Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-02-2012, 05:42 PM
Quote:
Originally Posted by amidoinitright View Post
Are you sure it hit? Those things miss like 90% of the time.
Ignoring PvP here, but it actually hits pretty often if you tractor your targets.

Quote:
Originally Posted by Soronarr View Post
Spinal Phaser Lance sux. No, seriously.
I don't know how people can say it sucks when sometimes critting tac cubes(Elite) for 63K x 2 --> namely dealing 126k damage, and it would deal more if cubes wouldn't have such a high phaser resistance .
And i daresay that very few players have higher resistances than a STF tac cube on Elite...
But well everyone has a different setup, and mine is classified information

They did also not nerf it btw.
The only thing changed was the way how the damage is displayed.

Numbers here are pure imagination; -> actual numbers classified
Before change:
20000 --> Divided by 2 as soon as you shoot ( so 10k per shot)

After change
10000 x 2 --> not divided -> still just 10k per shot


Was just checking btw - > when buffed at 100% hull (meaning going down fighting gives just 25% dmg increase) it still does a lot more than the numbers above if my other buffs are applied. You may now add the additional damage coming from Fire on my mark as well as that I usually have already lost some hull when I fire it, and thus even more.
Please note that this is buffed base damage though, there are many other factors you have to take into account like whether the enemies shields are up or how good it hit.
Numbers around 126k actual damage are not rare though.
And again said 126k do NOT include the amount the tac cube has already resisted.

And yes I'm aware that players are a lot harder to hit than a NPC, yet the damage potential is there. Whether you can use it or not is another question
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-02-2012, 07:09 PM
Seems like the spinal lance requires to target to be at a standstill to hit. Accuracy and Defense ratings has nothing to do with the hit or miss. Have an escort move straight forward with maximum defense in front of your lance and it will hit. Have an escort sideways moving at 1/4 impulse speed and it will miss regardless of defense rating; keep in mind that even if the lance does hit, the second shot will miss. The Javelin is different, it does follow the accuracy and defense rating correctly because you don't have to line up the target like you have to do with the spinal lance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-03-2012, 03:31 AM
Quote:
Originally Posted by Saving_J
Seems like the spinal lance requires to target to be at a standstill to hit. Accuracy and Defense ratings has nothing to do with the hit or miss. Have an escort move straight forward with maximum defense in front of your lance and it will hit. Have an escort sideways moving at 1/4 impulse speed and it will miss regardless of defense rating; keep in mind that even if the lance does hit, the second shot will miss. The Javelin is different, it does follow the accuracy and defense rating correctly because you don't have to line up the target like you have to do with the spinal lance.
I can't second that, and I'm using the dread for quite a while now.
The other ships defense and your Acc DO influence whether the lance actually hitting its target.
What you mean is probably that the escort leaves the 45 range before it can fire, that's a different story though and has nothing to do with accuracy.

Also note that if the first burst hits the second usually hits its target too. It's the same the other way around though: if the first one misses the second does so too.

Still I can say that the lance deals A LOT of damage, and I know very well where those comments stating that it doesn't come from:
- Beamdreads
- Dreads with any other weapon than Phaser
- Multi target dreads

Said setups are usually those whose threat my ship surpasses during my first attack burst (without using the lance) - Then again, I even manage to steal the NPC's full attention from escorts
You just have to experiment a bit and you will see that it has a pretty high dmg output.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-03-2012, 04:27 AM
I've been using my Dreadnaught for years in PVP, I use a Phaser Beam setup, & my Lance seldom hits an opposing player. I'm using A tac Capt with the acc trait.It kicks butt for STF's, & hits often, but it SELDOM ever hits a player. Just like BO3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-03-2012, 04:35 AM
Quote:
Originally Posted by amidoinitright View Post
I've been using my Dreadnaught for years in PVP, I use a Phaser Beam setup, & my Lance seldom hits an opposing player. I'm using A tac Capt with the acc trait.It kicks butt for STF's, & hits often, but it SELDOM ever hits a player. Just like BO3.
The only problem I have is that someone has to be pretty oblivious to not see when i plan on using th lance and has enough time to activate RSP, which is why I usually refrain from using it in PvP.
It is also possible that I have higher AUX power levels than you while tractoring my target so more gravimetric power. I use an AUX power of 74 the moment I tractor and shoot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-03-2012, 07:07 AM
What if the lance took a 10 sec firing sequence but dealt much higher damage? The firing arc could be lowerd to 15. But then a critical hit should deal around 30k damage at least (direct hit to the hull). It would be great against structures, big cruisers or borg cubes but nearly useless against highly mobile escorts or science ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-03-2012, 08:11 AM
Caveat: The following only applies to PvE against bigger slower targets for me.

