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Let's talk about the new Kits and how to build them

erraberrab Member Posts: 1,434 Arc User
Greetings All,

First I have to say that Cryptic just hit on a great way to monetize the new kits with the Lockbox Kit Modules and I must admit that I'm hooked on collecting them :o

I'm trying to build a Fabrication Kit for one of my Fed Engineers that will most likely become my standard Fabrication Kit for all my Engineers.

I'm trying to go additional artillery with my Fabrication Kit and I'll list the modules that I plan on using with it.

Please feel free to offer and suggestions about how I might be able to improve my proposed Fabrication Kit has well has suggest different kits for all classes (I have 11 Characters)

Kit Used Romulan Fabrication (4) Fabrication Slots (1) Engineering Universal

1st Module Ultra Rare Flamethrower Turret Fabrication V (Have)

2nd Module Very Rare Biotech Turret Mk XII (Have)

3rd Module Very Rare Active Immunity Mine Field Mk XII (Have)

4th Module Best Quantom Mortar I can find

5th Module Best Transphasic Bomb I can find

I might drop the Mortar for a Seeker Drone but I do like how the Mortars tend to keep players moving in PVP and how they work well with choke points everywhere else.

I'll also be building a defense heavy support kit but I have not given it much thought at the moment.

Thanks for your time
[SIGPIC][/SIGPIC]
Post edited by errab on
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Comments

  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited April 2014
    errab wrote: »
    First I have to say that Cryptic just hit on a great way to monetize the new kits with the Lockbox Kit Modules and I must admit that I'm hooked on collecting them :o

    Oh, kits are just the tip of the iceburg. I see season 10 or 11 bringing in a crafting revamp which focuses on making every item in game have components. While I'd like to be able to craft [acc]x4 or [acc]x2 [crtd]x2 fleet weapons, I think this kind of thing adds needless complexity in the name of choice.

    Luckly this change has only hit ground so far, which is a safe choice to test this plan as few players actually spend much time playing ground at VA.
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited April 2014
    I really like this kit revamp.

    I traded in my Embassy and Spire kits, played around with the modules and now my kit is so much better than it was before.

    /\
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2014
    You have got to be ******* kidding me, give you the kit but gotta rely on random drops or buy the modules what the hell.

    This along with the trait TRIBBLE is seriously ******* me off.

    Where the hell do you get the modules besides dilithium store.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2014
    jelly0 wrote: »
    You have got to be ******* kidding me, give you the kit but gotta rely on random drops or buy the modules what the hell.

    This along with the trait TRIBBLE is seriously ******* me off.

    Keep using the one you have until you get a replacement put together
  • tigerariestigeraries Member Posts: 3,492 Arc User
    edited April 2014
    jelly0 wrote: »
    You have got to be ******* kidding me, give you the kit but gotta rely on random drops or buy the modules what the hell.

    This along with the trait TRIBBLE is seriously ******* me off.

    Where the hell do you get the modules besides dilithium store.

    They can drop randomly... got some last night doing some fed newbie missions in the 30s range.

    But yeah if you want the Purple you buy it for Dil or EC on exchange (thru your nose).

    The Fleet still has their particular mods for sale for FM/Dil thou... you can customize now but you pay way more. More grinding, but you can skip if you dont focus on ground.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2014
    I didn't have time to play with the new kits yesterday, but I like the *idea* of them, and I'm looking forward to getting to it over the next couple days.

    I'm the type of player that will usually get one thing that works "well enough for all situations", and stick with it. My problem with kits has always been that, even once I find a kit I like, there would always be one (or two powers) that I'd never/seldom use in my playstyle. For example, I liked the Squad Leader kit, but never used the Smoke Grenade.

    Now I can build my own version of a Squad Leader, but use something else instead of Smoke Grenade... Or whatever. I haven't completely figured out what I'm going to do yet, but as I said, I like the *idea* of it.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • alexlockheartalexlockheart Member Posts: 1 Arc User
    edited April 2014
    ok so i'm wonder if this is an error... so ive got the old rom tactical kit from fleet embassy and so i traded it for the new... new one from trading in the old one gives you 2 assault slots, 2 strategic slots and 1 tactical uni slot. on the other hand if you buy a new one with fleet creds and dil that kit gives u 4 assault slots and 1 tactical uni slot... anyone have any idea?
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited April 2014
    jelly0 wrote: »
    You have got to be ******* kidding me, give you the kit but gotta rely on random drops or buy the modules what the hell.

