Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Asimo
Sep 23, 2007


anthonypants posted:

STO is a better internet spaceships video game than Star Citizen.
:mmmsmug:

Also, here's some super-based literal novice advice for folks actually getting to try this game the first time. Cryptic's really bad about actually explaining things somtimes.
  • Turn autofire on! There's nothing that even tells you this is an option except a brief prompt during the tutorial. You can right-click your ship's weapons (or ground weapons, though I'd keep the secondary manual), giving them a green outline to show they'll fire automatically. There's no reason not to do this for every weapon, usually.
  • Max your weapon power! I personally recommend setting the power display to the third option, the four bars, so it's easy to eyeball and adjust your power levels... but 95% of the time there's no reason not to do the default "offense" option of 100 weapon, 50 shield, 25 engine/aux. Weapon power is stupidly important for how much damage your weapons do, and especially in PVE you'll have more than enough Aux and Engine power even with it minimized.
  • Use the appropriate weapon types for your ship! This usually means beams for cruisers and science vessels, and dual heavy cannons/turrets for escorts. You'll also not want to overload on energy weapons in order to keep from draining too much weapon power; while it doesn't really matter until you hit endgame ships, once you do you'll want no more than seven energy weapons on a cruiser (and there, mostly if you're keeping EptW up constantly) firing simultaneously and six on an escort. The usual thing to put in the free slot is a torpedo, but there's some other potential options depending on the ship. Make sure all your energy weapons are of the same energy type though (all phaser or all disruptor, etc) so you can use the energy-specific tactical consoles for the highest damage.
  • Dual cannons are straight up inferior to dual heavy cannons, never use them (unless you get some drops while leveling, then whatever, just replace them when you hit endgame). Normal single cannons are almost as useless, but there's a handful of gimmick cruiser builds that can use them. If you don't know how this could work, don't do it.
  • Where possible, get high-quality bridge officers. White, green, and even blue bridge officers are almost worthless on the exchange, and even very rare officers tend to cost a relative pittance. Try and get a good set early on so you don't get attached to the losers the game throws at you. While it's a little more expensive, try to get a stable of bridge officers with space traits and put them in your active slots. This means Humans (Leadership), Liberated Borg (Efficient, but only a c-store purchase these days), certain Saurian/Letheans (Efficient, make sure they have this since it's not guaranteed), and Romulan (from the fleet Embassy only, a little expensive, two different trait options). Klingons should aim for Nausicaans (Pirate, for extra damage) or Letheans (Efficient, but not guaranteed), while Romulan captains should basically stock up on as many bridge officers with Superior Operative as they can get their hands on.
  • There are effectively no energy credit sinks in STO. There's no repair fees or anything like that, and most of the big sinks are completely voluntary (fast travel warps, for example). What this means is that if you're patient and smart, you can save up your money and eventually buy anything you want off the exchange, and many things are incredibly undervalued by the people that put them up for sale, up to and including those fancy lockbox ships. The energy credit cap upgrade should be one of the first things you buy off the c-store.
  • As of this writing, the exchange is horribly broken. Never search the "All" category as it won't show the lowest prices, you'll always want to narrow down the search by category, and preferrably by quality or name too. I have no idea why it's broken like this, but it's been like this for ages and likely won't change anytime soon, so keep it in mind.
  • All classes are created equal... but some classes are more equal than others. Right now, if you want to mixmax, the best thing to roll is a Tactical officer. Preferably a Romulan too. If you're rolling a new character, I reeeeaaally suggest a tacrom.
  • Be aware of the cooldowns of various powers. Usually you can keep two copies of a particular power before the shared cooldowns become longer than the power cooldowns, and while there's a few powers that have their own shared cooldowns (such as the Emergency Power to <X> engineering skills, with a 15s cooldown between) it's usually short enough that you can still have multiple versions. One potent example is the classic Cruiser setup, where you have two copies each of EPtS and EPtW and cycle them one after another every 15 seconds to keep both buffs up constantly. Of course, there's more advanced and pricier ways to manipulate cooldowns...

