Well, there is the Omega carbine (anti-proton) from the ground set, and it IS among the oldest rep sets, but I had to dig deep to find this example and it's Ground. Which no one cares about. So, the gist of your post is still valid.
I think to be a bit more specific he should of said
It's the first rep with AP. It's the only Energy type not previously covered by a rep.
Personally I bounce between my Phased Biomatter, Vaadwaur Polaron, and Polarized Disruptors...though I've also got my Thoron-Infused Polarons, Protonic Polarons, Bio-Molecular Phasers and Disruptors, and even some Corrosive Plasma. And er...well, there are more that I've got there, but I can't remember them all offhand. Hrmm, never did pick up the set of R-Tets for this guy though...hrmmm...and also skipped the RomPlas, though that's likely where I was headed next on him - having enjoyed them on previous characters.
anti-brog anti-proton weps says hello :P
although they were only ground so I have to agree that in case of space gear this is forst one...
but common why it have to be straightforward OP gun?
Neither the Fluidic nor Voth AP included the innate [CrtD]...and I can't remember which one has the silly push mechanic. Really? I want to push my target further away so I eat some range penalty? I guess if somebody wanted to troll...
Well the push mechanic can have two theoretical applications:
In PVP , when two opponents rush head on, you can pass each other before you fully unload your Alpha strike .
If you push your opponent back a bit, you can hammer the shield facing you for just a bit longer , while at the same time it ( like all other movement manipulation) can rattle your opponent .
Plus if that push also translates into a slight kinetic damage, then in theory it could be good vs both moving and stationary targets .
(I'm not sure if this happens in practice tho)
I only have these weapons on my Undine Nicor and only a few times have I found the pushbach FX to be annoying .
If you play with it for a while , you become accustomed to it's effect and you begin to play while anticipating and correcting for it mid-flight .
... plus the Nicor's "planet destroyer" console / beam does the same thing ...
My suggestion, let the player choose the color of their weapons...or bind the color and animation of the weapon to the type of ship. In other words, Klingons fire green, Romulans greenish and Fed ships fire orange.
The non faction (lockbox) ships have varying colors.
Way back in the early days just after launch, you COULD set the color of your weapons. Unfortunately, the vehemently vocal and extremely minority PvP community at the time cried and cried, that they couldn't tell what weapon their enemy was using so they could adequately defend with consoles. I guess they were too busy whining they forgot to check their combat logs, as it tells you what kind of weapon is being used. So the devs quickly caved and removed that from the game. And here we are today, with PvP being the most broken thing in the game, and so few people doing PvP that it doesn't even qualify as a shadow of its former self.
They make a wondrous mess of things. Brave amateurs, they do their part.
I think I was off on the dead crew thing with TT1. It might be 5.25% lower...I may have forgotten to divide by two. I'd have to login to double check. Can't recall offhand if it was +9 or +4.5 skill with no crew...meh, probably the latter - or not - lol, brainfart!
But yeah, TT1 with full crew provides a +18 skill bonus which in turn results in a +9% Strength boost...higher than those +7.6% Strength boosts that are common to the set bonuses.
And in working with Strength boosts, it's along the lines of what you'd get from a Tac console. While a Bonus boost would be more like what you got from EPtW or APO, etc.
Fitting the amounts into the following formula (which may need to be checked out again at this point to see if it has changed, haven't double-checked it in some time)...
Just around 4% better...course, didn't have to go through any of that...cause of the way the stuff works, the 4% in that last step would have been the same 4% back before we even did the first step with the 130.
20.9148 / 20.72283 and it's not even a 1% difference. 0.00926...
Work in some APA, TacFleet, GDF...all Bonus Boosts and yeah...
Quick note for anybody just looking at those numbers and thinking they head off and rock 'n roll...heh, FAW doesn't have 100% uptime, there aren't always going to be two targets, there's going to be a rangepenalty, there'll be the travel time between engagements averaged in, and all the rest...all sorts of stuff.
But er...along those lines...say we yanked the 7.5/7.6 bit and took a look at the difference a Disruptor Proc and the [CrtD] from AP would make, eh? Where the Disruptor proc is the only debuff in play - cause there are diminishing returns on DRR debuffs as well (not as steep as DRR buffs, but they're there all the same)...