    This along with the trait TRIBBLE is seriously ******* me off.

    Where the hell do you get the modules besides dilithium store.

    You can run the Borg/Undine Assimilated mission for a VR XI kit and module reward. Multiple runnings yield different kits and modules.
    Joined STO in September 2010.
  • somebobsomebob Member Posts: 556 Arc User
    edited April 2014
    errab wrote: »
    Kit Used Romulan Fabrication (4) Fabrication Slots (1) Engineering Universal

    1st Module Ultra Rare Flamethrower Turret Fabrication V (Have)

    2nd Module Very Rare Biotech Turret Mk XII (Have)

    Can you actually slot that into here?

    For me, as soon as I drop in any turret, the UI darkens out any and all other turrets (have not tried with a mortar launcher yet) and refuses to let me slot them in.

    I'd love to go double turrets (as my BOffs have), but it just won't let me.
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  • rifter1969rifter1969 Member Posts: 654 Arc User
    edited April 2014
    I didn't have time to play with the new kits yesterday, but I like the *idea* of them, and I'm looking forward to getting to it over the next couple days.

    I'm the type of player that will usually get one thing that works "well enough for all situations", and stick with it. My problem with kits has always been that, even once I find a kit I like, there would always be one (or two powers) that I'd never/seldom use in my playstyle. For example, I liked the Squad Leader kit, but never used the Smoke Grenade.

    Now I can build my own version of a Squad Leader, but use something else instead of Smoke Grenade... Or whatever. I haven't completely figured out what I'm going to do yet, but as I said, I like the *idea* of it.

    I'm with lordhavelok... I am really excited about the kit system, and can't wait to start experimenting with it.

    I too usually find something close to what I want and stick with it, and there is usually one or two things in the kits I really don't use.

    I just created a new Fed Sci, and I'm using the (I think) Physicists kit, the one with the fire, and stuff... well anyway, I'm not liking everything on that kit and would love to "craft" something that's more in line with how I like to play...

    So, I can't wait to devote some time to this..
  • greendragon527greendragon527 Member Posts: 386 Arc User
    edited April 2014
    I like that OP. I want to build an army of one kinda kit for my Eng main as well. I'll prob go with the generators for mine though, instead of bombs.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2014
    I must say even I am curiuos about this new kit rules. Thinking on a tactical kit to go with the new Undine Berzerk trait I acquired.......
    Leonard Nimoy, Spock.....:(

    R.I.P
  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited April 2014
    I didn't have time to play with the new kits yesterday, but I like the *idea* of them, and I'm looking forward to getting to it over the next couple days.

    I'm the type of player that will usually get one thing that works "well enough for all situations", and stick with it. My problem with kits has always been that, even once I find a kit I like, there would always be one (or two powers) that I'd never/seldom use in my playstyle. For example, I liked the Squad Leader kit, but never used the Smoke Grenade.

    Now I can build my own version of a Squad Leader, but use something else instead of Smoke Grenade... Or whatever. I haven't completely figured out what I'm going to do yet, but as I said, I like the *idea* of it.

    I too have always been fond of the squad leader kit, although with smoke grenade now being a 30% expose it+rallycry+(multi exploit weapon of your choice) seems to be a good combination for clearing mobs quickly, I picked up the spire squad leader kit though and i'm debating what to replace suppressing fire with, battle strategies comes to mind
  • iamynaughtiamynaught Member Posts: 1,285 Arc User
    edited April 2014
    Keep using the one you have until you get a replacement put together

    I created a new character to play with the launch of S9. Kind of difficult to use something the character never had.

    For current max level characters, this kit revamps looks great.

    For new characters it's a total wash, from my perspective.

    Prior to S9, everyone got a kit to start out with which gave an "extra" power.

    After S9 you get shafted and have to rely on getting a drop you can actually use to be equal to what you were previously.

    Also, prior to S9 you could go to vendors and buy a different kit and be on your way. Now you can buy the kit frame, but not mods.

    So now you're left to the mercy of the RNG. Not ideal.

    I know I'll get mod drops from missions as I level, and that's fine since that's how kits worked previously. I also know I can buy mods from the Dilithium store, but that's not going to happen. I'd rather throw that Dil at my Fleet considering how quickly we level.