Asimo fucked around with this message at 17:18 on Apr 23, 2014

Adbot
ADBOT LOVES YOU

Asimo
Sep 23, 2007


Yeah, never ever buy keys. Exploit the people who do instead. Energy credits are far easier to acquire and give guaranteed results.

Asimo
Sep 23, 2007


Also, for anyone who hasn't tried it yet: don't do Undine Assault with pubs. It's kind of like a DOTA map, and like most MOBA-likes, starting with a crappy group will doom you to failure and tedium before you even begin. Even if it goes well the mark reward-per-time is absolute poo poo that's somehow even worse than Azure Nebula (32 with no chain/extra rift bonus and it can easily take a half hour or more with crappy pubs), and while the friendly ship spawns are theoretically supposed to help players against the Undine spawns, in practice the NPC ships just die quickly and if whoever's in the lane can't keep pace with the Undine spawns (and if they're pubs, they won't) the lane is quickly pushed back to its spawn as the allied NPC ships spawn one at a time and get ganked while the pubs flail impotently. The only way I've seen a pub group handle it is by doing one lane at a time with all five people, and that takes loving ages.

It looks like it could be fun with a premade, and I'm curious what sort of rewards it'd give out, but otherwise... just do viscous cycle instead. Or better yet, the battleground. :ughh:

Asimo
Sep 23, 2007


JuffoWup posted:

If there is a way to save doff active or boff stations, I haven't seen the UI.
The loadout system also saves duty officer assignments, bridge officer assignments, and (theoretically) power tray assignments, but you have to be on a space map for it to "stick" properly.

Atrayonis posted:

So: hurry up, those who don't have it yet!
I was pondering grabbing the armor but decided to wait for S9 to see if the Undine stuff was any better. Well okay, it was, but four alts for the price of one was too hard to pass up. :v:

Asimo
Sep 23, 2007


The armor's pretty good and has a fun effect, but it's not part of a set and thus loses out a fair bit due to that. It's great to shove on a BOFF or something though. And as mentioned, you get the costume unlock... which counts as uniform options rather than its own armor category, so you can mix and match it with uniforms, kit/armor graphics, and so on.

And there's literally no reason not to get it now unless you have absolutely no lobi or credits, it'll never be this cheap again.

Unrelated... apparently there's a bug with the Undine battlezone where you can have every objective captured but the timer gets frozen, so the planet killers don't spawn. No rewards for anyone! The only way to fix this is to let the undine recapture a point and have the timer reset due to it... but this is impossible since invariably half the pubbies in the zone fly off to bravely deny themselves rewards despite half the zone yelling at them to wait. :ughh:

Asimo
Sep 23, 2007


Weird. Humor me and try "/renderscale 1" in chat when you're next testing settings. If there's no problem there then nothing should change, and if there is an issue it'll be immediately fixed.

Asimo
Sep 23, 2007


Yeah, there's a "hilarious" catch-22 these days where most fleets do DKP-style sperging over provisions and have the only measure of worth as contribution points... but the starbases are finished and the provisions are done so there's no way for someone new to really get points.

I'm firmly convinced Cryptic will add some sort of additional fleet mark sink gimmick so people can farm up gear (if maybe not as lucratively as the starbase projects) if only so that upcoming additions won't have their jobs instafilled in large fleets with lots of members with backed up marks.

Socialism posted:

Is there a newbie guide for where to put my skill points? I'm lv9 Scientist and haven't spent any...

Also it seems I have to choose between Federation and Klingon, I think I'm going with Fed and do a Klingon alt later, are the differences significant?
Short summary: Federations are bland losers, Klingons have an entire duty officer mission type devoted to space piracy.

