Sorry this response is so late, honestly I have yet to see the skill actually do anything (I've experimented by loading up on consoles). So I leave it blank in favor of either CC, Healing, straight durability, power levels, or dps out put.
I tend to stick with skills that give me benefits 100% of the time. In addition I don't care how quickly Subsystem Repair "could" bring my systems back online because even ONE second of my shields being offline could be catastrophic with my AUX being shut down right behind that in terms of importance. I'd rather focus on maxing my defenses and healing while carrying ample counters to Shield and Aux shutdowns and multiple turtle abilities for when I simply can't bring a system online fast enough.
Engineers in Cruisers shouldn't worry about shutdowns too much seeing as you can run above 125 Shield and Aux power all the time and should be carrying some combination of EPTS, ET, Shield Battery, Aux Battery, Miracle Worker, EPS Transfer (for drain induced shutdowns) or cross heals to repair and sustain themselves.
Weapon power is expendable and you're not going to be able to run from a determined Escort so Engine power is meh... (odds are you're already in Tractors and Warp Plasma anyway if they're disabling your engines so you've got more problems than just a subsystem shutdown).
There are subsystem repair consoles? Maybe you confuse them with hull repair consoles? Or am I missing something?
I may or may not have been a lil tipsy when I wrote that, but I do remember there being at one time subsystem consoles, vaguely. I do remember testing it at one point fairly recently and being thoroughly disgusted by the end result though, seeing as how they have claimed to fix the skill 2 times before the skill tree change and now after 2 skill tree revisions it was still busted.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I may or may not have been a lil tipsy when I wrote that, but I do remember there being at one time subsystem consoles, vaguely. I do remember testing it at one point fairly recently and being thoroughly disgusted by the end result though, seeing as how they have claimed to fix the skill 2 times before the skill tree change and now after 2 skill tree revisions it was still busted.
I don't think there has ever been any subsystem repair consoles.
Also the subsystem repair skill is based off crew, so if you are going to run it make sure to have a nurse doff for crew healing loaded.
Speaking of which thats pretty much my standard doff loadout now. 2x Conn (TT), 2x SDO, 1x Nurse. It seems work pretty well and the SDO's still work but I do notice a difference between two and three of them.
Also the subsystem repair skill is based off crew, so if you are going to run it make sure to have a nurse doff for crew healing loaded.
I tried out a Nurse Doff on my Sci Oddy for a few matches and it never did anything. My crew wasn't coming back and eventually they all stayed dead for the rest of the matches.
2 consoles that could kinda be considered crew/subsystem repair consoles are emergency force fields and biofunction consoles. i think 1 protects crew and the other heals crew. as if i'd give up an eng or sci consoles for that though.
2 consoles that could kinda be considered crew/subsystem repair consoles are emergency force fields and biofunction consoles. i think 1 protects crew and the other heals crew. as if i'd give up an eng or sci consoles for that though.
I think that was it.
As far as I can tell, crew has no effect on anything sub repair related (also had a full human boff compliment when I did the tests as well to get sub repair up as high as possible.. still no dice)
I tried out a Nurse Doff on my Sci Oddy for a few matches and it never did anything. My crew wasn't coming back and eventually they all stayed dead for the rest of the matches.
Mine seems to work just fine are you running a purple or blue?
I saucer sep often on my Gal-R so my crew gets slaughtered about once every 5min or so and I can definitely see the incombat regen from time to time.
Its nothing like "lulz crew is suddenly back" but they come back.
I normally avoid threads like this as I'm not a regular PvP player, but as my occasional foray into Kerrat this weekend I saw something truly amazing (in my case- terrifying). I was setting myself for a strike on another players ship (Bugship I believe) when this guy suddenly starting shooting disruptor beams in all direction- not really surprising considering the Tholian dropbox point defense console is easily obtainable on the exchange. What was amazing was this guy was spouting these beams for over 30 seconds !
Was this an exploit or did he have every console slot on his ship equipped with this console, and was chain firing them.
Almost as amazing was the guy in the D'Kora with the full loadout of spiral-beam disruptors who mauled me later that day.
