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3 Borg Cube's and Borg Command ship destroyed in 20 seconds by a single player.

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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited January 2016
    kate370 wrote: »
    Well how important is crit chance and severity? Because right now mine are at the bottom levels. I tried changing traits and weapons and my skills. But I can only nudge it up like 2....3% from the minimum :sweat:

    As a Fed Engineer, I manage between 27%-42% CrtH (largely dependent upon ship loadout, of course), and ca 138% CrtD on average (usually a bit more, like 156% CrtD, not counting weps modifiers).

    These are naturally very important: CritH determines your chance to land a critical hit; and when you do, CritD determines for how much extra dmg (and that includes things like [CrtD]x3 from your weps, where each [CrtD] mod = 20% extra CrtD).
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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    But even when I change weapons, traits and skills I can't really get neither up any percent.. They just lounge around at the bare minimum. lol. Do I need the locator consoles from a fleet thingy?? Will they help a lot?
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    guljarolguljarol Member Posts: 980 Arc User
    Do you look at your stats in sector space by any chance?​​
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    kate370 wrote: »
    But even when I change weapons, traits and skills I can't really get neither up any percent.. They just lounge around at the bare minimum. lol. Do I need the locator consoles from a fleet thingy?? Will they help a lot?

    Each Vulnerability Locator (at Epic) adds 1.9% CrtH. Superior Romulan Operatives (Fleet Embassy) each add another 2%. And spec at least 6/9 in Energy Weapons Specialization. And there are many consoles that come with CritH/CrtD: Borg console, Zero-Point, Bioneural Infusion Circuits, Tachyokinetic Converter, Temporal Entanglement Suite, etc.

    Btw, you can't see the individual CrtH/CrtD from your weps (in your UI); you need to parse for that. It all adds up, though. :)
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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    edited January 2016
    I never look at them in sector space. I learned the stats are wrong there, I usually look at them in missions etc. My chance is at 3.5% and the damage is 52'ish%
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    edipssedipss Member Posts: 24 Arc User
    edited January 2016
    meimeitoo wrote: »
    kate370 wrote: »
    Well how important is crit chance and severity? Because right now mine are at the bottom levels. I tried changing traits and weapons and my skills. But I can only nudge it up like 2....3% from the minimum :sweat:

    As a Fed Engineer, I manage between 27%-42% CrtH (largely dependent upon ship loadout, of course), and ca 138% CrtD on average (usually a bit more, like 156% CrtD, not counting weps modifiers).

    These are naturally very important: CritH determines your chance to land a critical hit; and when you do, CritD determines for how much extra dmg (and that includes things like [CrtD]x3 from your weps, where each [CrtD] mod = 20% extra CrtD).

    i would seriously like to know how u manage 42% crth on a Fed Engineer? as far as i know theres not a single engineering fed ship (other then the pilot ship and thats basicly an escort) with more then 4 tac consoles and as long as u dont have 5 tacticle romulan agent Boffs on ur bridge from which only one u can get the superior romulan agent trait how do u wanna manage that on fed side?

    8% tac consoles 2% assimilated module 4% Precision 3-4% Rom Agent Boffs (2 tacs / 1 superior) maybe 2% zero point energy console and even with 6-9 points into engery specialisation and the doff for the 3%crth or lobi consoles this isnt possible

    and even when u run full crthx4 weapons on ur ship then theres no way u can get *156% crtd* and even then thats not 42% Crth

    so plse tell me how u wanna natually reach 27% crth as an Fed Enginees or even 42% ???
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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    That being said.. How can I improve my engineer... I have 3.5% crit chance and 52% crit damage.. Locator consoles from a fleet?
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    edipssedipss Member Posts: 24 Arc User
    well as an engineer most of ur dmg will come threw ur wepons that beeing said u could look for a ship with 4 tac consoles and fill them with fleet locator consoles, there are quite a few ships on fed side that are great for that arbiter/excelsior/heavy cruiser etc. from my experience its not really hard as an engineer to stay alive but its kinda hard to have some good dmg output since u normally lack the tacticle boff seats.

