With all the updated ship models and materials revamped when are we going to see handheld weapons get an update.
The handheld phasers and rifles need a major revamp like removing the holographic and downsizing the pistol.
Same goes for an updated Klingon pistol and rifle. Why has this never even been addressed?
I remember 2 or 3 Ten Forward Weekly livestreams ago that Borticus, I think, mentioned Cryptic was actively finishing-up on a scaling dynamic for ground weapons to the character so that would probably be better, not sure if there's any plans to go back & update ground weapons' pixels.
With all the updated ship models and materials revamped when are we going to see handheld weapons get an update.
The handheld phasers and rifles need a major revamp like removing the holographic and downsizing the pistol.
Same goes for an updated Klingon pistol and rifle. Why has this never even been addressed?
I remember a few years back they did update the TR Crafted Rifle and it was a major improvement at the time! If enough didn't say KUDOS to the Developers I'm sure many at least thought it for sure.
So yes there's a few Fleet, as well as some Federation, Klingon and Romulan even more basic types I'd like to see given a new look. It be nice if every so often they just target a select few.
PS: I was never really a fan of the Holographic add-on for several myself.
With all the updated ship models and materials revamped when are we going to see handheld weapons get an update.
The handheld phasers and rifles need a major revamp like removing the holographic and downsizing the pistol.
Same goes for an updated Klingon pistol and rifle. Why has this never even been addressed?
Maybe we could add Cardassian weapons to that list?
Get rid of all those stupid holograms on Phasers and give us show accurate pistols and rifles please.
The problem is probably that the holographic sights in the show were supposed to only be visible from directly behind the weapon and that might be a bit difficult to do with the STO engine. On the other hand, they could probably cut down the angle from which it can be seen by putting the sight graphic on one side of a plane mesh and plain alpha on the other to make it invisible from the front.
Another option could be modifying the usual combat center dot when you have a weapon with a holographic sight, though I am not sure that would go over that well either.
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rattler2Member, Star Trek Online ModeratorPosts: 58,577Community Moderator
Unfortunately the holo bits on the phasers was meant to be a visual represntation of their level, with the more complex looking ones being higher mark levels. The same is true of the standard Disruptors getting spikier and more complex. Luckily it seems they haven't continued that into all the weapons they've released since launch, as TOS and DSC phasers don't have the added holo bits to show its a high mark weapon.
Unfortunately the holo bits on the phasers was meant to be a visual represntation of their level, with the more complex looking ones being higher mark levels. The same is true of the standard Disruptors getting spikier and more complex. Luckily it seems they haven't continued that into all the weapons they've released since launch, as TOS and DSC phasers don't have the added holo bits to show its a high mark weapon.
I recognized some of the higher rank/quality weapons seemingly having more pixel bits but never knew about the spikes, good to know, thanks for the cool info..
Now just waiting for the ground weapons to scale to the size of the characters better as previously mentioned. I mean I'll miss the shortest possible Pakled with a mighty Bat'leth as much as anyone but size scaling does make some continuity sense.
Ground Weapon scaling will be a nice enhancement, especially for those with smaller toons, or far larger ones as well.
Still it be nice to see a few more Fleet &/or Basic Faction Weapon's slowly updated or revised a bit too!
Yet I also like the suggestion by @colonelmarik who said, "They only come in two varieties: Stun beam and Wide beam. Both are exposes. There IS no beam hand phaser that takes advantage of exploits."
It would be nice to see a few more weapons be able to see more take advantage of that.
I recognized some of the higher rank/quality weapons seemingly having more pixel bits but never knew about the spikes, good to know, thanks for the cool info..
Its most noticable on the bolt firing Disruptors. Take a mk 1 Disruptor Compression Pistol, and compare it to a mk 12. The mk 1 actually looke like the canon disruptor pistol while the mk 12 looks like someone tried to make the DE of disruptors you can stab with as well when trying to pistol whip.
With all the updated ship models and materials revamped when are we going to see handheld weapons get an update.
The handheld phasers and rifles need a major revamp like removing the holographic and downsizing the pistol.
Same goes for an updated Klingon pistol and rifle. Why has this never even been addressed?
The newer weapons are great, but I agree the Dolphin phasers should be nicer, and no holograms pls thx.
Also update phaser beams. The Enterprise hand phaser should be a bit more red (still orange but a tint more red. Like sunset.)
And the dust buster TNG phaser with a similar beam to the TNG phaser rifle and the CRICKET would be fun additions for those of us hardcore TNG fans.
These are low priority but they add to the whole game experience. Early game weapons really do need an update...
The standard federation beams need something... more particle and the centre particles have to be closer to white while the orange glow should be bloomy. DS9 beams were really detailed and the FX designers can get a lot from watching them. Particularly in the Way of the Warrior episode where the Klingons board DS9. Phaser FX in this game are pretty close to screen accurate but I think the hand phasers can still use a little something.