Omgherd...Disruptor is better! But again, few things...it's a proc...so it's not always there. Pretty big downside. There are the diminishing returns on the DRR debuffs - so if folks are dropping out the APBs, Sensor Scans, running EAP, etc, etc, etc - the value of that Disruptor proc will drop. I guess that's a couple of things...but the gist is there. So the odds of it working out better...given everything in play...is going to depend.
Down where I sit as far as DPS goes...the Disruptor might actually work out as better - we're all a bunch of low DPS folks with TRIBBLE CrtH, so those procs would boost their DPS some as well - targets are going to live long enough for the procs to happen - but the overall boosting of their damage would have the side-effect of things dying faster and boost my own.
Up where the DPS folks are...stuff...dies. The CrtD from the AP will have more value from higher CrtH and the Disruptor proc will have a lower probability of occurring...cause stuff's dead.
Another rough example, say it was 8x Arrays, eh?
1 - ((1 - 0.025)^8) = ~18.3% for one cycle.
I'm getting a little sleepy here and lacking caffeine, but I believe it would be ~33.3% for two cycles. Yeah, either way I worked the math it was the same. It's 45.5% for three cycles. Not even to 50% yet, but I've gone through three cycles where it simply may not have happened. Meanwhile, the high DPS person has done what to the target? Melted it.
And don't forget that Disruptor proc is going to lose value because of diminishing returns on debuff stacking - so even on the targets that might live a wee while against those high DPS folks...it's just not going to have the value.
I guess I'm rambling a bit there on that, but I'm just trying to stress the point there that just because something oozes awesome sauce for those guys doesn't mean that's a universal thing. It's going to depend on what one is doing...who one is flying with...and all the rest.
Two videos come to mind...one is watching their Scimitars move like synchronized swimmers in the Olympics and one is watching me fly into a Transformer and getting stuck.
Just different worlds...folks should build, imho, for the world they're playing in with an eye on the world they want to be flying in.
yea there green. and it looks like ****. why in the hell would i want my phasers to look like disruptors? you are one of those guys who dont give a **** about what anything looks like. you dont have a feel for the world its set in. hell, why dont they just make a numbers simulator for guys like you, with just a black screen, with white numbers to add up your hits and misses...man i want to feel like im playing star trek, not some big lame calculator.
These aren't for you, it's to get more KDF and Roms in on the phaser fun.
Comments
I think to be a bit more specific he should of said
"this is the first Rep with SPACE AP weapons"
anti-brog anti-proton weps says hello :P
although they were only ground so I have to agree that in case of space gear this is forst one...
but common why it have to be straightforward OP gun?
Well the push mechanic can have two theoretical applications:
In PVP , when two opponents rush head on, you can pass each other before you fully unload your Alpha strike .
If you push your opponent back a bit, you can hammer the shield facing you for just a bit longer , while at the same time it ( like all other movement manipulation) can rattle your opponent .
Plus if that push also translates into a slight kinetic damage, then in theory it could be good vs both moving and stationary targets .
(I'm not sure if this happens in practice tho)
I only have these weapons on my Undine Nicor and only a few times have I found the pushbach FX to be annoying .
If you play with it for a while , you become accustomed to it's effect and you begin to play while anticipating and correcting for it mid-flight .
... plus the Nicor's "planet destroyer" console / beam does the same thing ...
Not gonna use it on mains because i already invested in my spire consoles... but my delta recruits....
Way back in the early days just after launch, you COULD set the color of your weapons. Unfortunately, the vehemently vocal and extremely minority PvP community at the time cried and cried, that they couldn't tell what weapon their enemy was using so they could adequately defend with consoles. I guess they were too busy whining they forgot to check their combat logs, as it tells you what kind of weapon is being used. So the devs quickly caved and removed that from the game. And here we are today, with PvP being the most broken thing in the game, and so few people doing PvP that it doesn't even qualify as a shadow of its former self.
They make a wondrous mess of things. Brave amateurs, they do their part.
Oh, no doubt one will start to play with it in mind...heh, it's the other folks on the team that might end up feeling trolled...
These aren't for you, it's to get more KDF and Roms in on the phaser fun.