I find the removal of these weapons a real lick in the nose.

I fell they were not a OP as advertised and were well suited for the length and difficulty of the missions. It's not these were
down the block to the corner store missions.
The tierless weapons were basically just as powerful as a uncommon green weapon, which was not as powerful as using a blue from badges or a purple from crafting. I think they were VERY appropriate rewards for such as maddening set of missions.
Because, frankly if you wanted another one you would have to go them AGAIN. and those missions were annoying enough that UNLESS you REALLY REALLY wanted them you probably would not redo them.
Thank You,
Comments
A lick... in the... nose...
I'm going to need a little time with that one.
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Back on point, I agree. I want scaling phasers and non-unique pattern enhancers back. Signed.
I also feel that it robs a certain satisfaction from the series. Every time a new episode comes out, all I can think about is "Oooo, what new amazing gadget/weapon/item will I get today!?!". It was probably my favorite part... they set a certain precedent after the transphasic cluster torpedo being so unique, scalable, and just cool to have.
PLEASE make the series rewards scalable... PLEAAAAAAASE!
he gets attacked by kittens alot
I don't know, I was just not a fan of scaling tech. For most things anyway.
If we were talking about the best weapons in the game, sure. But we're not.
^ that.
None, repeat, none/B] of the episode rewards have been must-haves because of their power or usability. They've always been "nice to have" items.
Having them be tierless means that they truly become unique in terms of not being have to redo the mission just to get the next tier form of the what is essentially the same item.
Not only that, it means that it does not detract from the reward in any way, shape, or form, since they're unique in that they're tierless. They're timeless rewards for doing the mission.
Well, the Ghostbuster anti-proton gun was... but it got nerfed, thus ending that problem.
Tip for ground PvPers... If you really want to upset your enemies...
Type 3 phaser rifle
Slow down your enemy... mines/surpressing fire/gravimetric field
Toss a breen cryo grenade
(To add insult to injury... toss a plasma grenade if your a Tac officer)
...then finish them off with a nadion blast from your rifle. I have YET to see a single player survive this combo with more than 25% health.
I think maybe Cryptic just didn't appreciate how special all these nice leveling weapons felt. They have nice art and fun special attacks, and I really liked getting and keeping them for my whole career. Please put them back the way they were. This was a very "STO" set of rewards I felt; just the sort of thing this game is so great for.
And clearly the trend is toward more leveling equipment, not less, as shown by the recent shuttle releases. I almost think thist must have just been some weird misunderstanding. Either way, please undo this change and restore the leveling format of the Type 1/2/3 Phasers and Klingon Disruptor Pistol, along with the Retrofit Phaser Banks (if you want to "fix" anything it should be normalizing the damage on that Klingon pistol to match its effective level, not Mk crippling it).
While you're at it, please do convert the Romulan Disruptor from the new series to a leveling item as well; that mission is meant for people to do at any level, and this weapon has tons of coolness potential in leveling form. You had a really good thing going with these rewards before this nerf, and I think lots of people would like to see a return to that path.
Scale weapons were good because of it, who likes upgrading to new gear everytime they rank up in an mmo some people honestly like some of the looks/effects of lvl1 stuff over lvl100 stuff. Should have learend that from so many people requesting T5 versions of all ships.
Please, please bring back tierless reward weapons!
*edit*
You're not alone
I think they still have the infinity symbol on them?
Or does this mean any further weapons I get from replaying the missions will be MK XI?
Are the Mk XI's better? (More damage?)
So no one knows the answers to this?
What REALLY tee's me off is that there's no "why" or explanation for it. If the weapons were overpowered, I'd get it. But they aren't. It's just silly. If anything, it seems like a clumsy attempt to keep people in-game and a inefficient money sink.
I'm playing an RPG, not real life. I think I actually used that acronym in my post.
Having weapons scale or not has nothing to do with RPG.
In fact, I'll posit the opposite: For RP purposes, I'd like to outfit all my crew on my TOS-themed ship with TOS phasers. THAT is RP. I was planning on rerunning the mission enough times to do this, and again when I leveled far enough to outfit my new Boffs.
However, I can see where this might still be possible in the future, just via a different avenue.
I might have missed the dev post about this but has anyone said why several items have no been made unique? When the special reward weapons were announced they were billed as filling your boffs with X ground weapon or running the mission over and over again to receive the Y beam bank. Why did this change?
You're being facetious and you know it. RPGs offer level gated content all the time because it's a mechanic that works. Loot and upgrading equipment are part and parcel of what the best RPGs offer. And clearly the developers felt the same.