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Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Korgan posted:

So Sensor Analysis now puts giant circles around your target so you can spot them easier in a crowd. However that was obviously too subtle, so there's also a giant arrow above your ship pointing at them as well.



So it's Hunter's Mark.

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Bloodly
Nov 3, 2008

Not as strong as you'd expect.
The thing's an organic version of the T-Mat Planet Killers from Homeworld 2.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Tunicate posted:

Also, don't sell low-level gear to a vendor directly - a lot of it goes for significantly higher prices on the exchange. Why people pay 100k for some tier IV items I don't know, but it certainly helps get the ball rolling on spacerichness.

Lack of supply(Since everyone blitzes it), a want or need for lower-level twinking(PVP?), as unnecessary as that is. Those are my thoughts, at least.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I'm curious as to the kick. It's not a move I've seen.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Someone wanna explain the hate-on for Bajor? I say this as someone who only caught part of DS9 in his youth. I don't remember them doing anything especially poor. Although that one docking officer on DS9 in-game is a jerk.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Augustus posted:

A private server?
I can't understand the point, presuming this isn't fake. So EXP rates are adjusted up. The normal game has a generous curve as is. And it's not where most progression comes from at the minute.

The only way it'd be interesting is if they messed with the enemies, ship stats, or both.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Unguided posted:

Who doesn't run with either Attack Pattern Omega or Polarize Hull?

I consider that two science slots are 'locked' to Hazard Emitters/Transfer Shield Strength(Although Transfer should be switched to Science Team these days). So anything with two or less "can't" take Polarize for lack of space. I will admit I am overly defence-minded and I was taught 'Always have a shield heal besides Power to Shields'-from here, actually.

So, those ships which don't have access to Omega OR an extra Science slot(After all, even an Ensign would do). Universals count for this 'extra Science', although in some cases using the Universal(s) on Science may be questionable.

Of the standard ships:

Assault Cruiser
Mirror Assault Cruiser
Exploration Retrofit
Heavy Cruiser Retrofit
Exploration Cruiser Retrofit
Negh'Var Battle Cruiser
Vor'Cha Retrofit
Ha'apax Advanced Warbird

Of Cross-Faction:
None.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
It'd be nice, I guess, but I'm not convinced they can. Remember the thing with the Romulans early on, where they were calling Phaser or Disruptor turrets based on chosen faction at first?

You press the button for a turret, that skill is looking at you and saying 'OK, you're Fed, have a Phaser turret' 'You're KDF, have Disruptor turrets' 'You're Romulan, have Plasma'.

Has the skill changed enough that it isn't doing that now?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Berke Negri posted:

Is there any real difference with ground combat weapons leveling up or is it whatever until you hit the endgame?

Generally whatever. The Romulan-unique weapons are fairly fun.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
...Avenged? That implies he's...passed.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

MikeJF posted:

Does not address the most important issue of the relative pinkability of the ship.

You've got a loving indoor pool and jungle visible from all sides. What does it matter about the damm pink?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Korgan posted:

Do the dance competition all the way through once for 50 favours, trade those favours in for a basic jetpack. If you don't want to do that, drop 1000 ec every day for a new temporary jetpack. Once you've got a jetpack, talk to the events coordinator and do the jetpack obstacle course, it takes like five minutes and rewards 40 pearls a day. Once you've got 1000 pearls you've got a ship. It'll take 25 days or if you want to go full sperg get up every 20 hours exactly and get it earlier.

It's a grind, yes, but these ships aren't terrible and if you're space poor this is a really easy way to get good, end-game level ships cheaply.

With this 25 day 'limit' in mind, how long have we got left?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Asimo posted:

It's also immobile. If you're actually getting dangerously hurt, just fly away. :v:

Reminder of something that came up in this very thread:

Gate's weapons figure their standard 10 metre range from the top of itself. You can move below it and attack unhindered from there, out of it's range.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
There is a reason few people use Overload-the damage of one of your beams being 500+ percent doesn't make up for the 50 weapons power drain for the shot, especially when you combine that with the power drain of the other 6 beams. Even with all the power boosts you could hope for, you'd get more raw damage just shooting regularly. Overload works better with ships with less guns.

