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New Chimera class heavy destroyer

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    dan512dan512 Member Posts: 0 Arc User
    edited October 2012
    Phaser lotus isnt the i win, but this thing out performs the galaxy x minus the cloak. Poor galaxy x on my old tac is going into drydock for this.
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    coffeemikecoffeemike Member Posts: 942 Arc User
    edited October 2012
    I went all Escort for mine:
    Fore: Quad Phaser Cannons, 2x Fleet Adv. DHC [Acc], Fleet Adv. Photon Torp.
    Aft: 3x Fleet Adv Phaser Turrets [Acc]

    Borg Def, Omege Engines and Shields

    Device: Weapons Battery (Lotus really drains weapons power), Subspace Field Modulator, Red Matter Cap.

    Engi Consoles: Dynamic Tac., Borg, Armor of choice
    Sci Consoles: 2x Field Generators
    Tac: 4x Phaser Relay

    Universal Lt.Cmdr. Tac Team, Scatter Volley, APO
    Universal Ensign: Tac Team
    Tactical Cmdr. Torp Spread, HYT, APO, Rapid Fire
    Eng. Lt. Engi Team, Revers Shield Polarity
    Sci. Lt. Hazard Team, TTS

    The ship handles like a champ. Lotus is awesome, but damning on power hence the batteries. Regeneration mode is great, love switching to it in the middle of a fight and watching my hull and shields go up and enemy shields go down.

    Nice setup- might go there for STF reasons...
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    themariethemarie Member Posts: 1,055 Arc User
    edited October 2012
    Pol-Disrupter cannons, DBA, turret and BA and 2X MK-12 advanced Quantums.

    Forget my console layout but it's designed to enhance the torpedoes... Have a shield boost, PDS console and I forgot what else.

    Classic Reman MK XI shield, and Borg Engine and Deflector.



    So far I ran Stranded In Space, Cure, Infected and KA.


    By itself, the Lotus is as effective as the Galaxy Lance. Works best against an unshielded target. When fired against a shielded target I was doing 1500 damage per pulse. Couple that with a FAW and a Torp Spread, it makes for an impressive visual.

    In STFs, the Lotus worked great for "finishing" groups of probes. The Shield Inversion Beams came in handy after a cube borked my shields... I was able to transform from KILL! to SURVIVE! and steal some of the Cube's thunder with the Shield Inversion Beams.


    By no means is this an I Win-ship. No more than the Galaxy-X is. I have yet to discover an optimal balance between flying/fighting in either mode. So far I spend most of my time in KILL! mode waiting on cooldown for Lotus and only switching to SURVIVE! mode when I need to refresh my shields.



    In summary, it's a neat toy. I'm happy with it and I'll fly it in some STFs.

    Pros: Great spread weapon and shield-sucker ability.
    Cons: Kind of squishy and very long recharge times on special abilities.
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    trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited October 2012
    I actually have to say the Lotus is closer to the Javelin do to the 4 tac consoles, but against multiple targets. The Phaser Lance is more of a glorified BO then anything really useful.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
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    stonefyrestonefyre Member Posts: 48 Arc User
    edited October 2012
    Simple (possibly stupid) follow-up question: what would be the advantage of this ship without the DTS console, compared to, say, an non-fleet MVAM escort? Certainly, you have the universal BOff slots, and slightly better hull at teh cost of some turn, but if I slot this the same way I do my Prometheus, is there any discernible advantage?

    The MVAM is all escort with a strong science bias in its BOFF layout. A Chimera without the DTS is a lot more of an escort/science hybrid. You'll strictly be in Renerative mode so you won't have any weapons power boost or the phaser lotus, but you will get a moderate aux power boost (+5 vs a science vessels +15) along with a shield stat bump that will improve your shields over stock escort shields, but still not matching a science vessel. You'll also have the tachyon ability that heals you and drains enemies.

    IMHO, I think a Chimera without the DTS would best fit a science captain who wants to run CC, but also wants to bring some DPS. Unfortunately, the console layout is not your friend in this scenario.

    To answer your question, definitely different, and if your looking for DPS a disadvantage. But, if you're looking for more science capability it may actually be an advantage over the MVAM.
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    novathelegendnovathelegend Member Posts: 95 Arc User
    edited October 2012
    I went on only long enough to claim the ship on my toons, but I haven't set it up yet.