    If kit mods are added to vendors in the near future then no problem. If them not currently being available from vendors is a bug then okay, TRIBBLE happens. But if this was intended, then who on the Dev staff thought this was a good idea?

    Kit mods should be added to vendors. Keep them common rarity so that players at least have something useful. That way players can chase the green/blue/purple mods as much as they want.
    Hello. My name is iamynaught and I am an altaholic.

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  • potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited April 2014
    I love the new kits.

    I used to use the spire squad leader for DOFFed Rally Cry + doffed Overwatch.
    I play my tactical Vulcan as a melee specialist using 3x melee crit security officer doffs, with the above 2 and a consumable recharge biochemist, with omega set for even more crit/severity, very rare Beta quadrant consumables, and a gambling device. Using a falchion my crit was reaching 46% with over 200 severity.

    Then the new kits hit: I traded in my mk12 spire squad kit, my 12 operative spire kit, and a romulan fire team. I bought a mk9 blue motion accelerator, dropped both grenades and suppressing fire...

    My ideal kit is: Rally Cry, Overwatch, Stealth, Lunge, Motion accelerator.

    Works great for pvp too. ;)

    And once I get that undine ground set for 30% more physical damage the fit will hit the shan.
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2014
    Cant they have a joined fleet store where you can choose modules from, what can you get and from where ?

    Im Tactical and currently use

    Tactical Kit - Operative

    Stealth Module
    Battle Strategies
    Lunge
    Ambush
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited April 2014
    So do you know where the highest quality modules drop from?

    I bought a pretty strongly upgraded plasma grenade from the Fleet Embassy, but for the rest of my kit I think I'll have to start collecting via other means.

    I'm guessing elite ground STFs and 1st place in Big Dig, can anyone confirm? Any other possible sources? Since S9 I haven't seen a Big Dig queue pop anymore :\
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited April 2014
    The Kit-revamp is very bad for new players. Before a fresh level 50 char could use a kit from exchange with 4 level 3 skills, now you have to grind and wait and hope to get something like this. Even fleet stores are quite empty.

    The winners are the old players, which traded their old kits for new kits and now have many modules and boni.

    Revamp idea was nice, but the implemenation lacks important things.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2014
    Replay "Assimilation" a dozen times and you should have a good stock of VR Mk XI kit modules. Or five Combat Supplies and three Shield Generators.
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2014
    Replay "Assimilation" a dozen times and you should have a good stock of VR Mk XI kit modules. Or five Combat Supplies and three Shield Generators.

    Yeah cause 30 minute reply cooldown is going to speed it up.

    They should have just made all modules available at fleet stores.
  • erraberrab Member Posts: 1,434 Arc User
    edited April 2014
    somebob wrote: »
    Can you actually slot that into here?

    For me, as soon as I drop in any turret, the UI darkens out any and all other turrets (have not tried with a mortar launcher yet) and refuses to let me slot them in.

    I'd love to go double turrets (as my BOffs have), but it just won't let me.

    Yep I have both of the Turrets slotted and they work quite well in tandem with each other :)

    The Biotech Turret has some nice repel on it and the flame turret burns them up coming in and on the way back ;)

    If you look at the Undine lock box modules you'll notice that their mines are classified has Fabrication whereas normal mines are Mechanic some of the other modules like the Undine Biotech Turret work the same way and can be slotted with other turrets.
    [SIGPIC][/SIGPIC]
  • erraberrab Member Posts: 1,434 Arc User
    edited April 2014
    One of the best things that I noticed about non Fleet Kits and modules is that they are all account bound so if you have multiple Characters of the same class you can just build the kit you like using and throw it in the account bank for use on the other characters of the same class.

    And for those of us who can't yet buy a Fleet Kit you'll find that the Fluidic Class kits are almost has good and quite the bargain on the exchange ;)

    Fleet Kits have (4) of one type slot with (1) universal slot and (4) base skill boosters and are Character bound.

    Fluidic Kits have a (2) (2) and (1) Universal slot setup with (2) base skill boosters and are account bound; however, unlike the Fleet Kits, Fluidic kits have bonuses that can do extra damage if you have the right skill modules slotted into them.

    For Example I have a Fluidic kit for my Tactical Characters that boost the base skills of weapons and Grenades and it also can do extra damage when slotted with Plasma Grenades, Photon Grenades and Sweeping Strikes.

