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THE TRIBBLE SPACE CHANGES FEEDBACK THREAD!

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  • jaredza#2872 jaredza Member Posts: 80 Arc User
    edited April 2017
    redwren89 wrote: »
    Wish we didn't have so many abilities. How are console players supposed to button mash to the same degree as pc players. A great improvement would be to reduce the number of abilities we can use at any one time or bring back the activation delay between more powers. Then console players can play space with an effectiveness closer to that of pc players.

    Ontop of that, it doesn't make sense to activate most abilities within a matter of a couple seconds because it's just not possible to physically say those things to each and every bridge officer in a bridge environment. This thinking naturally leads to how player personal attack patterns are formed, where their preferred choice of grouped up skills can be activated with a single command. Attack patterns can give each class of captain a more prominently tactical experience, where their assessment of situations warrants multiple ability activations.

    Can we sort out reputation traits aswell? Newer ones like space heals found in the lukari tree are very powerful compared to the traits of the older trees. The older traits were fun because the game wasn't about stacking numbers on numbers and now it puts me off playing. I'm sick of grinding for the very next best thing. Why can't the new things brought out be of the same power as previously released abilities. That way, people get the opportunity to choose between powers, rather than simply going off what is the best heal or the best dmg increase. I can tell you that alot of us don't want to use lukari or iconian or whatever else when we enjoyed using more Dyson and omega traits because our time feels wasted with grinding. It's all new new new with no respect for the old, nostalgic powers or old enemies that made actual trek fans want to play. For example, I thought the borg could adapt to new threats, where are their assimilated set enhancements and 4pc warp core?

    Please find a way to make this work for everyone devs.

    Nope, nope, nope. Just because you can't do something on console, you want it taken out of the game for PC players? Nothing selfish here at all. The argument about "making sense", doesn't hold water either I'm afraid, it doesn't make sense that I send out an unlimited amount of carrier pets during the course of a space fight, surely they fighters should get used up, the pilots should get used up, yet I can just launch and launch and launch. It doesn't make sense that my ship can blow up, and a few seconds later my entire ship and crew are magically back in the fight, yet that's exactly waht happens. Please leave our abilities alone.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I am not a console player, but that we have too many clickies is not just a console problem. It just is a problem for everyone.

    But certainly way out of scope for a balance patch.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • redwren89redwren89 Member Posts: 257 Arc User
    Hey. If it doesn't have the same potential then it's not balanced. Therefore I standby the fact that console players are screwed for using abilities. I'm not selfish at all though since I don't play on console. These console players do however need a responsible voice!
  • tobiashirttobiashirt Member Posts: 630 Arc User
    spencerb96 wrote: »
    tobiashirt wrote: »
    Question, since it seems to be a somwhat hidden thing, or at least not stated clearly...that 1000% is a percentage of what value, and regenerated over what span of time? I know that the two effects piled on top of each other can out-regenerate almost anything, but I just want to be able to quantify it for my own understanding.

    1,000% of Hull Healed per Minute

    So, basically, for those 20s, you're getting healing equal to your entire HP once every 6s. So if you have 150k HP, that's 150k HP healed over 6s, or 25k HPS for those 20s.

    Thanks...had the feeling that this was the case, given how much I could get shot at with even 1 active. Has the hull regen perk in the skill tree always been so comparatively weak, then? Lastly, since the decimal value stated sems so low...what's the magnitude of the personal trait 'Living Hull'.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    I am quite enjoying the discussion on torps and mines. While I am biased toward using them, I don't think the shield resistance mechanic needs to be changed. What I WOULD like to see is consistency in mechanics & behavior, as well as sorely needed bug fixes, THEN take stock of what can be changed to improve their performance without making them OP.

    I will say this: The reason to change TriC's to their current mechanic went out the window with the introduction of the Rail Gun.