More seriously, the only real difference is the queues (feds have an easier time with fleet queues due to sheet numbers queuing) and accessory sort of stuff. Klankroms have better uniform options, better (and very lucrative) duty officer jobs, better generic carrier fighters (though you'd generally want to use a frigate), and better fleet weapons (the elite disruptors are infinitely better than the fed phasers... but you'd want antiproton anyway). Klanks have to buy a c-store ship to get the Plasmonic Leech console, though it's an account unlock, while feds have to buy it off the exchange for a few million credits; both are big investments as new players, but the latter's more manageable.

I'd say go klingon myself since klankroms basically get all the benefits and almost none of the downsides, but it really comes down to whether you want Starfleet Dental or Nerds of Prey hovering under your name.

Asimo
Sep 23, 2007


Socialism posted:

Do you at any point get a free respec for skills?
If you're subscribed, you get one whenever you go up a rank (so at 10, 20, etc.) If you're not subscribed, you get jack. :v: Yeah you probably want to take care while you level.

Luckily Cryptic's mentioned that they think the skill system is horrible and bullshit, but any sweeping change to it won't be before the end of the year.

(Also, roll a romulan tactical officer. It's pretty much the "win the game" combination right now and I can't imagine it changing in the foreseeable future simply due to how the class is designed conceptually.)

Archonex posted:

Has anyone else had a problem with the game taking forever to load?
Not... really, though I think I've heard a few other people mention it. :raise: What OS? STO's always had some weird driver issues and such and a lot of little unfixed bugs, like the DX11 mode having missing textures for things here and there but only on some computers and the devs haven't ever replicated it internally.

Asimo
Sep 23, 2007


Socialism posted:

Will I ever need my old ships or can I chuck them once I start running out of space?
Honestly they're useless. They used to be handy to keep around for sentimental reasons but the arrival of fleet ships means you can actually just fly an endgame-relevant version if you really wanted to anyway. No reason to delete ships until you're actually out of room though, since you can use the extras as spots to toss spare space gear on.

quote:

Once you're at the top tier is there any reason to fly the lower tier ships?
To piss off pubbies in queues by warping in in a starter ship.

quote:

Should I put points in bridge officers at this point? It seems that the points are not refundable and I guess you lose it all when you replace a dude with a better dude.
Eh, expertise flows like water once you're at the level cap but it's a bit tight while leveling. I'd still recommend ranking them up so you have more skills available, but if it's not something you'll be using at endgame there's no rush to put points in it.

Asimo
Sep 23, 2007


Seriously, how does that even happen. :psyduck: It's obvious something's badly broken behind the scenes. Half my ships won't properly save their equipment/action bars and randomly revert to an older setting every time I leave earth space dock, and I've heard people with similar but random different weirdness.

Asimo
Sep 23, 2007


You get some extra bonus marks for it (it was bugged to only give dilithium/repwhatevers before), but I'm not sure that's really worth sitting through five minutes of fire at will spam, no. If it were three it'd probably be fine, but it really gets to dragging on by the end of it.

At least the battleground is still the fastest and least annoying way to get undine marks/repthingies anyway.

JuffoWup posted:

Also, for some reason, my reman will no longer show off his dyson heavy armor. Unless I go to the tailor I guess.
This is intentional, all armor graphics have been moved to the tailor instead of as toggleable things. On the upside, you can customize bridge officers with them now too.

Asimo fucked around with this message at 07:03 on Apr 25, 2014

Asimo
Sep 23, 2007


:byewhore:

In any case, here's some screenshots of the undine bridge. It's... not the best one Cryptic's done, which is probably why they haven't slapped screenshots all over the place of it, but it at least matches the look of the faction stuff pretty well. Even if it's called "Hirogen" in the ship tailor. :effort:





Asimo
Sep 23, 2007


I know "spergs fear change and improvement" is a common meme, but it's rare to see it stated explicitly.

Actually the whole thread is hilarious, from the OP on down.

