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Admirality change no more 30k Dillithium....

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  • ffttfftt Member Posts: 715 Arc User
    So I was just perusing the projects my fed fleet can do (I'm a fleet admiral) and the thought occurred to me that a lot of large, active fleets could actually *add more* dilithium to STO's economy than the flat 30k that the Klingon campaign used to add.

    40k is enough to run three dilithium boost projects (15 days) from the research lab of a gamma fleet with the maxed dilithium discount. With the old and new system the Klingon campaign could add 30k raw ore every 10 days or so. Now one single dedicated fleet member could continuously keep the fleet's dilithium boosts going so that every fleetie would get a virtually permanent 10% bonus, potentially exceeding what you'd get with an instant or dispersed 30k pool every 10 days. Yeah, sure, it's all theoretical and dependent on how players play the game but it is a possibility. If it weren't for the fact that raw ore isn't an issue for me it's something I would consider even on my piddly little four-alt solo kdf fleet.
  • sovereign010sovereign010 Member Posts: 641 Arc User
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    colony tac consoles if you need some surviviability...or a hull image refractor console, because it has a hilarious interaction with them

    and spire plasma-infused warp core for energy builds...though the DPS crowd has moved on to disco core + shields

    that's about it​​
    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

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  • edited March 2020
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  • ltminnsltminns Member Posts: 12,572 Arc User
    Yeah, over the last few months I've bought about 25k Fleet Common 750 FC Doffs to get the Starbase subholdings from Tier IV to V. First one will hit 250k tomorrow with the other two a few days later.
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  • trennantrennan Member Posts: 2,839 Arc User
    westmetals wrote: »
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.

    * Trait and DOFF assignment and Active Roster slots
    * Fleet BOFFs - including SRO Romulans, K-13 Survivor Science BOFFs for the control freaks, etc.
    * Colony Deflectors
    * Fleet Science Consoles (for science builds, these may take the place of the Spire tactical ones)
    * Fleet Secondary Deflectors (again for the science builds only)
    * Fleet Warp Cores

    Plus there's Fleet Marks Bonus Pools and DOFFs that you can buy (to cycle those credits back into future donations) though those usually come at a net loss of value for you - but helping your fleet advance might be worth it, right?

    Personally I find the Terran Core to be one of the best. You don't get any of the bigger bonuses to one or two subsystems. However, you'll get +0-+5 to all systems over time in combat, and it is the only core that allows all four subsystems to break the 125 limit. So those power increase abilities and devices, actually become more effective.
    Mm5NeXy.gif
  • edited March 2020
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited March 2020
    trennan wrote: »
    westmetals wrote: »
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.

    * Trait and DOFF assignment and Active Roster slots
    * Fleet BOFFs - including SRO Romulans, K-13 Survivor Science BOFFs for the control freaks, etc.
    * Colony Deflectors
    * Fleet Science Consoles (for science builds, these may take the place of the Spire tactical ones)
    * Fleet Secondary Deflectors (again for the science builds only)
    * Fleet Warp Cores

    Plus there's Fleet Marks Bonus Pools and DOFFs that you can buy (to cycle those credits back into future donations) though those usually come at a net loss of value for you - but helping your fleet advance might be worth it, right?

    Personally I find the Terran Core to be one of the best. You don't get any of the bigger bonuses to one or two subsystems. However, you'll get +0-+5 to all systems over time in combat, and it is the only core that allows all four subsystems to break the 125 limit. So those power increase abilities and devices, actually become more effective.

    Surprised to see you use this core. Don't you find that you usually kill things too fast for the power to ever build up?

    I tried to use it when it first came out and found the stacking power addition to be completely worthless because enemies tended to die too quickly to build up the bonus. You seem to have a pretty good handle on things, I would just assume you would get a similar result to what I got.. was it changed at any point?
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  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    westmetals wrote: »
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.

    * Trait and DOFF assignment and Active Roster slots
    * Fleet BOFFs - including SRO Romulans, K-13 Survivor Science BOFFs for the control freaks, etc.
    * Colony Deflectors
    * Fleet Science Consoles (for science builds, these may take the place of the Spire tactical ones)
    * Fleet Secondary Deflectors (again for the science builds only)
    * Fleet Warp Cores

    Plus there's Fleet Marks Bonus Pools and DOFFs that you can buy (to cycle those credits back into future donations) though those usually come at a net loss of value for you - but helping your fleet advance might be worth it, right?

    you can add also some stuff from the K13 holding (drones etc)
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    trennan wrote: »
    westmetals wrote: »
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.

