You gave us wonderful Fleet Shields, Warp Cores and Eng Consoles, great.
But now give us Fleet Field Generators and Tac Consoles
They should be released, cause I can't spend about 40KK EC to buy a Purple Disruptor Induction Coil MkXII
That price is ridiculous.
So we need Fleet Consoles to get High Performing Consoles.
This could be unfair for them who struggled to get that consoles, but hey: 40KK EC is really too much.
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Disclaimer: I do not own any aforementioned Mk XII purples myself, just being a little bit thoughtful, that's all.
Edit: We'll probably get fleet tac consoles when that Dyson sphere spire fleet holding opens.
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Who sets the value? The playerbase. And what is the exchange? The playerbase. You want to see supply and demand in effect, then go see the price of Cell ships.
How often do you go shopping on ebay? This question is for anyone who is reading this. The exchange is the same way. If you want it now, you will be shelling out the cash for instant gradification. If you want it cheap, wait a while and shop around. OR, if you don't want to pay anything at all, you can go farm for gear (I can it "trash collecting"). If you set the difficulty high enough or choose to farm in Ker'rat where the enemies are harder, then you might just get lucky and get one of those items as a loot drop. Yes it is a low rate, but choose you priorities. You could squander EC on the exchange, or you can go get one yourself and sell the extra items for spare EC in the process. Seems to be a pretty straight forward solution to me.
Edit: I appologize if I sound angry or contrary, but it sound like the OP wants all the best equipment handed to him on a silver platter. That is not how this game works. You have to EARN the best gear and equipment, not demand that the programers change the system just because you feel it is unfair. I EARNED all of the good gear on my characters and it isn't even the best gear in the game!
As to the new consoles, I really hope they follow the science route of buffing the lesser-used consoles, but leaving the most popular ones (Field Gens) alone. It forced people to make a choice between the old standby and the new shinies, balancing strengths and weaknesses for new builds. It was a far more interesting approach than the eng consoles which were simply flat-out superior with no tradeoffs, and what does that approach add to the game but P2W?
What I'd LOVE to see for fleet tac consoles would be a factional dual-proc, particularly for use in those ships that have special weapons of a certain kind like the Bortasqu or Vesta. Set it so the Mk12 version has a bonus of +28.1% (so 12-purples are still the absolute best, but not by much), but then you get a dual bonus of phaser+another chosen type (for feds) or disruptor+another chosen type (for KDF). Combo that with releases of a Fleet Gal-X and Fleet Guramba, and people will be able to use the internal weapon while loading whatever other other energy type they like, or create pseudo-rainbow builds, or whatever. Gives us new options without relatively-nerfing old ones (though this is totally out of my aft of course).
That would be exceedingly awesome. Been thinking about that too, this afternoon.
I'd love this.
Fleet tactical consoles will probably come with the new holding that is being added in Season 8. What forms they will take, only Cryptic knows. It's possible, but I think unlikely, that they'll be "faction" based, as in Phaser Relays for Feds and Disruptor Coils for KDF.
I think it is likely that all six energy types will be covered, with three different bonuses and three Mk levels for each. That's 54 consoles altogether. The bonuses I think will things like a generic +Kinetic that is half the strength of the console's energy boost, or a boost to the weapons training skill, something like that.
I think it will be faction specific because otherwise that's a lot of consoles. It would also fit the theme they are running with the Elite Fleet Weapons being either Disruptor or Phaser.
Personally I don't see the point in getting an "Elite" Fleet Antiproton Mag Regulator for "Advanced" Fleet weapons it just doesn't follow logically.
In addition, both Fleet science and Engineering consoles are limited to only certain consoles so a limit on certain things would also make sense in this instance.
But only time will tell.
Setting the difficulty up higher will not help you get a purple 12. Ker'rat isn't affected by difficulty level. Outside of very rare loot drops in Ker'rat there are two ways to get these consoles. 1) bonus prize for opening c-store packs. 2) fabricate console from alien artifact crit.
There are more embassy science consoles than there would be tactical consoles even if they included the torpedo ones. I don't think "a lot of consoles" is a concern.
And fleet consoles don't come in Advanced or Elite form. Just Mk X, XI, and XII, with stats equal to one mark higher due to their "Ultra-Rare" quality level.
You didn't do very well in your econ classes, did you?
