Proximity phasers suffered from a poorly thought out visual effect. In BoT, Stiles described it as blanketing the target. Some sort of wide width beam would have been more appropriate.
Well, problem with that is it wouldn't do squat. Point defense is, by design, just that - point and shoot defense. Turretting (like in BSG) is a completely different concept, and basically relies upon scattershot to "fill up the sky" with metallic debris that essentially would shred incoming missiles / drones and the like. It's truly like AMD in SFB
. Point defense phasers essentially (according to geek-tech) have a very narrow quantified targeting band and range. If it's X and it's within X meters, point defense phasers (still starship phasers, phaser 3, 2 or 1
) fire at incoming ordanence and torpedoes, hopefully until they die.
Blanketing I can see in so much as it's a steady phaser beam (until the emitter shorts or the capacitor runs out) thats
dedicated to maintaining it's fire until the object is done. Have only one object, then all your PDP's would fire on it, steady beams, converging until the object is destroyed or it hits the ship.
"Wide beam" just doesn't work on starships, however, as the dispersal in space would make the phaser shot useless. That's why they just didn't "Paint" an entire area with blanketing fire when a ship cloaked, but "stabbed" in the dark. If you saw a hit, then VIOLA targetting computer does it's impression of Sulu in ST6 and we go home happy. Any starship phaser on a "wide" setting would effectively be dumping energy into space, lol.
Nice discussion though
Regards,