View Full Version : Omega Force rifle and Remodulation
Archived Post
12-04-2011, 11:56 AM
Omega Force rifle has only 3 round bursts or 5 round cone AoE attack. It's hard to kill even a single drone without having to remodulate. STF gear should make it easier to fight the Borg, not harder.
Archived Post
12-04-2011, 11:59 AM
Yeah, I'd like to see more variety in the set weapons. You can't honestly tell me a special forces group only has 1 weapon type.
Archived Post
12-04-2011, 03:33 PM
it was pretty silly for them to put rapid fire weapons in as specialist borg killing weapons...
even though i have the maco mk xi rifle now.........im still using a phaser shotgun as its more effective
Archived Post
12-04-2011, 04:09 PM
What is even more silly, the integrated remodulator you have with the full 3 item set has a cooldown of 15 seconds, must be activated like the normal one, which has an 1 second cooldown.
A complete piece of junk.
Archived Post
12-05-2011, 01:54 AM
I noticed that you seem to have to remodulate every few shots with omega force carbine comapared to a mark x anti proton sniper rifle. I was pretty disapointed after grinding 20 STF's to get it.
Archived Post
12-05-2011, 02:05 AM
What is even more silly, the integrated remodulator you have with the full 3 item set has a cooldown of 15 seconds, must be activated like the normal one, which has an 1 second cooldown.
A complete piece of junk.
Seriously? that's such a terribley planned out "bonus". it's almost like they paniced when people were mad about the game going P2W, and through it out there too soon as a means of trying to calm the masses. I'm seriously disappointed that i'm grinding all the STF's for what sounds like pretty much nothing.
Archived Post
12-05-2011, 07:17 AM
I noticed that you seem to have to remodulate every few shots with omega force carbine comapared to a mark x anti proton sniper rifle. I was pretty disapointed after grinding 20 STF's to get it.
The MACO sniper rifle is not THAT bad. 3 round burst still hurts but at least the secondary is useful. Too bad I want the Omega Force for the set bonus and looks.
Archived Post
12-05-2011, 10:09 PM
I love mine. The rapid fire causes adaptation, however even when adapted to it still does the bonus 15 + 1per shot. That adds up quick. I run a MK X MACO with a MK XI shotgun Borg weapon. On normal we always get optional objectives now, and got KA Elite optional once (that's with two of us with MK X MACO rifles).
Archived Post
12-05-2011, 11:27 PM
I love mine. The rapid fire causes adaptation, however even when adapted to it still does the bonus 15 + 1per shot. That adds up quick. I run a MK X MACO with a MK XI shotgun Borg weapon. On normal we always get optional objectives now, and got KA Elite optional once (that's with two of us with MK X MACO rifles).
Good to hear I might change to the MACO Sniper Rifle then instead of the Omega Carbine.
Archived Post
12-05-2011, 11:43 PM
I love mine. The rapid fire causes adaptation, however even when adapted to it still does the bonus 15 + 1per shot. That adds up quick.
Sniper crits can go over 1500 with ambush. Arcwave AoE blasts can go over 900 on multiple targets with ambush. I don't see how 16 damage is even remotely comparable. Usually after 3 bursts the common drone is at half health and you have to remodulate.
Archived Post
12-06-2011, 01:38 AM
Sniper crits can go over 1500 with ambush. Arcwave AoE blasts can go over 900 on multiple targets with ambush. I don't see how 16 damage is even remotely comparable. Usually after 3 bursts the common drone is at half health and you have to remodulate.
Its pretty simple, the rest of the team that was still doing damage carried them through the mission.
Archived Post
12-06-2011, 07:21 AM
Sniper crits can go over 1500 with ambush. Arcwave AoE blasts can go over 900 on multiple targets with ambush. I don't see how 16 damage is even remotely comparable. Usually after 3 bursts the common drone is at half health and you have to remodulate.
Most of our team is engineers, we don't have Ambush. We use Chroniton Mines for extra damage and Orbital Strikes. Sometimes we use Fabrications, but that can hurt by aggroing to many groups (especially on KA clearing the big room).
The more ways you find to deal damage the better, not just with your gun.
Archived Post
12-06-2011, 07:46 AM
Most of our team is engineers, we don't have Ambush. We use Chroniton Mines for extra damage and Orbital Strikes. Sometimes we use Fabrications, but that can hurt by aggroing to many groups (especially on KA clearing the big room).