No wonder PvP is dying most can't afford to compete with these guys expensive ships.
I normally avoid threads like this as I'm not a regular PvP player, but as my occasional foray into Kerrat this weekend I saw something truly amazing (in my case- terrifying). I was setting myself for a strike on another players ship (Bugship I believe) when this guy suddenly starting shooting disruptor beams in all direction- not really surprising considering the Tholian dropbox point defense console is easily obtainable on the exchange. What was amazing was this guy was spouting these beams for over 30 seconds !
Was this an exploit or did he have every console slot on his ship equipped with this console, and was chain firing them.
Almost as amazing was the guy in the D'Kora with the full loadout of spiral-beam disruptors who mauled me later that day.
No wonder PvP is dying most can't afford to compete with these guys expensive ships.
You sure he wasn't simply using FAW? And flying a failscort I mean Beam escort?
PVP is dying cause the devs keep kicking in the face. It might start showing life again "soon" if Jman and Jesse continue their commitment to improving the core of the game. Which is all pvp runs off of.
Personally if I run into someone I can't deal with, I come back with friends. And then kick them to the respawn points over and over again.
Also threads like this also greatly benefit pvers not just pvp. A good pvp build will Roflstomp pve to the point where you will be probably falling asleep at the keyboard, even in Elite STFs.
Also threads like this also greatly benefit pvers not just pvp. A good pvp build will Roflstomp pve to the point where you will be probably falling asleep at the keyboard, even in Elite STFs.
I was reminded of this today when I grew bored of waiting for the queues and did an STF, I did half of KAGE while the rest of the team did the other half. When it was over one guy asked me how on earth I did that, I gave him my build (That Mav & Broken had huge hands in helping with!) and answered his questions.
In the end he threw the idea away claiming he doesn't "like" Omega but couldn't tell me why, dismissed tetryon glider as magic and declared the whole thing a fluke.
Could we bend PVE'ers to our will and make them build **** for us? it seems such a waste letting them toil in the ground for trinkets when they could be making pyramids.
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
I was reminded of this today when I grew bored of waiting for the queues and did an STF, I did half of KAGE while the rest of the team did the other half. When it was over one guy asked me how on earth I did that, I gave him my build (That Mav & Broken had huge hands in helping with!) and answered his questions.
In the end he threw the idea away claiming he doesn't "like" Omega but couldn't tell me why, dismissed tetryon glider as magic and declared the whole thing a fluke.
Could we bend PVE'ers to our will and make them build **** for us? it seems such a waste letting them toil in the ground for trinkets when they could be making pyramids.
Umm, I don't think it was FAW, seemed more like cannon fire than beams but they were going EVERYWHERE (in every direction- like 'Death Blossom' from The Last Starfighter movie).
It WAS fun to watch, tho the only thing I can imagine that could gun like that was the PDC console- STACKED many times chain firing. I cant afford to outfit a ship like that for many years.
WHile waiting to get me a Fleet Vorcha, I've been thinking about the mean things I could do with it. Obviously, Tactical officer with this setup.
Weapons:
Fore - 4 x DHC
Aft - 4 x Turret
Deflector: Omega
Engine: Borg
Shield: Omega
Consoles:
Eng - RCS x2, Neutroniumx2 (Could drop 1 armour and throw in that Push/Stun console)
Tac - 4 x Energy Type (I haven't decided yet what type)
Sci - Borg, Shield capacity one
BOffs:
Eng
Cmdr - EPTS1, A2B1, RSP/A2SIF/DEM/Extend, EWP III
Ens - ET1
DOFFs
3xTechnician, 1 Matter-Antimatter specialist, 1 Shield dist (don't know about this last slot)
alt
3xTechnician, 2x Conn (Evasive Cooldown)
Since I am running A2B for the cooldown reduction, I could run 1 quantum up front and throw in a HYT1 (swap out a TT1)
I'm opting for Technicians vs Damage control engineers because the cool down reduction will keep my RSP and EWP up more often. The A2B will also boost Weapons Power to the when its up (did they fix the Hard cap yet for power levels?). Alt setup if I were running Damage Controls would maybe look something like this:
Cmdr - EPTS1, RSP1, ET3, EWP3
Ens - EPTW1
OPting against A2ID because, while the turn rate boost and kinetic resist is great, I often find that due to inertia, pivoting is great, but then you defence tanks as you lose a lot of speed in the sharp turns (or maybe I'm just really rusty with my vorcha flying, I haven't really touched it for a few months).
