damage is divided among the foes within the 1km radius; so if there is only one target in the radius, that target gets all the damage.

    The proc is affected by EPtW, the tactical Phaser Consoles, and the Counter Command Ordnance Set.

    The base (while at ESD) for the proc was 149-745 phaser damage.

    Outside of ESD; No Bonuses: 159.6-798
    Outside of ESD, adding the Counter Command Ordnance: 178.5-892.5
    Outside of ESD, adding 4 tactical Phaser consoles: 401.6-2008.1
    Outside of ESD, activating EPtW3: 490.5-2452.4
    "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."
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    sohtoh wrote: »
    The same could be said about any proc, except for A, they all have the same chance of hitting. I personally don't count on procs. The normal Phaser proc is more subject to the RNG than the rest, as even if it does proc; you have to hope that it affects a useful subsystem. This proc is a good alternative to those who still want to use phasers, but feel let down on with its proc.



    The AOE damage is split among the primary target and up to 4 other foes. That to me implies that the damage is divided among the foes within the 1km radius; so if there is only one target in the radius, that target gets all the damage.

    The proc is affected by EPtW, the tactical Phaser Consoles, and the Counter Command Ordnance Set.

    The base (while at ESD) for the proc was 149-745 phaser damage.

    Outside of ESD; No Bonuses: 159.6-798
    Outside of ESD, adding the Counter Command Ordnance: 178.5-892.5
    Outside of ESD, adding 4 tactical Phaser consoles: 401.6-2008.1
    Outside of ESD, activating EPtW3: 490.5-2452.4

    Hell, I deliver better damage #'s to single enemies, with the incubation effect from the bio-molecular weapons, and they have a better proc chance (4.5%).

    This new phaser type, is like a slightly different spin on nukara tetryon weapons.
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  • sohtohsohtoh Member Posts: 620 Arc User
    edited July 2014
    Hell, I deliver better damage #'s to single enemies, with the incubation effect from the bio-molecular weapons, and they have a better proc chance (4.5%).

    This new phaser type, is like a slightly different spin on nukara tetryon weapons.

    Yes, they do have a better chance to proc; but those weapons are limited to two modifiers, where these get to use three. CrtDx3 Phasers or CrtDx3 Phased Biomatters will out damage the CrtDx2 Bio-Molecular Phasers, regardless of the procs.

    The Bio-Molecular proc is also affected by EPtW. Outside of ESD, the proc listed 480.9 radiation damage, after activating EPtW3 it went up to 498.8. Compared to the 490.5 from the Phaser Biomatter proc, the 8.3 difference is negligible.

    Swapping out a Tactical Phaser Locator console for the Counter Command Multi Energy Relay; the Bio-Molecular proc listed 607.1, after EPtW3 629.7. But using this console instead of the Locator console would hurt overall damage.

    Those nukara tetryon weapons are similar, but only they only affect the next nearest single ship, where these could affect 1-5 ships.
    "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."
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    sohtoh wrote: »
    Yes, they do have a better chance to proc; but those weapons are limited to two modifiers, where these get to use three. CrtDx3 Phasers or CrtDx3 Phased Biomatters will out damage the CrtDx2 Bio-Molecular Phasers, regardless of the procs.

    The Bio-Molecular proc is also affected by EPtW. Outside of ESD, the proc listed 480.9 radiation damage, after activating EPtW3 it went up to 498.8. Compared to a minimum of 490.5 from the Phaser Biomatter proc, the 8.8 is negligible.

    Swapping out a Tactical Phaser Locator console for the Counter Command Multi Energy Relay; the Bio-Molecular proc listed 607.1, after EPtW3 629.7. But using this console instead of the Locator console would hurt overall damage.

    Those nukara tetryon weapons are similar, but only they only affect the next nearest single ship, where these could affect 1-5 ships.

    The nukara tetryon refracting effect, from the energy weapons effects multiple enemies in an AOE like effect, RNG depending I believe.

    http://sto.gamepedia.com/Nukara_Appropriated_Munitions

    http://sto.gamepedia.com/Refracting_Tetryon_Beam_Array

    Also even though the tool tip says TRIBBLE.X radiation damage, when reviewing the actual combat log/parser, the actual radiation damage I inflict is anywhere from 2-5k per infliction.
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  • sohtohsohtoh Member Posts: 620 Arc User
    edited July 2014
    The nukara tetryon refracting effect, from the energy weapons effects multiple enemies in an AOE.

    http://sto.gamepedia.com/Nukara_Appropriated_Munitions

    http://sto.gamepedia.com/Refracting_Tetryon_Beam_Array

    Also even though the tool tip says TRIBBLE.X radiation damage, when reviewing the actual combat log/parser, the actual radiation damage I inflict is anywhere from 2-5k per infliction.

    I looked at the same pages in the links and saw nothing that says that the refracting tetryon weapons affect more than the next nearest enemy. Which implies a single extra enemy target is affected.

    I got similar results from the parsers with the Phased Biomatter proc. The procs are comparable to each other in damage output.
    "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."
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    sohtoh wrote: »
    I looked at the same pages in the links and saw nothing that says that the refracting tetryon weapons affect more than the next nearest enemy. Which implies a single extra enemy target is affected.

    I got similar results from the parsers with the Phased Biomatter proc. The procs are comparable to each other in damage output.

    Yes, and you only get a 2.5% chance, over the bio-molecular 4.5%, not to mention the bio-photon torpedoes 100% incubation, if you like torpedoes adds to this radiation overload.

    Cryptic is sneaky, making weapons seem awesome, but in reality they closely perform the same normally, the big difference comes in MODS, procs mostly, but even those have very small effect on overall performance.
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  • sohtohsohtoh Member Posts: 620 Arc User
    edited July 2014
    Yes, and you only get a 2.5% chance, over the bio-molecular 4.5%, not to mention the bio-photon torpedoes 100% incubation, if you like torpedoes adds to this radiation overload.

    Yes, I do and I was using that torpedo along side of the Phased Biomatter weapons. I used the Enhance Bio-Molecular Photon Torpedo and the Hydrodynamics Compensator to get the 7.5% damage bonus for the Phasers.
    "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."
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2014
    Even with the new Xindi Phasers, not impressed by them.

    IF I had to use Phasers, unless I have a regular Mk XII with favorable mods, I'd use the BM Phasers. Esp. when working with the 8472 weapon set bonus and the possibility of the console to increase phaser dmg and radiation.
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