    With the fix in EPG and ControlX (thank you) and change to the Gravimetric torpedo (ONE rift proc guaranteed on each target in a Torpedo Spread), can we expect the two other torpedoes that are currently the exception to this rule (Neutronic and Quantum Phase) to receive a similar change? As it stands right now, those are the only two torpedoes that have a secondary effect to have a zero percent chance of generating a special effect on any target other than the main target when utilized under TS. This was initially changed during the Kemocite Incident to control the number of (out of control) procs occurring while under TS + KLW.

    Furthermore, under the last series of tests:

    Neutronic under TS does not have its drain effect stack per torpedo, and doesn't last the full duration of 6sec.

    Quantum Phase High Yield (HY) does not drain the shields of the main target.

    TriC torps do NOT have their cd's reset when affected by a Concentrate Firepower proc, despite the animation appearing to overlay an eligible HY buff for the TriC.

    Targetable Torpedo Flight speed appears to be linked only to Torpedo Pre-Fire Sequence. Said torps can still be shot down easily.

    The baseline torpedo speed for all torps should be at the Kelvin Photon Torpedo speed.

    Thank you.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Is there a particular reason why the Plasma Generation Embassy consoles don't buff torpedoes, and is that reason good enough to keep it that way?

    Not sure if it's still relevant after the nerfs, but it might give these consoles a bit more use on torpedo builds at least.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Is there a particular reason why the Plasma Generation Embassy consoles don't buff torpedoes, and is that reason good enough to keep it that way?

    Not sure if it's still relevant after the nerfs, but it might give these consoles a bit more use on torpedo builds at least.

    The intent question is a Dev one to answer. When it was suggested by someone in the community to change their interaction to include torps, I disagreed with that. Not everything needs to work with every weapon type, but there does need to be some sort of parity in interaction with the various weapon types, consoles, traits, BOff abilities, etc.

    There are far better ways to improve the performance of torpedoes (and mines) via bug fixes and changing outdated mechanics, but it feels like beating a dead horse sometimes in stating it. With the growing interest between Console players and people wanting to dedicate a toon to torp or Sci-Torp builds, now, more than ever, is the perfect time to fix the bugs and update mechanics, as well as DEVELOP more Traits, gear, and set bonuses to interact with kinetics.

    Make Kinetics Great for ALL levels of play.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • spencerb96spencerb96 Member Posts: 248 Media Corps
    Messed with Transport Warhead a little after the changes it got a while back. Any chance it could be made so that it will let you fire from any firing arc while enabled? Doesn't make sense that we have to line up the firing arcs like we were firing the torp, when we're beaming it over.

    Hurts my immersion :/
    ffluoti63bi9.png
  • nikeixnikeix Member Posts: 3,972 Arc User
    Transport warhead might be an issue with overlapping arcs with suddenly both front and rear weapons being affected. Still, even a wider arc would be nice :).
  • midnightrider7midnightrider7 Member Posts: 9 Arc User
    Is there a particular reason why the Plasma Generation Embassy consoles don't buff torpedoes, and is that reason good enough to keep it that way?

    Not sure if it's still relevant after the nerfs, but it might give these consoles a bit more use on torpedo builds at least.

    The intent question is a Dev one to answer. When it was suggested by someone in the community to change their interaction to include torps, I disagreed with that. Not everything needs to work with every weapon type, but there does need to be some sort of parity in interaction with the various weapon types, consoles, traits, BOff abilities, etc.

    There are far better ways to improve the performance of torpedoes (and mines) via bug fixes and changing outdated mechanics, but it feels like beating a dead horse sometimes in stating it. With the growing interest between Console players and people wanting to dedicate a toon to torp or Sci-Torp builds, now, more than ever, is the perfect time to fix the bugs and update mechanics, as well as DEVELOP more Traits, gear, and set bonuses to interact with kinetics.

    Make Kinetics Great for ALL levels of play.