I don't seem to have much of a problem hitting these kinds of TOO with the phaser lance on my Gal-X, though the faster ships like BoP and Jem'Hadar attack ships are sometimes quick enough to make the second phaser lance pulse miss. Sadly for them, I only need one pulse to hit a BoP to trash its shields out pretty good.

Since I hit cubes, spheres and BB/CA class targets pretty well that's what I like to go up against. I leave the enemy escorts to last unless I can peel them off from the pack.

I also dress for success. When preparing to perform a 'spinal tap' against something like a Borg Sphere or Galor Class, I always wear my best cloak.

I set the cloak first and when I get close to firing range I cut speed to one-tenth impulse or so and drift into firing range. While closing with my Prey Of Bird, I fire up all my long-term damage buffs. No hurry yet. If one of my buffs expires and goes into cooldown, I just park or go into slow reverse to give myself more time.

I like to get within 5 klicks before de-cloaking as I carry a lot of energy weapons (incl the spinal phaser) that do more damage at closer ranges. Since I am cloaked, most targets just drift aimlessly while I carefully line up my shot. Even if the bigger targets move a bit, they usually stay within the lance's smaller firing arc for a bit after I de-cloak. That's all the time I need to get the shot off.

My firing ritual is, in rapid succession, to activate a weapon battery (short term dmg buff), de-cloak, fire a tachyon beam (knocks out shields), an aceton beam (generally annoying) and then the spinal phaser into the target. I also launch a Tricobalt Mobile Device while I have everything lined up. You never know - the target may have no shields up when the thing finally gets there!

Having done the duty, I either go into tank mode (tac cubes, satellite turrets and other fairly immobile targets) or I kick in the afterburners and start the dogfight (Galors, BBs etc.)

I believe the phaser lance is at its best against the bigger slower targets. I've been able to actually fire the weapon twice against a normal STF tac cube or those huge Borg portals in the STFs, while tanking them. To be fair, one opening shot with a phaser lance does not bother a tac cube that much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-03-2012, 12:28 PM
Quote:
Originally Posted by BorticusCryptic
Just going over the ability data on both the Nausicaan Javelin and the Spinal Lance:

* Both are capable of missing.
* Neither have any accuracy mods attached to them - they use the characters' innate Accuracy, vs target Defense
* Although they each have a 45-degree firing arc, the actual cylindrical area hit by the attack is only 3-degrees wide. So they can fire upon enemies within 45-degrees in front of them, but it doesn't hit everyone within that arc - only the target, and enemies directly along that vector within that 3-degree cylinder.

If you're experiencing what you consider to be an excessive amount of misses with these abilities, it would be a good idea to invest in Starship Targeting Systems and consider abilities that can cause the enemy to slow down or stop, as this will inhibit their Defense stat.
These really need to be regular weapons in a "spinal" slot rather than consoles...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-03-2012, 07:25 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
as it stands currently, if you don't have at least acc x2 weapons, up to half your shots will miss even cruisers with maxed out evasion skill, moving fast enough to get nearly 60 defense score, escorts you will be lucky to hit at all. i had to retire my polarized tetryon beams because they are just so inaccurate with no acc mods on them at all, and FAW no longer makes them guarantee hits, a good thing really, wasn't fair. acc 3 weapons are really the only way to go, with them i literally don't miss anything, even escorts evasiveing in circles around me.

so, a special weapon, or any weapon really with no acc mods is nearly useless right now without a really strong tractor beam or something to hold opponents still so they have a defense penalty. any one who is smart enough to max evasion and fly fast enough to max out their evasion score at all times has literally twice the survivability of someone who doesn't.
Well you dont have to retire your old beams just get a new ship i know that the new oddisy class has a hidden buff on it if you will it esentualy the more you shoot at something the more accurate you get this is mentioned in stoked 115 i beleve
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-03-2012, 07:29 PM
Quote:
Originally Posted by deamond63 View Post
Well you dont have to retire your old beams just get a new ship i know that the new oddisy class has a hidden buff on it if you will it esentualy the more you shoot at something the more accurate you get this is mentioned in stoked 115 i beleve
The Science version of the Odyssey has Sensor Analysis. That ability increases your damage depending on how long you have a foe targeted: 3.33% per 6 seconds up to 33.3%, IIRC. It's not "hidden" as it was stated in the original Dev Blog about the various Odyssey ships, nor does it have anything to do with Accuracy.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:40 AM.