Just wondering what people put in their ship device slots. I've seen the satellite devices and of course there are the batteries, just wondering if they are worth or practical to use in stfs.
A stack of weapons batteries, with 40 spares in inventory, and the modulator doojiggy. If I've got more than 2 slots to work with, I'll add the red matter capacitor or an engine or aux battery depending on the build, with the occasional turret or jevonite hardpoint substitution.
I used to hot-swap the RMC and weapons battery in the first device slot in mid-combat until Cryptic broke the device slotting in the tray in season 7. Now I don't really regret not getting that purple quartermaster battery doff. It would be totally useless for me because of that bug.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Sub-space modulator, deuterium surplus, plus the scorpion fighters device. There's nothing else that fits there.
SFM, Deuterium, Space Pirates and sometimes scorpion fighters.
Anything else depends on what i am flying. Sometimes weapon batteries, sometimes Aux.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Deuterium, satellite turrets and the scorpion fighters from the mission. I don't use batteries.
What are these jononite hardpoints? I've never heard of them.
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A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
Weapon Batteries are a must have IMO. They are used when getting into combat out of full impulse.
Other then that: Aux batteries on grav well users.
Deuterium surplus on non-grav well escorts ( was to lazy yet to farm those on my rom toons^^)
Red matter capacitor in case the batteries are in CD or in case a Grav well user wants to attack out of full impulse...
Subspace modulator in case I have slots to waste...
nimbus device, subspace modulator from devodians arc. That's about it.
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Depends on the ship, really. Batteries and deployable satellite turrets are the most common for me. But there will also be a place for the subspace field modulator, no exceptions.
I'm also rather fond of the disposable Scorpion fighters.
I try to use the same layout on all ships so I can memorize keys
Slot 1: Weapon Battery if beam drain is a concern, otherwise Red Matter Capacitor if I have it
Slot 2: Shield Battery
Slot 3: Deuterium Surplus, or Engine Battery if I'm out of Deut
Slot 4: Ablative Jevonite Hardpoints, or Weapon Platform if I'm out
Deuterium, satellite turrets and the scorpion fighters from the mission. I don't use batteries.
What are these jononite hardpoints? I've never heard of them.
They add 100 points to your structural integrity skill for 15 minutes. They're pretty tasty. Think they're from a doff chain, but can be bought on the exchange.
Prototype ablative jevonite hardpoints is the full name, if I remember right.
Space pirates distress call and scorpion fighters; also the subspace field modulator
You know, you can use the distress call from your inventory. Just sayin'.
As for me? Subspace field modulator and aux and weaps batteries on my battlecruisers, with the addition of Scorpion fighters on my cruisers.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
SFM and RMC, depending on if the ship can slot more...it depends on what ship and what I'm aiming to do.
I like to do turret doff missions since they build up marauding/diplomacy...sometimes I use them on bosses who don't do much or any aoe.
Scorpions I use sometimes too...just wish they didn't share a cooldown with just about like every other single device slot item that does damage. :mad:
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Depending on the number of device slots and the ship I'm flying, I almost always have the modulator, pirate call and satellite turret in pve, and large weapons batteries, scorpion fighters, modulator and occasional jevonite hardpoints in pvp.
"If this will be our end, then I will have them make SUCH an end as to be worthy of rememberance! Out of torpedos you say?! Find me the ferengi!".
Comments
I used to hot-swap the RMC and weapons battery in the first device slot in mid-combat until Cryptic broke the device slotting in the tray in season 7. Now I don't really regret not getting that purple quartermaster battery doff. It would be totally useless for me because of that bug.
Joined January 2009
SFM, Deuterium, Space Pirates and sometimes scorpion fighters.
Anything else depends on what i am flying. Sometimes weapon batteries, sometimes Aux.
system Lord Baal is dead
If that is the Nimbus Pirate Distress call you are on about - it works from your inventory, you do not have to slot it.
What are these jononite hardpoints? I've never heard of them.
A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
Other then that: Aux batteries on grav well users.
Deuterium surplus on non-grav well escorts ( was to lazy yet to farm those on my rom toons^^)
Red matter capacitor in case the batteries are in CD or in case a Grav well user wants to attack out of full impulse...
Subspace modulator in case I have slots to waste...
Nimbus pirates does not need a device slot.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
/10characters
Weapon Batteries
Shield Batteries
Do you mean the Nimbus Pirate Distress Call?
You do not need to slot it. All you need to do is keep it in your personal inventory.
I'm also rather fond of the disposable Scorpion fighters.
Slot 1: Weapon Battery if beam drain is a concern, otherwise Red Matter Capacitor if I have it
Slot 2: Shield Battery
Slot 3: Deuterium Surplus, or Engine Battery if I'm out of Deut
Slot 4: Ablative Jevonite Hardpoints, or Weapon Platform if I'm out
They add 100 points to your structural integrity skill for 15 minutes. They're pretty tasty. Think they're from a doff chain, but can be bought on the exchange.
Prototype ablative jevonite hardpoints is the full name, if I remember right.
You know, you can use the distress call from your inventory. Just sayin'.
As for me? Subspace field modulator and aux and weaps batteries on my battlecruisers, with the addition of Scorpion fighters on my cruisers.
— Sabaton, "Great War"
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Red Matter Capacitor, Rechargeable Shield Battery, Subspace Field Modulator, Heavy Phaser Turret.
Good all round mix, though some 'fun devices' would be very welcome.
I like to do turret doff missions since they build up marauding/diplomacy...sometimes I use them on bosses who don't do much or any aoe.
Scorpions I use sometimes too...just wish they didn't share a cooldown with just about like every other single device slot item that does damage. :mad:
"If this will be our end, then I will have them make SUCH an end as to be worthy of rememberance! Out of torpedos you say?! Find me the ferengi!".