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Elite Fleet Cores

einheryar44einheryar44 Member Posts: 0 Arc User
Currently there exists a large gap in effective Singularity Cores. Please add a few more, highly useful/sought out, Singularity Core options.

I realize that there are 6 different variables, with 3, 4, 5, 4, 2, 3 different possible values, and that there would need to be 1440 different Singularity cores to have one of each configuration -- and no one is asking for that or would expect it.

However, of the 6 variables, some of them are far more important than others.

Variable 1, Reinforced, Hyper-Charged, Hyper-Stabilizing
Variable 2, [SingA] [SingC] [PG] [EPS]
Variable 3, [Res] [Jump] [OLoad] [Shadow]
Variable 4, [WCap] [SCap] [ECap] [ACap]
Variable 5, [AMP] [CON]
Variable 6, [SSR] [SSS] [SST]

Var1, is perhaps the most important, as it decides which 2 systems will receive a lot of extra power from you Warp Core.
Var2, aside from PG being next to useless for Escort captains, and SingA and SingC being relatively similar (from my own point of view SingC being superior), this variable is decidedly less important.
Var3, with Shadow being next to useless, and Jump being amazing, Res being also great, it's a shame that they are the least represented in the 36 existing Cores. Important variable.
Var4, not very important at all. Isn't this what batteries are for? I can't imagine using this ability at all over the buffed version of Jump.
Variable 5, most captains at 5 pips will have two systems over 75 100% of the time, this 6.6% damage bonus is huge. So huge in fact that you might as well just replace all of the [CON] variety as they are completely wasted. The [AMP] is the only difference the Elite Fleet has over the Advanced Fleet, and it's big time worth it.
Variable 6, it's mostly a fluff out-of-combat stat. SSR is most peoples favorite from what I can gather, but overall a very unimportant variable.


So really, what is necessary is for damage orientated warbirds is a version of [Jump] + [AMP] for the Hyper-Stabilizing variant. However, in the 36 offered variants only 5 total have these two essential abilities paired. 2 Reinforced, 1 Hyper-Charged, and 2 Hyper-Stabilizing. HOWEVER, the Hyper-Stabilizing, which is the most useful one for damage orientated warbirds, BOTH are [PG] ,which is worthless for us!

Honestly this is quite a large gap in effective Singularity Cores, I absolutely LOVE the [AMP] that you put on the Elite Fleet Cores, but there **needs to be a Hyper-Stabilizing warp core with [Jump] and [AMP] with ANYTHING other than [PG].**

My absolute favorite Elite Fleet Core would be:
Elite Fleet Hyper-Stabilizing Singularity Core MKXII [SingC] [Jump] [WCap] [AMP] [SSR]

But really I would love any Hyper-Stabilizing core with [Jump] and [AMP] but not [PG], please just change the [PG] on either of the existing ones to anything else, please.



TLDR; Please change the [PG] on either of the two existing Hyper-Stabilizing Singularity Cores that have [Jump] and [AMP] to ANYTHING else other than [PG] for all of your damage orientated warbird captains! Please and Thank You :)
Post edited by einheryar44 on

Comments

  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2013
    I dont really understand your statement about Jump being powerful or necessary (in both pve as well as pvp its not really more than a inconvenience. Aside of the heal skill (Quantum absorbtion), every singularity power is just cute, to say as best. Best thing of it is accumulation its power to have more power on one subsystem.
    I would trade the singularity powers for a W->A/E Modifier anytime.
  • kurgis1kurgis1 Member Posts: 53 Arc User
    edited July 2013
    Personally I think the major gap with elite cores is the complete lack of a travelling core of any type. With Elite engines we get warp 12 - why oh why can't we have this option (taking up a stat slot if needed) for some elite cores.

    I realise most players just look and see "more dps!" but I would like the option to be able to fit a 12 or even 14 (can understand if you don't allow 14) speed elite core so I can fit an engine and not have to keep changing out my travelling engines when dropping into stf's.

    Just my 2 pence.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited July 2013
    I realize that there are 6 different variables, with 3, 4, 5, 4, 2, 3 different possible values, and that there would need to be 1440 different Singularity cores to have one of each configuration -- and no one is asking for that or would expect it.
    No, its 3 * 7 * 5 * 4 * 2 * 4 = 3,360 combinations. And 3 * 6 * 12 * 4 * 2 * 4 = 6,912 for warp cores. Half that number for advanced cores since they don't have the second-to-last modifier with 2 options.