    The roll that torpedo's play in this game is to return what you lose by replacing a cannon or beam, and the need to change to single target to make them work, with a large damage spike. This has been made useless by the rise in dps and the size of the crts. Why do this when you can get a bigger crit with a beam? With the changes to cannons and the reworking of beam overload that are on tribble all we need is to buff HY and TS to make this mechanic work the way it should.

    Cooldowns and travel speeds are part of a risk and reward system that give you a choice to use a torpedoe that can give you a much higher level of damage but at the risk of being shot down and not getting any damage at all. I agree that it could use some work, but I don't see it as broke or outdated. It's just away to add more choice to me.

    I have two problems with the changes you are asking for. First they would put torpedos in the same class as cannons and beams. Making them just like the normal mmo skill. Choose skill, stack everything to make them as good as you can, push spacebar. Don't we have enough things like that? The second is that you could never buff beams and torpedos enough to use them togather. Making a build that many of us belive is the most like Star Trek to be a gimped for fun only build.

    I don't know what the dev's have in mind to do here. But there are alot of the playerbase that are going to run these mixed builds no matter if they work or not. It seems to me that making them a soild choice, even if not the best builds out there as being good for the game over all.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    nikeix wrote: »
    Transport warhead might be an issue with overlapping arcs with suddenly both front and rear weapons being affected. Still, even a wider arc would be nice :).

    Since Transport Warhead only affects one torp, I don't see this as a problem.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • This content has been removed.
  • casualstocasualsto Member Posts: 672 Arc User
    1. I'd like to address the effort made by the development to make this game a new leveled field for most of the players. It is a great initiative and I'd like to thank you for your time, work and effort.
    2. I'm also aware that you got around two weeks roughly (actually one development week and one polishing week) and I know the difference between game design and game content modifications.
    3. I wish to offer you some issues that from my subjective perspective could be adressed in order to preserve some usability without conflicting with the actual balance design changes.

    The issues I'd like to address are mostly PvE related, but also have an impact in PvP to certain extent.

    -Plasma proc-based embassy consoles
    -Feedback Pulse
    -Something for the Science's removal of the Deflector Overcharge.


    Plasma proc consoles could still be viable for science related builds.
    ->Scale Shield Penetration based on Drain Expertise (To help the Sci be on par with the Tac in some situations)
    ->Scale the proc plasma damage on EPG (To help their utility without having the overpowering Shield Penetration unless being Sci-focused)
    ->Scale the Threat Generation based on CtrlX (Making them really useful for a Sci build, in synergy with control and lowered Threat generation - in antithesis with Tac and Engi threat spikes)

    Feedback Pulse could still throw down some damage back to attackers, only if the player is a tank-related build
    ->Scaling the damage split on multiple Engineering and Science instead of just being a exotic-related boost. (Using Shield Emitters, Hull Healing, Shield Capacity, Hull Capacity, Shield Regeneration and Hull Regeneration)
    ->Limiting the damage returned to 120% and allowing it to crit with the Particle Manipulation (Only in PvE if possible)
    ->Limiting the damage returned to 75% and 25% only shield penetration vs Players. (Let's face facts, just reflecting shouldn't insta-kill you)

    Deflector Overcharge's compensation after its removal for Science
    ->Cause the Photonic Capacitor to offer an increased bonus to EPG, DrainX and CtrlX for each photonic ship alive( for example +50 to all three per photonic ship)
    ->This centers around a basic skill without allowing some decloak-burst damage with Sci abilities
    ->The ships are killable, therefore the buff depends and is synergic with survivability and threat generation/threat split - If you're overwhelmed, it's no longer working.
    ->This keeps the Tac toons also viable for exotic builds, but not as good as a skilled Sci could manage, exotic damage related.

    I'm totally aware that it's a late idea, but if it helps or it is implementable, I drop any "intelectual rights or property regarding the ideas suggested here". This is solely a suggestion (free suggestion) for the improvement of the gameplay experience and upon implementation, it belongs to the design/development team.