APO1 is there mainly for the speed and Turn boost and breaking holds. I don't know yet how well the Vorcha will handle Omega though. We'll have to see.
Conn Officers (Evasive) simply for the zoom zoom every 25 secs (they haven;t fixed the double procing yet have they?)
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
welcome, hope to see you in the ques! the builds here are your best starting point, tweek them as you see fit. using ideas from this thread as your starting point will work a lot better then making your starting point be some jam sensor, boarding party pve build! the Hilbert guide has some good foolproof information too. if these are your foundations, its hard not to do well enough, and then improve till you can run with the best.
The Fleet Vorcha, is going to be the first of the Fleet Cruisers I cover. Why? Obviously it's the one I will acquire first. Not only that, it's no secret I've been dying to get this ship, since the Excelsior's release. The unfulfilled promise, at least in theory is finally recognized. High damage, big cannons, on one of the most badass, and threatening looking ships in startrek lore.
The Fleet Vorcha is in my opinion is a Tac's ship first and foremost. Sci, can also apply here, when built appropriately. Engies, need not apply however.
So, what's the build? Here are the 2 skill specs I like for the vorcha in general, and will also work here.
Weapons. Acc2 CrtH or CrtD DHCs 3, and a torp, or a dual beam bank. Or, CrtH2 ACCs across the board. 4 Turrets aft. Acc2 CrtHs.
Deflector: Borg or Omega
Engine, Borg or Omega
Shield, Resilient cap3, mk 12 cap 2 Resilient, KHG, or Omega.
Consoles: 2 RCS consoles, and 2 Armors, Ablative and Tetraburnium or 2 Neutroniums. Or 2 RCs, 1 Ablative Armor, and 1 Borg.
1 Borg, 1 Field Gen. Or 2 Field Generators. (I'm starting to favor this actually)
4 Energy Consoles.
Cmdr: Warp Plasma 3/DEM3 either one you really can't go wrong with. EPTS3/RSP2 either way you're going to need some serious shield fillers here that have decent durations. Aux To Inertial Dampeners/Aux to battery1 (if you can get tech doffs for aux to batt), EPTS1
Lt Cmdr: Attack pattern Omega 1 or Cannon Rapid Fire 2. This one depends mostly on what you are dealing with in a given fight. Sometimes you're going to need that strong initial burst of CRF2 sometimes you need more stun and repulsion prevention. If you run Warp Plasma, I'm leaning abit more on APO to charge up your dmg abit. CRF1, Tac Team.
Lt Tac: Tac Team, BO2/Torp Spread 2. If you are going DEM, CRF1.
Ens Eng: EPTA1 if you ahve aux to damp, and or EPTS3. If you are running RSP2. go EPTS1.
Ens Uni. I would have a third engineering boff on standby here, and switch to your sci as necessary. This boff I'd give ET1 and RSP, or go for EPTA and a second Aux ID. The Uni station is actually half the secret to a bug's resiliency, it's nice to have a tac cruiser that can't quite match it in damage but can safely equal it in durability finally.
Sci Boff I would have 2 on standby here as well. The first with Hazard 1, and Transfer Shield strength 2, the second, Polarize Hull 1, and transfer shield strength 2.
