Ok. I'm running with both and although all the buzz seems to spin towards sensor-linked beams, coalition still "feels" stronger to me in combat.
What are you seeing?
Also ... The sensor-linked phasers are not traditional phasers. Although I suspect the answer is yes ... Want to make sure.
I'm assuming the traditional fleet spire tac consoles of the same flavor also apply to these new weapons?
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Pending that the procs are still per-cycle, I wouldn't expect a large difference on average. If you were completely min-maxing I would expect you to have an average difference across a large number of runs, not 'feel' that one is better than the other, so just go with the one you like more. I've not noticed a large difference either way, but I've not been parsing, and not really running anything particularly parse-able anyways.
On the Sensor-Linked Phasers, they look like blue pulses for the Emitters and respond to anything that would effect a Phaser Beam (FAW, [Phaser], [Beam], Directed Energy buffs, etc.) but like the "-Linked" Disruptors, they have no proc. For the Cannons, they look virtually identical to TOS Phaser Cannons (blue blobs, but a different sort than the Emitters), and respond to standard Phaser Cannon buffs (CSV, [Phaser], [Cannon], Directed Energy buffs, etc.).
- cold hearted space trait
- d.o.m.i.n.o. console
- colony deflectors
- mod reroll (incl. Dmg/CrtD at epic)
- Duelist’s Fervor personal trait
I most likely forgot a few as I have a hard time to catch on. For a direct comparison between coalitions and sensor-linked one would need to either test them thoroughly or call in some reddit math geek to help. Unfortunately I don’t care enough for either atm. Nevertheless the damage increase resulting of all those assets combined is considerable. Doing Diamond DPS in casual pugs is more and more likely again nowadays.
The nerf gap of S13 is rapidly closing and sensor linked guns with ideal mods certainly play a part in that. Sweet they are also available as phasers. That is what I call "balance".
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Don't forget we also had a proc chance change to be per cycle for when they roll rather than per shot.
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