    * Trait and DOFF assignment and Active Roster slots
    * Fleet BOFFs - including SRO Romulans, K-13 Survivor Science BOFFs for the control freaks, etc.
    * Colony Deflectors
    * Fleet Science Consoles (for science builds, these may take the place of the Spire tactical ones)
    * Fleet Secondary Deflectors (again for the science builds only)
    * Fleet Warp Cores

    Plus there's Fleet Marks Bonus Pools and DOFFs that you can buy (to cycle those credits back into future donations) though those usually come at a net loss of value for you - but helping your fleet advance might be worth it, right?

    Personally I find the Terran Core to be one of the best. You don't get any of the bigger bonuses to one or two subsystems. However, you'll get +0-+5 to all systems over time in combat, and it is the only core that allows all four subsystems to break the 125 limit. So those power increase abilities and devices, actually become more effective.

    Surprised to see you use this core. Don't you find that you usually kill things too fast for the power to ever build up?

    I tried to use it when it first came out and found the stacking power addition to be completely worthless because enemies tended to die too quickly to build up the bonus. You seem to have a pretty good handle on things, I would just assume you would get a similar result to what I got.. was it changed at any point?


    I used a Terran set (3-part + Iconian Shield) when Leech wasn't capped yet, as the set came with much extra drain power. Nowadays I just use my default Comp set (with Dranuur Deflector).
    3lsZz0w.jpg
  • trennantrennan Member Posts: 2,839 Arc User
    trennan wrote: »
    westmetals wrote: »
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.

    * Trait and DOFF assignment and Active Roster slots
    * Fleet BOFFs - including SRO Romulans, K-13 Survivor Science BOFFs for the control freaks, etc.
    * Colony Deflectors
    * Fleet Science Consoles (for science builds, these may take the place of the Spire tactical ones)
    * Fleet Secondary Deflectors (again for the science builds only)
    * Fleet Warp Cores

    Plus there's Fleet Marks Bonus Pools and DOFFs that you can buy (to cycle those credits back into future donations) though those usually come at a net loss of value for you - but helping your fleet advance might be worth it, right?

    Personally I find the Terran Core to be one of the best. You don't get any of the bigger bonuses to one or two subsystems. However, you'll get +0-+5 to all systems over time in combat, and it is the only core that allows all four subsystems to break the 125 limit. So those power increase abilities and devices, actually become more effective.

    Surprised to see you use this core. Don't you find that you usually kill things too fast for the power to ever build up?

    I tried to use it when it first came out and found the stacking power addition to be completely worthless because enemies tended to die too quickly to build up the bonus. You seem to have a pretty good handle on things, I would just assume you would get a similar result to what I got.. was it changed at any point?

    Most time, yes. But I keep a EPtW, Red Matter Cap, A2B, and battiers(usually aux) on hand. Which is where being able to break all the power caps helps. I also keep a Gamma Rep core, so that I can use it when I want to give the NPCs a bit of break.
    Mm5NeXy.gif
  • sovereign010sovereign010 Member Posts: 641 Arc User
    westmetals wrote: »
    trennan wrote: »
    westmetals wrote: »
    So apart from the spire tac consoles, what other fleet gear is worth getting? Those are the only fleet gear items I have on all my toons. As a member of a couple of advanced and well-supplied fleets with a healthy quantity of fleet credits I feel I must be missing something obvious.

    * Trait and DOFF assignment and Active Roster slots
    * Fleet BOFFs - including SRO Romulans, K-13 Survivor Science BOFFs for the control freaks, etc.
    * Colony Deflectors
    * Fleet Science Consoles (for science builds, these may take the place of the Spire tactical ones)
    * Fleet Secondary Deflectors (again for the science builds only)
    * Fleet Warp Cores

    Plus there's Fleet Marks Bonus Pools and DOFFs that you can buy (to cycle those credits back into future donations) though those usually come at a net loss of value for you - but helping your fleet advance might be worth it, right?