This is a strong tactical setup, that greatly supplements your strengths, and does a good job of covering weaknesses inherent in tac cruisers. It also gives you ludicrous agility, and the ability to land excessively powerful strikes.
with the COM and ENS only engineering stations, its gonna be a tight squeeze to make a workable defense with them. thats why you just about have to use damage control doffs to reduce the cooldown on EPtX skills. 3 blue tend to cost less then half a mil each on the exchange and work more then well enough in my experience. you actually get 2 chances for thier proc to go off before your left without energy in a sub system. with each activation of the 2 different EPtX abilities, it will ether set both abilities down to 30 seconds, or it wont. but those 2 different EPtX abilities giving you 2 separate chances for those 3 roles to get you proc ends up being damn reliable. just running 1 EPtX, and hoping the doffs keep it at global is not particularly reliable at all, its as reliable as the new energy weapon doffs. :rolleyes: 2 blue+ shield distro doffs to fill out the 2 remaining active roster slots, 2 green or worse will leave you hanging more often then they will proc.
so the build
COM eng EPtW1, RSP1, ET3, (A2S3/DEM3/EWP3) ENS eng EPtS1
LT uni(sci) (TB1, TSS2) / (TSS1, TBR1) HE in place of TSS if im not running A2S3 at the time, maybe.
better mention equipment and consoles. 4 energy weapons consoles in tactical slots always
omega 2 piece
omega deflector and engine with KHG shield
sci consoles- (2x flow cap) / (borg, 1 flow cap)
borg 3 piece
borg deflector and engine with KHG shield
sci consoles- (2x field generator) / ( borg, 1 field generator)
eng consoles with 8 beam arrays
borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your oponents
eng consoles with cannons and DBB
1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents
this ship cant cruiser, your silly for wanting it, buying it and using it. get the fleet ktinga instead, it makes the vorcha feel like a negvar as far as turning and movement are concerned, and it can do things like extend shields and run a warp plasma snare and have A2S, or DEM and A2S. point is you cant support well at all in this, and you cant damage like an escort. so stop it this is silly. that being said, the inner kirk wants what the inner kirk wants.
8 beam arrays with BO2 and BO3 are devastating in my excelsior when using 8 beam arrays, and the 4th tac console and APB will surly make it even worse. plus you can load up especially deadly faw2 and 3 in its place to burn through pve like its nothing. well its already nothing, sooo less then nothing the 8 beams really are easy mode. load up on hull armor and keep your speed high enough to max evasion and just fly around drooping BO hammers every 15 seconds. its akin to an attrition fist fight but your opponent is down and your kicking him, its not something they can take for long.
high up time on crf1 does wonders for your cannon dps, your crits are unimpressive but overall you come out quite ahead. the get hit by a truck BO3 with a DBB will deal crippling damage like it does on escorts like always. i'll see how i like having bo1 as well, might swap that out for a second TT if i find my energy being to drained too often. of course you could run 4 DHC and cut out the BOs and have 2 TTs, 2 CRFs and an APB/D/O. omega might be especially good for getting the 'fatter then an escort' vorcha pointing were you want it.
you could do without a sci officer, then you would be left with an excelsior's amount of engineering stations. i really cant imagine using it for tactical, that would kinda be absurd. i suppose you could also support mines and torps in the build too then, if your crazy like that. you might have to go with eng in the universal if gathering good damage control doffs is unfeasible at the moment. just remember that you don't have access to the best snare, tractor beam, which you will need to make BOs hit reliably, and to keep some one pinned long enough for you to get your cannons pointed at them. making their defense 0 is great for crits too. though you could run EWP for the snare with out giving up to much, though its not nearly as instant or easy to use effectivly as TB. also no TSS, HE, ST or PH. this ship really is versatile, as well as the most dangerous cruiser. maybe my inner kirk is on to something :cool:
edit: lol mav, guess we had the same thing on our minds
Also if you would, whip up a fleet ktinga specific build or two so I can add those as well.