Asimo fucked around with this message at 00:38 on Apr 28, 2014

Asimo
Sep 23, 2007


MisterBibs posted:

This sounds like a bit of :effort: since I admit I didn't spend a lot of time trying to tease it out, but I just tried to play STO after a brief play long ago, and I absolutely cannot wrap my head around the space controls. Movement is unintuitive (why is W not Go Forward?), turning is slooow (why can't I just turn to the direction the camera is facing?), and half the time the game doesn't seem to be telling me why my phasers aren't firing. Old school gaming reference: I feel like I'm playing Descent again, without a mouse.

The MMO I'm most used to is a ground game like WoW. Is there any way to change the controls to mimic the groundgame in the space phase of the game?
It's spaceships. You can't just (easily) have W be "go forward" because there's three dimensional movement involved... not just changing your Z positioning, but also the angle at which your pointing to aim your weapons. The turning is definitely an issue at low levels (as you get more skills/gear it's drastically improved... unless you're flying a carrier or something), but it's part of the metagame of shield facings and firing arcs and such too. Which also explains why your weapons may not have been firing; torpedoes (for example) have a 90-degree firing arc, so if you have one mounted in a forward arc and an enemy's behind you or to your side you won't be able to fire it on them.

That said... yeah, Cryptic's tutorials are kinda lovely. I forget if there's any drastic configuration options like there are for ground, but you can change the keys around easily enough. I also recommend flying around outside earth spacedock a while to get a feel for it; you can hold down both mouse buttons to turn along with the camera, it might help get the idea across more.

Asimo
Sep 23, 2007


MisterBibs posted:

I know I'm sounding like an annoyed sperg who is basically saying "But WoW does it!!!111one", but I can hop on a flying mount in WoW, move, turn any direction I want instantly, and stop on a dime, and I never had anything approaching the issues I'm having. I didn't even get out of what I think was the tutorial (I was trying to find some cloaked Klingon ship when my spergstration got too high), but like I said, I got frustrated quickly.

I suppose I'll try it again in a bit, but really I was just looking for something to sate my need for entertainment and I was in a bit of a ST kick, and my issues turned me off.
Nah, nah it's fine. I mean it's more complex than it looks. That's just what I'm saying though... moving around in WoW is pretty simple because there's no real reason for it to be more than that, you're never going to be fighting while flying. (... Usually. Their few attempts at it tended to be horrible for various reasons.) But in STO, the position of the spaceship is a major part of the combat so having precise control over direction, attitude, and so on, while being able to plan ahead a little bit, is important.

I mean it's not exactly dogfighting here (if anything it's more like battleships broadsiding) but there's some similar elements to it. Also,

300 Earth Dollars posted:

FWIW I don't think it's too spergy of you, I often am annoyed that I can't effectively lock flight camera to a forced perspective.
I think you can actually set the camera to a chasecam view, though I usually prefer the default.

Asimo
Sep 23, 2007


I kind of wish the forum included people's @handles so you could check and see exactly what ship-borne abortions they're flying. :allears:

Asimo
Sep 23, 2007


Nah, it appears on every ships. Mind you it's a bit less impressive on the larger ones - the Nicor's pretty tiny and the open "mouth" really shows off deflector graphics well - but it's quite a good look. Sort of want to see what the engine trails and shield graphics are like.

Asimo
Sep 23, 2007


And possibly etched onto a gold plate and launched into space on an interstellar probe as a summary of human civilization.

Asimo
Sep 23, 2007


MikeJF posted:

Looks best on Rommies, and pretty much looks like it's the proper skin on the Tal Shiar ships. I'd like to see it on a Klingon battlecruiser at some point, I reckon that'd work pretty well. Also probably work pretty drat good on a B'rel.
Honestly for me it's kind of the inverse of the Dyson set, where it looked really striking on klingon/romulan ships but kind of muted and forgettable on federation boats since it was an white shield on an off-white hull. Like on the screenshots there you can barely see it against the dark green hulls on most of the romulan ships, but it stands out a lot on the connie and the space dildo bulwark.