    Thank you for reading, Borticus and keep up the good works. We appreciate your work.


  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2017
    HY torpedo should have a like a larger damage radius though the damage should have drop off like 25% at 5km to 90% at 3km. Target-able HY torpedoes should get 50% at 5km to 95% at 3km. Maybe this could change based on the rank with 3 having the highest AOE. The numbers don't matter just that the ability as it is right now is hard to suggest using vs spread. Especially without torpedo barrage trait which is hard to get trait. :/ if only it was on a zen or lobi ship.

    Spread would still edge it out on aoe ability.

    I still stick by upgrading sensor scan , yes it would be a small group burst, all though you could change the whole functionality, making it like a 10km aoe debuff based around where your ship is. While it would be less individual success it would make it a great group support ability. And if it's good enough many constructed fleet groups would likely include a science ship in there line up for quick rep grinding.
  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    Deflector overcharge was the number one thing I was looking forward to in this update for science captains! Please reconsider it's removal, Subnuke is just not worth getting back in exchange for losing deflector overload which is far more useful across the whole game. Said it in the patch notes section and I'll say it again here, I'd rather lose subnuke completely from the game rather than lose deflector overcharge! Though a far wiser choice would have been to replace scattering field with deflector overcharge, please rethink this!
  • hoffy1hoffy1 Member Posts: 97 Arc User
    I was actually looking forward to be able to use subnuce on my engineer and tactical captains, since its one of the 'must have OP' abilities in PvP. One of the reasons science captains are by far the superior force in PvP combat, since that type of engagement is not just a DPS race like PvE.
    For my science captains I was also looking forward to this deflector overload ability, to enhance the space magic.
    Here is a thought, why not let sci keep the DO, and make subnuke a captain ability for all classes?
  • asuran14asuran14 Member Posts: 2,335 Arc User
    As much as I like seeing sub-nuc returned to science, but at the cost of losing the possibilities of what Deflector overload could have done for science in mostly pve content (though some ares of pvp.). I personally would have not minded if they had reworked deflector overload abit differently, or merely just rolled aspects of what it did into the science career abilities. Though also giving access to sub-nuc to all three careers via it being a boff, even if a high science rank boff ability, did make tactical more powerful.

    Though i will say it would be nice if they had taken the time to make somewhat of a boff-like system for captains, that you have say 5-6 career specific abilities, and then something like 4-5 more universal captain abilities, and than you could slot up to 4 of them collectively based on your needs. Than I could see giving sub-nuc as one of the four universal captain powers, while giving the devs more ability to create additional career specific abilities to balance the three main specs both in a pve an pvp setting. In this idea though it actually does one fundamental thing, which turning sub-nuc into a boff ability did not, it made you have to elect to forgo using one of your powerful captain abilities (which for tactical can be quite damaging) to take the ability.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2017
    I just had another thought I know sto isn't about the holy trinity but it was originally designed in such a way were those roles exist other wise Science and engineering wouldn't have so many support abilities and more offensive abilities. Especially engineers who seem to be made for tanking. I believe that we should make these captains have more of that or at least solidify these roles a bit better tactical are already there, as they are very much rogues of sto.

    But engineers need a ability which helps manage aggro. So they can be warriors or clerics, my thought is make rotate shield frequency increase threat greatly or decrease greatly threat based on what threatening position they are in. Then also make EPS Power Transfer ability, also increase outgoing and incoming healing.

    Science is basically the mage or bard, make the debuff from sensor scan as well a short aura of sorts, that increases healing to allies and decreases all resistances of enemies so control, damage, drain.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    science had PLENTY of offense at the start of the game - until it got nerfed into the dirt, along with every other part of science except healing​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    science had PLENTY of offense at the start of the game - until it got nerfed into the dirt, along with every other part of science except healing​​
    True same with beams, then they Nerfed them. Then brought them back up, its been that way since launch science and beams/cruisers have yet to find a good middle ground.