    I plan on trying it with my tac first with this set up I think

    Borg deflector and engine, MACO MK XII sheild


    Thinking about going 3X MK XII phaser DHC and quad cannons fore
    3 MK XII phaser turrets aft

    Tac consoles: 4X Phaser
    Sci: borg conosle and field emitter
    Engineering: Neutronium, ablative, and DTS

    Commander tac boff: tt1, csv, cfr, apo3
    lt eng: epts1, rsp
    lt. sci: tss, he
    universal ensign: epts1 (or tac team)
    universal lt. commander: he, tss, grav well 1 (or tt1, crf, csv)
    Commanding Officer of Task Force Midnight
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited October 2012
    I have to admit, it looks silly and uncannon. Phaser banks don't look like that. Its just saying 'HEY THIS IS WHERE MY BIG GUNS ARE, TARGET ME HERE, I EVEN PUT A GOLD STRIPE ON THEM'. Mind, the KDF version looks even more stupid. You wouldn't have a big block of green to fire something from.

    I agree.

    Not to mention, if you think of it from a ship architectural perspective, where the heck they going to put all the rooms at, when most of the interior is going to the weapon and transformation systems. And with the Klingon Ship........where are they going to put the Warp Core of all things? Because that weapon system literally takes up 90% of the Engineering section.


    Personally, with the Klingon ship, we should've had those large disruptor canons appearing out of the hull, while the wings are being lowered into attack position. Same could be said with the Chimera where you pull back some hull to reveal extra torpedo banks.
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    drudgydrudgy Member Posts: 367 Arc User
    edited October 2012
    Oh man, I got in with this ship last night and wow is it fun. I did a bit of work on the Klingon one as well and these ships are just awesome. I wasn't sure what I would think about the Chimera at first, but it's a very beautiful ship once you see it in game. The whole saucer splitting up thing is unique, and very fun. Hat's off to all the Dev's who made it. I'm very pleased to have it in my little fleet.
    f3wrLS.jpg
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    redstarsweredstarswe Member Posts: 0 Arc User
    edited October 2012
    Personally I would have liked it to have universal cmdr instead of a tac cmdr, then all classes could enjoy it. I am currently on a sci captain, and I don't think the chimera will be anything for me. I'll go with a sci ship so that I can have my precious Gravity Well 3.
    A contract is a contract...(but only between Ferengi).
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    proteus22proteus22 Member Posts: 0 Arc User
    edited October 2012
    i have been seeing people complaining about the look of the sauser collapsing to reveal the phaser lotus well think about it this ship is trying to make enemies think its a light cruiser or science vessel then when enemy thinks they have easy target out pops the lotus and they realize too late its a trap.
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    manzorianmanzorian Member Posts: 2 Arc User
    edited October 2012
    Trying to come up with a decent layout for an Engineer using this ship. Any tips, ideas would greatly be appreciated.
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    srspellssrspells Member Posts: 0 Arc User
    edited October 2012
    Ok this is what I got so far and it works great.

    EnGI Class
    Boff Skills
    Com.TT1,Beta1,crf2,crf3
    lt Com.TT1,beta1,beamoverload3
    LT engi.eps1,aux2bat1
    ensign engi.eps1
    lt sci.HE1,TSS2


    Weapons
    3DHC phaser, 1 dual beam Phaser, 3 phaser turrets in back.

    Consoles
    Non consoles:3 piece borg, maco 12 shield
    Consoles:
    TAC:4 phaser relays(Boosts lotus power)
    Engi:2 neutroniums and 1 vet ship console
    Sci:asimlated borg console field gen.

    Doffs

    2 Technicians(helps CD for tac inversion)
    2shield distribution doffs
    1 subnuke(u can run a beam doff instead but I dont)

    Strategy:
    1. smaller stuff enter tac mode and obliterate, keep eye on shields its made of paper.
    2. bigger stuff go into regen mode and if shields hur use tacheyon inversion then activate aux2bat to reduce the CD of that ability and every time keep hitting that ability as u can.
    3. right after lotus hit eps flow regulator and that way your weapon power isnt low after words.(5 min cd for lotus and 3 min for flow so u can do this every time.
    4. make sure to line up shots and if tac inversion isnt up stay in tac mode.