I'm working on one for posting tomorrow.
i'll edit or repost my standard vorcha R build, it drops right into the ktinga perfectly. its also been perfected since then, maybe i'll remove the old and re post a perfected version for the vorcha R/fleet ktinga, wile singing the praises of how great the fleet ktinga is. because it REALLY is great.
new vorcha R/F ktinga build is up, disregard the old post and link this instead
fleet vorcha covered, now time for the perfected build for the standard vorcha R and the new fleet ktinga, the best cruiser in the game at being a true cruiser. lol right? this is for a tac captain, because tac captains can do all the supporting an eng captain can, wile dealing hilariously more damage.
to start with you want at least acc2 beam arrays, available in the dilithium store in tetryon and lol plasma flavor fairly cheaply, and the most accurate turrets and duel HEAVY cannons you can find on the exchange, because they are vastly superior to duel cannons. anything mk IX-XII with at least acc 2 is a good viable weapon, even if they are just blue quality. i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.
the vorcha with its great 10 turn rate, and the fleet ktinga with its even more delicious 11 turn rate, are capable of running narrow arc duel cannons easier then an excelcior can run single cannons. provided you have 2+ turn rate consoles, my vorcha's turn rate is over 20 with them. there is no reason to turn that well when you have beam arrays equipped though, swap them for other consoles.
with this build, im relying on the Damage Control Engineer doffs so i can run just a single copy of EPtS and EPtW with up time that rarely lets me down. i run 3 of them in blue quality, between 2 different types of EPtX, you have a total of 6 30% chances for the proc to go off, its damn reliable. 2 blue+ shields distribution doffs to fill the last 2 active roster slots
vorcha R sci consoles- (2x field generator) / ( borg, 1 field generator)
F ktinga sci consoles- (3x field generator) / ( borg, 2 field generator)
suddenly that 3rd science dump console looks pretty nifty huh
eng consoles with 8 beam arrays
borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents
eng consoles with cannons and DBB
1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents
i continue to be surprised by just how hard DHC hit things you shoot at, even when they arent running a buff and are only backed by 3 tactical consoles. you only have to keep your target in your fireing arc for about a second to unload all their damage for that cycle. bringing that much fire power, and that many heals to a fight is a very effective combination. your doing far more damage then other cruisers, and turning well enough to effectively issue that damage. this is ESPECIALLY true with the F ktinga, after all the turnrate buffs are stacked, its amazing how well it turns.
thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have every other important engineering power at your disposal. you are incredibly handy to have around, you can do a ton of hull and shield healing wile dealing superior damage to any other cruiser. being able to dump A2S3, ET3, TSS2, and ES1 on some one, fly around with a turn rate over 20 without any turn consoles, having near 100 shield energy and around 140 weapons energy, wile also snaring 2 or more people in a 500-1000 damage dot plasma clouds, and tractoring someone is cruiser in its perfect form. you are MVP every match.
2 snares from EWP and TB give you an incredible tactical advantage over anyone your attacking. fully buffed up EWP3 should theoretically deal over 1000 DOT a second. i have dealt 800 damage a second with the EWP2 im currently limited too, and that was without particle consoles. consider using 2 or 3 particle generator consoles in place of flow cap and pop every buff you can, even TT and EPtW helps, before you activate it and coat people.
TBR are very useful, a must have in the new pve content at least. if your tractor'ed it will all but break any tractors hold by pushing your opponent past the tractors effective range of 5. it will also hit any near by critters with 100% accuracy and kill any destructible weapons. pushing someone back into a plasma cloud they are trying to escape from is extreamly satisfying too. its great for when your pointing right at someone but they are trying to get out of your arc, it keeps them in front of you and screws up thier defence score. it can be more handy then regular tb in situations like this. i wouldn't bother focusing on dealing damage with it, you need higher levels of it and a sci ship to do that.
you have crummy tactical station powers, but they will murder the TRIBBLE out of the poor sap you have snared with maga dot plasma cloud and or a tractor beam. if someone is trying to HE+evasive out of your cloud, TB them too! there is no escape! if not stager them for maximum movement shutdown. on top of them being served up on a plater for you, they are served up for the whole rest of your team too. it is sooo easy to position yourself for an effective warp plasma dump in these maneuverable cruisers, were you just have to wait for someone to fly by or get behind you in a crummy fed cruiser.
if your puging you are quite likely to face teams full of escorts that fly around really fast and blast the TRIBBLE out of you. there is little hope of fighting these ships on equal terms with duel heavy cannons, with out multiple snares, thats why i think its wise to have those beam arrays to fall back on. a large volume of pets with chronos and tractor beams are your next greatest enemy.
on the excelsior i used BO2 and BO3, thats not an option here. the damage you can deal every 15 seconds with BO1 and BO2 is enough to make quite a difference thought, i had BO2 crit for 18k the other day. this is the best way to deal damage with 8 beams equipped.
