With Romulans getting at least two sets that increase plasma damage (not to mention science consoles that do the same), I propose a set that increases phaser damage
You improve phasers without having to redesign phasers :cool: And it can be introduced similarly to how the Jem'Hadar set is introduced, through episodes. With Mark XII set available through conversion by purchasing an item in the Lobi store. Or...
If not, probably the 2-piece Weapon/Console combo would work best.
Retrofit Phaser Beam Array:
= Leveless "∞" (means at its highest it is equivalent to Very Rare Mk XI).
= 360 degree Fire Arc.
= Does not drain weapon power when fired with other weapons.
= Affected by Beam Overload and Fire at Will.
= Does not come with any other modifiers.
Retrofit Phaser Relay:
= Universal Console
= +10% Phaser Damage
= +10% Accuracy
2-piece set bonus:
= Disabled random subsystem procs now have a duration of 10 sec.
= Phasers now have either...
additional +2.5% chance that stacks with its standard proc or...
additional chance to proc (basically two chances @ 2.5% each, per pulse to proc).
Comments
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Example:
SCE (Starfleet Corp of Engieers) - ENG set
Vulcan Science Academy -SCI set
Andorian War College - TAC set
The TAC set could include a set that is Phaser specific foe example.
For KDF, one from the Qo'noS shipyards (ENG), one from the Gorn (SCI) and one from the Nausicaans (TAC) with similar stats (only Disruptor in case of the Nausicaans) would be appealing.
Rear Admiral , Engineering Division
U.S.S. Sheffield N.C.C. 92016
What about giving +pha or +dis mods to embassy or mine consoles in the same manner as the embassy consoles currently have +pla?
Enhanced Phaser Beam Array [Acc]x2 [CrtH] (to reflect the whole superior sensors thing Feds have)
Very Rare Ship Weapon
Bind On Character pickup
Cannot Equip more than 1 of this Item
Vice Admiral
Values do not reflect skills or other modifiers
To target: 227.9 phaser damage (182.3 dps)
To self: -8 current weapon power when firing other weapons
2.5% chance to disable each subsystem ((as oppose to random system) cap at 2 per proc, causes 10 second immunity to target upon recovery)
+20% Accuracy
+2% Critical hit chance
Console - Universal - <Insert cool name here>
Rare Universal Console
Bind On Character pickup
Rear Admiral (Upper half)
Values do not reflect skills or other modifiers
+15 Subspace Decompiler
+15 Starship Sensors
+10% Flight Turn Rate
+10% Flight Speed
Enhanced Photon Torpedo [Acc]x2 [CrtH]
(similar stats to those of a very rare Mk XII Photon Torpedo +10% damage and 1km AoE damage equal to 50% of the torp damage with 10% shield bypass on all damage (Additional to standard bleedthrough))
Federation Advanced Weapons Set
Enhanced Phaser Beam Array
<Console>
Enhanced Photon Torpedo
Set 2: +10% Phaser Damage (Final Modifier)
+5% Flight Speed and Turn rate (Adds onto the console)
Set3: Ability: <Insert inventive name here>
Causes the enhanced Phaser beam to fire at +75% damage for 10 seconds (for 50% extra drain)
30 second cooldown (Not affected by cooldown reductions <insert tech talk about power systems here>)
Has global cooldown with Beam Fire at Will and Beam overload (on the enhanced beam only)
I thought that too however... considering they just copy/pasted Honor Guard set and renamed it Adapted MACO and vice versa. I have not seen anyone QQing about that. So I seriously doubt that they care if it annoys people. So I stand by my Prototype/Experimental Phaser Beam Array :cool:
As much as i like your idea, a lot of people might be "upset" because their mighty romulan plasma builds are slighty less super strong.
There are sets that boost AP, sets that boost Plasma, Sets that boost Photon torps, sets that boost Tetryon, Sets that boost Disruptor, but nothing that boosts phasers.
Some sets you know, like the nukara weapon set for tetryons, or the romulan set for plasmas, or the obelisk set for AP, then the Elachi set bumps disruptor, and while expensive readily available through the Lobi store and all the pieces are bomb. Then you have the Protonic aresenal for the torps, of dont forget the breen set for transphasics. Temporal set for chroniton.
At least change the Tet glider on the Omega set, to a Phaser +7.6% go simple. Because nobody wants tet glider, if the wanted something that added tet to weapons there is something even better for that....polarized Tetryon weapons.
If they did that it would make for a really good science with phaser set.
Addition: Make the Omega go both ways, KDF it adds +7.6% Disrputor, Fed it Adds +7.6% Phaser, and then add a set into the Lobi store, of a torp, console weapon combo.
Maybe an Overcharged Phaser Dual Beam Bank, an Unstable Photon Torp OR an Experimental photon Torp, and some kind of console that does things.