Too many Torpedo skills.

Personally, there's no reason to have the universals as Tactical slots.

You have access to Attack Pattern Omega in the Lieutenant Commander Tactical slot, so use it.

Reverse Shield Polarity isn't foul, but most people focus on the basics first-cycling of Power to Weapons and Power To Shields, which gives more regular shield power. The cooldown of Reverse leaves it as a desperation move.

Bloodly fucked around with this message at 08:24 on Jun 7, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
My thinking is based on my own experience regarding cruisers and carriers.

If it's a choice between Omega vs Beta, I'd choose Omega.

But they don't exactly conflict as much as officer space causes the issue: Beta can be put on a Level 2 Tactical slot, where Omega requires Level 3 minimum.

It goes something like: Ensure your spread shot(Whatever that is-Beam Fire at Will or Cannon Rapid Fire) is in place. Ensure Tactical Team is in place. If you then have the capability, slot Omega. Then Beta. Cannons can then put in Rapid Fire if they want. Then Torpedo skills, if there's room. Overload can go hang.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Or a shuttle. Or a lesser-leveled ship. I don't deny this. The more weapon slots you have going, the less it's worth.

Bloodly fucked around with this message at 06:41 on Jun 8, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I think there's something I'm not getting when it comes to ALL-NEW(Yeah, but it's been months) REPUTATION.

In almost all cases, the space weapon shops are Mark 12 purple only, unlocked at Tier 4. Ground stuff unlocks earlier at Tier 2 or 3 usually. Mark 11 purples are now randomly gotten out of the reward boxes from around Tier 1 or 2. You get four chances per day(1 for the daily, 3 for the hourlies, not counting spending more for the ones that don't grant rep), you may not get something useful(Given that the boxes could pull anything, space or ground, weapon or console, any weapon type-as in Beam Arrays vs Cannons vs Pulsewave vs minigun vs...).

It's GOOD in that you're getting good gear, and not needing to spend Dilithium, only Credits and Expertise which everyone can get at, especially since Mark 11 and 12 are seen as the default by the playerbase.

It's the random element, I guess. It takes a while to get to stuff.

Bloodly fucked around with this message at 09:21 on Jun 11, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
You'll be fine.

Game plays well, most people here are horribly jaded of the game by this point, so the only fun is other people. It helps that the game is apparently full of weird people, though I've never seen the crazy myself.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Hmm. I hope Hangars count as 'Special Item' or there's gonna be problems-most of the Advanced hangars were from D-Store.

I'm also concerned about the Romulan special ground weapons, which never dropped in the world and were only from D-Store.

Last thought is: how useful are these craftables going to BE in this era of rep, rep, rep? The traits sound nice enough, especially that science one(Flat 25% crit chance? Good grief). It's the base items that bug me. This is gonna take a lot of stuff, and probably a lot of time depending on how these duty officer missions are actually timed.

Bloodly fucked around with this message at 06:28 on Jun 20, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
True of all MMOs. People resist change, even when it's good change.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

Rainbow 360 beamboats, hurrah!

Carriers and other slow-turners will be thankful, as could shuttles. The gear exists to make it work well enough. Means a general increase in damage dealt since more stuff will be firing on target.

quote:

Of course they also increased the price of fleet and rep weapons for what are purely coincidental reasons.

To what degree?

Bloodly fucked around with this message at 12:29 on Jun 26, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I wouldn't mind getting a fleet invite, if that's possible at this time.

Mor'Bius@Shiva100

It's a KDF Romulan.

quote:

They would be amazingly overpowered, if it wasnt for the fact their hull resistances are absolute poo poo, and once they lose a shield facing a Scimitar is generally toast.

I don't doubt this, but I wonder if anyone ever said anything 'officially' on this.

