I still don't see that phasers need to be "fixed".
Three of the four effects of the proc are useful in some way, and if you're fighting a science ship or one that spams things like SNB or jam sensors, all four can be useful.
And it is true that most procs have become less relevant in PvE since DPS is high enough that most NPC ships don't survive long enough to get proc'd much.
Well, how about instead of changing the phaser proc itself, we do 2 different things to increase its viability?
1) when the phaser proc hits, it disables not only a certain subsystem, but the ept ability that repairs said subsystem, for the same amount of time. This would apply only to phasers, not bio phasers or anything else.
2) make torpedos faster. This has to happen anyway. Torpedos are far too slow right now. I think they should be just slightly slower than cannon bursts.
Well, how about instead of changing the phaser proc itself, we do 2 different things to increase its viability?
1) when the phaser proc hits, it disables not only a certain subsystem, but the ept ability that repairs said subsystem, for the same amount of time. This would apply only to phasers, not bio phasers or anything else.
2) make torpedos faster. This has to happen anyway. Torpedos are far too slow right now. I think they should be just slightly slower than cannon bursts.
1) oh my sweet allah...the title is "overhaul" not "overpowered".
2) torp speed is ok.
I am shocked by the number of players that think shutting down an entire subsystem is simply not enough.
What proc should it have next, instakill?
NO to ARC RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
1) oh my sweet allah...the title is "overhaul" not "overpowered".
2) torp speed is ok.
I am shocked by the number of players that think shutting down an entire subsystem is simply not enough.
What proc should it have next, instakill?
I fail to see how that's OP'd. There's still only a 2.5 percent chance to shut down a random system, and there are other abilities that can bring them back online. I'm just looking for a way to make them equally as useful as everything else. Personally, I like how they work now, but we know if enough people co.plain about it cryptic will go and TRIBBLE with them and make them either useless or too strong. I would rather they not change them too much, if at all.
And torps speed is not fine. It takes way too long for a torpedo to reach its target, and most of the time the target is destroyed before your torp can get to it. I'm not saying targetable projectiles should be faster, but photons and quantums would really benefit from a little speed boost.
I am shocked by the number of players that think shutting down an entire subsystem is simply not enough.
I think a lot of said players would be a whole lot happier if the offline actually lasted 5 seconds, thing is there are so many sources of Subsystem repair skill that it never lasts the full 5 seconds, this is why I suggested the very balanced idea of using Subspace Decompiler to lengthen it.
There is no need to change the phaser proc. It did get a nerf so you have less chance of proc, less duration, and no chance of multi-player spam.
A sensor analysis version does sound interesting. I would prefer it be a lock box release. 2.5x chance of additional phaser or particle damage, resistance increase to counter debuffs or incoming hull damage...
I think a lot of said players would be a whole lot happier if the offline actually lasted 5 seconds, thing is there are so many sources of Subsystem repair skill that it never lasts the full 5 seconds, this is why I suggested the very balanced idea of using Subspace Decompiler to lengthen it.
I have agreed with this from day 1, of this whole argument.
In the series, disruptors seem to be relatively inaccurate (but effective when they do hit) while phasers seem to be more accurate but do a little less burst damage per hit.
Comments
Three of the four effects of the proc are useful in some way, and if you're fighting a science ship or one that spams things like SNB or jam sensors, all four can be useful.
And it is true that most procs have become less relevant in PvE since DPS is high enough that most NPC ships don't survive long enough to get proc'd much.
1) when the phaser proc hits, it disables not only a certain subsystem, but the ept ability that repairs said subsystem, for the same amount of time. This would apply only to phasers, not bio phasers or anything else.
2) make torpedos faster. This has to happen anyway. Torpedos are far too slow right now. I think they should be just slightly slower than cannon bursts.
1) oh my sweet allah...the title is "overhaul" not "overpowered".
2) torp speed is ok.
I am shocked by the number of players that think shutting down an entire subsystem is simply not enough.
What proc should it have next, instakill?
RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
Can't hold it back anymore, let it go, let it go.....
I fail to see how that's OP'd. There's still only a 2.5 percent chance to shut down a random system, and there are other abilities that can bring them back online. I'm just looking for a way to make them equally as useful as everything else. Personally, I like how they work now, but we know if enough people co.plain about it cryptic will go and TRIBBLE with them and make them either useless or too strong. I would rather they not change them too much, if at all.
And torps speed is not fine. It takes way too long for a torpedo to reach its target, and most of the time the target is destroyed before your torp can get to it. I'm not saying targetable projectiles should be faster, but photons and quantums would really benefit from a little speed boost.
I think a lot of said players would be a whole lot happier if the offline actually lasted 5 seconds, thing is there are so many sources of Subsystem repair skill that it never lasts the full 5 seconds, this is why I suggested the very balanced idea of using Subspace Decompiler to lengthen it.
A sensor analysis version does sound interesting. I would prefer it be a lock box release. 2.5x chance of additional phaser or particle damage, resistance increase to counter debuffs or incoming hull damage...
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I have agreed with this from day 1, of this whole argument.
Praetor of the -RTS- Romulan Tal Shiar fleet!
In the series, disruptors seem to be relatively inaccurate (but effective when they do hit) while phasers seem to be more accurate but do a little less burst damage per hit.
^ I'm all for this.