BreakingForce

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Viewing 15 posts - 286 through 300 (of 326 total)
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  • in reply to: Friendly Reminder: Sally Ride #307058
    BreakingForce
    Fleet Admiral
    Team Player

    while you’re already updating…

    https://i.imgur.com/h7Os45F.png

     

    should be “definitely” 😛

     

    edit:  also, looking at that dil and tau dewa run page.  i was under the impression that red alerts are now only available sometimes on weekends, yet are referenced as a part of a daily routine in there.

    • This reply was modified 7 years, 11 months ago by BreakingForce.
    • This reply was modified 7 years, 11 months ago by BreakingForce.
    in reply to: Friendly Reminder: Sally Ride #307026
    BreakingForce
    Fleet Admiral
    Team Player

    oh? i don’t see anything about the sally ride in the faq.  or anything about the admiralty system, for that matter

    in reply to: Promotion Schedule Nov – Dec 2018 #297035
    BreakingForce
    Fleet Admiral
    Team Player

    nov 11th promos done

    in reply to: Possible Multi-Fleet / Multi-Armada Alliance #295523
    BreakingForce
    Fleet Admiral
    Team Player

    my opinion on exploiters/whatever these dudes are against:  if they impact my gameplay directly and i have ironclad proof they’re exploiting, i’ll report them and move on.  I’m not interested in going looking for them, or in taking more than a passing interest in them if they’re not directly impacting my (or my fleet’s) gameplay.

    it’s not our job to be “the exploit police”, as someone else said.  Just to play the game as it is to the best of our ability

    further, just thinking about the mechanics of how resource sharing could work within the alliance…they’d probably want us to remove 44th Fleet from our own armada to join others who need our resources.  which kinda seems like a bad idea, to become just a roaming fleet without a static home armada.  The alternative is that we have to get rid of a few of the less active 44th armada members so we have like…”revolving door” armada slots for continually changing fleets in need, which could hurt us…both in maybe acquiring a reputation as a target of exploitation (you wanna do your starbase project? oh, just join 44th for a while, they’ll take care of it), and also perhaps diplomatically with the members of those fleets we have to get to vacate their current armada slots.

     

    My final potential objection is that as a member of an alliance with a seat on a council…we’ll be expected to abide by whatever rules and decisions the council as a whole make.  And the other members on the council will, in general, be smaller fleets. So, for the most part, council decisions will probably be more beneficial to smaller fleets, and less so for us. No.  Let’s keep what sovereignty we have and not turn into a member state of the EU :D.

    • This reply was modified 7 years, 12 months ago by BreakingForce.
    in reply to: Saenid's Daeinos Build by Sensei_Krieger #252048
    BreakingForce
    Fleet Admiral
    Team Player

    Just my 2 cents. Interesting build Krieger. I’d make a few changes, and add the Prevailing Innervated Deflector Array XII which adds +35 Starship Weapon Specialization in combination with a Bajor Engine and Warpcore – this gives you the 2pc plasma bonus plus Hull scraping and siphoning field, which is just a nice extra. The Hypertorp I’d add aft – it’s a bit slow and best used in a bombing-run as a nice send-off gift after your attack. Instead I’d use either the Nausican torpedo or the crafted Particle Emission Plasma torpedo which has that neat hold/grab, plus is buffed by EPG. Juicy. Not sure if you can in combo with the Ferenginar Plasma BA, but I’d swap out the Kinetic Cutting beam for a crafted plasma omni-beam. For general PVE, I’d swap Atk Pat Delta for Omega, swap one FAW for a Beam Overload III and swap one Tac Team for a Torp Spread I – not so much for the spread but Torp spread never misses so you can get at least that Kemocite hit on target. Since you’re using a Rom battle cloak I’d also swap EPTS for EPTE – you *should* be cloaking often and having more speed to get out of Dode is more important. Adding the “reduce cooldown on Evasive Maneuvers when using EPTE” Doff would be a must have.

     

    nope, omni beams from lockboxes and crafting can’t be equipped together. it’s one from either of those and a mission reward omni beam that can be equipped together. i’ve tried. wanted to put a crafted ap omni beam, a herald ap omni beam, and the mission reward omni beam together. wouldn’t work. cost me way to much ec. eventually had to take a pretty big loss on the herald ap omni to get it to sell (like…40-50m ec range).  don’t make my mistake.  kcb is pretty good, and the set bonus it gives along with the assimilated module is good enough to keep it around. and plasma doesn’t have a mission reward omni, much to my annoyance.

