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Weapon Pack - Cyclic Modulation Weaponry

bmanakbmanak Member Posts: 2 Arc User
Hello,

With the release of the new content and enhancements around modulation, did these get updated? Will the new modulation enhancements do anything with these weapons that have built in remodulators?

Thanks
Post edited by baddmoonrizin on

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  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,698 Community Moderator
    Technically speaking all weapons have built in remodulation capability now. As I understand it they just gave the basic remodulator item ability to everyone as a clicky that becomes available upon Borg Adaptation.
    The Cyclic Modulation weapons can probably get away with not remodulating far longer because of the fact you can switch damage types with them, cycling through all six basic damage types.

    So in theory... if it takes 6-8 hits for Borg to adapt to a damage type... the Cyclic Modulation weapons access to all six damage types means that in total... you have about... 6x6 and 6x8... 36-48 potential shots before having to remod. I haven't actually tested that out myself as I got a TR-116.
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  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited September 2023
    Something which is pretty funny about all this complaining about the "new" remodulation stuff is this:

    Remodulating a phaser IS NOT adding a magic MacGuffin to it which allows players to slay Borg Drones with ease.

    Rather it is modifying how the weapon is used by changing the frequency of the beam, altering the power setting, changing the rate and/or duration of firing, etc. For example, every Kalashnikov ever made has a selector switch which has three settings. 1) Safe. 2) Single shot. 3) Automatic. Depending upon the situation and the type of engagement a soldier is in, he/she will adjust between these three settings.

    If this ain't "remodulation", then none of us know what it really is.
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  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    rattler2 wrote: »
    Technically speaking all weapons have built in remodulation capability now. As I understand it they just gave the basic remodulator item ability to everyone as a clicky that becomes available upon Borg Adaptation.
    The Cyclic Modulation weapons can probably get away with not remodulating far longer because of the fact you can switch damage types with them, cycling through all six basic damage types.

    So in theory... if it takes 6-8 hits for Borg to adapt to a damage type... the Cyclic Modulation weapons access to all six damage types means that in total... you have about... 6x6 and 6x8... 36-48 potential shots before having to remod. I haven't actually tested that out myself as I got a TR-116.

    Usually it takes far longer for them to adapt with the T3 trait from the Omega reputation.

    Changing weapon types with the Cyclic weapons takes about a second - in fact, I think it's as fast as the special 3-piece set bonus remodulator from the old sets.
    With the trait, you should be able to fire a couple of hundred of shots before they've adapted to all weapon types. Though it also depends on what your team mates are using and how fast they fire.
  • bmanakbmanak Member Posts: 2 Arc User
    Thank you all for the comments. Much appreciated. I use those on most of all my toons maxed out to XV. Happy gaming!
  • vetteguy904vetteguy904 Member Posts: 3,943 Arc User
    edited September 2023
    something I have not tested yet.. the Omega weapons are suppose to continue to damage drones evern if they have adapted.. is that still a thing? I will have to fire up Drummond to see. i'm sure he has AP P-90

    edit.. just tested it and yes it does.. actually it works better than it did, so bravo
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