    a Lt. commander seat and an insight are actually enough. i would recommend to try to fly with 3 technicans on ur doff seats and use aux 2 bat since i personally think engineers profite the most of it since u arent really reliant on sci abilities for ur heals. and trying to make the nukara space traits work for engineers is a bit overkill imao.

    i personally like normal beams on engineers the most and u should probably decide between AP or Plasma beams cause these are the 2 weapons that have an natually proc that boosts ur dmg ( AP gets just higher crit dmg and plasma has its burn)

    u could run 2 part rom weapon space set (console and experimental beam) for example and fill up ur weapons with plasma beams + kinetic cutling beam.

    i would recommend u to look for dmgx4 or dmgx3+pen wepaons cause after the rework of the dmg buff dmg wepaons are normally the better choice for low CRTH builds. dmgx3 weapons are actually pretty cheap cause people somewhat still dont know that its one of the better mods right now.

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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    Hmm.. Well I'm not gonna change ship and I like things cannon so I'm gonna stick to phasers. Starfleet uses phasers in my eyes :P
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    sennahcheribsennahcherib Member Posts: 2,823 Arc User
    what is your ship? like you use phaser take a look at the counter command ordnance set and at the console from the mission "sunrise" (future proof episode)
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2016
    kate370 wrote: »
    That being said.. How can I improve my engineer... I have 3.5% crit chance and 52% crit damage.. Locator consoles from a fleet?

    Locator Consoles help in the TAC Console Slots. +1.6% Crit Hit per at the standard Mk XII version and good base damage increase. Your ship limits what you can slot, of course. This is why you saw tons of guys on these boards lament a ship is a 3 TAC or less ship because it doesn't support their typical, preferred playstyle.

    There are tons of extra sources for Crit Hit and Crit Severity and some sort of balance is preferred. You're soon going to be slammed with "Crit Hit & Severity Ratio" suggestions. Very high Crit Severity isn't as a big deal if your rate to Crit Hit is abysmal. Some extra sources of Crits?

    Reputation System for reference but unfortunately not complete.
    Omega Rep - Assimilated Console
    Lobi Store - Tachykinetic Converter Console
    Romulan Rep - Trait for +4% Crit Hit
    Dyson Rep - Trait for, IIRC, +10% Crit Severity
    Dyson Weapon Set - Significant Crit assistance, especially if you're emphasizing Photons. Depending on build style, may be conflicting due to having to slot items that may not be desirable.
    Romulan Rep - Zero Point Conduit Console, base +1.6 Crit Hit with a bit of extra power
    Lobi Store - Bioneural Infusion Circuits - Featuring a nice +15.2% Crit Hit.

    There's far more sources out there. Rom Republic characters can achieve a lot more due to potentially having a full bridge crew with Superior Romulan Operative. That's not a cheap route even for them.

    You will also find out that for your TAC Console Slots, it will be suggested to fill it with Locators (Crit Hit). The build will have a good amount of Crit Hit and guys will rely on their weapons being stacked with a bunch of CritD (Severity) Mods. That is why weapons with lots of CritD sell for a lot.

    Another balance that has to be struck is having good Crit Hit & Severity but making the build survivable. That comes down to you in how far you can take a ship to survive if it's build heavily for offense. You'll find design preferences like these, in very simple, generic terms:
    - Pure offense - KILL EVERYTHING before they can kill you - Filled with Crit related and power management to sustain weapons power.
    - Balance
    - Defense / Resist oriented - If NPCs can hardly hit you, they can hardly hurt you. If you have high resists, they can barely damage you.

    Then there's the means on increasing your damage capability. Tactical buffs, Emergency Power to Weapons, for instance. If you can steadily maintain great Aux Power, there are 2 Nukara Rep traits that feed off that, 1 especially for extra damage. If you can get good power levels all around (75 or more) then there's the trusted Warp/Singularity Cores with [AMP].

    The funny thing with the "bonus damage" is that it's not all equal. That is more worthy of someone to follow up with more info because it can get stupid in what's more valuable and I already have a wall of text going on. Trying to think of a short way to explain it is making me get a headache right now.