Bloodly fucked around with this message at 13:28 on Jun 29, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

S.D. posted:

Finally ground out enough pearls for the Risan Corvette and Cruiser. Because I don't really understand how the ship tiers work - both are viable for endgame/STFs, correct? Or are they more gimmick ships?

Yes, both are viable. The Luxury Cruiser is essentially a fleet Excelsior, trading some minor base HP for better turn and inertia(And the Excelsior is already best in it's class for turning and speed).

The Corvette I can't speak on effectively. I understand it's basically the fastest possible ship, and gets defence bonuses over and above the standard for going so fast. So what if it's paper-it should never be hit with how fast it can go, more so now Counter-Command is giving out engineering consoles with +defence. It's so fast the general escort recommendation for cannons and full-frontal assault goes out the window because you're likely to fly right past your target in half a second.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
And didn't the patch notes note they were throwing out most of the Dil store for this? Most of it wasn't useful but there's still a few things. Field Generators, for example.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Woolie Wool posted:

I'll keep that in mind for any future ship builds I do. One day I'm going to dig up the Scimitar and re-outfit it with Romulan plasma weapons, so I'll probably use [CrtD]x2 for those.

(which means I'll need to buy more fleet consoles, so I guess I'd better start farming)

Crit Damage isn't especially worth it either. Crit Damage is only especially worth it if you're critting often in the first place. Romulans have a fairly significant leg up on this via Romulan Operative(1-2% per bridge officer depending on the rank of Operative. You yourself as a Romulan can also take it as a trait, it's the 1.5% version), but there ain't that much raw Crit Chance to be had in the wild.

Your base Crit is 2.5%.

Every weapon can get CritHx2(x3 is theoretical, but put it this way, most of weapons that have it are special in some way, like the Experimental Romulan Plasma Beam Array). So per weapon is 4%.

Assimilated Module(Borg Rep) grants 0.92%.

Accuracy Overflow(That is, accuracy over 100%-the base is 95%, not counting the target's Defence%, which is affected by whole bunches of things, including movement speed(Never stop moving EVER)-turns into extra crit chance and crit damage) grants some, but as far as I'm aware no one knows the exact conversion rate.

Fleet grants the Vulnerability Locators which are 1.6% per one. There's also the max Dyson Rep Auto Targeting Modules for Accuracy.

The Dyson deflector grants 5% Accuracy for Overflow.

Nukara rep has the Particle Converter universal console granting 10% extra accuracy for Beams only.

Accurate trait, of course. 10% Accuracy.

I'm sure I've missed plenty. Long story short, it's hard to get raw crit chance high, so crit damage isn't as useful as you'd like.

Bloodly fucked around with this message at 12:11 on Jul 11, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Kitchner posted:

Thanks for the replies so far guys. What should I be doing with excess loot by the way? At the moment I've just been recycling it because I assumed no one wants to buy low level loot. Is that right?

Recycle is 40%, as is the summonable vendor. Going to a proper vendor(or sometimes a bartender) is usually 50%. Convenience or cash? Up to you.

Not that it matters so much, as you only need to buy things every 10 levels. Then you hit 45 and you can get an early start on Borg rep till 50.

Bloodly fucked around with this message at 15:40 on Jul 13, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I'll always speak well of the Charged Blast Assault. No Expose or Exploit, simply because the base damage is so high by default. One of the only weapons like that.

I do have a Piercing as a side arm.

Both are basically Contra/Probotector weapons.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Asimo posted:

Ahaha, on the current tribble patch, MkXII space weapons actually cost less dilithium than they do now, if just slightly. (22500). That was quite the backtracking. Luckily it also removes the biggest complaint about the crafting revamp too, so hey.

That's a good thing all around.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I'm not sure he can. Aren't Romulans blocked from the highest-end Fed and Klingon stuff(As the Advanced Heavy Cruiser Retrofit and possibly the Fleet variant is)?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

revtoiletduck posted:

Pretty sure that phaser lance thing would vaporize an Excelsior in one shot, therefore...