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The MK XII consoles are nearly solely procured from doing the childrens toys doff assignments, if all consoles were available for fleet credits/dilithium it would make these doff assignments obsolete.
example. You farm constantly to build MK XII consoles and sell on exchange, 1 in 20 might be a decent purple console that'll pay out well (10-40m ec) or get a console in Kerrat (not sure if these actually drop) or get a decent purple mk xii console from a doff pack/lock box. you'll want to sell it for a profit if you do not want/need it especially if you are saving ec for a ship on the exchange
Highest score in my class, actually. As the demand goes up, so does the price. As the supply goes up, the cost will come down. People always assume that the item will be sold or that there is a transaction. If the seller's price is more than what the buyer is willing to pay, there is no sale or transaction. That is why you see some items sitting on a shelf for years without ever getting sold. At that point, the seller has to decide if they want to keep the item for themselves, or to lower their price and make less of a profit, or more likely sell the item at-cost so as to break even. For perishable items, there will be a loss either way, so the seller has to decide by how much of a loss they will incur. The largest loss the can incur is the base cost of the item. This is ignoring the cost of overhead (employee's pay, electricity bill, property taxes, and such fo the classic brick and mortar store).
My point was that there are so many people here that expect that an item on the exchange is the only way they will get that particular item. There are other cheaper ways.
Sad to say, many (not all) of the Ferengi Rules of Aquisition are basic rules of business that one should follow if they want to turn a profit and not waste resources. The ones below in particular apply to the exchange:
#3 Never spend more for an aquisition that you have to.
#7 Keep your ears (and eyes) open.
#9 Opportunity plus instinct equals profit.
#22 A wise man can hear profit in the wind.
#45 Expand or die.
#57 Good customers are like latinum, treasure them.
#62 The riskier the road, the greater the profit.
#74 Knowledge equals profit.
#98 Every man has his price.
#190 Hear all, trust nothing.
#194 It's always good to know about new customers before they walk in your door.
#203 New customers are like razor toothed gree worms; they can be succulent, but sometimes they bite back.
As Trump would say, "That's just good business."
If they go the generic route, they will fail as items and will not create the motivation for players to spend dilithium and fleet credits.
Creating the need for players to spend dilithium (time & real currency) and fleet credits (time currency) is basically the entire point of all SB Fleet holdings.
It depends on how they have them setup. If they're generic, but include things like +Acc, +Crith/Critd or -Drain across the board they might just be worth looking at.
That's possible, but in general when you trade straight damage for +ACC, or +CrtH or +CrtD, you are trading one method of improving your damage for another, so none of those would be a clear improvement without some fairly dedicated testing to prove it.
TBH, while I love the idea of -drain on Tac consoles, I really hope they give us a full suite of options like they did with the Embassy, and with some specialized Torpedo variants that either combine Energy + Kinetic or improve Torpedoes directly (shield pen, flight speed).
While I fully agree with it being trading one type of damage for another, isn't the recurring theme of fleet holding consoles so far been to introduce a twist on the consoles instead of just making the stats higher? I'd think introducing a "new way" of doing damage beyond just boosting the base number would fall into that category.
Personally I think the -drain belongs on engineering consoles, either EPS or the +weapon power ones. In fact, all the +power consoles need to be given the bonuses their associated EPtX powers do so they're not completely outclassed by everything else.
As for torpedoes, I'd love to see more variants of say the Omega or Hyper-Plasma rolled out to other damage types (chain firing with an ammo mechanic, or firing in pulses).
Not really, no.
EMBASSY
The Sci consoles are all Sci consoles +Shield Heal proc, or +Hull Heal Proc, or +Plasma Damage OR Plasma DOT.
In general they have the same or higher bonuses than consoles of their actual levels.
In general these improved damage (primarily of plasma) or added to passive healing > which has the side effect of emphasizing spike damage and neutralizing consistent attrition damage.
DIL MINE
These took Neutroniums, Monotaniums and RCS consoles (the most popular Eng consoles) and super charged them with:
* Added benefits such as +Hull Repair, +Hull HP, +Turn or +Res.
* Higher stat bonuses than standard items of equivalent rarity.
In all cases they are superior to standard items.
Agreed on most points, although the EPTx special benefits on +power consoles would probably be a bit extreme.
As would fleet-level Warhead Yield Chambers, Prefire Chambers, Variable Geometry Detonators and Directed Energy Distribution Manifolds be. If they're pumped up to the same degree that the Neutronium's were, we're looking at about a 22% damage bonus + a secondary effect at the MK XII level. The 8% differential to damage specific consoles would more than be made up for by an accuracy or crit boost equivalent to a single weapon modifier per console, especially once the stacking starts.
However, I will concede the point that simply dropping some crit or accuracy onto a beefed up console wouldn't ultimately change the meta as much as the embassy consoles did. Given the backpedal Cryptic did with the Mine consoles, I don't think we can expect that same kind of meta tweak from the (assumed) Spire consoles though.
Wouldn't necessarily be to the same magnitude of even EPtX1, but they desperately need a boost. Especially in light of the combined resist/turn consoles that came out of the Mine.