FAW is only useful for cleaning up garbage, and its lack of accuracy makes it not even that great for that role now. only equip that if your facing a stupid amount of carriers or doing pve. your going to do your most damage to someone by just keeping 8 beams on them as much as possible, and delivering glider and proc damage. as always an energy level between 140 and 150 is the key to maximum damage over time
thats pretty much all there is too it. the only problem in the build is how much attention you have to give to your position when your using the duel cannons, and keeping your target directly in front of you. you have to effectively do that, AND keep track of your team mates and keep them healthy. thats all up to the skill of the user.
the fleet ktinga is the best cruiser, the only thing that out MVPs it is a thrice damned bug.
*edit- based on the actual hitpoints per shield facing on the F ktinga vs vorcha R, the F ktinga has a shield mod of 1.07.
i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
Unless it changed at the launch of Season 6, Acc does effect beam overload. I tested it less than a month and a half ago
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
we all think it helps some but not enough, MAYBE not at all. acc3 always seems like the best bet if you want something to hit for sure though. it seems to help crits quite a lot, when i snare someone, giving them ~0 defense, and BO them its a crit more then half the time, and, you know, it actually hits too! :cool:
Btw. What is more reliable if you run just single EptS / EptW copy? 3x damage control doff, or going A2B route with 3 technicians ?
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
My two cents: the old build I used to use on the Excel is the one I would give to people who asked, nine times out of ten. That said, the one I use now is Aux2Bat (I'm a convert) and it's so insanely good that I could never be convinced into going back.
You really need three purp Technicians, otherwise don't bother (three purps brings it to within a sliver of the exact EPt(X) cooldown). Without those three purps, only your EPt(X) would benefit from the Damage Controls. The other two can be whatever you like, shield distros are always good.
Well I'm asking, because I'm somewhat split about it. I know both situations would work, but here is my perspective.
A2B will also reduce counter to DEM /sci powers/tactical powers, increasing offensive and utility potential
A2B takes one ability slot, which for me means one less hull heal
If I ****up with the cooldowns, and use A2B too late, my EPtX power will go on 15s cooldown, which in case of shields is NOT pleasant when under fire.
That means, it is pretty balanced choice, because I have hard time to decide. Either safe route with dmg control engineers but will miss reduced cooldown on other stuff, or risk with A2B.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
That's certainly true, and it kind of depends on the ship I suppose. The Excel has so many Eng slots that you're really not losing anything. If you stock up on aux bats and take a TB, you can toss out TSS2 and snares like candy. I wouldn't say it's more "offensive" (because your heals come off cooldown just as quick as your DEMs) but it's definitely a riskier, more intensive build.
You might be able to get away with two purp Damage Control DOffs, and that'd leave you more room for other things. If proc chances are non-conditional, you'd have about an 8/10 chance of getting a good roll. However I can't remember how STO's probability works so take those numbers with a grain of salt.
Well I'm deciding to bring my old good Assault Cruiser out of the spacedock, but I also have my trusted Galaxy :P I didn't play cruisers seriously since like season 4.
I know I want it to be selfish build and mostly for CaH/STF, as I do not feel good in Arena in big ships.
My original idea was this for max offense loadout.
EPtE I, AtD I, EPtW III, DEM III
ET I, AtB I, EPtS III
EPtS I (backup if on Galaxy-R)
With Technicians and AtB I will miss AtSIF, unless I would drop AtD which I like. With Damage control ones, I could have both AtSIF and AtD, but my DEM would have increased cooldown.
I could of course swap ET1 and EPtS3 for E3 and EptS1. But since Galaxies are the main targets usually (lol) I figured extra shields never hurt. Truth is, Big ET burst heals would nicely complement PH I would take anyway. But haven't decided on this minor issue yet. The technician/damage control issue is more more crucial for me atm.