    IMO Fluidic Kits are by far the best value kit option on the market.

    Edit:

    To find Fluidic Kits on the Exchange follow these instructions:

    Do a search for all with all also selected for rarity has well

    For Engineering type in: Fluidic Engineering Kit Mk XII

    For Science type in: Fluidic Science Kit Mk XII

    For Tactical type in: Fluidic Tactical Kit Mk XII

    For some reason the new kits and kit modules are not linked in right in the exchange at the moment and can't be found if you try searching in the kit section.
    [SIGPIC][/SIGPIC]
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited April 2014
    ok so i'm wonder if this is an error... so ive got the old rom tactical kit from fleet embassy and so i traded it for the new... new one from trading in the old one gives you 2 assault slots, 2 strategic slots and 1 tactical uni slot. on the other hand if you buy a new one with fleet creds and dil that kit gives u 4 assault slots and 1 tactical uni slot... anyone have any idea?
    When you trade in a fleet kit, it will be loaded with the modules for the same abilities the old kit had. Since the old Romulan tac kit has 3 strategic abilities, the traded kit has to be slotted like that to fit the same abilities.

    It would be nice if they sold the 2-2-1 kit for new players, too, though. It's good.
  • myko9myko9 Member Posts: 42 Arc User
    edited April 2014
    I've replaced my Borg Medical Analyser Kit with

    Science Kit Mk XI [Sci] [Shield] [Wep]

    4 Medical 1 Research

    Medical Nanites Mk XI
    Medical Tricorder Mk XI
    Triage Mk XI
    Vascular Regenerator Mk XI
    Tachyon Harmonic Mk XI

    haven't unlocked many of the fleet kits yet, and have a couple of spare purples I'm not using. Might try the Undine kit if I get a good research kit piece (exothermic field preferably). The fact you can mix and match without penalty is a very good thing, was worried they'd be bound to the kit once inserted.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2014
    Ok, so I've been doing some info-gathering and made up a spreadsheet/list of the "top" kit frames and modules available for "regular" purchase. I hesitate to put it up because it's still very much a personal notes/scratch pad/work-in-progress thing rather than a polished product, but I'm a giver :P, so here you go:

    http://www.bobthegamer.com/sto/kits.zip

    (To be clear, this is not guaranteed to be perfect, and there are some things that are in "note" form, so may only make sense to me. I'm also not sure how long I'll leave it up, nor do I promise any updates.)

    See the bottom of the sheet for multiple tabs of information. On the first tab are known kit frames you can get from Fleet stores, lockboxes, missions, and reps. Tab 2 contains modules. Tab 3 are descriptions of Frame Mod tags. Tab 4 are Links/Notes, and on Tab 5 are the results of some testing I did between my old kits and their stats with their new kits (yes, I bought multiple modules from different sources, and plugged them in/out to see which were better).

    The Lists are not intended to be fully comprehensive. I didn't search the Exchange for "dropped" frames/modules, because some-possible-very-rare/super-expensive edge-cases notwithstanding, the Fleet/Dil/Lockbox/Mission stuff will be better and/or more reliably available.

    You'll also notice I didn't bother putting in lower level marks if a higher mark existed at that store (for example, I didn't put in the Mk XI items in the Fleet stores because I'm only going to care that they have Mk XII items).

    Anyway, I'm open to questions/thoughts. If you want to share it around, please do. If you find errors or more info, let me know. I hope it helps.
    errab wrote: »
    Fleet Kits have (4) of one type slot with (1) universal slot and (4) base skill boosters...
    Not all Fleet Kits have a 4/1 setup. Some have 2/2/1. Looking at my notes now... Hmmm... I show the three Engs kits are 4/1... I'll need to double-check those (I thought one was 2/2/1).

    errab wrote: »
    IMO Fluidic Kits are by far the best value kit option on the market.
    Agreed! You can get a good Mk XII kit for ~50k EC. The market is flooded with them! Fleet kits might be slightly "better" (by some definitions of better), but they require Fleet Credits and Dil to purchase (not to mention the Fleet infrastructure costs). That being said, I don't think Fleet Kit frames are all that pricey either, really (and for my three toons for which I have (so far) got new kits, they got Fleet Kits).
    errab wrote: »
    For some reason the new kits and kit modules are not linked in right in the exchange at the moment and can't be found if you try searching in the kit section.
    Actually, you can search for kit frames and modules. Frames can be searched for under the Kit listing just as you listed in your post. Modules need to be searched for under the "All" setting. See my spreadsheet for a list of Mods you can search for.