    Honestly I think part of this is because originally this game was obviously was another holy trinity game but, they backed off and tried to make it a ARPG style game play. Which makes the game feel very unfocused. As well as confusing for new players.

  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    they never tried to make it a true trinity game; otherwise they would've locked ships to their respective classes

    but yeah, they have a really hard time finding a middle ground for the classes - either it can do what it's supposed to do too well, or it can't do it well enough...funnily enough, the latter has never applied at all to tacs​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    they never tried to make it a true trinity game; otherwise they would've locked ships to their respective classes

    but yeah, they have a really hard time finding a middle ground for the classes - either it can do what it's supposed to do too well, or it can't do it well enough...funnily enough, the latter has never applied at all to tacs​​

    Well yes though even true trinity games, have their hybrids, rangers, paladins, etc. I always saw that classes being able to choose their own class of ship as a sort of hybridization.

    I agree completely with tactical officers even though I enjoy them quite a bit. They get to be better at pve regardless of ship choose. Then the respective other classes. Which is why I think engineers along with the current buffs need a way to manage aggro better. Since they will never have the damage as tactical thous the aggro potential. Unless they have a ability to increase aggro. Ala taunting like ability.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited April 2017
    maybe they should tie threatgen to power output....now that they're making it so engineers are the masters of power and far more likely to have lots of it for a significant amount of time compared to science or tacticals, it would be a good way to make just engineers proper aggro magnets

    and it's even canon; they pulled a false power output trick in voyager to get the borg to assimilate a shuttle by making it look like a far larger ship, power-wise​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2017
    maybe they should tie threatgen to power output....now that they're making it so engineers are the masters of power and far more likely to have lots of it for a significant amount of time compared to science or tacticals, it would be a good way to make just engineers proper aggro magnets

    and it's even canon; they pulled a false power output trick in voyager to get the borg to assimilate a shuttle by making it look like a far larger ship, power-wise​​

    Either way there needs to be tool engineer classes can use to up their levels of aggro to that of tactical players. So gdf and alpha strike don't become the go to for aggro generation.


    Also even with the nerf to Attrition Warfare. People will still use it maybe with Reciprocity. Both of which are very clearly tank additions, that benefit damage dealers as much as they do tanks thous going to cause a competition. I don't want them to get a Nerf but I do want a alternative for dps players. So a person who enjoys to tank will not, feel like he has to compete for agro because every one has threaten stance up.


    Science in PvE also needs to feel like there abilities have more impact. When a tactical captain can out damage with exotics, even with the science only trait. I understand how most of those captains would feel like their captain choose feels limited. That's why I feel science captain abilities need a change for sure originally I remember they were suppose to be great debuffers as well as buffers I think that's were science captains should find their niche in pve because it's quite obvious Tact = damage. At least make science shine in team support(offensive and defensive) and engineers shine in tanking/off tanking and healing.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    science had PLENTY of offense at the start of the game - until it got nerfed into the dirt, along with every other part of science except healing​​

    We poor science captains have to always suffer because of the faulty logic of:

    IF kill doesn't come from weapon DPS THEN nerf it to oblivion



  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Any further balance changes and tweak coming the next two weeks? It seems there aren't as many as before, are we "mostly done"?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    @lucho80 that's what science captains get for using your voodoo powers to play table table tennis with my poor defenceless Defiant or draining the power from it's luscious nacelles!
    It's not fair!!!! *cries and runs away*
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Feedback on this:
    fXyExhS.jpg

    If you want me ever to switch out my Solanae 2nd deflector for this thing, at least tweak every secondary deflector to give the best stats to whatever skill is tied to the secondary effect.

    As for all the other gear, I love the engines. The rest I can live without. It's like another Iconian set. All centered on DPS and survival.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    Are there any news on GDF's interaction with the immunity traits?
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