    Edit: Engineers fall way behind Tactical Captains in the damage output department. The 1 thing Engineers have is easily maintaining high Subsystem Power Levels (AMP, Nukara traits). EPS Power Transfer is a nice way of increasing, surging your power levels. EPS Manifold Trait gives more power to all Subsystems when you use a Battery. Nadion Inversion is good in greatly cutting down Weapons Power consumption when you intend to spike your Energy Weapons use.

    The last thing with EPS Power Transfer is that it can be used on another player. IMO, Engineers should be swimming in excess Subsystem Power. Unless you're playing a new Rom Republic character on a Warbird with lower power Singularity Cores, you have lots of power. Even then, endgame Rom Republic Engineers with decent gear will have lots of power on a Singularity ship. My Engineers tend to use EPS Power Transfer on other players than myself. If I PUG, I'll take note of a player that's doing well and I'll send the EPS Power Transfer on him to buff him before a critical moment in the instance. Great example is seeing a Scimitar that's doing well and may still have power issues. I'll use EPS Power Transfer on him to get his performance even higher, at least temporarily for a big occasion. Some people don't know how much they've been helped out in their performance by some Engineer's EPS Power Transfer being used on them.
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    commanderkassycommanderkassy Member Posts: 1,005 Arc User
    lianthelia wrote: »
    DPS has been running rampant for years...just gets worse and worse...no fun or challenge in this game.

    Agreed, game needs serious rebalancing. I think a nerf to FAW and AOE in general is due. A reckoning is due.

    Star Trek is almost always 1v1 combat on the screen, actual thought had to be put into strategies to deftly defeat their opponents.

    I never heard Picard say "Okay Mr. Worf just shoot phasers everywhere as fast as you can, I'll be in my ready room."
    ♪ I'm going around not in circles but in spirographs.
    It's pretty much this hard to keep just one timeline intact. ♪
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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    edited January 2016
    Remember this ain't gonna be a DPS bash thread :( Just a.. Help me out understanding TRIBBLE thread, rofl. ^^

    Anyway, here's my current.. Build..
    Note 1: Bridge officer powers, especially tactical are under experimentation. Meaning I am trying different powers with them to find what I like.

    Note 2: I have a torpedo console in my inventory I'm not sure if I wanna use or not.. Then again, I guess they should all go. Be replaced with locator consoles?

    I made an album to look through here:
    http://imgur.com/a/G4TnF

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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2016
    lianthelia wrote: »
    DPS has been running rampant for years...just gets worse and worse...no fun or challenge in this game.

    Agreed, game needs serious rebalancing. I think a nerf to FAW and AOE in general is due. A reckoning is due.

    Star Trek is almost always 1v1 combat on the screen, actual thought had to be put into strategies to deftly defeat their opponents.

    I never heard Picard say "Okay Mr. Worf just shoot phasers everywhere as fast as you can, I'll be in my ready room."

    And I promise you: Should something happen to "FAW and AOE in general" the players that already knew the game well will still outperform those that didn't. 1 or 2 abilities didn't get damage capability to where it is now. Nerf AOE in general, we'll simply come back down to single target focus builds. And I'll tell you now, people can work some serious magic in that department. They did so before BFAW became En Vogue, they'll easily do so again.

    Then you can make new threads complaining that Single Target Killing is OP.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    kate370 wrote: »
    Remember this ain't gonna be a DPS bash thread :( Just a.. Help me out understanding TRIBBLE thread, rofl. ^^

    Anyway, here's my current.. Build..
    Note 1: Bridge officer powers, especially tactical are under experimentation. Meaning I am trying different powers with them to find what I like.

    Note 2: I have a torpedo console in my inventory I'm not sure if I wanna use or not.. Then again, I guess they should all go. Be replaced with locator consoles?

    I made an album to look through here:
    http://imgur.com/a/G4TnF

    We are flying more or less the same ship (mine is a Fleet variant though). Here's my build (canon/tank/support)

    https://www.reddit.com/r/stobuilds/comments/3xaaba/revisiting_my_canon_galaxy_tank/

    It's built to take a beating (averages 70-75% of all the hits inbound in an ISA) and heals out well to myself and my team (averages 4.5-5k HP/s).