    However, you can't use any rarity filter (ie don't select Common-Very Rare, leave set to Any). That filter is borked. :rolleyes:

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2014
    Here's an example of my Kit changes on one character:

    KDF Science Officer Kovar formally loaded with a Very Rare Science Kit - Physicist Mk X had the following powers [stats]:
    Electro-Gravitic Field III [-66% Run/12s; 75% +2 Root/10s]
    Exothermic Induction Field III [L49; 153.2 Fire Dmg; 8.5 Fire Dmg Patch]
    Hyperonic Radiation III [19 Rad Dmg/16.5s]
    Sonic Pulse III [113 Phy Dmg, 12m Knbk]

    He now has a Spire Prototype Science Kit Mk XII with these mods:
    Active Immunity Overload (VR Mk XII Lockbox/Exchange) [Ally: +10.7HP/s; +10DR//25s | Foe: 30% Chance 7.5 Tox Dmg/1s//15s, etc.]
    Electro-Gravitic Field (Dilithium Store Rare Mk IX Module) [-66% Run/11.4s; 75% +2 Root/7.6s]
    Exothermic Induction Field (Dilithium Store Rare Mk IX Module) [L44; 155.2 Fire Dmg; 8.6 Fire Dmg Patch]
    Hyperonic Radiation (Dilithium Store Rare Mk IX Module) [19.9 Rad Dmg/16.8s]
    Sonic Pulse (Fleet Spire VR Mk XII Module) [136.8 Phy Dmg; 18m knbk]

    Net results is that Kovar spent a not-insignificant (but not too bad) sum of Fleet Credits, Dilithium, and EC to gain a new power and slightly improve nearly all his pre-existing abilities.

    Was it worth it? Nah. It probably would have been just fine to stick with his old Kit. :rolleyes:

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited April 2014

    Net results is that Kovar spent a not-insignificant (but not too bad) sum of Fleet Credits, Dilithium, and EC to gain a new power and slightly improve nearly all his pre-existing abilities.

    Was it worth it? Nah. It probably would have been just fine to stick with his old Kit. :rolleyes:

    My plan till the market falls appart, of course I have 9 characters to worry about not 3 XD in the meantime the old kits work it's not like they suddenly stopped
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2014
    My plan till the market falls appart, of course I have 9 characters to worry about not 3 XD in the meantime the old kits work it's not like they suddenly stopped
    Yeah... I have about 9 active characters myself... I think about half of them had Fleet-level kits already. Kovar didn't and I was curious to "play" with the new Kit Feature.

    I wish I would have recorded exactly what I spent. I'm not at my game to go in and check the pricing of things, but I think the end result cost something on order of ~20k Fleet Credits, ~40k Dilithium, and ~4M EC (the latter on that one Active Immunity Overload module, it was pricey).

    Of course, I actually spent more than that because I purchased extra modules for experimentation. For example, I purchased several extra Common and an Uncommon Modules for about ~1M EC in total, I think (so I spent ~5M EC on this project). Plus, while I ended up keeping the Spire Sonic Pulse, I also bought a Dilithium Store Sonic Pulse to compare, so there's more "wasted" Dil spent on that mod.

    Anyway, it was in the name of Science!, and I had fun tinkering with things, so that part was worth it, at least. Heh. :D

    But you make an excellent point: The old kits work just fine. If you're happy with your old kit, there's no need to invest in the new system.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • jelly0jelly0 Member Posts: 560 Arc User
    edited May 2014
    Still not picked up any of these modules yet, when they gonna get off their butts and add them to fleet supplies.
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited May 2014
    jelly0 wrote: »
    Still not picked up any of these modules yet, when they gonna get off their butts and add them to fleet supplies.

    You'll probably be waiting a lot longer for this than it'd take for you to just replay "Assimilation" a few dozen times per character... ;)

    Leaving aside a few oddities (why the heck is Active Immunity Minefield a Fabrication module whenever Chroniton Mine Barrier is a Mechanic module?!?) the new kits allow for a vastly more powerful ground setup than last season. Engineers in particular are insane in PVE now.
    [ <<<--- @Maelwys --->>> ]
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