    Skills
    pic 1
    http://imageshack.us/a/img96/9573/skillsforiwin.png
    pic 2
    http://imageshack.us/a/img407/684/skillsforiwin2.png

    Pic of my sexy girl char
    http://imageshack.us/a/img194/8397/mycharh.png

    hope you guys like my glass cannon build
    -Spells
    || Open Door Policy ||
    | Dues Ex Mechina |
    Fleet Leader
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    zdfx19zdfx19 Member Posts: 0 Arc User
    edited October 2012
    It reminds me of an A 10 Wart Hog in that its a butt ugly ship with some solid offensive competence that will be around and in use after sexier ships make box or shop release. I don?t like how it devalues my Dreadnought or under cuts the creation of more solid sci fi Trek ships for stupid gimmicks in a worse way than even the silly multi vector assault mode nonsense created when Trek?s writing was falling into the black hole of ineptitude. "Spock's Brain" was better thought out...
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    shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited October 2012
    I played around with it a little last night. I basically just grabbed everything off my Prometheus and threw it on just to see what would happen. Phaser Lotus is fun, but definitely not "I WIN". It might do better if I was actually running a phaser setup rather than the AP stuff from the Prometheus, but still. 5 minute cooldown and basically drops your Weapon power to 0 requiring a battery/EP2W/Aux2W to start firing again. Watching it launch off phaser lances one after the other in 360? arc is super fun though.

    I tried the Regeneration mode basically just to do it. I was never "forced" to deactivate tactical mode due to damage when running Starbase Alert. I pulled aggro on the flagship at the end and kept it, and he couldn't do jack to me. I miss the maneuverability of flying around the Prometheus Beta vector, but this thing tanks like a HEC.
    ssog-maco-sig.jpg
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    cptrichardson12cptrichardson12 Member Posts: 143 Arc User
    edited October 2012
    I played around with it a little last night. I basically just grabbed everything off my Prometheus and threw it on just to see what would happen. Phaser Lotus is fun, but definitely not "I WIN". It might do better if I was actually running a phaser setup rather than the AP stuff from the Prometheus, but still. 5 minute cooldown and basically drops your Weapon power to 0 requiring a battery/EP2W/Aux2W to start firing again. Watching it launch off phaser lances one after the other in 360? arc is super fun though.

    I tried the Regeneration mode basically just to do it. I was never "forced" to deactivate tactical mode due to damage when running Starbase Alert. I pulled aggro on the flagship at the end and kept it, and he couldn't do jack to me. I miss the maneuverability of flying around the Prometheus Beta vector, but this thing tanks like a HEC.

    Well, for one carry Weapons Batteries. It's got the extra device slot to carry them.

    Two: it's set up to where in tac mode it crits every 5 shots or so from my experience. That's horrifying. Well, for the other guys anyway. I'm only running two Mrk XI Rare Phaser relays and I'm hitting 1200-1300 DPS per gun before APO/CRF/CSV II. I am very impressed with the ship. Though I end up in instances where I outdamage everyone and end up with all the aggro....
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    obsidiusrexobsidiusrex Member Posts: 0 Arc User
    edited October 2012
    Thanks everyone for confirming what I was thinking. As soon as my patcher is done patching (to avoid the crashes that have been plaguing players today), I'm going to put my AP beam boat gear back on my beam boat, take my MVAM gear, and put it on the Chimera, and then try that out as time permits (although that may not be until next week due to me moving to a new domicile).

    My fleet's starbase isn't at Eng Tier 2 yet, so no starship weapons until we knock out a few more projects; and I haven't run nearly enough STFs to have [Borg] phasers yet; but in the meantime, I'll just use my rare Mk XI gear (and purchase some new turrets) to see how it runs with a BOff layout similar to my MVAM :)
    [SIGPIC][/SIGPIC]
    I don't care how long you've been playing. I only care about how you play.
    And remember to follow the rules.
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    devencombsdevencombs Member Posts: 222 Arc User
    edited October 2012
    I'd like an opinion on what an engineering build could be for this ship. Using the universal slots for engineers, it would be almost ideal for an engineer officer. Plus, you can't beat that turn rate.
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    reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    I've tried many builds with this boat and it handles them all quite well.