     

    the other thing i’ll mention is that the bajor defense sing core you only have access to if you got the bajoran interceptor for the anniversary.  if you didn’t, you’ll have to figure out some other sing core to use.  i understand this is a “cost is no object” build, but unless you’re willing to spend an ungodly amount of lobi on anniversary vouchers, if you didn’t get the ship during the event, you’re sol on that one.  to get the 3-piece, you’ll have to go with the bajor deflector instead of either the elite fleet one on the build or the comp wargames one suggested above.

    in reply to: Saenid's Daeinos Build by Sensei_Krieger #252034
    BreakingForce
    Fleet Admiral
    Team Player

    hm. why not go for a dinaes? it’s the t6…

    in reply to: Diablo! #250332
    BreakingForce
    Fleet Admiral
    Team Player

    me, i’m a witch doctor fan myself. be lazy, sit back, let monstrous pets kill everything.  necro was ok. a bit of a more active pet class. *shrug*

    heh. i forgot all about starcraft. yeah, that too.

    if you ever watch jim sterling’s jimquisition, you’ll be familiar with the concept that video game company executives aren’t interested in some money. they want all the money.  so they don’t do stuff that’ll be a moderate success and bring in some money, because some money is not all of the money.

    blizzard in the past may have been interested in doing things that’d be a moderate success, but now they have to answer to their activison overlords, so i’m expecting d4 to be super microtransactioney. and i’m aware that extra stash tabs are a season journey thing in d3, but with a new game would come a reset on expectations.  *shrugs again*

    in reply to: Diablo! #250323
    BreakingForce
    Fleet Admiral
    Team Player

    the thing with diablo 3 is that it’s the only active game in blizzard’s portfolio that isn’t aggressively monetized in a modern fashion.  look at the others: Hearthstone, making millions selling card packs and whatnot. WoW, selling premium mounts, gametime tokens, pets, etc. Overwatch, also making millions selling loot crates.  annd then there’s d3. they make money selling the necromancer to people who already own the game, and probably some small amount selling the game+expansion bundle.  and the d3 playerbase is vehemently against much else in the way of monetization. remember the auction house debacle? (real money buying currency to buy ingame items looted by other players).

    it makes sense for blizz to start anew with a new diablo game which it can monetize in a different way (since they now know they won’t get away cleanly with another auction house…or with changing d3 to monetize it differently, perhaps taking away things we’ve long taken for granted only to sell them back to us…like multiple stash tabs etc. etc.). perhaps they’ll use some of the things that path of exile has, like currency tabs for the inventory (for gems, and for crafting mats, and for whatever other stuffs they can think of to go in there).  maybe they’ll even go f2p for it to get a larger playerbase.

    i dunno, all just speculation…but, i hope you’ll agree, educated speculation, based on the current trends in the video game business 😀

    in reply to: find our 44th cousins #250319
    BreakingForce
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    (44 * 2) = 88th count as cousins? Sorry for the crappy screenshot LOL

    lol. i was in 88th fleet for a while during one of my previous returns to the game.  and we did have “Fleet” in our name.  so if anything, that “88th” is a cousin of theirs 😀

     

    edit: also, c’mon forum software. you can totally fit my full username on one line. no need to split the “e” off >.<

    • This reply was modified 8 years, 4 months ago by BreakingForce.
    in reply to: Stewy's Keldon T6 Build *W.I.P & R.I.P* #234566
    BreakingForce
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    that’s true, but because of the damage control engineer doffs, using the second eptx skill reduces the cooldown on eptw, and vice versa…making it so that you can keep both up all the time.  more weapon power, more damage per shot.

    while it’s true that the keldon’s boff layout isn’t…ideal…(honestly, i’d rather that lt slot be sci/intel or straight sci and put the comm engi slot as hybrid engi/intel), it does make the lt engi and the ltc universal slots intel seats.  you could fill up the other engi slots with intel powers.  because it’s true and pretty disappointing that most other engi powers are nigh on worthless.  there’s a place for aux2batt builds, and reverse shield polarity can be useful (especially if you’re a tank (intentionally or not) and need to heal those shields back up right away)…but other engi doff abilities are pretty…meh.

