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The new science consoles are adding damage exponentially post buffs, which are like the new dmg mechanic but waaaaaay more ridiculous because of scale. So, just hitting all your buffs and heals gives you millions of dps.
I know they are not available yet, but may I suggest we have an agreement to not using these during our pvp event? I’m all for OP stuff, but this is actually broken.
The trait scales up to +15 armour pen at ~75.00 impulse speed and scales appropriately (e.g. 0 pen at 0 speed, 5 armour pen at ~25.00 speed).
So, if you’re in a build that has really good firing arcs, that doesn’t park and shoot (e.g. a beam cruiser), then it’s great (but you’ll likely need EPTE to get to ~75.00 in a cruiser though).
For anything that relies on parking and shooting (like with the frontal arc) is not likely to maximize the benefit of this trait.
I question the DPS guide. It states:
Don’t Equip More than 6 Beams – It drains too much power
This is just flat out wrong, and shows that the author doesn’t actually understand how weapons drain works. You will NEVER do less damage using MORE weapons.
Honestly, I’m very much able to live with the visual lag – it’s really the input lag that’s annoying (see both copies of FAW go on cooldown w/no effect is a PITA).
That being said, I’m likely, at the next discounted opportunity, going to get myself a Science pilot ship for both my Feddie, and my Rom. The Trait seems like it’s worthwhile (assuming that it isn’t like Armour Penetration 2% at full throttle), and it has the best layout – both boffs and Tac consoles (5 tac consoles + 4 plasma signature nullifiers = yes!). That being said, being able to stack this damage trait + AHOD + PTTM + Supremacy + full pilot tree + TBR seems like a winner (think of all those danger zone stacks b/c of TBR!). if you have the slots, add KLW and you’re doing tons of AoE Damage stacked on top of each other too (My Scimitar is salivating at this idea).
That being said, my early thoughts on a pilot setup are:
PT1, APB1, RWR1 (but probably FAW), RWR3 (but probably FAW)
ST1, HE2, TBR2
TT1, APB1
EPTS1, A2D1
PT1, EPTW2Yay! More spec points to grind!
That being said, I think it’s time to pull out of any planned monetary investments in this game…
I guess I could always use another contraband farmer… this is the perfect time to invest in gathering even more resources!
Seriously though, i’ll make a toon to get a trait, and then let it roam the galaxy gathering contraband after the event. In no universe will i be making another toon to level up to 140 for the third time, especially with the nerf to patrols, unless there is a permanent 5x+ xp modifier.
I can’t really make specific recommendations without seeing your build (e.g. if you’re using Aux2Bat, reciprocity isn’t the best choice since there’s huge duplication there).
That being said, for the traits, if you have access to Battle Ready from the Eclipse, I’d use Battle Ready over Improved Predictive Algorithms even though it represents a small dps loss, because Battle Ready basically reads +22.5 defense and +22.5 resistance – which is pretty ridiculous for a trait.
As for space rep traits, My top 4 are:
Advanced Targeting Systems
Precision
Enhanced Armour Penetration
Tactical Precision (if Aux2Bat) OR Auxiliary Power Configuration – Offense (if not aux2Bat)The defensive stuff isn’t really worthwhile anymore.
@Lhivera wrote:
A bit of advice would also be welcome — I recently put together a Nukara set. It’s got an AOE group defensive three-piece bonus, but the energy resistance on the environmental suit is lower than my standard body armor. Is that a worthwhile tradeoff? How important are those resistances in ground missions?
Depends on the mission. Generally, I’d go with a set of armour that provides hefty resistances, rather than an environmental suit, since one shot/high damage situations are not uncommon in ground. That said, I would switch to Nukara for something that requires toxic resists (like bug hunt).
Yeah, if it’s.+1 like plas leech, it’ll be insane. I suspect it’ll be smaller, like .25, which would still make it really really good as long as the stacks have a reasonable duration (and not like 1s)
…
Delta Rising is the best expansion ever!
I’d just like to take a moment and thank Marcase and Sargon for their dedication and hard work in keeping this fleet going, and staying true to its atmosphere and character. Without their leadership and commitment, I’m sure that our fleet wouldn’t be in the shape that it’s in today.
I’d also like to thank the command staff for the great honour bestowed upon me – it’s always wonderful to be recognized for your contributions. Now, this has prompted me (now that I’ve had a chance to re-acclimatize to the post-DR world) to update my mechanics posts. It’ll take awhile, but it will get done.
It’s been great to play with this fleet, and I look forward to our collective adventures together!
@Damix wrote:
Tier 2 sounds better, but I guess we will see how will things go once/if we start it. And there would be better chance to get fleet credits too so it will be very useful to have it. 44th Academy?
Academy implies that its our new recruits that go there. If our farmer alts are going there, I suggest 44th Logistics Division.
Hey Marcase,
Perhaps we should consider instituting a more efficient approach around alts (at least Fed alts).
Just some preliminary thoughts:
– I know I probably have at least 1 (perhaps 2) alts fedside that I’m basically using as mules and dilithium farmers. This means that I really don’t need to have access to our fleet stores since I’m not actually using them to play with. So, perhaps we could ask players to review their alts, and evaluate if they really need to have them in the fleet.
– If it’s really getting tight, we should really look at limiting the number of alts (e.g. 2), especially considering that DR has made it very alt unfriendly. That way we can actually have more people (rather than aspects of our multiple personalities >_<)Just some thoughts.
I think this person is complaining about people doing DPS without the skill to back it up.
FAW when uncontrolled can have pretty disastrous consequences like grabbing aggro from everything, or blowing a generator. What is actually interesting is that the OP from that thread doesn’t understand that FAW is great for single target damage too (not as good as say, Surgical Strikes, but still good), as long as you have no other targets in range. So you can get single target damage by positioning yourself correctly, since ISA/E generators are stationary.
What’s ironic here, is that he’s defending pugs, then saying that he can fix pugs full of bad players – which is the problem with PuGs – they’re full of bad players, and require inefficient builds to save their ass.
PuGs require good players to save them from bad players (e.g. a pure CC Sci). Which means that only bad teams require inefficient builds to bail them out – making the team worse.
The truth is that DPS + Game Skill in STO trumps most PvE Scenarios because most of the objectives have timers associated with them. Until that changes, DPS is king (and game skill is queen – which means you can get by with one or the other, but you’ll do better with both).
But my whole world changed when winner of last Fleet Olympics was Fed sci Nebula – THE MIGHTY PANCAKE!! captained by Fatman, he won against Romulan ships too! He probably had less dps.
Pft. That only happened because I didn’t enter. I would have warped the metagame on my own 😉
Honestly though, this game stopped being about Star Trek the second the story writers decided that the Federation should be fighting like 50 wars. How the Federation isn’t collapsing under the weight of having to fight pretty much every single faction in the Galaxy is beyond me. It would be like if there was a Hello Kitty MMO like this:

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