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why are the kelvin ground phasers so pathetic and worthless?

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  • berginsbergins Member Posts: 3,453 Arc User
    edited July 2016
    Meh, Borg missions are nothing more than Space Zombie missions, and are meant to be dealt with in the same way they do in the Zombie Movies:

    1. A good shotgun
    2. Can't find a shotgun? Hack-n-Slash!
    "Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    risian4 wrote: »
    risian4 wrote: »
    With the T3 Omega reputation trait, remodulating has to be done once, maybe twice in the average mission. The only exception being full auto rifles, especially their secondary fire mode. But in that case, you get a lot of extra fire power for it.

    Don't really understand why people think the need to remodulate is such a huge drawback. In most cases it comes down to having to push one specific power maybe once or twice in a mission.

    I generally ignore the rep system, the time gate aspect of it just aggravates me, even with the token that let's me speed up reps on alts. Wish I could pay zen to max out non-current reps, I'd do it in a heart beat.

    Anyway, without whatever trait your talking about, I have to hit remodulate 2-3 times per enemy group using a mk xiv TOS phaser pistol, so I found the TR-116 well worth the money even though I only use it for Borg missions.

    The trait is called Omega graviton pulse module (T3 omega). With sponsorship you can get it in less than a week.

    Most of my toons don't even start playing ground missions until I have it, cause indeed, without it, using energy weapons against the Borg is not fun at all. But having this trait active is a significant advantage. I think you'll find it well worth it to try it. That 2-3 times remodulating while shooting a single group of drones will change to 2-3 times remodulating per mission, sometimes even less.

    I usually remodulate twice right after beaming down cause otherwise they'll adapt with the first shot you fire, but there are missions where I don't have to remodulate at all afterwards. Having to remodulate once again somewhere halfway the mission is actually an exceptional case. Usually those two remodulations at the start are enough if you're not using a full auto rifle.

    The pay that I bolded is why I don't bother with the Rep system, if I explain anymore I'll end up going on a rant about how much more I enjoy loot systems like WoW uses over the lame and boring time gates Cryptic likes.

    Unless they introduce a way to max old reps with zen I probably will never advance any further than I have now, which is one character with Delta and Omega maxed. Even sponsorship takes way too long IMHO. The only exception to this is my Romulan, if I ever play her more I'll be compelled to continue grinding Romulan rep until I can outfit her ship with Romulan weapons.
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  • tiekosoratiekosora Member Posts: 325 Arc User
    I have the Kelvin pistol on my captain, and have no issues with it upgraded to MKXIV Ultra Rare, but then, I do have a decent mix of expose/exploit weapons on my standard away team.My AOY captain hasn't done any reps yet (working on Omega) so I don't yet have any rep torps to replace the Kelvin torp launcher. I do have seven Kelvin phaser arrays, on a T6 battle cruiser, and they kick TRIBBLE and look good doing it.
    18EOWbV.jpg

    They make a wondrous mess of things. Brave amateurs, they do their part.
  • captsolcaptsol Member Posts: 921 Arc User
    I just hope we get some audio passes on the ground weapons and space phasers. They sound so much better in the movies. :)
  • [Deleted User][Deleted User] Posts: 0 Arc User
    I believe the kelvin ground phasers are bugged . As soon they are equipped their damage output drops by about 25% or more of what they should be.
  • ebonsonebonson Member Posts: 34 Arc User
    My only problem with the Kelvin phaser rifles is that they're not full auto. In the movies they have a very high rate of fire and the sound would be so much better with multiple shots that it was made for. The slow firing sniper was just a bad choice IMO.
  • redeyedravenredeyedraven Member Posts: 1,297 Arc User
    I was mostly using a KT-fed-handphaser with my temporal agent, and I have to say it performs just fine. Certainly solid enough for any PvE-stuff.
  • alpharaider47#7707 alpharaider47 Member Posts: 171 Arc User
    ebonson wrote: »
    My only problem with the Kelvin phaser rifles is that they're not full auto. In the movies they have a very high rate of fire and the sound would be so much better with multiple shots that it was made for. The slow firing sniper was just a bad choice IMO.

    I think they were going for the Into Darkness scene where Kirk is firing the rifle, it had a slightly slower rate of fire.
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  • jslynjslyn Member Posts: 1,788 Arc User
    I don't have a problem with the Kelvin Phaser Pistol. But then, I got mine as an MK II weapon and lucked out by having it Gold Quality by MK VI. RNG was in my favor that day.
  • ltminnsltminns Member Posts: 12,572 Arc User
    My AoY Character has two Boffs (Tarsi and T'Met) use Mk XIV UR Kelvin Phaser Rifles, one other uses a Mk XIV UR Kelvin Pistol, the other has a Mk XIV UR Phaser 1 (but now has access to another XIV UR Kelvin Pistol). I use an Epic Mk XIV Kelvin Pistol and Mk XIV UR TR-116B on my Character. Have had absolutely no problems running any Missions and the effects are great.

    I have a Level 3 Character that opens all Lockbox Weapons, so in most cases they are at least UR by IX, but not always. While they unpack as Mk II, they are Rare so you have at least two Quality grades ahead of you. Or three if you insist on Epic.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • cross821cross821 Member Posts: 185 Arc User
    azrael605 wrote: »
    Way this game works, if you can't make any weapons work the problem is you.

    I challenge you to equip your entire crew with kelvin ground phasers for a week. Then tell me if you decide to keep using them or switch to something better.

    I doubt you will actually do it though.


    All ready doing that. My whole team, and my char, are outfitted in all KT gear for both ground and space. I aint had any major probs.
  • ltminnsltminns Member Posts: 12,572 Arc User
    My Nagus is running two Kelvin Photon Torpedoes Mk XIV UR up front with two Fleet Advanced Phaser DBBs and a crafted DBB, two Kelvin Beam Arrays, and a Fleet Array in the Rear. Tears though everything.

    Those Reload Photons with TS3 fill the sky with death. Really love those Kelvin Photons.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • captsolcaptsol Member Posts: 921 Arc User
    It's too bad the Kelvin phaser doesn't flip depending on what shot you're firing. ;)
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