Well the difference is that the consoles in the Embassy are all good Sci items - for PvP anyway.
The Dil Mine consoles are arguably the best items in their class (engineering).
Warhead Yield Chambers, Prefire Chambers, Variable Geometry and Directed E-Manifolds are all arguably worst in class.
They went kind of an odd route.
They gave usefulness + good procs to fairly underutilized sci consoles (in PvE, people were using them in PvP) and also added a way to increase or decrease threat, as well as increase the damage plasma weapons can deal by a significant factor while simultaneously de-emphasizing field generators, what were the most used consoles.
Then they completely flipped that around and took what are arguably the best and most useful Eng consoles, and made them leaps and bounds completely superior options, so much so that they directly compete with +Crt % or other Uni consoles on some builds.
However, a tac console with an accuracy mod on it.... do want
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If they did it right, perhaps they could go some way to class balance?
Picture it. A Tac console that reduces weapon energy drain, but only for beam weapons (definitely NOT for dhc's. we're too tough already). Would give cruisers a huge boost, whilst still being nice-but-not-ground-shaking for escorts (who often run a single dbb).
Or a Tac console that gives a boost to some sci skill, particularly graviton generators or particle generators, two skills which (as I understand it) are most useful in dedicated sci characters. Done right, it could be a big boost to sci ships, a moderate boost to cruisers.
Personally, I'd be happiest if they did Mk12 ultra rare with a small boost to accuracy per console (say 2.5% each, or an equivalent boost to targeting systems). This would be a nice boost to everyone, and would help the sluggish cruisers and sci ships to hit the ultra fast (and thus high defence rated) escorts.
This would also encourage more use of flavour weapons in pvp, such as the experimental romulan beam (not often seen in pvp due to its lack of acc mods) and quad cannons.
Also, I really hope they do come in all six energy flavours. Don't want to ditch my beloved tetryons.
The danger is that they'll release tac consoles which will widen the power gap even more in favour of those ships with at least 4 Tac consoles, particularly us escort captains.
I'm not being an escort basher, I actually love them and main a Charal. But its getting to the point in pvp where the pug with the most escorts/bops usually wins, because cruisers and sci ships (excluding lockbox/lobi ships) are no longer performing well enough in their original intended role, though of course very skilled can still make them work excellently.
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ACC translates into more damage dealt in a lot of situations (Read: PvP).
So you've basically contradicted yourself.
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It all depends on which tac consoles are made. But I don't think it would change things as much as people might think. Even if they released phaser consoles for Feds, and disruptor ones for KDF, there would still be people who want those weapons on the other faction, so the price, while potentially lower, would still be high.
To really kill the prices of tac consoles, they would have to release fleet versions of ALL energy and torp consoles, and I really don't think they are.
They don't care about EC prices or crashing EC markets.
EC is the least easy to monetize for them, many players still don't even understand you can buy and sell Keys/DOFFpacks on the exchange.
What would make the most profit for them are Tac Consoles that people want to buy from the fleet store that will be as good or better than what they can get now "for free"by playing the game or generating ECs.
This goes especially because ships need 2 to 5 Tac consoles.
Think your warp core was expensive?
Think 5x 50k Fleet Credits (250k FCs) x 10 to 20k dil per console.
Let's say 10k dil x 5 for 50k dil total - current market value 393 zen.
250,000 fleet credits?
Either people play the content (win) or people buy/grind dil to dump into starbase (win), or people buy/grind DOFFs to dump into starbase (win) - win / win / win situation.
Lets say you are impatient, you don't want to grind PvE fleet marks or DOFFs.
250k dil gets you 250k fleet credits ASAP.
250,000 dil at current market value - 1969 zen + 393 zen = 2,362 zen for tac consoles.
Go ahead, one of these days sit down and take your most heavily geared character.
Itemize the list of things that can potentially cost dil or zen directly.
Add in your ship costs, fleet ship modules, etc.
I don't think anyone with an eye for it would be shocked to see that a single well geared & repped character can easily value well over $100 USD, and as high as $1000 (or beyond).
This is why Tac consoles that do not compete directly with current Tac consoles in some way will ultimately fail from a marketing standpoint.
They need to be special, unique & different from what is available on the exchange.
Either that, or we will see special Tac consoles in lockboxes one day - like hybrid/special weapons that are all single character BOE only.
Or more!
But on the topic of tactical consoles, I would hope that they would release improved variations of the different torpedo consoles. Something to encourage people to do something other than simply stacking up energy damage consoles. Right now, kinetic damage is largely useless beyond bringing down unshielded STF structures or using Chroniton Mines in pvp. It'd be nice to have an incentive to actually use that stuff.