Kinda curious to see it slapped on Rom ships with the Vet material though...

Asimo
Sep 23, 2007


... Yeah, better on the normal skin. Unless you want the IRW XBone. :v:

Asimo
Sep 23, 2007


It's amazing how badly hosed loadouts are.

Asimo
Sep 23, 2007


Yeah. It gets a lot of (sometimes well-deserved) mockery, but the game is honestly basically unrecognizable from its lovely launch state. The F2P scheme is easily one of if not the best MMO payment schemes on the market, yes even with the lockbox gambling crap, and there's a whole lot of intelligent game design and quality of life features that Cryptic's done that you really, really miss in other games. A single unified server, non-unique character names, the complete lack of endgame raiding-style bullshit, the fact they've managed to work with an endgame itemization that's almost entirely sidegrades rather than a constant treadmill, actually having a unique combat type as a main focus (space shooting), and so on. It's a massively underrated game and almost everyone I know whose tried it continues to play it off and on.

Asimo
Sep 23, 2007


Gorelab posted:

Why is the Ha'apax considered bad anyways?
It's mostly a stunningly mediocre ship (basically a non-retrofit assault cruiser, a launch-era bridge officer setup, if trading a bit of turn rate for a battle cloak and singularity stuff) when the rest of the Romulan lineup are basically the best ships in the game. The Scimitar is the best ship in the game, and the D'deridex gets you that precious Lieutenant Commander tactical and science bridge officer slots.

The Haakona console is a fun toy (basically saucer separation, but with a sciboat option too that nobody should ever use) but it doesn't really add enough to make it better than the competing cruiser-warbirds.

EDIT: What was the original layout on the Haakona anyway? I forget. I recall the D'deridex's being poo poo initially though (a Galaxy-R copy?)

Unguided posted:

The Corvette is awesome and worth the time spent flying through rings. It's nearly a copy/paste of the Jem'Hadar Dreadnought Carrier's layout, minus the fighters, that trades health for speed and maneuverability. I had to change very little when transferring over to the JHDC, mostly just replacing Eject Warp Plasma.
The Corvette is the fastest ship in the game, bar none. A few of the raiders have better turn, but none match the impulse modifier. This means that any boost to speed is insanely enhanced... throw EPTE, Aux2Damp, APO, or other speed/mobility boosting powers on it and you're zooming around the map. Evasive maneuvers usually makes you faster than full impulse, and something like Impulse Burst can carry you across a map before the buff runs out. It's hilariously fun, and you can paint it any color you want.

Asimo fucked around with this message at 10:23 on May 3, 2014

Asimo
Sep 23, 2007


Just replay the mission that gives it and grab a new one. Researcher Rescue I think?

Asimo
Sep 23, 2007


Oh hey, everyone gets two free shop slots on May 8th.

http://community.arcgames.com/en/news/star-trek-online/detail/5002103-free-ship-slots!

Asimo
Sep 23, 2007


I suspect it's going to be like when Cryptic increased the bank/inventory slot size and be retroactive for current characters and applied automatically for new characters, but the phrasing in the post doesn't make it clear no.

Asimo
Sep 23, 2007


DAVE!!!(c)(tm) posted:

They made it so that you can buy piss beams from the dilithium store if you own a Galor, so you only need one now.

300 Earth Dollars posted:

ya they're a ton of dil but significantly cheaper than buying a second galor
:thejoke:

McScumbag posted:

I do have a question though. I'm wanting to farm the Energy Credits up to be able to buy some of those fancy lockbox ships. Other than running a foundry farm mission once every 24 hours, is there any other way to make good amounts of credits?
Have klingon alts, do marauding missions for contraband, sell the contraband or trade it in for dilithium. There's other ways, but that's the core of getting to space middle class.