Seriously though, I wish the Galaxy-x wasn't poo poo, because I like the idea of a cruiser with hangar bays, cloak, phaser lance, etc. Gimmicks are fun.

It's an Assault Cruiser/Star Cruiser/???(Depends on what you use the Ensign for) with a hanger bay and other bits. It'll do the job, same as those ships.

But the high-end non-Fleet Excelsior is 2000 Zen. They share the same console layout, 3/4/2, the Excelsior has -1000 HP as compared to Gal-X, but has all four Cruiser Commands(If you care) and the Level 3 Tactical bridge slot which means access to Attack Pattern Omega. Also Excelsior's turn of 8 vs Gal-X 6(Where most cruisers have 7). Essentially it's +500 Zen for the bay, the lance, and the cloak.

The bay can be considered a fairly hefty increase in damage provided what you launch lives.

In the end, it's preference, not a hard 'this ship is terrible'. Not that that means much. Best example I can give: A Vulcan D'Kyr looks marvellous, is considered a foul ship these days, but can still be made to work.

...I wonder how the D'kyr would be done if it were re-released now?

Bloodly fucked around with this message at 21:53 on Jul 15, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I...wouldn't say they're worth buying the ships they're attached to unless you plan on making another Fed Alt that can use those ships. This is a point of sorts-to get the most out of one ship, you want to buy other ships as well(Much like the way the Avenger CAN cloak, but only if you buy another ship to get it's cloak console).

But then, I'm biased against this sort of thing by default. I even dislike the thought of buying that one KDF ship on that side for a Plasmonic Leech.

Bloodly fucked around with this message at 22:24 on Jul 15, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
As I understand it, and I may be completely off:

Power creep/wealth(Such as the Cruiser Commands) has meant a lot more power(especially weapon power) is available to subsystems without actually being the Engineer class, who's ship-based class abilities are 'resistance to power drain, massive power boost, massive self-heal'. Also things like Tyken's Rift and Gravity Well becoming more dangerous all-round thanks to the Voth forcing a review of those powers(Which are high-end Science Ship's stock in trade). So in a game that is often about DPS races, things like Attack Pattern Alpha and Go Down Fighting are the 'best' in terms of Captain Powers because it's raw damage buffs. The long sustain and never-die of Engineers is not bad, but less required.(Not that it's impossible to get high rankings in those things that have them, of course.)

Ground Engineers(Seemingly, to me) have always been....sketchy. The various turrets and generators that are their general stock in trade tend to die like flies(Which even the engineer-specific trait that gives them health regen doesn't help with), and then what do you have? Beams from the sky are cool, do good damage, but are also long cooldown.

Bloodly fucked around with this message at 19:34 on Jul 16, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Asimo posted:

It's hilarious since the Ambassador, Obelisk, and Dyson ships during their feature episodes have similarly lovely layouts. I have no idea if this is just to make people feel better when if they figure out how to do better later on, or if Cryptic is really that incompetent at their own game. :psyduck:

Hard to say.

One torpedo fore and aft is 'lore', though not great-many ships have fired torpedoes whilst running away and whilst closing in. One beam array fore and aft, for the beam look and works well enough. Where things generally fall flat is dealing with the other slots. They tend to put Beam Banks, Cannons/Heavy Cannons or Turrets in those slots. Beam Banks often fall flat because the ship can't turn. Cannons/Turrets because of type-mismatch regarding skills. It's like they're saying 'eh, throw whatever'.

I can't help but be reminded of my first posts here on what to do with my ship. Turrets and beam arrays on a Vo'Quv. Idea(Stay on target in a damm slow ship) was right. Execution was lacking. At least I had enough sense to stick to a damage type, but earlier than that I'm not sure I even did.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

DancingShade posted:

Not really, but those borg gates in STFs are pretty close. No shields and you can shoot them safely from ~3km underneath because their hitbox is larger than 10km :v:

Also the Starbase mission in Romulan space seems specifically designed for such under semi-combat conditions. Kill the initial wave of enemies, then you've got something like 2-3 minutes to do as much damage as possible. The starbase shoots back at intervals, and is pretty strong, but is also such a giant sack of shield and HP(And also can't be killed even if it hits 0 HP) that you can use it for testing. It feels like it'd only be useful for major changes in how you're kitted out, though.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
They've been trying to reign it in for a while now, by giving various perks to actually having your Aux present. The point has been kinda missed(Aux2Bat at this point is mostly about the cooldown reduction and what THAT entails for damage and survivability) but the perks are good ones.

