Well, so far the advanced fleet weapons compared to a full stf set are junk. Not worth the cost and grind. Maybe it will change with the elite fleet weapons.
I can agree with this.
I was hoping the fourth modifier would be something NEW.
Actually, I think what would make the most sense would be if the fourth mod was [Borg] (because a Dmgx3 + Borg weapon, while not ideal certainly doesn't exist) and they had one for each enemy group.
There's an idea. Hm. Imagine [Borg], [Thol], [Breen], [Hiro] etc. as modifiers, unlocked by your kill accolades.
And to make them really interesting and DIFFERENT, make new Fleet weapons 2 and 2 mods instead of 3 and 1.
Because, hey, a weapon that's [Dmg]x2 and [Borg]x2 is kinda balanced, mixing the worst stat with an interesting one that you normally can't get x2 of.
I'd think having versions for all of the fleet mission enemies would be pretty awesome.
Just go with (Less desired stat)x2 and (Stat you've never seen stacked before)x2.
Take fleet ship engines.
I think a really cool option there would be stacking traits that don't normally get stacked.
Maybe even something like:
Combat Impulse Engines [Turn]x4
OR
Combat Impulse Engines [Turn]x2 [Aux]x2
The latter is kinda balanced because I doubt most ships would NEED a boost to both but there's no engine in-game with more than a single [Turn] so a x2 is INTERESTING. (Turnx4 is interesting because it would actually make cannons on the GX start to look interesting while making up for it by sacrificing speed, meaning that you could fight in one but you'd have to hold your ground and not plan on running away to survive.)
Just curious. What is the rifle on the far end of the weapon display near the Fleet ground supply officer. I want one of those!
I'm pretty sure that's a modern take on the original MACO rifle that Major Hayes & co. used in Enterprise. I too was hoping that the new Fleet ground weapons would feature new artwork.
I also think the comparisons to STF gear are unfair. Those are designed specifically for survivability against the Borg, thus the set bonuses. The Fleet weapons represent the next stage of the more common weapons that we use. Also, why compare a single weapon to an entire set? That's like comparing the Tholian thermonic torp to the Jem'Hadar ship set.
I've been using the Advanced Fleet Energy Harness armor (which gives +10% to all damage types) along with some of the new weapons. Having speced into ground weapons proficiency, the damage is very nice. I'm really curious as to whether the Elite Energy Harness armor is going to give an even higher percentage boost. Just hope they don't swing the nerf bat.
I'm pretty sure that's a modern take on the original MACO rifle that Major Hayes & co. used in Enterprise. I too was hoping that the new Fleet ground weapons would feature new artwork.
I also think the comparisons to STF gear are unfair. Those are designed specifically for survivability against the Borg, thus the set bonuses. The Fleet weapons represent the next stage of the more common weapons that we use. Also, why compare a single weapon to an entire set? That's like comparing the Tholian thermonic torp to the Jem'Hadar ship set.
I've been using the Advanced Fleet Energy Harness armor (which gives +10% to all damage types) along with some of the new weapons. Having speced into ground weapons proficiency, the damage is very nice. I'm really curious as to whether the Elite Energy Harness armor is going to give an even higher percentage boost. Just hope they don't swing the nerf bat.
I see what you're saying about these being the successor to regular gear and I also think they SHOULDN'T make STF gear obsolete.
I do think they could be a touch more INTERESTING though, especially using stats like Dmg that people actively avoid, that people treat as if it isn't even a modifier.
I think Joe Player will look at a purple [Dmg] [Acc] [CrH] weapon and won't even see it as a meaningful upgrade over a blue [Acc] [CrH] weapon because the bias against [Dmg] is THAT pronounced.
So [Dmg]x3 is a big load of nothing to many players and the other stat is what counts.
Whereas if you had something like [Dmg]x2 and [Borg]x2, players might say, "Well, I don't really care for the [Dmg] modifier but this is the only [Borg]x2 weapon."
Another example would be a space weapon that has:
[Dmg]x2 [Rch] [KB1]
The player might say, "Well, I don't know about [Dmg]x2 but this is the first space weapon with built in Knockback and a recharge reduction. Those are normally ground modifiers. That's interesting."
If you had, say, Tetryon Quad Cannons, that would be interesting. It would be useless against half the STF targets but interesting because it's NOVEL. On a certain level, when you're looking at space weapons, a dual cannon with 4 mods starts looking like quad cannons anyway and if 3 of them are Dmg, you might as well make them quad cannons.