The more ways you find to deal damage the better, not just with your gun.
And that changes the situation how? Those weapons are still horrible and tacticals can't drop mines or orbital strikes.
Archived Post
12-06-2011, 07:56 AM
I would say that is to balance them. Otherwise why would anybody run anything else?
Archived Post
12-06-2011, 08:01 AM
I would say that is to balance them. Otherwise why would anybody run anything else?
As opposed to just carrying them to get the set bonus? I thought the whole idea was to get BETTER gear from all that grinding. A weapon bought with 2 "rare" salvages (or even crafted MK XI) is better than something you need to run 40 STFs for. I fail to see the logic in that.
Archived Post
12-06-2011, 08:06 AM
Well honestly I think the set bonuses are a retarded idea anyway.
Takes away uniqueness. It's just there because Cryptic is too lazy to balance all weapons against each other.
Archived Post
12-06-2011, 08:36 AM
it was pretty silly for them to put rapid fire weapons in as specialist borg killing weapons...
even though i have the maco mk xi rifle now.........im still using a phaser shotgun as its more effective
I swear by my Antiproton Borg Mk XI minigun.
I’m not sure if it is working has intended; however, the Standard attack triggers the Borg Kinetic damage proxy 100%.
The standard attack of the minigun seems to do more damage than its special attack.
The miniguns special attack sometimes triggers the Borg Kinetic damage proxy but it also does nice damage to the Borg even when they’ve adapted.
Everyone keeps asking me why I insist on using my Borg Minigun but they stop questioning my choice soon after.
I’ve been using the Klingon Honor Guard Shot Gun has my secondary firearm.
The Borg adapt to it much to quickly; however, I’m loving the damage that I’m getting off its special attack, that grenade that it fires does nice damage to a single target and ok damage to clustered targets.
These Borg specific weapons should all be equipped with a 2 second auto remodulator that goes off after every 4 shots or something.
Archived Post
12-06-2011, 11:09 PM
The main issue with rapid fire weapons is that the borg adapt on a per-hit basis. The new way the weapons are calculated might make a difference for a minigun since it's +15 with every hit. It used to be a 10% chance for an extra 100 damage, which meant carrying a minigun was utterly foolish against the borg, unless your goal was to see how much you could shoot them and do no damage.
I typically use a tetryon sniper and an antiproton sniper. Or a mix of sniper and HD rifle, or possibly even the shotgun. The main thing with the borg is to do high single shot damage to take them down quickly for the most part. A good critical from a sniper does over 1000 damage in a single hit. Flanking, I've hit almost 3000 if the enemy was debuffed badly enough. In regard to the M.A.C.O. Set, I'll likely use the armour and shield with a regular anti-borg sniper rifle.
Archived Post
12-07-2011, 01:12 AM
In case you guys didn't notice, this weapon actually does damage AFTER the borg have adapted to it. Its the only weapon that does that even if its been adapted to, which makes it quite useful.
Archived Post
12-07-2011, 03:03 AM
In case you guys didn't notice, this weapon actually does damage AFTER the borg have adapted to it. Its the only weapon that does that even if its been adapted to, which makes it quite useful.
Wrong,
all weapons with [borg] do still damage after the adaptation. Namely the 15 kinetic against borg part.
Archived Post
12-07-2011, 05:23 AM
Wrong,
all weapons with [borg] do still damage after the adaptation. Namely the 15 kinetic against borg part.
Yep. I can buff myself up with Target Optics III, Battle Strategies III and Ambush III, run next to 2 common borg in Defera City invasion and unload the secondary full auto and the odds are one of them is still alive after that and I need to remodulate or keep shooting it for 48 damage bursts (15+1 * 3), If I do the same with a Pulsewave Assault they die in 0.5 seconds.
Archived Post
12-08-2011, 02:37 AM
I got the Mk XI Omega Carbine, and I would say that I have to remodulate at about the same rate as before. And if you look at the tool tip, once you get the full set you get an automatic remodulation.
Archived Post
12-08-2011, 02:40 AM
Its not automatic, you still have to click the ability yourself.
Archived Post
12-08-2011, 03:55 AM
Its not automatic, you still have to click the ability yourself.
http://img38.imageshack.us/img38/6673/omegarifle.jpg
http://img843.imageshack.us/img843/4410/macorifle.jpg
http://img37.imageshack.us/img37/5599/honorrifle.jpg
I stand corrected. I take it then that the 'Integral Frequency Remodulation' works just like a the normal Frequency Remodulation, it just frees up a device slot. Still would not expect it to be any better.