I've never gone in for it, mostly because of the (laziness)issue of doing a full colonisation chain, then having to get a Critical Success(A success isn't good enough, it doesn't get you a Duty Officer at all as I understand it) on a mission with(as I understand it) a really bad spawn rate to begin with.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Asimo posted:

I'm dying a lot, I need to set my shields to 100! :downs:

Even though I 'know better' now, wouldn't you? You're taking hits, you set the defences up.

I wonder how things were 'meant to be' concerning power every so often. They bothered to set it up, they bothered to give you customisation in terms of power levels plus the three pre-sets. And these days it doesn't matter because everything's running at near-maximum in all systems.

Then again, you can still die even with all power levels maxed.(I still don't understand how exactly the Undine do so much damage, but they do.)

Bloodly fucked around with this message at 06:46 on Jul 21, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Woolie Wool posted:

Is there like a guide for that, because I only get such astronomical power levels for brief period when I've got EPTS and EPS Power Transfer up. In my Mogai my power levels (weapons/shields/engines/aux) are usually around 125/50/60/30. The game system is completely hosed at this point, I think. DPS needs to be taken down a few pegs, while tanks and especially offensive sci need a massive boost.

I'm an engineer, so I have the trait that gives me power to all when I use Power to X or a battery. I have duty officers that have a chance to give me extra power when I use Power to X(Warp Core Engineer). Also stacking up Duty Officers that have a chance to reduce the cooldown of power to X directly(Damage Control Engineer).

Basically I'm stuck in the 'old way' of 'Power to Weapons, Power to Shields, repeat'.

I have the Plasmonic Leech, but only on one character-a Fed. I've taken the same route on the Romulan KDF(also an engineer) without such. It still works out about the same. I just end up with good power levels all the time in combat.

Bloodly fucked around with this message at 08:27 on Jul 21, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Asimo posted:

But you can craft them for dilithium...! :iamafag:

This is exactly it. This whole thing? The real point was to turn it into a cash sink-note the buyable set of crafting materials.

Not that the stuff you make can't be usable if you're lucky enough or slow enough that you can craft something before you outlevel it or some such. And there's some things that are always useful such as Field Generators for your Sci slots.

But of course it's gonna fall into that old trap of 'the crafting can't keep pace with you'.

EDIT: Not that the new mods in the crafting system aren't worth it. 5% flight speed and turn rate per weapon(Thrust)? -4.8% speed and turn for what you hit(Snare)? A free Beam Overload(over)? The Disruptor's 2.5% chance proc on any weapon, minus the 2.5% chance(Pen)?

Bloodly fucked around with this message at 16:02 on Jul 21, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I also fly a Mirror Vo'Quv. Additions to the above:

Though you CAN go all beams, you'll eventually hit something that will punish you for that. Until you can get the Kinetic Cutting Beam, have one torpedo. Once you do get the Cutter, throw out the torpedo.

Get the Assimilated Module along with the Cutting Beam for the two-piece bonus. Never put a Universal console in a Tactical slot.

I'd have said Field Generators(Direct +Shield Capacity) for Science, except that's a relative problem now, being in the crafting system. I think you can still get green level-scaled ones from a story mission as KDF. Thanks to my own weapon choice of Plasma(Back in the day when Borg and Romulan Rep were all there was) my own Science Consoles have the Fleet Embassy ones due to the plasma boost.

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Bloodly
Nov 3, 2008

Not as strong as you'd expect.
People on the official forums are noting that it'll take something like a year to max per school.

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