ALSO, if they did update the boomerang/dolphin phasers I think the DS9 Dominion war where when a phaser beam hit the enemy an explosion of sparks would be a cool Effect to add instead of vapourization... Obviously a dramatic explosion of sparks EVERY time a beam hits the enemy is a bit much, but maybe as a kill shot effect it would be really satisfying.
The most significant revamp I'd like to see is for melee attacks to stop rooting the player.
That would be nice. Perhaps better would be that being in melee range roots the target?
Consider what we see on the shows. Characters will be shooting away until an enemy gets into melee range. At that point, they STOP shooting, and stand and fight. Why? Because it's not prudent to try to shoot at someone with a sharp weapon trying to lop off your head. You have to stop and defend yourself. I'm not sure how to make that work. You could make all melee attacks cause a short root or snare effect... but that wouldn't be of any use until you hit them once.
Actually, I've commented before about how ranged weapons in melee should be handled. That is... you shouldn't be able to fire a rifle in melee at all, and pistols should have a dramatic reduction in accuracy. Further, enemies shooting into a melee engagement should have an equal chance of hitting ANY combatant in that fight. So, if I'm fighting a Swordmaster and another Klingon shoots at me, he's got a 50/50 chance of hitting the Swordmaster instead. If there were two Swordmasters, it would be a 33% chance of hitting me or one of them.
Realistically the thing to do would be to use the phaser or disruptor since they are an instant kill or disable if they hit if not for the problem of that creeping disintegration if the target happens to touch you just as you pull the trigger.
The power of the energy weapons is actually quite high. In one of the episodes of TNG they give the energy figure going into the emitter and the throughput efficiency of the emitter so it is easy to figure out the equivalent to a 20th century muzzle energy. It turns out that the smallest, oldest phaser "rifle" (the submachinegun sized one from early TNG) has the equivalent energy of four M2 antiaircraft model machineguns coming out of the emitter which is an incredible amount of firepower in a small handheld weapon.
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I remember a few years back they did update the TR Crafted Rifle and it was a major improvement at the time! If enough didn't say KUDOS to the Developers I'm sure many at least thought it for sure.
So yes there's a few Fleet, as well as some Federation, Klingon and Romulan even more basic types I'd like to see given a new look. It be nice if every so often they just target a select few.
PS: I was never really a fan of the Holographic add-on for several myself.
Maybe we could add Cardassian weapons to that list?
The problem is probably that the holographic sights in the show were supposed to only be visible from directly behind the weapon and that might be a bit difficult to do with the STO engine. On the other hand, they could probably cut down the angle from which it can be seen by putting the sight graphic on one side of a plane mesh and plain alpha on the other to make it invisible from the front.
Another option could be modifying the usual combat center dot when you have a weapon with a holographic sight, though I am not sure that would go over that well either.
I recognized some of the higher rank/quality weapons seemingly having more pixel bits but never knew about the spikes, good to know, thanks for the cool info..
Now just waiting for the ground weapons to scale to the size of the characters better as previously mentioned. I mean I'll miss the shortest possible Pakled with a mighty Bat'leth as much as anyone but size scaling does make some continuity sense.
Still it be nice to see a few more Fleet &/or Basic Faction Weapon's slowly updated or revised a bit too!
Yet I also like the suggestion by @colonelmarik who said, "They only come in two varieties: Stun beam and Wide beam. Both are exposes. There IS no beam hand phaser that takes advantage of exploits."
It would be nice to see a few more weapons be able to see more take advantage of that.
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Its most noticable on the bolt firing Disruptors. Take a mk 1 Disruptor Compression Pistol, and compare it to a mk 12. The mk 1 actually looke like the canon disruptor pistol while the mk 12 looks like someone tried to make the DE of disruptors you can stab with as well when trying to pistol whip.
The newer weapons are great, but I agree the Dolphin phasers should be nicer, and no holograms pls thx.
Also update phaser beams. The Enterprise hand phaser should be a bit more red (still orange but a tint more red. Like sunset.)
And the dust buster TNG phaser with a similar beam to the TNG phaser rifle and the CRICKET would be fun additions for those of us hardcore TNG fans.
These are low priority but they add to the whole game experience. Early game weapons really do need an update...
The standard federation beams need something... more particle and the centre particles have to be closer to white while the orange glow should be bloomy. DS9 beams were really detailed and the FX designers can get a lot from watching them. Particularly in the Way of the Warrior episode where the Klingons board DS9. Phaser FX in this game are pretty close to screen accurate but I think the hand phasers can still use a little something.
Realistically the thing to do would be to use the phaser or disruptor since they are an instant kill or disable if they hit if not for the problem of that creeping disintegration if the target happens to touch you just as you pull the trigger.
The power of the energy weapons is actually quite high. In one of the episodes of TNG they give the energy figure going into the emitter and the throughput efficiency of the emitter so it is easy to figure out the equivalent to a 20th century muzzle energy. It turns out that the smallest, oldest phaser "rifle" (the submachinegun sized one from early TNG) has the equivalent energy of four M2 antiaircraft model machineguns coming out of the emitter which is an incredible amount of firepower in a small handheld weapon.