Archived Post
12-08-2011, 04:48 AM
The fact that the fed ground stf weapons are rapid fireing is just another reason the klingons have the better gear.
Disruptor shotgun with built in grenade launcher.
Epic.
Archived Post
12-08-2011, 06:03 AM
If you dont like the remodulation options have you guys Considered equipping the weapons from both sets and the shield from one set and the armor from the other set so your passives are Emergengy Shield Capacitor and Distortion Field. Then you wont have any remodulation passives.
Archived Post
12-08-2011, 06:30 AM
The fact that the fed ground stf weapons are rapid fireing is just another reason the klingons have the better gear.
Disruptor shotgun with built in grenade launcher.
Epic.
In this case. QFT
Archived Post
12-08-2011, 06:42 AM
After gotten my third ground pieces i got to test the integrated remodulator.
It is better then the stand alone remodulator.
Because untrue to the tooltip descriptions, it activates instantly and takes a second tops to be done. However
it still has a 15 second cooldown. So its best to have a stand alone remodulator equipped as well .
Archived Post
12-09-2011, 07:46 PM
The fact that the fed ground stf weapons are rapid fireing is just another reason the klingons have the better gear.
Disruptor shotgun with built in grenade launcher.
Epic.
more like craptastic, the grenade launcher so outranges the shotgun that you find your self outside the max range of the shotgun; when the grenade launcher goes off, the shotgun won't fire.
the grenade launcher is on the same timer as all the other grenades available : fire the grenade launcher ; no kit or drop grenades, throw a grenade; no grenade launcher.
Archived Post
12-09-2011, 08:17 PM
more like craptastic, the grenade launcher so outranges the shotgun that you find your self outside the max range of the shotgun; when the grenade launcher goes off, the shotgun won't fire.
the grenade launcher is on the same timer as all the other grenades available : fire the grenade launcher ; no kit or drop grenades, throw a grenade; no grenade launcher.
So it's something you fire as your running into the enemy group, and Eng and Sci have no problem with the grenade cool-down. Well, unless you have the ice grenades.
Archived Post
12-10-2011, 04:36 AM
However the main weapon firing should not send your other abilities into cooldown.
The other stf weapons, heck all other weapons in game don't do this, the honer guard rifle should not either.
Archived Post
12-11-2011, 03:32 PM
I have , as before mentioned, the KDF Honor Guard weapon.
I used it on Cure[ground]
After spending 20 min of nothing other than haveing Armek hand me my head ,over and over again, I stopped doing ground for awile.
Then I did Infected [ground] , and it happened, Again.
After the fourth trip to respawn, I reverted to my old set up; matched Blast Asaults [disruptur/antiproton ] ; Mk XI Emblem guns.
No more Rebeca.
The KDF Academy has an outdoor firing range I find quite " useful ".
I took this weapon to the range , set up in " shooter ", fired the grenade luancher, and watched the clock run down.
20 seconds between grenade shots.
20 seconds.
That is the Exact Same Fire rate as Quantum Mortor I.
At Half the damage.
Grenade kit Mk XI [purple] is 10 seconds between grenades, sometimes less , depending on what grenade you want next.
The grenade launcher is attached to a , shotgun.
Shotguns are listed, "Damage decreases over range".
The maxium range of the Shotgun is 20 meters.
The maxium range of the grenade launcher is 35 meters.
The time between shots with a normal shotgun is; primary fire 1 shot every .75 second , secondary every 4 seconds.
The time with a Blast Asault weapon; one shot every second, secondary fires once every 10 seconds.
Ranges between fire modes ; shotgun primary fire , max range 20 meters, secondary 15 meters.
; Blast Asault , primary fire 30 meters, secondary fire 30 meters.
When compared to other more readily available weapons, there seems to be little to recomend this KDF Honor Guard weapon , to kill Borg.
I am quite certain it will kill PLAYERS quite easly, but not BORG, which it was intended for.
I am told the visuals are "pretty".
Archived Post
12-11-2011, 03:53 PM
Very nice analyzes, which shows again the STF special gear is actually pretty useless in itself. Its only the special set powers that can redeem them somewhat. Space gear is a little better since you only need 2 pieces to have a good bonus, while the third is generally useless. While for the ground sets generally the third set bonus, is what makes them worth considering.