If you asking why EpTW 3, I wanna see how the drain is with power over 160 power, It also allows nice big Overloads. Might later drop it in favour of ET3 or WP1, just never tried it.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I would say Aux2Damp is somewhat wasted on cruisers (arguments for the defence bonus could go either way I guess)... is it intended to be a team skill?
Comments
I tend to stick with skills that give me benefits 100% of the time. In addition I don't care how quickly Subsystem Repair "could" bring my systems back online because even ONE second of my shields being offline could be catastrophic with my AUX being shut down right behind that in terms of importance. I'd rather focus on maxing my defenses and healing while carrying ample counters to Shield and Aux shutdowns and multiple turtle abilities for when I simply can't bring a system online fast enough.
Engineers in Cruisers shouldn't worry about shutdowns too much seeing as you can run above 125 Shield and Aux power all the time and should be carrying some combination of EPTS, ET, Shield Battery, Aux Battery, Miracle Worker, EPS Transfer (for drain induced shutdowns) or cross heals to repair and sustain themselves.
Weapon power is expendable and you're not going to be able to run from a determined Escort so Engine power is meh... (odds are you're already in Tractors and Warp Plasma anyway if they're disabling your engines so you've got more problems than just a subsystem shutdown).
TRIBBLE.
I may or may not have been a lil tipsy when I wrote that, but I do remember there being at one time subsystem consoles, vaguely. I do remember testing it at one point fairly recently and being thoroughly disgusted by the end result though, seeing as how they have claimed to fix the skill 2 times before the skill tree change and now after 2 skill tree revisions it was still busted.
I don't think there has ever been any subsystem repair consoles.
Also the subsystem repair skill is based off crew, so if you are going to run it make sure to have a nurse doff for crew healing loaded.
Speaking of which thats pretty much my standard doff loadout now. 2x Conn (TT), 2x SDO, 1x Nurse. It seems work pretty well and the SDO's still work but I do notice a difference between two and three of them.
I tried out a Nurse Doff on my Sci Oddy for a few matches and it never did anything. My crew wasn't coming back and eventually they all stayed dead for the rest of the matches.
TRIBBLE.
I think that was it.
As far as I can tell, crew has no effect on anything sub repair related (also had a full human boff compliment when I did the tests as well to get sub repair up as high as possible.. still no dice)
Mine seems to work just fine are you running a purple or blue?
I saucer sep often on my Gal-R so my crew gets slaughtered about once every 5min or so and I can definitely see the incombat regen from time to time.
Its nothing like "lulz crew is suddenly back" but they come back.
Was this an exploit or did he have every console slot on his ship equipped with this console, and was chain firing them.
Almost as amazing was the guy in the D'Kora with the full loadout of spiral-beam disruptors who mauled me later that day.
No wonder PvP is dying most can't afford to compete with these guys expensive ships.
Awoken Dead
Now shaddup about the queues, it's a BUG
You sure he wasn't simply using FAW? And flying a failscort I mean Beam escort?
PVP is dying cause the devs keep kicking in the face. It might start showing life again "soon" if Jman and Jesse continue their commitment to improving the core of the game. Which is all pvp runs off of.
Personally if I run into someone I can't deal with, I come back with friends. And then kick them to the respawn points over and over again.
Also threads like this also greatly benefit pvers not just pvp. A good pvp build will Roflstomp pve to the point where you will be probably falling asleep at the keyboard, even in Elite STFs.
I was reminded of this today when I grew bored of waiting for the queues and did an STF, I did half of KAGE while the rest of the team did the other half. When it was over one guy asked me how on earth I did that, I gave him my build (That Mav & Broken had huge hands in helping with!) and answered his questions.
In the end he threw the idea away claiming he doesn't "like" Omega but couldn't tell me why, dismissed tetryon glider as magic and declared the whole thing a fluke.
Could we bend PVE'ers to our will and make them build **** for us? it seems such a waste letting them toil in the ground for trinkets when they could be making pyramids.
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Umm, I don't think it was FAW, seemed more like cannon fire than beams but they were going EVERYWHERE (in every direction- like 'Death Blossom' from The Last Starfighter movie).