    Right now its a support boat in PvP, with 6x phaser beams and tachyon mines, and TB doff. Drains shields like a TRIBBLE. Then my buddies can vaporize things.

    Like I said, it is such a multirole ship. I like it a lot. Too bad its amazingly fugly.
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    mscowboymscowboy Member Posts: 231 Arc User
    edited October 2012
    I'll post the build I worked up for my Engineer. Keep in mind, I prefer PVE and I set this up as a secondary ship for a captain skilled for cruisers, meaning some design decisions were made specifically in the context of an escort being stuck with threat control, such as choosing rapid fire over scatter volley to avoid unwanted aggro.

    3 DHC, 1 DBB, 3 turret

    Commander Tactical
    tac team // beam target weapon subsystem 2 // cannon rapid fire 2 // attack pattern beta 3

    lt commander universal (engineer)
    engineering team 1 // reverse shield polarity 1 // emergency power to shields 3

    lieutenant engineer
    emergency power to engines 1 // auxiliary to battery

    ensign universal (engineer)
    emergency power to weapons 1

    lieutenant science
    polarize hull 1 // hazard emitters 2


    Doff:
    3x Technician
    1x Conn officer (tac team reduction
    1x Zemok (attack pattern reduction)


    This setup abuses the technician battery build. It keeps a constant uptime on EmP2S 3 and EmP2W 1. The doffs in combination with battery also bring both tac team and APB1 down to their global cooldown using only single copies allowing me to use only a single tactical boff and load up on the engineer powers. Only cannon rapid fire suffers slightly, being stuck with a 30% reduction, imperfect compared to what two rotating copies would accomplish, but it's a minor difference I think. As an engineer built for cruisers and skilled into threat control, the idea is to take one target and survive it. In addition to the general tankiness of the engineer abilities, target weapon subsys 2 ensures my dueling partner is de-fanged for a significant portion of the fight. So far I've had no problems sitting in front of a tac cube or even donatra and surviving the entire fight. Though engineering team has timing trouble with tac team, I prefer it over an ensign science ability because battery builds also cause hazard emitters to have difficult timing, and with both there is a better chance at least one of them will be usable if you really need a hull heal.
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    chahk42chahk42 Member Posts: 29 Arc User
    edited November 2012
    Though I end up in instances where I outdamage everyone and end up with all the aggro....

    So I'm not the only one then :)

    Fore:
    3x Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg] (purple)
    1x Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Borg] (purple)

    Aft:
    3x Antiproton Turret Mk XII [Acc] [CrtH] [Borg] (purple)

    Consoles Tac:
    Console - Tactical - Zero Point Quantum Chamber Mk XI (blue)
    3x Console - Tactical - Antiproton Mag Regulator Mk XI (blue)

    Consoles Eng:
    Console - Engineering - RCS Accelerator Mk XI (blue)
    Console - Engineering - Ablative Hull Armor Mk XI (blue)
    Console - Engineering - Neutronium Alloy Mk XI (blue)

    Consoles Sci:
    Console - Universal - Dynamic Tactical System
    Console - Universal - Assimilated Module

    Full M.A.C.O. XII set.

    BOFFs:
    Torpedo: High Yield III
    Torpedo: Spread I
    Cannon: Rapid Fire III
    Cannon: Scatter Volley I
    Engineering Team I
    Engineering Team II
    Reverse Shield Polarity I
    Emergency Power to Shields I
    Tachyon Beam II
    Tractor Beam III

    I do need some advice on the Engineering consoles.
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    killjack0killjack0 Member Posts: 89 Arc User
    edited November 2012
    Ok I would like some help to figure out what I can do to help my weapons layout. Currently I have everything on Antiproton which is 2 XII dual Heavy cannons and 1 XII antiproton Beam array in the front. In the back is 2 XI Antiproton beam arrays and an XI Quantum Torpedo. All of these I just listed are built for the borg. The only other weapon I have on my Chimera is my Quad Phaser cannons.

