I don't entirely disagree with your sentiment, but I do think you are exaggerating.
If you level up your Science, Engineering, and Shield R&D schools to 15, then it does not cost anywhere near as much dilithium.
Between two characters, I have managed to level Science, Engineering, Shields, and Beams to 15. Now I can craft the upgrade tech to upgrade my space sets relatively cheaply.
The only real difficulty is in getting Argonite Gas, which is locked behind some difficult-to-pug missions.
Why, leveling up to 15 is very costly too: either Dilithium, or time-wise. Pay thru your nose to get it all now; or wait until your nose bleeds to have it all in 6 months.
Why, leveling up to 15 is very costly too: either Dilithium, or time-wise. Pay thru your nose to get it all now; or wait until your nose bleeds to have it all in 6 months.
I haven't hurried up research to level in my R&D schools at all.
What I did do is craft a bunch of MK X junk in those schools to supplement the research projects. That sped the process up considerably because believe it or not, crafting stuff actually yields crafting xp.
To top it off, I sold much of that MK X junk on the exchange for a nice profit (field generators, neutronium armor, antiproton mag regulators, personal shields). I was a bit surprised by how much EC people are willing to pay for some Very Rare quality MK X gear.
I live by the old saying, "Don't work hard; work smart!"
I generally only play 1 char, who has several ships ... the changes have been unfriendly to me.
It seems like the best setup would be to have many chars, each one with a well planned out and unchanging 1 ship build. This is both because of the dilthium refine limits, and the lame upgrade costs.
I haven't hurried up research to level in my R&D schools at all.
What I did do is craft a bunch of MK X junk in those schools to supplement the research projects. That sped the process up considerably because believe it or not, crafting stuff actually yields crafting xp.
To top it off, I sold much of that MK X junk on the exchange for a nice profit (field generators, neutronium armor, antiproton mag regulators, personal shields). I was a bit surprised by how much EC people are willing to pay for some Very Rare quality MK X gear.
I live by the old saying, "Don't work hard; work smart!"
Interesting tip. Didn't realize crafting itself would yield crafting XP itself too. Thx!
Yes, lower Mk stuff pays very well now (because of the way the upgrade system works: better roll a few round on an Mk X item than an Mk XII one). Mk II is the new Mk XII now.
I would love to be able to run a different loadout for PVP and one for PVE queues. But I also like playing around with builds, even trying to get my old Oberth to do minmax damage. But I honestly have stopped playing entirely lately. So I guess here is my question:
Has anyone figured out the best place to upgrade to, so as not to waste resources, but still get good improvements? Is MkXIV really necessary or should I stop at XIII? Should I be maximizing for quality improvement or just get high mark and be happy if there is any quality upgrade along the way? I honestly don't know what the sweet spot is or best method to get there yet.
I guess I just want to know on the curve for marginal stat improvement vs. marginal cost, where am I starting to plateau? It seems to me Mk XIII UR is usually best, but this may not be universally true.
MK14 is enough (not considering the current space elite mockery where even Gold MK14 does not help).
If you crit a fleet or set item it's your lucky shot, if not let it be that way.
Only half a million dil guarantees 100% that you get a gold MK14.
Comments
Why, leveling up to 15 is very costly too: either Dilithium, or time-wise. Pay thru your nose to get it all now; or wait until your nose bleeds to have it all in 6 months.
I haven't hurried up research to level in my R&D schools at all.
What I did do is craft a bunch of MK X junk in those schools to supplement the research projects. That sped the process up considerably because believe it or not, crafting stuff actually yields crafting xp.
To top it off, I sold much of that MK X junk on the exchange for a nice profit (field generators, neutronium armor, antiproton mag regulators, personal shields). I was a bit surprised by how much EC people are willing to pay for some Very Rare quality MK X gear.
I live by the old saying, "Don't work hard; work smart!"
I generally only play 1 char, who has several ships ... the changes have been unfriendly to me.
It seems like the best setup would be to have many chars, each one with a well planned out and unchanging 1 ship build. This is both because of the dilthium refine limits, and the lame upgrade costs.
Interesting tip. Didn't realize crafting itself would yield crafting XP itself too. Thx!
Yes, lower Mk stuff pays very well now (because of the way the upgrade system works: better roll a few round on an Mk X item than an Mk XII one). Mk II is the new Mk XII now.
If you crit a fleet or set item it's your lucky shot, if not let it be that way.
Only half a million dil guarantees 100% that you get a gold MK14.