    in reply to: Stewy's Keldon T6 Build *W.I.P & R.I.P* #234520
    BreakingForce
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    that’s not necessarily true, code. honestly, i’d use the universal boff slot for another engineering officer.  get 3 very rare damage control engineer doffs that reduce the recharge time for emergency power to subsystem abilities. each one makes it so that any time you activate an eptx ability, the recharge for eptx abilites has a 35% chance to be reduced by 30%.  they stack to some degree, so at least one will trigger almost every time you use an eptx ability. then, i’d put eptweapons III on one boff and eptshields III on the other.  now, just use them on cooldown.  their effects will continue (almost) until their cooldowns are done (almost) every time.  that’s a lot of extra power.  next, you can take advantage of the fleet’s science lab to buy krenim engineering doffs.  each one of them you have will reduce the cooldown on engineering boff abilities by 10%. even further reducing your etpx abilities’ cooldowns.  next, get a t6 battlecruiser from the c-store.  if this char is fed, it’ll be the arbiter. for kdf, the kurak.  for rom, the morrigu heavy warbird.  all three of these give the trait “Emergency Weapon Cycle”.  it makes it so that when you activate eptweapons, you get +20% firing cycle haste and also some power cost reduction for 30s.  so now you fire your beams faster and also the power cost reduction keeps your weapon power higher so you get more damage out of each shot.  and remember, since your eptweapons’ cooldown is now shorter than 30s, you can keep this up all the time. i always want to have at least two ltc engi boff slots.

    in reply to: Carrier Builds #234515
    BreakingForce
    Fleet Admiral
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    I’d also mention that carrier play isn’t super strong in STO, since the only way to boost your pets’ damage and survivability are the admiral-level tac space skills Coordination Protocols, Defensive Coordination, and Offensive Coordination (all three of which you really should have no matter what you’re flying, since they also boost survivability and damage for your teammates…and they stack, too…so if you have 5 people in a group with them, you all get +25% accuracy, base damage, hull and shield capacity, defense, and damage resistance rating).  You can also get +10% hangar pet damage from having …5? tac skills, but you have to give up threat control (which gives you +100% threat generation in threatening stance and -100% threat generation while not in threatening stance) which is my preferred choice there.  And from the same number of engineering skills, you can choose to have +10% hangar pet hull capacity, but you have to give up battery expertise (which increases the duration of most battery and device effects by +100%), which is, again, my preference.

    beyond those things and some starship traits…oh, and flight deck officer active doffs, as far as i know, there’s no way to improve your hangar pets in any way. mounting tac consoles on your ship doesn’t improve your pets.  b0ffs won’t help them either. and as of now, there are no specializations that do anything for pets.

    generally, you’ll do much more dps with a reasonably well-kitted ship that doesn’t focus on being a carrier.

    all of that said, carrier play can be pretty fun, sometimes. I enjoy my Jem’Hadar Dreadnought Carrier: since i also have a t5 jem attack ship, i also get jem attack ship hangar pets, which are neato.  also, the boff seating in the jhdc has a commander tac instead of the commander science you’ll find on the atrox and jupiter, which i like more.  Alternatively, the various Escort Carriers and Flight Deck Cruisers available can pack a punch, and also have a hangar bay for more damage or utility.

    in reply to: Carrier Builds #234509
    BreakingForce
    Fleet Admiral
    Team Player

    further, since the vanguard already has 11 console slots, they won’t come out with a fleet version of it…so you won’t have to buy a fleet ship module to get the best version.

    in reply to: Carrier Builds #234506
    BreakingForce
    Fleet Admiral
    Team Player

    another suggestion: if you get the new gamma vanguard pack, one of the things in it is the Jem’Hadar Vanguard Carrier.

    https://i.imgur.com/dKydFsY.png

    i suggest this because most notably, all the ships in the gamma vanguard pack can be levelled to make them account-unlocked.  so any character you have in any faction/race can fly them.  if you get a jupiter, only fed characters will be able to use it.

    • This reply was modified 8 years, 5 months ago by BreakingForce.
    in reply to: BreakinForce/Imbalance afk #234496
    BreakingForce
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    so that may have been a premature victory announcement. it does still freeze.  i’m wondering now if it might be a heat dissipation problem: when it’s kinda pleasant here, temperature wise, it seems to work ok, but when it’s hot (which is more and more often since we’re coming into summer), i’ll get repeated freezes.  i dunno.  all my fans seem to be working, there isn’t lots of dust piling up in the heat sinks.  i don’t get it.

Viewing 15 posts - 286 through 300 (of 326 total)