    My question is If i want to use my Quad Cannons would be be better if I rebuilt my ship to a full phaser build instead of mostly Antiproton?
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    proteanizzyproteanizzy Member Posts: 4 Arc User
    edited November 2012
    I put it on my Sci officer. Not too shabby. This thing is blowing thru groups of ships.
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    tom61stotom61sto Member Posts: 3,653 Arc User
    edited November 2012
    killjack0 wrote: »
    Ok I would like some help to figure out what I can do to help my weapons layout. Currently I have everything on Antiproton which is 2 XII dual Heavy cannons and 1 XII antiproton Beam array in the front. In the back is 2 XI Antiproton beam arrays and an XI Quantum Torpedo. All of these I just listed are built for the borg. The only other weapon I have on my Chimera is my Quad Phaser cannons.

    My question is If i want to use my Quad Cannons would be be better if I rebuilt my ship to a full phaser build instead of mostly Antiproton?

    Yes, re-doing your weapons to Phaser and then using Phaser Relays in tactical consoles will help your damage output. Right now, you're either loosing out on damage from the Quads and Phaser Lotus or the rest of your energy weapons.

    Personally, I'd fit it like an escort (which it basically is) and drop beam arrays entirely for a DHC fore (or DBB if you want Beam Overload spike damage) and two or three turrets aft. If you're intending to use Borg Salvage to fill in the weapons, do it quickly, as Borg standard space weapons will no longer be available Season 7 and any unused Borg EDC/salvage/tech will be converted to Omega Marks, Neural Processors and Dil which is then locked away until you reach Tier 3 in Omega Reputation.
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    unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    tom61sto wrote: »
    Yes, re-doing your weapons to Phaser and then using Phaser Relays in tactical consoles will help your damage output. Right now, you're either loosing out on damage from the Quads and Phaser Lotus or the rest of your energy weapons.

    Personally, I'd fit it like an escort (which it basically is) and drop beam arrays entirely for a DHC fore (or DBB if you want Beam Overload spike damage) and two or three turrets aft. If you're intending to use Borg Salvage to fill in the weapons, do it quickly, as Borg standard space weapons will no longer be available Season 7 and any unused Borg EDC/salvage/tech will be converted to Omega Marks, Neural Processors and Dil which is then locked away until you reach Tier 3 in Omega Reputation.

    Do Phaser relay consoles boost damage on the Phaser Lotus weapon?

    Also, I'm currently outfitting the Chimera like my Armitage (2x DHC /1x Quad+ 1x Quantum Fore/3x Turrets Aft , but I feel less effective somehow due to the different Boff setup making me lose powers I'm typically used to cycling.

    My current Chimera layout:
    Cdr Tac: Tac Team 1/Torp Spread 2/AP Beta 3/Rapid Fire 3
    LtC Uni (Eng): Emergency Power Shields 1/Rev. Polarity 2/Emer. Shields 3
    Lt Eng: Eng Team 1/Direct. Ener. Mod
    Lt Sci: Transfer Shield 1/Haz. Emitters 2
    En Uni (Tac): Tac Team 1

    This setup is different from my Armitage, and as a result I've lost some powers like Scatter Volley and my 2nd copy of Rapid Fire, and I don't feel like my Lt. Engineering slot is well used - Eng Team cuts into my Tac Team cycle and DEM isn't very useful for STFs (I don't do PVP).

    Do you have advice for making the most of this new layout? I'm open to any suggestions, although if possible I'd like to avoid drastically respeccing my crew, as I like to switch between my Armitage and whatever.

    Thanks!
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    cinerama818cinerama818 Member Posts: 0 Arc User
    edited November 2012
    chahk42 wrote: »
    So I'm not the only one then :)

    Fore:
    3x Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg] (purple)
    1x Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Borg] (purple)

    Aft:
    3x Antiproton Turret Mk XII [Acc] [CrtH] [Borg] (purple)

    Consoles Tac:
    Console - Tactical - Zero Point Quantum Chamber Mk XI (blue)
    3x Console - Tactical - Antiproton Mag Regulator Mk XI (blue)

    You are aware that the [Borg] weapons do not work?
    Consoles Eng:
    Console - Engineering - RCS Accelerator Mk XI (blue)
    Console - Engineering - Ablative Hull Armor Mk XI (blue)
    Console - Engineering - Neutronium Alloy Mk XI (blue)

    Consoles Sci:
    Console - Universal - Dynamic Tactical System
    Console - Universal - Assimilated Module

    Full M.A.C.O. XII set.

