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Cryptic, please take a look at the LANCE

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    lasoniolasonio Member Posts: 490 Arc User
    edited March 2014
    Beam overload 3 has a 45 sec CD and can hit for double the lance and hardly ever misses from a de-cloak alpha+tractor. You argument is nullified. The peg'hqu has the same lance as the Chimera and does some pretty good damage to multiple targets followed by a BO3 and CRF3, the game has moved on. The lance has always sucked due to low power, terrible accuracy and a long CD, it should have been reworked, it hasn't, but it will be, the question is when?

    Beam overload is a skill in your skill boff skill tray. It's not an additional weapon. Having this attack is like having an additional bridge officer commander level skill.

    Then if you know this as true then whats the complaint? Replace the the wide beam with Beam over load.

    And as I said. Pretty Good is not one shotting. And no one is disputing the fact that this thing if it makes contact can one shot people. So you will have this and BO3 for any of the stragglers. That's a one two haymaker punch that's going to level fields in both pvp and pve.

    And there is no way in the world that the dread with all these zombie builds is being shredded.

    To this point it's almost as if you want them to go beyond cruisers to become massive gun platforms. To become immovable escorts. This is like the argument to create a battleship class.
    Even god rested. No work ethic.
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    artan42artan42 Member Posts: 10,450 Bug Hunter
    edited March 2014
    Maybe if the 2 piece bonus was accuracy to the lance rather than a turn rate buff, as that can be got from fleet consoles.
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    starlancedstarlanced Member Posts: 0 Arc User
    edited March 2014
    I have to say as a new Gal-X owner, but a long time player, since 1st month, yes the lance needs to be buffed, it really does miss 80% to 90% of the time and when it does hit it's so weak. I'd be better off throwing stones and yelling insults as I drift by.

    The cone phaser pulse works much better and am pretty happy with it, though I think the CD should be 2 mins, not 3 for both as most of the time you get one or two shots in on an ISE or event if similar length, when really the hit isn't any more powerful then a buffed BO3 and that's avalible many more times in the same time period. This is a dreadnaught and needs to act a bit more like one. I guess Riker got lucky on those what looks to be about 3 double shots out of the lance and they actually hit.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2014
    I don't see why we should sacrifice a set bonus in order to repair a bugged item that should have been fixed years ago.

    Perhaps we have to accept the possibility that they CANNOT repair it, maybe the person who coded it has left and nobody knows how to do it?

    except if it was a flat [acc] boost for the set, it would work on all energy weapons like the kumari 2pc set, which would be nice.
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    evilbsg62evilbsg62 Member Posts: 172 Arc User
    edited March 2014
    there is nothing wrong with the galaxy x. hit me up in game an i will show you a few things to make it put out like the beast it is. been flying it since 2010 an guys im serious we got a swiss army DN now there is absolutely nothing wrong with it.

    ACC Stack an slot the nukara uni console. that will help alot. also adapted maco will as well.
    Section 31Lane/Jeffjr/Varek @jeffjr USS Stadi/USS Grendel/USS AshigaruDreadnought Class Refit / Avenger Class Refit/Rhode Island Class Refit"With your shield or on it"/"Mors venit ad omnes."/"One with courage is a majority"https://www.youtube.com/@jeffjr84
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    evilbsg62evilbsg62 Member Posts: 172 Arc User
    edited March 2014
    yea i totally would lose i have no idea what im doing. sto wiki can help more than i ever could. not really into 1v1 when there is no reward for it. but you go on ahead an think whatever you like. i will be dropping 120k crits an farming stf's until there is something worth pvping for.
    Section 31Lane/Jeffjr/Varek @jeffjr USS Stadi/USS Grendel/USS AshigaruDreadnought Class Refit / Avenger Class Refit/Rhode Island Class Refit"With your shield or on it"/"Mors venit ad omnes."/"One with courage is a majority"https://www.youtube.com/@jeffjr84
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    warpedcorewarpedcore Member Posts: 362 Arc User
    edited March 2014
    I've been using the lance against the Voth as of late. I'm using the Fleet Dreadnought. Honestly, maybe it's the Fleet version of ths hip but it seems like the Lance does just fine. I'm killing Frigates with two pulses from half health and Cruisers from quarter health. Running all Phasers, AP:A, AP:B, DEM, TT1. Not sure why folks are having issues with this weapon system. If I can help anyone tweak their build, I'd be happy to.
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    darkhaze666darkhaze666 Member Posts: 16 Arc User
    edited March 2014
    warpedcore wrote: »
    I've been using the lance against the Voth as of late. I'm using the Fleet Dreadnought. Honestly, maybe it's the Fleet version of ths hip but it seems like the Lance does just fine. I'm killing Frigates with two pulses from half health and Cruisers from quarter health. Running all Phasers, AP:A, AP:B, DEM, TT1. Not sure why folks are having issues with this weapon system. If I can help anyone tweak their build, I'd be happy to.

