Hello!
The other day, I bought the Heritage Starship bundle. I was super excited about it and would have instantly bought it on release but I waited a few days because I strongly suspected the Elite Force Sniper Rifle would not be worth it. I knew I wanted all the ships but I didn't need anything else in the bundle. I thought the hangar pets might be nice, though probably not game changing, so I really had to decide whether I wanted to use my pile of T6 ship coupons on the ships from the bundle or shell out precious, precious zen.
I ultimately decided to get the bundle for two reasons. One, I wanted everything from the bundle, even the Elite Force rifle, for nostalgia's sake, in spite of basically knowing it would be bad, and two, the possibility that snipers might one day get a touch-up, or that the devs might at least want this gun to be as well received and beloved as the other items from the bundle, so it might end up an exception to the "Meh" of other snipers in game.
Having upgraded the Elite Force Sniper Rifle to mk xv epic, rolling full crit-d and crit-d/damage modifiers, and taken it into an advanced Jupiter Station Showdown patrol several times (with and without my boffs participating) I can confidently say that... it's just super meh and will likely never be touched again.
I have created a thread about how the charge-up mechanic on snipers to fire their secondary attack works against them, and any other weapon with a charge-up mechanic. in this thread:
https://www.arcgames.com/en/forums/startrekonline#/discussion/1274161/please-remove-charge-up-animations-from-sniper-rifles-and-other-ground-weapons/p1?new=1
To summarize: Enemies often die so fast that you will perpetually charge to fire but never actually get off a shot if your bridge officers or fellow players have been competently built.
Aside from requesting the removal of the lengthy charge up animations, I would like to make some other Elite Force Sniper specific suggestions:
I think something that might be nice for this weapon is if it had an effect that would push back enemies by 5m if they are within 5 meters of the player. This would allow the rifle to keep the targeted enemy at range (and any others hit by the small AOE effect of it).
I think it also might be nice if the weapon had an effect where it would pull enemies (within a reasonable cylinder of effect, nothing too massive, but larger than the AOE of the damage) into a line. Pulling the targets into the line of fire so that the penetrating effect can be more... well... effective, would be really nice and I think would make the gun more visually interesting and dynamic.
I think it could be justified that the gun has received even further upgrades in this most recent incarnation, with a focused, miniaturized, artificial gravity generator embedded that allows the weapon to use gravitons to create and manipulate gravity fields within a narrow region surrounding the line of fire to improve target interception and maintain distance in ranged encounters.
Elite Force equipment was always "experimental" and "cutting edge," so I think such an improvement would be totally on-brand. If you prefer to be as true to the original implementation as possible and not add any additional effects beyond the penetration mechanic... then massively upgrade the damage so it hits like a truck would probably be the only way to make this weapon worth using (and getting rid of the charge up on secondary fire, naturally).
I thank you for your time and consideration, and I am thoroughly enjoying everything else from the bundle, so thank you! I hope to soon find the Elite Force Sniper Rifle to be a similar joy to use.