    While the Lobi consoles may be expensive, you can replace them with other consoles like the Assimilated Module or the Zero-Point Energy Console. It's more or less a standard Drake (using just Rare DOffs for Emergency Power CDs) and I alternate between Emergency Power to Weapons 3 and Emergency Powers to Shields 1. The Leech is good to have but if you can't have it, you can use the MACO shield. With +Threat Embassy Consoles, you'll be guaranteed to be hit enough to get some power back.

    Note that this build isn't exactly on the "meta" and isn't optimal for top-end DPS. It does however provide a lot of fun factor especially with managing aggro. Even with the current weapons (mix of Mk X-Mk XIII) the ship averages within the 30k DPS range and had a top parse of 50k. That's more than enough to get you through most content.

    On a more "on-meta" setup, you'll probably want to drop your torpedoes and use Tactical Team 1 on your Ens slot, Fire at Will 1/ Attack Pattern Beta 1 and Fire at Will 3 for your Lt.Cdr. Tactical seat. That would help you get ample uptime on your FAW. If you can get Reciprocity that would help a lot. You can also opt for an Aux2Bat build there.
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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    edited January 2016
    I already have Reciprocity, it works with "beam overload" and "Torpedo high spread" thingies! What about my consoles though, how are they working out?

    Never mind, confused that with another trait! I don't have Reciprocity. lol. I was thinking about Overwhelming Force.
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    gfreeman98gfreeman98 Member Posts: 1,200 Arc User
    kate370 wrote: »
    I made an album to look through here:
    http://imgur.com/a/G4TnF
    Holy shiite look at all that Gold gear! QYBvg.gif

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    e30erneste30ernest Member Posts: 1,794 Arc User
    Personally I'd drop the Neutronic and maybe Saucer Separation for the consoles I outlined above.

    I'd also replace all of your science consoles with Plasma Generating consoles with Flow (since you already have leech). Those are available from a fleet's embassy. You can choose the weapons signature amplifier variant if you want to try your hand at tanking (it increases your threat generation) or you can get the weapons signature nullifier to decrease your threat.

    Those Tac consoles will do for now but you'll also want to replace them with Vulnerability Locators (available from a Fleet Spire) to increase both your critical chance and beam damage. Since you are running all phasers, you'd want to get the +Pha version.
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    maddscottmaddscott Member Posts: 149 Arc User
    edited January 2016
    Back to the OP's first entry.. the Red Alerts (RA) are supposed to level the playing field by keeping all the players at LVL 50.

    However, as it's been stated many times; Folks can one-shot Cubes, 2 Shot TAC Cubes, and generally complete the RA in less than a minute.. and my opinion as to why ??

    The game mechanics are Borked.. All they "Level" is the players number level to 50. The game mechanics simply do not, or the Devs can not, manage to reduce and or boost all of the the players weapons, skills, Buffs, Traits, Specializations, de-buffs, and all that other stuff to a "normal" Level 50 Player capability.

    And that's my 2 cents worth.. But there is a lot of good info so far in the thread about builds and such.. A nice "learning" experience if players took the time to digest it all..

    TYVM.. Have fun.. Be nice to each other ... :O)
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    groomofweirdgroomofweird Member Posts: 1,045 Arc User
    edited January 2016
    Look me up in game: @groomofweird
    I am the leader of strikeforce delta 1, a maxed out casual fleet, if you want facilities and a place to call home.
    If you're not looking to join a fleet just friend me or mail me in game.
    I too had a tricky time getting a badassed setup, especially getting into science and have more than a few members who's only fleet communication has been to me via pm or mail.
    I'm happy to help and there are others of my fleet who would be also, I play UK time but never ignore a mail.