Keeping with the pattern, quad cannons are unique equip so you couldn't stock multiples of a kind. Most folks wouldn't go for a rainbow quad cannon build because the limited console utility and because each comes with -10 to Engines. It would be funny to see a rainbow quad cannon build but not all that viable when someone is dealing with -80 to engines on their dreadnaught.
But, say, Polaron Quad Cannons would be interesting.
Heck, I'd add Spinal Wave Quad Cannons to the Fleet Store for Galor owners (with an exemption that allows them to be equipped on the Galor) because Galors on the shows used heavy spinal wave disruptor cannons... and let the Galor (along with escorts like the bug) equip Polaron Quad Cannons for the Jem'Hadar space set bonus.
I mean, 4 stats and 3 of them being Dmg is basically recreating the pre-buff quad cannons. It's taking an item that you JUST HAD TO BUFF to build interest in and recreating the unbuffed version. I'm not gonna call names or say it's bad design. I can see reasons why you'd do it. I just think it's counterproductive to take something that made people yawn and do it as an incentive that will take fleet progress and credit. :-)
I mean, 4 stats and 3 of them being Dmg is basically recreating the pre-buff quad cannons. It's taking an item that you JUST HAD TO BUFF to build interest in and recreating the unbuffed version. I'm not gonna call names or say it's bad design. I can see reasons why you'd do it. I just think it's counterproductive to take something that made people yawn and do it as an incentive that will take fleet progress and credit. :-)
Yeah, in terms of overall sexiness, you won't get an argument from me against the claim of the stats having room to be a bit better.
One area that is definitely kind of ho-hum is the Advanced Fleet Ground shields. I was really hoping for something more interesting there. Personal Shield modifiers in general tend to be kind of meh. I guess the reason the PBDmg, Ene and PBKB don't turn me on is that I don't know what the % chance is of the proc occurring, and I can't recall ever actually seeing one take place. Plus, while the cap boost is very nice, this still leaves the MK XI Covariant Personal Shield as the highest cap PS in game (that I know of). Was expecting Fleet Personal Shields to wipe that out.
Another thing I don't like: the resists on the ResA and ResB shields are only at 15%. I know the reduction is offset by the higher shield cap but I was expecting 20% like the MK XI Very Rares. I do like that the resists for ResB could be pretty effective against the Borg/Romulans though.
Personal Shield modifiers in general tend to be kind of meh. I guess the reason the PBDmg, Ene and PBKB don't turn me on is that I don't know what the % chance is of the proc occurring, and I can't recall ever actually seeing one take place.
I know that PBKB happens often enough to be an annoyance in PvP...
Actually it would be a really good move to make equal quad cannons for all energy types, same with the Point defense console.
As my main uses AP, I'm not buying the Thunderchild for the phaser Point defence. But I would spend Cstore points on an antiproton quad cannon or point defense system.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Comments
I can agree with this.
I was hoping the fourth modifier would be something NEW.
Actually, I think what would make the most sense would be if the fourth mod was [Borg] (because a Dmgx3 + Borg weapon, while not ideal certainly doesn't exist) and they had one for each enemy group.
There's an idea. Hm. Imagine [Borg], [Thol], [Breen], [Hiro] etc. as modifiers, unlocked by your kill accolades.
And to make them really interesting and DIFFERENT, make new Fleet weapons 2 and 2 mods instead of 3 and 1.
Because, hey, a weapon that's [Dmg]x2 and [Borg]x2 is kinda balanced, mixing the worst stat with an interesting one that you normally can't get x2 of.
I'd think having versions for all of the fleet mission enemies would be pretty awesome.
Just go with (Less desired stat)x2 and (Stat you've never seen stacked before)x2.
Take fleet ship engines.
I think a really cool option there would be stacking traits that don't normally get stacked.
Maybe even something like:
Combat Impulse Engines [Turn]x4
OR
Combat Impulse Engines [Turn]x2 [Aux]x2
The latter is kinda balanced because I doubt most ships would NEED a boost to both but there's no engine in-game with more than a single [Turn] so a x2 is INTERESTING. (Turnx4 is interesting because it would actually make cannons on the GX start to look interesting while making up for it by sacrificing speed, meaning that you could fight in one but you'd have to hold your ground and not plan on running away to survive.)
Maybe have special weapons projects for each enemy group.
Take the Dominion for instance.
Say you'd need 500 Ketracel White and 500 Fleet Marks. That drops off Dominion mobs.
Then have a similar consumable unique to each enemy group required for a [Dmg]x2 [Enemy group damage bonus]x2 weapon.