    BOFFs:
    Torpedo: High Yield III
    Torpedo: Spread I
    Cannon: Rapid Fire III
    Cannon: Scatter Volley I
    Engineering Team I
    Engineering Team II
    Reverse Shield Polarity I
    Emergency Power to Shields I
    Tachyon Beam II
    Tractor Beam III

    I do need some advice on the Engineering consoles.

    You are aware that [Borg] weapons do not work?
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    tom61stotom61sto Member Posts: 3,653 Arc User
    edited November 2012
    Do Phaser relay consoles boost damage on the Phaser Lotus weapon?

    Also, I'm currently outfitting the Chimera like my Armitage (2x DHC /1x Quad+ 1x Quantum Fore/3x Turrets Aft , but I feel less effective somehow due to the different Boff setup making me lose powers I'm typically used to cycling.

    My current Chimera layout:
    Cdr Tac: Tac Team 1/Torp Spread 2/AP Beta 3/Rapid Fire 3
    LtC Uni (Eng): Emergency Power Shields 1/Rev. Polarity 2/Emer. Shields 3
    Lt Eng: Eng Team 1/Direct. Ener. Mod
    Lt Sci: Transfer Shield 1/Haz. Emitters 2
    En Uni (Tac): Tac Team 1

    This setup is different from my Armitage, and as a result I've lost some powers like Scatter Volley and my 2nd copy of Rapid Fire, and I don't feel like my Lt. Engineering slot is well used - Eng Team cuts into my Tac Team cycle and DEM isn't very useful for STFs (I don't do PVP).

    Do you have advice for making the most of this new layout? I'm open to any suggestions, although if possible I'd like to avoid drastically respeccing my crew, as I like to switch between my Armitage and whatever.

    Thanks!

    You can double check if you want on the phaser console; Grab a cheap phaser console(Mk XI white will do), go to non-sector space (where your BOff powers are live, like outside ESD or DS9) switch to tac mode. Hover over the Phaser Lotus button, you should see some sort of damage or DPS rating. Slot in the phaser console, wait a few seconds and check the number again.

    I think of the Chimera as an escort, and would just slot the second Tac you usually use in the Armitage into the Lt. Comm Uni spot. Then put a Eng into the Ensign with EPtS, and go EPtS 1 and Aux2Structural 1 in the Lt. Eng. Aux2Structural is small hull heal and resist buff, but on a very fast 15 sec. cooldown that doesn't interfere with the Team cooldowns.
    You are aware that [Borg] weapons do not work?

    Only the [Borg] proc doesn't work correctly, they're effectively a blue quality weapon -- still nice at Mk XII and pretty cheap to get until S7.
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    heinekoheineko Member Posts: 1 Arc User
    edited November 2012
    For all they are worth, [Borg] weapons are a ridiculously cheap source of AP weapons.

    Hopefully its fixed in the S7 system. I'd hate to bothering grinding to get one...

    Phased Tetryon all the way!
    [SIGPIC][/SIGPIC]
    Captain Ruri Gokou of the U.S.S. Kitty Hawk
    Catian Atrox Carrier
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    cinerama818cinerama818 Member Posts: 0 Arc User
    edited November 2012
    heineko wrote: »
    For all they are worth, [Borg] weapons are a ridiculously cheap source of AP weapons.

    Hopefully its fixed in the S7 system. I'd hate to bothering grinding to get one...

    Phased Tetryon all the way!

    They have known for a while, but their fix for the problem?

    "We are not selling them anymore in season 7" Problem solved
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    chahk42chahk42 Member Posts: 29 Arc User
    edited November 2012
    tom61sto wrote: »
    Only the [Borg] proc doesn't work correctly, they're effectively a blue quality weapon -- still nice at Mk XII and pretty cheap to get until S7.

    I was unaware of this. Thanks for the heads-up.

    I'm actually in the process of farming up Dilithium and Fleet Credits while waiting for my fleet to get the Elite Space weapons (if they exist, couldn't find them in the fleet tier descriptions.) After that I'll swap in DHCs and turrets.
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