    Edit: we got to where we are by being a new player focused fleet, since DR many have dropped off and I am wanting to get back to our "grass routes" so to speak.
    Nimoysig1_zpsr79joxz3.jpg
    "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!".
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    e30erneste30ernest Member Posts: 1,794 Arc User
    azrael605 wrote: »
    e30ernest wrote: »
    Personally I'd drop the Neutronic and maybe Saucer Separation for the consoles I outlined above.

    I'd also replace all of your science consoles with Plasma Generating consoles with Flow (since you already have leech). Those are available from a fleet's embassy. You can choose the weapons signature amplifier variant if you want to try your hand at tanking (it increases your threat generation) or you can get the weapons signature nullifier to decrease your threat.

    Those Tac consoles will do for now but you'll also want to replace them with Vulnerability Locators (available from a Fleet Spire) to increase both your critical chance and beam damage. Since you are running all phasers, you'd want to get the +Pha version.

    I dunno man when I fly a Galaxy or Gal Dread I almost feel like the saucer separation is a necessity, not for the pet, just for the turn rate. I love the Galaxy, but like the D'Deridex it just turns so slow, that said I do fly a couple of them still, but mine is still T5U Galaxy Dread, haven't gotten either of the T6 variants yet.

    It is on the slow side, but once you get the Pilot spec tree up to a certain level, use a good Conductive RCS Accelerator or have Tachyokinetic Converter, it gets more manageable. It's not up to the level of more nimble ships, but those 2 consoles are much better IMO than the Saucer Separation console. I think it's tolerable (not perfect) and workable. But that's just me. Ship building is all about compromises and getting it to perform as close as you want it to be. :smile:
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    theillusivenmantheillusivenman Member Posts: 438 Arc User
    edited January 2016
    kate370 wrote: »
    Remember this ain't gonna be a DPS bash thread :( Just a.. Help me out understanding TRIBBLE thread, rofl. ^^

    Anyway, here's my current.. Build..
    Note 1: Bridge officer powers, especially tactical are under experimentation. Meaning I am trying different powers with them to find what I like.

    Note 2: I have a torpedo console in my inventory I'm not sure if I wanna use or not.. Then again, I guess they should all go. Be replaced with locator consoles?

    I made an album to look through here:
    http://imgur.com/a/G4TnF

    First look:
    First thing I'd do is remove the saucer sep console and the emitter array console (I don't find sep console that useful except for better repositioning - with time and trying you'll get better feeling for it anyway so won't need it, emitter array console is imho unneeded), and I'd switch them for borg uni console and tachyo kinetic converter (second one is lobi only, if you cannot get it do the romulan rep zero point energy instead), all normal phaser consoles with fleet spire locators, this should bump up your crit and critD to a healthy level, also I'd get rid of the aft torp in favour for kinetic cutting beam. In general I've found out through my own parses that energy weapons always outdamage torpedoes.

    KCB is cheap enough, 360 degrees and does very decent kinetic damage. Further, in longer term planning, I'd snatch plasma-infused core from the fleet spire because of [AMP] modifier, which coupled with your improving energy drain and plasmonic leech would give you lots of power which would turn into additional damage. That said, if you have skills in flow caps, you can swap the flow capacitor console for fleet embassy plasma generating science (-Threat and secondary stat based on what you feel you need, more shields for more survivability etc, but getting the -threat ones is a must). Likewise, long term upgrade would be switching that quantum fore for neutronic if you feel you'd struggle with power with one more beam array upfront.

    Depending on how far you want to go reupgrade new equipment to epic (which will of course cost you), you can swap parts of the build to gain more damage. Obvious one is Iconian rep 3 parts (3 part set bonus adds stackable damage buff) with either fleet spire warp core plasma-infused, or Iconian 3 parts including Icon core but utilizing romulan rep engines (which add a buff to attack patterns, this is where most of your damage boost comes from). You can take it step-by-step and switch first engines for romulan rep ones, core for fleet spire plasma-infused core, counter-command deflector for boost to energy damage and acc, counter-command shields for additional drain, though those choices are sacrificing some of the dps the iconian set would give you. Like I said, really, it's your choice how far, how fast and if you want to go that route, but imo all those choices I laid would be an dps increase (provided they'd be leveled to the mk14 epic level yours are now).

