Before the upgrade system, fleet gear was the highest (save for a few things) rarity of gear you could get. To compete, the reputation gear got its set powers. Now that reputation gear can be the same rarity as fleet gear, and maintain their set powers, fleet gear seems to have fallen behind in terms of usefulness (save for a few instances). Should anything be done to improve fleet gear?
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
Does fleet gear need an upgrade? 102 votes
Give fleet gear set powers.
Give fleet gear an extra mod than other gear of the same rarity.
Improve the stats of fleet gear.
0
Comments
Consoles aren't horrible to get to gold but the weapons, and deflector, shields, etc. too pricey in my book.
Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians
U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
Game Handle: Grayfox@GrayfoxJames
Website: https://www.libertytaskforce.com
Armada (STOFA Member Fleet): https://www.libertytaskforce.com/stofa
Discord: https://discord.gg/bGp9N7z
Twitter: STOFA@LTFGrayfox
Email: CSDynamix@Hotmail.com
Praetor of the -RTS- Romulan Tal Shiar fleet!
The only thing that should be changed are those fleet weapons, srsly those [Dmg]x2/3 mods are terrible on otherwise fine gear.
free jkname
Get the Forums Enhancement Extension!
Weapons need better mod choices.
Warp cores are fine.
Never used shield/deflector/engines so can't comment on those.
Other gear seems to be fine with me, engineering consoles are still the best if you need more resists(hint: you do not), warp cores still offer [Amp] mod right away without the need to expensively upgrade reputation cores(and last adjustment on fleet gear prices made it pretty affordable), science consoles are pretty much all the latest shout with it's 'Xplosion proc and tactical consoles are still the best money can buy, making me burst with laughter whenever I see regular upgraded tactical consoles on the exchange. Some ground kit modules/frames aren't bad either. Elite shields are still fine with their [Adapt] mod while fleet deflectors lost most of it's purpose with the addition [SciCdr] mods on some reputation ones. Fleet engines were obsolete from the start IMO. Their only advantage of warp 12 is easily dwarfed by Assimilated engines(warp 14).
An option could be giving mods that are close to what is current standards with a new mod maybe for fleet advance and elite gear to make them desirable along with a cheaper upgrade line. I would love personally to have to pick between a crtdx3 pen weapon and maybe a crtdx3 and a new mod that was designed to enhance damage from that one weapon. Like a weak form of a cat2 +damage boost. Just for ideas.
Shields would be nice to see them come with a hot fix ability with the adapt. Or perhaps making it a part of a "Fleet set" that gets a 4 piece set bonus when you combine fleet space gear. This same concept could apply for a fleet weapon set too. But give it an added bonus of combining a couple more weapons to stack for additional sets, but only one beam per set for instance.
Top DPS 102k
You know the sources for the “best” build feel pretty well distributed:
Tac Consoles: Fleet
Eng Consoles: Rep
Sci Consoles: Fleet
Weapons: Crafting
Core systems: Rep/Fleet
Why put more emphasis on fleet at all? It should also be noted that other areas like bridge officers and additional doff slots and soon additional trait slots are already fleet related.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Fleet weapons start at ultra-rare, and have 2 dmg mods(or at least one dmg mod). Now, dmg isn't absolutely completely useless; but why in god's name would you spend precious dilithium and fleet credits on a weapon you're going to throw out eventually, anyway? Just craft mk 2's and use that dil to upgrade it. You'll get a better weapon(assuming you're using the right modifiers), one you won't throw away in a month or so.
100% agreed, the mods on fleet weapons are terribad
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
IMO there needs to be more variation on the weapons in terms of modifiers. Most of the other gear is fine, since stuff like warp cores give a huge selection.
"Let them eat static!"
Savik - Vulcan Fed Temporal Sci
Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013
Rayzee
excellentawesome#4589
torgaddon101
raeat
Ummm...Yes?
(Some "No" votes will be collected due to statistics, but wouldn't ever skew this poll downward. I didn't even need to look at the results to predict this.)
Or Elite Fleet gear could have set bonuses. For each Elite Fleet weapon installed, you might get a flat 1 or 2 subsystem boost or something.
Since firing cycle haste seems to be the new thing, that could also be an integrated mod for Elite Fleet gear.
I can't help but laugh at your signature, it is funny as can be!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Except that they're 1. all cheaper than their reputation counterparts and 2. higher rarity. Fleet weapons/equipment were the "best" weapons in the game if you're willing to settle for a somewhat limited selection of passives and other abilities in return for substantially cheaper price tags [exchange or rep]. If you wanted to have finer control over your build [ex. Crtdx3 versus Dmgx3+Crtd] other non-fleet gear was always your best bet.
Its still the same situation now. Even with upgrades it is still be cheaper to buy into VR XII via fleet weapons than to upgrade your way up to the same point provided you're willing to settle for a particular set of mods and a very, very small chance of upgrading up to gold. There's no reason to arbitrary buff fleet gear [in contravention to existing game mechanics, something new would need to be invented]. It still has a very useful place in the game. It may no longer be the end-all for some people, but those kinds of targets always change with every major content add on [ex. the fleet system]. The status quo not only isn't a useful goal of game design (its what we call stagnation), it hasn't ever really existed in the first place (everything is always changing in some way, at least when things aren't stagnating.)
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Show me where it says "best" in the description of the fleet system. Do fleets have the best space and/or ground equipment? No, reputation gear generally scores there. Ground weapons? Well, again compare the Dyson Experimental rifle versus a fleet sniper. Dyson wins fairly easily [even without set buffs]. But what about space weapons? Reputation torpedoes have generally been more favorable for the last few seasons [at the very least] and fleet energy weapons have a fairly narrowly proscribed set of mods to choose from. Yah, everyone likes more DMG, but for some builds (particularly after LoR and Spire consoles launched) its not worth sacrificing other things (ie. CrtD.) Heck, even fleet ships aren't the unquestionable best on offer (see. Scimitars, Command Cruisers, and Lock Box ships.)
So what do we have here? Well it seems like a fairly simple misconception. For a relatively small, fixed price tag fleet gear gets you a good setup. It doesn't get you the best setup. Should cryptic change the game to accommodate that? Quite simply, no.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Rayzee
excellentawesome#4589
torgaddon101
raeat
Fleet Engines - Outstripped by Reputation Engines. The "Efficient" aspect sucks, especially for endgame worthy builds that have more abundant power, even on warbirds.
Elite Fleet Deflectors - SCICDR is nice but the rest of the stats just absolutely suck and does a very poor job in reinforcing performance of a ship build.
Fleet Advanced/Elite Weapons - Bad due to the mods. The Elite Disruptors or the KDF have a wonderful proc but the mods set it back. However, with Cryptic revamping [Dmg] mods, things may improve some. So Fleet weapons are kind of up in the air real soon.
=======
Fleet Dil Mine, Spire, Embassy Consoles are still unbeatable. Elite Fleet Shields are still rock solid reliable. Spire & Dil Mine Cores are still very good, though some Reputation Cores can be just as good.
=======
If anything, Fleet Engines and Deflectors need a makeover.