Asimo
Sep 23, 2007


Tholians basically have a special fire at will-plus-target weapons, except with a near-guaranteed chance of taking weapons offline. It's annoying, but just hit engineering team or EPTW to bring them back online.

Asimo
Sep 23, 2007


Wow, that almost makes the patrol escort not ugly. Still...

Cythereal posted:

Hooray. Still more loving Federation ships.
But we totally need another generic fed escort after the fleet patrol, fleet advanced, defiant, saber, steamrunner, and kumari! :downs: The turret thing sounds like a total useless gimmick too... oh boy, something for the firing arc you're never supposed to be using and can't combo with any possible forward weapons (except turrets I guess?!). Imagine it's phaser damage only too, hooray. Only interesting thing is the boff layout with a Lt.Com+ possible in every slot or a heavy engineering focus, and the five tac consoles. Basically seems like a Nicor, but minus a (useful) weapon slot and a little more turn.

Yeah, think I'll skip this.

Asimo fucked around with this message at 21:33 on May 7, 2014

Asimo
Sep 23, 2007


Mondian posted:

And yeah, where's the drat Keldon already? Or at least a hideki.
Probably pending the Cardassian faction... :tinfoil:

300 Earth Dollars posted:

Ya it's not outright terrible, but asimo is p much right. It's a nicor-lite (with the exception of maybe some wacky sci-heavy torp build that won't occur to me)

A2BFAW would suffer a lot from the loss of that weapon slot.
I come off a little harsh there. It's actually a pretty good escort, probably a better entry-level one than the current patrol escort, but most of this is due to the compact bridge arrangement and the five tac consoles. If you already have a good lockbox escort you aren't gaining much, and the Nicor's pretty much a straight upgrade. And I have one of those, so... thus the lack of enthusiasm.

Is amazing how much better it looks than the original. The improvement in the art team over the years is really noticeable.

Asimo
Sep 23, 2007


Hakarne posted:

Are there any other ships with a commander tac and two potential lt. Com engineering slots? The Nicor is great but it seems like you could get a lot more use out of that second lt com engineering slot vice the lt. com sci, especially with A2B.

Edit: I mean what other ship could you run EPTW3, DEM2, APO3, and FAW3 with 5 tac consoles and no major losses to your defenses? That'd be pretty drat potent even without the 8th weapon slot.
Not... many. Only other example I can think of offhand is the Fleet Norgh, but that has the dubious honor of being the only nine-console fleet ship. There's a whole lot that offer Lt.Com/Lt. though, which is plenty enough for EPTS1/A2B1/EPTW3+ET1/DEM1. Having two Lt.Coms lets you double up on A2B and use DEM2 instead, which is handy but honestly not a huge leap ahead there.

DatonKallandor posted:

Fixed butt-turret would make a lot more sense on a ship that can't turn for poo poo. But on the class of ship that has the easiest time of all of keeping their front on the enemy?
I appreciate the experiment, but it's such a... strange addition. Even if you got someone on your rear end, a dual cannon and three turrets isn't appreciably more threatening than just three turrets, even with the passive CRF1.

Asimo
Sep 23, 2007


Yeah, I'd just throw beams on it at that level. You can maybe make cannons work on some klank battlecruisers, but not until endgame when you can boost turn rate a lot, and the K'tinga doesn't really have the tac boff slots for it anyway.

Asimo
Sep 23, 2007


Korgan posted:

Just what we needed, yet another Federation ship. :suicide:
They'll probably throw out an equivalent Raptor in a month or two, kinda like what they did with the Mogh versus the Avenger. If only because klanks literally have no tier 5 c-store raptors and haven't since release. :suicide:

Mondian posted:

Aren't @handles in chat disabled by default?
Yeah. I understand why Cryptic did it like that, but I really think it should default to "on" and let the RPists who hate that sort of thing actively turn it off. The importance of handles is really just kind of confusing to new players as it is.