    You're not running any attack pattern. Drop BO on your ensign uni for plain old TT1 (tactical team), your THY (torp high yield) on that tact for another BFAW, and that TS (torpedo spread) for Attack Pattern Beta. With these changes alone on boffs you should see better sustained dps. On top of my head I'd try squeezing single emergency power to weapons on your engineer, you can still have emergency power to shields and try to chain them even without the doffs but on the long run you could invest in a doff or two adding system power when using emergency to X abilities.

    I understand you'd have to get into Fleet, but there's very little negative things about being in one versus the benefits you can reap, imho of course.

    All this is the lowest cost changes, and all from the top of my head, there are undoubtedly bigger increases in damage but bigger costs too. We aren't adding any serious doffs or traits here either or touching a2b since on the high end you'd need the aux to boost your damage, etc. What kind of resources you have at your disposal? It changes perspective greatly.
    Post edited by theillusivenman on
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    "Reality is a thing of the past."
    Proud supporter of equality for all human beings.
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    There be gold on that there ship!
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited January 2016
    Wow cool to see how the community is helping here. :)

    I really can’t add much to @e30ernest build recommendation as I would use the same on the ship you selected. Two of my engineering chars are dedicated to the game role of tank as well and use similar setups on other ships. On one of them I managed 65k DPS in an ISA pug run yesterday and had 0 problems to grab and hold agro from two tac players in the same dps reach. Integrating means to survive are also easy for engineering toons on cruiser. Keep in mind that in order to benefit from the awesome leech console you need to spec into flow caps which you can do nicely with the plasma explosion sci consoles from embassy.

    As for the general basics I can highly recommend the homepage of the sto league. It’s pretty straight forward and not very complicated to read or understand. https://www.sto-league.com/startrekonline-dps-basics/

    If you need fleet stuff pleas mail me and I can invite you to mine. If you like team PvE you could even join permanently or could have access to our chats. We are not about DPS even though many of us put it on their agenda to cope with the game, especially in pug runs, better. Playing with peeps of all different kinds of standing and performances keeps the dozen maps we run on a daily basis fresh and entertaining. So in short it does not matter to us if u do 5k or 100k DPS since both ads to our ideals of a challenging and fun game experience.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    edited January 2016
    Hello,

    Due to being busy with work irl I haven't had time to head ingame to change things, so far I am gonna try out the new bridge officer tactical setup, get the locator tactical consoles when I get in a fleet.. And another fleet shield console thingy, that when I fixed my hull it improved damage output etc.. I forgot the name of it though, lol.

    And thanks for all the advice so far! I'm also gonna try and swap out the impulse engines with something that has a bit more turn rate. I know it's a big hunky cruiser but still..

    But when I am getting the fleet consoles.. Would getting the fleet version of this ship be any.. Different? The Fleet T6 Exploration Cruiser compared to just the normal T6 Exploration Cruiser that is.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    @kate370
    You have more "Gold Plating" on your single ship there than I do in all my characters combined. That will get you a solid foundation to improve on. As others mentioned and you're aware of now, there's some gear that could be better but you have a good base to work off of.

    BOFF and Trait tweaks are the easiest, fairly cheapest adjustments that can have huge effects.

    As for going for the T6 Fleet Galaxy over your T6 Galaxy, that depends if you're willing to give out the 20k FC and 1 FSM for what the fleet version brings: +1 Console Slot for build freedom and slightly improved shield mod. If you're dead set on the T6 Galaxy and can foot the bill, sure go for it.
    XzRTofz.gif
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    themetalstickmanthemetalstickman Member Posts: 1,010 Arc User
    kate370 wrote: »
    But the Borg cubes in the red alert are much harder to beat than the default ones encountered in missions or spawned in missions from the foundry? A mission cube blows up rather quickly. The red alert ones are thougher.

    Really? I've always found it the other way around.​​
    Og12TbC.jpg

    Your father was captain of a starship for twelve minutes. He saved 800 lives, including your mother's, and yours.

    I dare you to do better.
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