i really like the kelvin lock box. it has a lot of cool things in it.
so i was excited to finally get my hands on the kelvin ground phasers.
but once i tried them out i was sad to find out how pathetic and worthless they are.
they are some of the weakest weapons i have ever seen in the game.
this seems like such a missed opportunity. why are these weapons so weak and pathetic?
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USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
I challenge you to equip your entire crew with kelvin ground phasers for a week. Then tell me if you decide to keep using them or switch to something better.
I doubt you will actually do it though.
My whole team is using Kelvin weapons because my AoY is a Kelvin theme. Having no problems whatsoever.
Doing so would be stupid, since all Kelvin weapons are stun pistols and sniper rifles, and you need to have a mix of expose/exploit weapons in your team to get the best results. Or you can go total easymode and just give everyone auto rifles of whatever type you like.
I'm enjoying the Kelvin weapons. The rifles look like proper weapons and hit just as hard as any other sniper weapon. Only thing I dislike is how quiet they are.
-Dedication plaque of the Federation Starship U.S.S. Merkava
Dude it's just pve. Doesn't matter what you use in pve as long as you win.
You forgot about the Klingon Autorifle and Compression Bolt Pistol.
I know you want a good mix of expose and exploit, but I was just trying then out in that toon, and my TOS toon uses only TOS pistols for the whole away team for show accuracy (I think the rifle only appeared once on the show?).
Also have a TR-116 cause I get annoyed by how frequently you have to remodulate against borg ...
I realize this might sound snide, but ask my Fleet and Armada mates; I'm serious.
And imho the Kelvin pistols LOOK terrible when used purely because of their low rate of fire.
If you are having trouble with them, I would suggest upgrading them or reviewing what mods you have on them.
STO Beta Test and Launch Veteran
While I'll have to collect one of the Kelvin!Starfleet rifles myself to try it out, I do agree that their aesthetic is quite welcome; the closest thing to it currently in the game would be the tetryon longarms...
It's another reason I wish that there were visual slots for personal weapons...
Maybe the designers took a page from things like the MP5SD?
I got tired of remodulation as well. It's one of the silliest mechanics they've ever put into the game (for any folks out there that like it, I understand it is an attempt to be more canonical, and I can see the case for it, I just personally don't like it). I changed my team into an all melee, all Lirpa, all the time format for Borg missions.
It's a fun change of pace.
"Remodulate this!"
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
I switched back to mirror withering ones very quickly
Don't really understand why people think the need to remodulate is such a huge drawback. In most cases it comes down to having to push one specific power maybe once or twice in a mission.
Agree, I did the Omega Rep. And I rarely have to remodulate for the Borg. I would at least get to that tier of that Rep just for that.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
The kelvin ground weapons are excellent. If you're having problems with ground content then you need to do things like post your build because thats where the problem lies.
I generally ignore the rep system, the time gate aspect of it just aggravates me, even with the token that let's me speed up reps on alts. Wish I could pay zen to max out non-current reps, I'd do it in a heart beat.
Anyway, without whatever trait your talking about, I have to hit remodulate 2-3 times per enemy group using a mk xiv TOS phaser pistol, so I found the TR-116 well worth the money even though I only use it for Borg missions.
My character Tsin'xing
The trait is called Omega graviton pulse module (T3 omega). With sponsorship you can get it in less than a week.
Most of my toons don't even start playing ground missions until I have it, cause indeed, without it, using energy weapons against the Borg is not fun at all. But having this trait active is a significant advantage. I think you'll find it well worth it to try it. That 2-3 times remodulating while shooting a single group of drones will change to 2-3 times remodulating per mission, sometimes even less.
I usually remodulate twice right after beaming down cause otherwise they'll adapt with the first shot you fire, but there are missions where I don't have to remodulate at all afterwards. Having to remodulate once again somewhere halfway the mission is actually an exceptional case. Usually those two remodulations at the start are enough if you're not using a full auto rifle.