    But some of the modifiers aren't available at all. For example, no singularity core has [Trans], the best last modifier. Only 3 warp cores have it and they're almost identical. Warp cores are missing an entire base type (hyper-stabilizing). This is because the available cores are entirely random, so the result is exactly what that implies.

    Advanced warp cores: 12 available out of 3,456
    Elite warp cores: 24 available out of 6,912
    Advanced singularity cores: 18 available out of 1,680
    Elite singularity cores: 36 available out of 3,360

    Randomly chosen. Not exactly likely your favorites are among them. Mine certainly aren't.

    I for one am totally asking for all of them. Sure, putting thousands of items into the same store window is impossible, but there are already stores in the game that ask what you want in multiple steps to give a shop window with a reasonable number of items.

    For example, in the dilithium store you could say "ground" -> "weapons" -> "phaser" before getting the store window, where there's further tabs for assault weapons, pistols and rifles and finally the choice of individual weapons.

    That same method could be used for the warp core salesman to ask the variables one at a time and thus allow players to buy whatever core they want. If the first 3 variables were asked independently and the 4th variable was in tabs, that would leave 4 advanced and 8 elite cores in the item list. Perfectly functional.
  • shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited July 2013
    kurgis1 wrote: »
    I realise most players just look and see "more dps!" but I would like the option to be able to fit a 12 or even 14 (can understand if you don't allow 14) speed elite core so I can fit an engine and not have to keep changing out my travelling engines when dropping into stf's.

    I had thought this is what Warp Cores were going to do. Remove the "sector space"/warp speed travel buffs from impulse engines and put them where they should be, on the warp drive. I have the same situation, I prefer the Aegis engines for their inherent defense bonus, but they give NO bonus in sector. I used to try to swap engines in and out, but I'd often forget and fly into combat with the wrong one. So I just surrendered to putting around at Warp 10, abusing Transwarp and Slipstream as much as possible.
    ssog-maco-sig.jpg
  • havokreignhavokreign Member Posts: 0 Arc User
    edited July 2013
    Lol, @ convenience procs.
  • jetwtfjetwtf Member Posts: 1,207
    edited July 2013
    Is there a list of what each of those acronyms stand for?
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    jetwtf wrote: »
    Is there a list of what each of those acronyms stand for?

    All listed here:
    http://sto.gamepedia.com/Warp_Core#Modifiers
    EnYn9p9.jpg
  • therealfluffytherealfluffy Member Posts: 0 Arc User
    edited July 2013
    Wouldn't this be the perfect opportunity to revamp crafting? (When did you last visit Memory Alpha?) Let us craft our cores (or other gear) with the modifiers we want.
  • einheryar44einheryar44 Member Posts: 0 Arc User
    edited July 2013
    woodwhity wrote: »
    I dont really understand your statement about Jump being powerful or necessary (in both pve as well as pvp its not really more than a inconvenience. Aside of the heal skill (Quantum absorbtion), every singularity power is just cute, to say as best. Best thing of it is accumulation its power to have more power on one subsystem.
    I would trade the singularity powers for a W->A/E Modifier anytime.

    Jump is great because not only do you create a Singularity that damages and sucks your enemy(ies) in, it teleports you 5KM, and most importantly makes your enemy target drop you. Allowing you to stealth, and either run to regen, or my favorite, to come back for another attack with your 15 seconds of +200% damage (assuming you have a Reman bridge officer with Sup Infiltrator and the rest Romulan with Sub).

    That is why I feel the Jump is the best Singularity ability. And the singularity giving a 100% accuracy debuff would be even better, which is why I think that it is also the best variant for Singularity Cores.
  • redheadguyredheadguy Member Posts: 423 Arc User
    edited July 2013
    Wouldn't this be the perfect opportunity to revamp crafting? (When did you last visit Memory Alpha?) Let us craft our cores (or other gear) with the modifiers we want.

    I second this! Too bad the dev's would never go for it.
    [SIGPIC]

    [/SIGPIC]
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