Asimo
Sep 23, 2007


McScumbag posted:

Being Klingon fixes all money problems.
Because there's nothing to buy HEYOOO :downsrim:

Asimo
Sep 23, 2007


Lagomorphic posted:

Depends on what you're shooting at. For stuff like cubes, planet killers, and pubbies a full 6 stacks will do more than the extra dmg and crit. At a full six stacks it also halves the effectiveness of healing powers which is pretty great.
An important thing to note: sensor analysis is a big buff, but it only affects a single target and still takes 18 seconds to reach max potency. The vast majority of PVE encounters involves stuff that dies quickly, multiple targets, or more likely both at once. Not to mention there's a five seconds of cooldown before you can activate it on a new target. It's a nice bonus and it's probably worth more than the fifth tac console on the Bortas, but it's good to keep the limitations in mind.

Acer Pilot posted:

So I bought that tac scim. Elite disruptors I guess?
If you're klank. That or fleet Antiproton.

Asimo
Sep 23, 2007


-Troika- posted:

I personally think Elachi disruptors are better than fleet.
They are, yes.

They are also very, very expensive at the moment, at least at MkXII with good mods. :v:

DonDoodles posted:

New Dental video is up. Check out the new PSA for pubbies: https://www.youtube.com/watch?v=a-Z8c6l5WE0
:swoon:

Asimo
Sep 23, 2007


Duccy posted:

How long, on average, would it take to get to level 50? Is there a special secret to leveling up faster?
Depends? If you space it out a while you can get to 50 in a day or to /played tops since you'll have duty officer jobs ticking away and feeding you "free" XP. If you mean in one sitting... it'll probably be a bit longer. Either way you can expect 25-40 hours depending how familiar you are with the leveling quests and know which ones are safe to skip and such. Used to be faster, but the easiest way (blitzing the mirror universe hour) went away when they changed how queues work in 8.5. In any case, it's not that long at all by most MMO standards.

Ludicro posted:

For anyone on the fence about the Tempest class, get the Zen store version before splurging on the fleet one, the console it has is amazing.


:suspense: Fine, I'll give in.

Asimo
Sep 23, 2007


Psycho Landlord posted:

It's still a 3 minute clicky power but since it's actually buffable by phaser consoles and damage skills and basically murders everything in a given area and makes it un-traversable for about 30 seconds it's not a bad thing to have handy at all.
And with no chargeup time or weapon power drain or anything like that, just click and boom. It's probably one of the few (only?) 3 minute clicky damage powers that's worth taking up a console slot.

Asimo
Sep 23, 2007


MikeJF posted:

It's pretty useless in PvP, but honestly in PvE it's kinda nice, since you have big bosses that don't move that much and the singularity powers aren't that awesome in PvE and also given it halves your singularity charge time it's not taking much away from the normal singularity powers anyway.

Also it makes bits of your ship open up and glow with sparkles, and gives you an excuse to equip a quad cannon which looks pretty cool shooting stuff. Pew Pew Pew Pew.
Another advantage is that while it burns singularity power, it doesn't start the one minute global singularity power cooldown, so you can use something else as soon as you have the power for it. It also has a passive buff (of sorts) with the toggle mode, so that puts it ahead of a lot of the clicky crap. Helps that the Ar'kif is crazy good in general.

Mondian posted:

Eh, its another kill button in a vape setup, but idda know how thrilled I'd be to have it taking up space in pve.
Yeah, true. Probably depends a lot on what you're fighting... it's handy against undine since they tend to come in tight packs and the planet killers are basically sacks of immobile HP, and not bad in borg STFs too I figure (could be fun against the ISE sphere swarm), but most other stuff yeah not too exciting. Mostly just nice to see something that does have a use for a change, rather than being something you toss in a bank and forget it exists like the Avenger/Mogh consoles.

Adbot
ADBOT LOVES YOU

Asimo
Sep 23, 2007


Buschmaki posted:

This is a terrible game for terrible people.

  • Locked thread