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
Actually that QQing happened a while back but everybody got over it.
If they would copy/paste/port your idea over to all the energy types including disruptor but not Antiproton, I would be happy with it.
R.I.P
I must admit what with the Embassy consoles buffing plasma weapons and Rommie beams carrying disruptor proc I can't see how my set idea would be stepping on their toes, If anything I tried to avoid stepping on toes to create a unique set concept that would not only buff phasers but also to benefit federation ships and phaser weapons systems (and the proc) in general.
I may have forgot to put something in. I Dont Care if they rommie plasma kids cry. I want better phasers
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
(Emphasis, mine)
I've always thought the very same thing!
Also, +1 to the OP
It's me, Chrome. [Join Date: May 2009]
"Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
*denotes mark XII upgrade stat
Warp Cores:
Engi: [S->W] [SCap] Field-Stabilizing Warp Core *+15 All Power Levels
Tac: [W->E] [WCap] Field-Stabilizing Warp Core *+15% Crit Severity
Sci: [A->S] [ACap] Field-Stabilizing Warp Core *+5 Graviton Generators & Particle Generators
(no idea about singularity cores, as I don't fully understand their mechanics)
Universal Consoles:
Engi: +10% Shield Capacity, +15% Beam Weapon Damage *Additional +5% to both stats
Tac: +2% Crit Chance, +10% Crit Severity *Additional +1% Chance, +5% Severity
Sci: +10 Graviton Generators, +10 Particle Generators *Additional +5 to both stats
Set Bonuses:
Passive: [Faction Specific] Additional +10% Faction Weapon Damage (Phaser, Disruptor, Plasma)
*Passive: Loyalty- Additional +10% Faction Weapon Damage
Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
Patiently waiting for a Romulan Science Vessel
Aside from "Please, holy cow, no Lobi upgrades!" I'd say that your suggestion is highly biased by the games' current "flavour". You suggest that engies get another +15 power levels they most likely don't need. Engineers can pretty much keep max power in all of their systems all the time. Tacs get even more spike damage potential, can't say much about that, but Scientists should get + grav and particle gens. Why? Because that's the only two skills that improve your damage output. What if my Sci specializes in placate and confuse abilities?
I think a flat bonus to native weapons would make a good set appropriate for every class. I especially like the idea to improve the weapon procs.
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The principle behind my post was to let the classes do what they do now, but give newbies more options when it comes to STFs. Any newbie armed with the Mk X set that I've created wouldn't be so worthless when they hit the STFs, because it's kinda funneling them into the accepted "useful" trees. Hence, Engineers get more beam weapon damage, since it's really the only reliable type to use on a cruiser that can't turn well, and science gets their big control abilities buffed that are effective against most enemies. Tactical gets more stuff that lets it be tactical, since the entire point of having a tactical vessel is to do as much damage as possible to the enemy. It's kinda what they do.
My suggestions are based upon my observations on the classes themselves. The idea was not to create some new bizarro-meta where engineers are tanks and science vessels use confuse abilities, but rather create things that people would actually use.
Also, since the suggestion of the set was based on the principle of dealing more damage with your chosen faction's weapons, then the sets themselves need to be *somewhat* DPS based. I chose the two science DPS (and I use the term loosely) stats because of that. Since you're unhappy with my science and engineering suggestion, what would be better?
Should science get +5 to all science stats, and an additional +10 upon upgrading to Mk XII, or something? There's just so much to the science abilities that I'm afraid that trying to make it a jack of all trades sort of set will make it worthless.
Should engineers get additional shield power? This seems useful on the surface, but in retrospect I've no issues keeping my shields up as an engineer, and my shield power is usually very high. It's my experience that the driving principle behind the engineer is to keep those power levels high, with whatever method you choose, and +15 sounds like it wouldn't be too bad of a buff. Maybe increase regeneration rates or power transfer rates?
I suggest Lobi because it's an avenue for Cryptic to make some money, and the only decisions that are worth it to them (from my perspective) are the ones that generate dosh.
Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
Patiently waiting for a Romulan Science Vessel
Ah, I see. Well the thought behind that is a noble one, but I am 100% against making the upgrade Lobi only. I can lieve with rep grinds and dilithium, but Lobi means you HAVE to buy those pesky lockboxes and I will always fight against those. If it's not available through ingame means it's immediately off my radar.
I see a problem with "funneling them [newbies] into accepted, "useful" trees (...)". By encouraging the power creep and cookie cutter builds through this set we could just as well throw everything out of the game that does not increase damage. I just don't think that's the right way.
I actually think that a set that just boosts the usefulness of phasers/disruptors is a nice set that is useful across the board for newbies and veterans alike. The FED set should encourage defensive abilities while the KDF should improve offensive ailities a bit, just as the romulan set boosts stealth
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