    i was using cone firing mode last night against some Rommies in a fleet action and was putting out some very nice, non-crit, numbers. Im not understanding what everybody else is wanting from this lance. seems just fine to me!
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    darkhaze666darkhaze666 Member Posts: 16 Arc User
    edited March 2014
    We are talking about the spinal lance, not the wide beam one...:rolleyes:

    even then, still not having any issues :P
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    shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2014
    even then, still not having any issues :P

    The phaser lance misses a lot, even at near point-blank range. Since the lance is technically an AoE weapon (it can hit everything in a straight-line up to 10km) with a ridiculous 3 minute cooldown, it really should not be allowed to miss.


    The lack of issues implies a lack of (seasoned) human opponents :p
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    jarfarujarfaru Member Posts: 572 Arc User
    edited March 2014
    I would be happy if it just hit every time. Then the cool down wouldn't be a problem.
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    wrathofachilleswrathofachilles Member Posts: 931 Arc User
    edited March 2014
    wilbor2 wrote: »
    3 mins is the standed time for a console power i like the other things u said about in ur post but there not changing it or it would of been in the so called re-boot

    This isn't a console power, it's built in, so it should be compared to the gurumba lance with has a 1 minute cool down.
    gpgtx wrote: »
    the Guramba's javelin's cooldown is much shorter (one minute) then the lance and actually hits reliably

    Exactly...
    gpgtx wrote: »
    i was actually unaware about the almost slowing to a halt on the javelin

    Actually I think the slowing to a hault they mentioned is in the gurumba's transformation sequence into siege mode. The galaxy used to come to a complete halt when separating its saucer until they applied the ody's "keep moving while separating" technology into the galaxy in the reboot. The gurumba wouldn't have the stop-mid-combat problem if it were given the same treatment, which hopefully will be rolled out to all ships with transformations in the near future. So that whole "but the gurumba has to come to a stop!" thing should not be factored in to the equation as if it were some sort of game balance mechanic, it's just crappy old programming that needs an update.

    The fed lance should at the very least have a 1min cool like the gurumba, and at 1 min, I wouldn't mind the TRIBBLE accuracy so much as I could at least have more tries at a hit.. but yes, better accuracy would be awesome.
    shar487a wrote: »
    I do agree with the OP that 3 minutes is too long for a ship's primary weapon to sit around idling while the Gal-X gets blasted to pieces by more conventional weapons. "All Good Things" displayed the phaser lance as a rapid fire weapon, so how it ended up being long-cooldown beam overload clone is somewhat perplexing.

    It would be easy for Cryptic to "add" a secondary firing mode to the phaser lance -- call it "burst fire" mode, where the phaser lance shoots out a quick series of phaser shots that are not as powerful as its normal 2-shot Beam Overload ability, but are more accurate and have a shorter cooldown time. By adding this ability, Cryptic can address the Phaser Lance's accuracy issues and unreasonably long wait time between shots. This will make the phaser lance more viable and less decorative.

    But what would they do for separated mode? would it be the same rapid fire gun on the stardrive or would it be rapid fire wide blasts like a space version of a pulse assault rifle? This is why I don't think we'll get a separate item lance weapon and I doubt they'll add a second click power. I think it will always be the one click power and the most we can hope for is changes to the cool and accuracy on the weapon.

