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why are the kelvin ground phasers so pathetic and worthless?

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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Comments

  • iconiansiconians Member Posts: 6,987 Arc User
    To make you appreciate just how awesome the Boolean Heavy Assault Cannon is. Without garbage weapons, you'll never appreciate the godly ones.​​
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  • farmallmfarmallm Member Posts: 4,630 Arc User
    I hadn't tried mine out yet. Not of level to use. Since my AOY is too low for it. I got the pistol and rifle.
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  • xayssxayss Member Posts: 391 Arc User
    try to use try traits to increase you dmg and crt iam eng i use a eng kit upgrade my weapons dmg and other traits and kits give me more dmg using anyweapon
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  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,581 Community Moderator
    I've had no problem with the sniper rifle. The Stun Pistol took some getting used to. Just wish the shots weren't so quiet. *shrug*
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    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • p3nnyw1se#1639 p3nnyw1se Member Posts: 37 Arc User
    azrael605 wrote: »
    Way this game works, if you can't make any weapons work the problem is you.

    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.
  • scarlingscarling Member Posts: 708 Arc User
    azrael605 wrote: »
    Way this game works, if you can't make any weapons work the problem is you.

    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.
  • highlord83highlord83 Member Posts: 229 Arc User
    azrael605 wrote: »
    Way this game works, if you can't make any weapons work the problem is you.

    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.

    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.
    "So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again."
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  • scarlingscarling Member Posts: 708 Arc User
    highlord83 wrote: »
    azrael605 wrote: »
    Way this game works, if you can't make any weapons work the problem is you.

    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.

    Doing so would be stupid

    Dude it's just pve. Doesn't matter what you use in pve as long as you win.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,581 Community Moderator
    highlord83 wrote: »
    Doing so would be stupid, since all Kelvin weapons are stun pistols and sniper rifles...

    You forgot about the Klingon Autorifle and Compression Bolt Pistol.
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    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    I tried a bunch of pistols on one of my toons ... idk about the effectiveness, but the rate of fire annoyed me enough to unequip them all after one fire fight.

    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 ...
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  • berginsbergins Member Posts: 3,453 Arc User
    Who cares about how it works? True endgame content is Space Barbie, so everything is about how it LOOKS.

    I realize this might sound snide, but ask my Fleet and Armada mates; I'm serious.
    "Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    bergins wrote: »
    Who cares about how it works? True endgame content is Space Barbie, so everything is about how it LOOKS.

    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.
    Lifetime Subscriber since Beta
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  • alpharaider47#7707 alpharaider47 Member Posts: 171 Arc User
    At mk XIV Ultra Rare, I am having no issues with my Kelvin weapons. The hand phasers don't seem to do as much as the phaser rifle, but I think that is to be expected. I'm using CritH, CritD and knockback mods on mine. They do more damage than my previous weapons and I like the aesthetic of them so I will stick with them regardless.

    If you are having trouble with them, I would suggest upgrading them or reviewing what mods you have on them.
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  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    highlord83 wrote: »
    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.
    I thought the lack of variety in the Kelvin weapons (Starfleet and KDF both) puzzling given the above fact.
    I'm enjoying the Kelvin weapons. The rifles look like proper weapons and hit just as hard as any other sniper weapon.
    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...

    28337510285_80268de5c8_z.jpg

    It's another reason I wish that there were visual slots for personal weapons...
    Only thing I dislike is how quiet they are.
    Maybe the designers took a page from things like the MP5SD?
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited July 2016
    Also have a TR-116 cause I get annoyed by how frequently you have to remodulate against borg ...

    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!"
    [SIGPIC][/SIGPIC]
  • farmallmfarmallm Member Posts: 4,630 Arc User
    Usually I don't give my Boff sniper rifles. However they will use pistols. They was not cheap on the exchange when I got them. Plus I wanted them to be AOY exclusive.
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  • fatherrockfatherrock Member Posts: 223 Arc User
    Kelv ship torpedoes are....meh
    I switched back to mirror withering ones very quickly
  • risian4risian4 Member Posts: 3,711 Arc User
    With the T3 Omega reputation trait, remodulating has to be done once, maybe twice in the average mission. The only exception being full auto rifles, especially their secondary fire mode. But in that case, you get a lot of extra fire power for it.

    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.
  • farmallmfarmallm Member Posts: 4,630 Arc User
    risian4 wrote: »
    With the T3 Omega reputation trait, remodulating has to be done once, maybe twice in the average mission. The only exception being full auto rifles, especially their secondary fire mode. But in that case, you get a lot of extra fire power for it.

    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.
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    USS Casinghead NCC 92047 launched 2350
    Fleet Admiral Stowe - Dominion War Vet.
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  • gardatgardat Member Posts: 280 Arc User
    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?

    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.
    486 DX2/66Mhz, 4MB SD-RAM, 16KB L-1 cache, 120MB HDD, 3.5" FDD, 2x CD-ROM, 8-Bit Soundblaster Pro, IBM Model M PS/2 keyboard, Microsoft trackball mouse, 256KB S3 graphics chip, 14" VGA CRT monitor, MS-DOS 6.22
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    risian4 wrote: »
    With the T3 Omega reputation trait, remodulating has to be done once, maybe twice in the average mission. The only exception being full auto rifles, especially their secondary fire mode. But in that case, you get a lot of extra fire power for it.

    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.

    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.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Also have a TR-116 cause I get annoyed by how frequently you have to remodulate against borg ...

    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!"
    I just like Stabby death. All of my characters either carry a melee weapon equipped or in inventory for a quick swap. I love seeing the result of using the bat'leth overhead hack combo move. It's like you're cutting them in half vertically. also... unless they're captains with stupid HP they usually die.
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  • risian4risian4 Member Posts: 3,711 Arc User
    risian4 wrote: »
    With the T3 Omega reputation trait, remodulating has to be done once, maybe twice in the average mission. The only exception being full auto rifles, especially their secondary fire mode. But in that case, you get a lot of extra fire power for it.

    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.

    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.

    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.
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