I'm pretty sure that's a modern take on the original MACO rifle that Major Hayes & co. used in Enterprise. I too was hoping that the new Fleet ground weapons would feature new artwork.
I also think the comparisons to STF gear are unfair. Those are designed specifically for survivability against the Borg, thus the set bonuses. The Fleet weapons represent the next stage of the more common weapons that we use. Also, why compare a single weapon to an entire set? That's like comparing the Tholian thermonic torp to the Jem'Hadar ship set.
I've been using the Advanced Fleet Energy Harness armor (which gives +10% to all damage types) along with some of the new weapons. Having speced into ground weapons proficiency, the damage is very nice. I'm really curious as to whether the Elite Energy Harness armor is going to give an even higher percentage boost. Just hope they don't swing the nerf bat.
I see what you're saying about these being the successor to regular gear and I also think they SHOULDN'T make STF gear obsolete.
I do think they could be a touch more INTERESTING though, especially using stats like Dmg that people actively avoid, that people treat as if it isn't even a modifier.
I think Joe Player will look at a purple [Dmg] [Acc] [CrH] weapon and won't even see it as a meaningful upgrade over a blue [Acc] [CrH] weapon because the bias against [Dmg] is THAT pronounced.
So [Dmg]x3 is a big load of nothing to many players and the other stat is what counts.
Whereas if you had something like [Dmg]x2 and [Borg]x2, players might say, "Well, I don't really care for the [Dmg] modifier but this is the only [Borg]x2 weapon."
Another example would be a space weapon that has:
[Dmg]x2 [Rch] [KB1]
The player might say, "Well, I don't know about [Dmg]x2 but this is the first space weapon with built in Knockback and a recharge reduction. Those are normally ground modifiers. That's interesting."
If you had, say, Tetryon Quad Cannons, that would be interesting. It would be useless against half the STF targets but interesting because it's NOVEL. On a certain level, when you're looking at space weapons, a dual cannon with 4 mods starts looking like quad cannons anyway and if 3 of them are Dmg, you might as well make them quad cannons.
Keeping with the pattern, quad cannons are unique equip so you couldn't stock multiples of a kind. Most folks wouldn't go for a rainbow quad cannon build because the limited console utility and because each comes with -10 to Engines. It would be funny to see a rainbow quad cannon build but not all that viable when someone is dealing with -80 to engines on their dreadnaught.
But, say, Polaron Quad Cannons would be interesting.
Heck, I'd add Spinal Wave Quad Cannons to the Fleet Store for Galor owners (with an exemption that allows them to be equipped on the Galor) because Galors on the shows used heavy spinal wave disruptor cannons... and let the Galor (along with escorts like the bug) equip Polaron Quad Cannons for the Jem'Hadar space set bonus.
I mean, 4 stats and 3 of them being Dmg is basically recreating the pre-buff quad cannons. It's taking an item that you JUST HAD TO BUFF to build interest in and recreating the unbuffed version. I'm not gonna call names or say it's bad design. I can see reasons why you'd do it. I just think it's counterproductive to take something that made people yawn and do it as an incentive that will take fleet progress and credit. :-)
Yeah, in terms of overall sexiness, you won't get an argument from me against the claim of the stats having room to be a bit better.
One area that is definitely kind of ho-hum is the Advanced Fleet Ground shields. I was really hoping for something more interesting there. Personal Shield modifiers in general tend to be kind of meh. I guess the reason the PBDmg, Ene and PBKB don't turn me on is that I don't know what the % chance is of the proc occurring, and I can't recall ever actually seeing one take place. Plus, while the cap boost is very nice, this still leaves the MK XI Covariant Personal Shield as the highest cap PS in game (that I know of). Was expecting Fleet Personal Shields to wipe that out.
Another thing I don't like: the resists on the ResA and ResB shields are only at 15%. I know the reduction is offset by the higher shield cap but I was expecting 20% like the MK XI Very Rares. I do like that the resists for ResB could be pretty effective against the Borg/Romulans though.
I know that PBKB happens often enough to be an annoyance in PvP...
Actually it would be a really good move to make equal quad cannons for all energy types, same with the Point defense console.
As my main uses AP, I'm not buying the Thunderchild for the phaser Point defence. But I would spend Cstore points on an antiproton quad cannon or point defense system.
Lol seriously: In Ground combat, the [DMG] modifier is squat, and CritD and CritH are king.
Save your cash ad buy a mk xii purp off the exchange.
He only replicates the refined version. I'm talking Unrefined.