    And re-addressing the whole "most consoles have 3 minute cools" thing... combat in this game is far too fast paced for that, I hope cryptic will bring down cool times on everything so they don't feel like such a wasted space.
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    warpedcorewarpedcore Member Posts: 362 Arc User
    edited March 2014
    What a lot of many newer players to the game don't realise is that NPCs are very different to players. Players have very high defensive bonuses before they even use buffs. If you are skilled in manoeuvres for example it provides a very good defence against accuracy of the attacker, forcing them to miss. NPCs do not have any but the most feeble of skills available to them, and of course they don't have the I WIN brain that a human opponent does. You simply cannot compare an NPC to a human player, even a poor one is better than any NPC.

    You will notice this in the harder PvE missions, Cryptic's way of making the enemy tougher is not to improve it's AI, because they can't do that, it's just to give it millions of HP and tens or hundreds of thousands worth of damage in a single shot.

    So when you say there's nothing wrong with the lance or any other weapon, please bare in mind that you may not be in possession of all the facts. If seasoned vets of this game in PvP are telling you there is a problem you had better believe it, they know what they are talking about. Cryptic also know there is a problem but for reasons unbeknown to us they refuse to address it. The point of this thread is to crystallize and focus player and Dev attention to a single item in the game that many players demand is addressed.

    I've been playing since launch. My GX? I earned it via recruiting players to the game. I had the same GX in game right up until recently when j switched to the Fleet variant. If the weapon is missing in PvP, that's a different issue entirely. PvP by its very nature is broken in STO, or so we keep hearing from the PvPers.

    The lance works fine in PvE, like you said earlier PvP is an entirely different animal with player specs, buffs, etc. The lance weapon is akin to a sniper rifle trying to hit a target from the back of a truck on a bumpy road. Why do you think they gave us a shotgun? You dint use a TRIBBLE driver to pound on a nail, that doesn't make the TRIBBLE driver broken when you try it anyway. Right tool for the right job.
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    wrathofachilleswrathofachilles Member Posts: 931 Arc User
    edited March 2014
    The lance needs a cooldown reduction for the simple fact that it's unsatisifying like sci team used to be, it was a card you held in case of something like a subnuke, it was just always sitting there, not used... waiting... same with the lance. You don't want to *waste* it on one of these little npc's, you want to wait for a big one. So it's sitting around unused, and when you finally pop it off, it very well might miss and then you're waiting another 3 minutes for another try.

    If the cool were more like once every 60 seconds, it would be on par with the gurumba, would be far more satisfying as it could be used more often, and if you miss, it's just 60 seconds, not three minutes.
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    gpgtxgpgtx Member Posts: 1,579 Arc User
    edited March 2014
    i have missed gates with the thing and transformers

    it's quite silly
    victoriasig_zps23c45368.jpg
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    starlancedstarlanced Member Posts: 0 Arc User
    edited March 2014
    evilbsg62 wrote: »
    there is nothing wrong with the galaxy x. hit me up in game an i will show you a few things to make it put out like the beast it is. been flying it since 2010 an guys im serious we got a swiss army DN now there is absolutely nothing wrong with it.

    ACC Stack an slot the nukara uni console. that will help alot. also adapted maco will as well.

    The rest of the ship is fine, sure I'd rather have a LtCmd Tac, but the lance needs some looking at, it's like a drunken monkey is aiming the thing.
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    projectfrontierprojectfrontier Member Posts: 0 Arc User
    edited March 2014
    starlanced wrote: »
    The rest of the ship is fine, sure I'd rather have a LtCmd Tac, but the lance needs some looking at, it's like a drunken monkey is aiming the thing.

    Eh, dump the ensign altogether and add its slot to the LT-Tac.

    Problem with seating solved.

    As for the lance: we have an older thread about making it a weapon item in builds/mechanics/powers.

    For whatever reason the moderators have decided "not to move and merge threads on one topic" which is really funny given how they destroyed all of the disparate discussions during the "Backlash war over the Galaxy Announcements".
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