    Personally I find the Terran Core to be one of the best. You don't get any of the bigger bonuses to one or two subsystems. However, you'll get +0-+5 to all systems over time in combat, and it is the only core that allows all four subsystems to break the 125 limit. So those power increase abilities and devices, actually become more effective.

    Possibly true - I haven't messed with that - but the question wasn't "what is the best" but rather "what fleet gear is worth getting?". All of the items listed are things I've gotten from fleet vendors and not regretted ;)

    You'll note that I did not include fleet weapons or hangars. I don't like those, as they are character-bound while there are quite viable alternatives that aren't.
    To be fair, either answer is great, because the only fleet stuff I've consistently gotten has been the spire tac consoles. I've not really bothered with fleet weapons either, the procs are pretty 'meh' for me.

    I should have said, I bought the slots a long time ago and forgotten I had done so, as well as SRO BOFFs. Interesting about the Science BOFFs, I'd forgotten about those.

    Are the fleet deflectors and warp/singularity cores that good? I've been using 4-piece set items (from rep and mission rewards) on the assumption the whole was greater than the sum of its parts. Is that no longer the case?
  • darzil#7269 darzil Member Posts: 65 Arc User
    A couple of weeks in, what I am seeing, roughly, is that admiralty alone is not enough to keep pace with daily dilithium, but is only off by 1-2k per day. This is on a character without maxed specialisation points. As you gain nearly a level's worth of xp a day, it does keep pace on average with just admiralty for a character with spec points maxed.

    Strategy used for this is to play admiralty around the same time each day, prioritising missions with event (or normal) dilithium rewards, and revisit them every hour or so to fill up missions again, over a ~4 hour period (so tour missions complete the next day). I am prioritising Ferengi>Klingon>Federation>Romulan on this, but still hitting most tours most days.

    If you just want Dil, I'd leave Romulan out, and if not Fleet, Klingon too. Once you have the tour missions, you can just keep doing Ferengi for Dil (or any other Event Dil).
  • trennantrennan Member Posts: 2,839 Arc User
    A couple of weeks in, what I am seeing, roughly, is that admiralty alone is not enough to keep pace with daily dilithium, but is only off by 1-2k per day. This is on a character without maxed specialisation points. As you gain nearly a level's worth of xp a day, it does keep pace on average with just admiralty for a character with spec points maxed.

    Strategy used for this is to play admiralty around the same time each day, prioritising missions with event (or normal) dilithium rewards, and revisit them every hour or so to fill up missions again, over a ~4 hour period (so tour missions complete the next day). I am prioritising Ferengi>Klingon>Federation>Romulan on this, but still hitting most tours most days.

    If you just want Dil, I'd leave Romulan out, and if not Fleet, Klingon too. Once you have the tour missions, you can just keep doing Ferengi for Dil (or any other Event Dil).

    The complaint about this is coming more from those like me, that do the alt and doff thing once per day, and less from those rotating through their chars on a regular basis. Personally, I don't have a problem with this. I mean, doing it once per day as I do, I never really was focused on hitting the cap daily, more just getting what dil I could from it.

    So, this change doesn't even really bother me, as I was never focused on hitting the cap. But again, for those that have, or still do complain about it, as stated previously it falls in the instant gratification of "I want it and I want it now, and I don't want to have to do anything for it." area of things. Something that the player base is a bit spoiled with.
    Mm5NeXy.gif
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  • feliseanfelisean Member Posts: 688 Arc User
    edited March 2020
    to get from the fleet store:
    improved version of basic traits like superior cannon training (k-13)
    colony deflector (+4% crth, +15% crtd is awesome)
    spire core (in case you're not using the dsc 2 piece core+shield for survivability)
    locator consoles and/or colony consoles (offensive vs defensive way to go)
    secondary deflector with torp dmg might be worth it
    trait slot unlocks (research lab)
    doff slot unlocks (embassy)
    doff active duty slots (spire)
    male tactical boff with superior romulan operatives (embassy for everyone except romulans)
    +10 skill point booster for 4h (fleet starbase)
    research lab fleet wide buff (not the dil one tho since you need a LOT of people if it should be worth it, but the combat buff is awesome)
    a ship if you want to fly a zen one and there is a fleet version available ;)

    guess those are all the things you want to unlock from fleet holdings

    and sadly its not that great as it used to be to get dil but hey, during the special event admirality is even better than b4 ^^
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