It WAS fun to watch, tho the only thing I can imagine that could gun like that was the PDC console- STACKED many times chain firing. I cant afford to outfit a ship like that for many years.
Awoken Dead
Now shaddup about the queues, it's a BUG
Weapons:
Fore - 4 x DHC
Aft - 4 x Turret
Deflector: Omega
Engine: Borg
Shield: Omega
Consoles:
Eng - RCS x2, Neutroniumx2 (Could drop 1 armour and throw in that Push/Stun console)
Tac - 4 x Energy Type (I haven't decided yet what type)
Sci - Borg, Shield capacity one
BOffs:
Eng
Cmdr - EPTS1, A2B1, RSP/A2SIF/DEM/Extend, EWP III
Ens - ET1
Tac
Lt - TT1, CSV1
LtC TT1, CRF1, APO1
alt
LtC TT1, APB1/APD1, CRF2
Sci
Lt- HE1, TTS2
DOFFs
3xTechnician, 1 Matter-Antimatter specialist, 1 Shield dist (don't know about this last slot)
alt
3xTechnician, 2x Conn (Evasive Cooldown)
Since I am running A2B for the cooldown reduction, I could run 1 quantum up front and throw in a HYT1 (swap out a TT1)
I'm opting for Technicians vs Damage control engineers because the cool down reduction will keep my RSP and EWP up more often. The A2B will also boost Weapons Power to the when its up (did they fix the Hard cap yet for power levels?). Alt setup if I were running Damage Controls would maybe look something like this:
Cmdr - EPTS1, RSP1, ET3, EWP3
Ens - EPTW1
OPting against A2ID because, while the turn rate boost and kinetic resist is great, I often find that due to inertia, pivoting is great, but then you defence tanks as you lose a lot of speed in the sharp turns (or maybe I'm just really rusty with my vorcha flying, I haven't really touched it for a few months).
APO1 is there mainly for the speed and Turn boost and breaking holds. I don't know yet how well the Vorcha will handle Omega though. We'll have to see.
Conn Officers (Evasive) simply for the zoom zoom every 25 secs (they haven;t fixed the double procing yet have they?)
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
I'm new to the game and really appreciate all of the information.
I'm a KDF Tac Captain and recently switched to flying a D'Kora. I also enjoy flying the Kar'Fi, Tac Borta, Qin Raptor and Guramba.
I haven't gotten into PvP yet, focusing mostly on STF grinding and now star base grinding, but I am looking forward to PvP.
I have mainly experimented around disruptor, antiproton and polaron builds, with cannon, beam and hybrid weapon layouts.
Again, I have appreciated all of the comments from other players and have enjoyed trying out different setups.
At some point I will post some of my builds for feedback, but for now I probably just need to keep experimenting and tweaking.
Thanks again for renewing this thread.
Axx
The Fleet Vorcha is in my opinion is a Tac's ship first and foremost. Sci, can also apply here, when built appropriately. Engies, need not apply however.
So, what's the build? Here are the 2 skill specs I like for the vorcha in general, and will also work here.
http://www.stoacademy.com/tools/skillplanner/index.php?build=Dragonflame1_0
http://www.stoacademy.com/tools/skillplanner/index.php?build=MavsTVorcha1_0
Weapons. Acc2 CrtH or CrtD DHCs 3, and a torp, or a dual beam bank. Or, CrtH2 ACCs across the board. 4 Turrets aft. Acc2 CrtHs.
Deflector: Borg or Omega
Engine, Borg or Omega
Shield, Resilient cap3, mk 12 cap 2 Resilient, KHG, or Omega.
Consoles: 2 RCS consoles, and 2 Armors, Ablative and Tetraburnium or 2 Neutroniums. Or 2 RCs, 1 Ablative Armor, and 1 Borg.
1 Borg, 1 Field Gen. Or 2 Field Generators. (I'm starting to favor this actually)
4 Energy Consoles.
Power Settings: /95 weapons. /30 shields /50 engines /25 aux secondary attack setting /95 weapons /50 shields /30 engines /25 aux. Turtle mode: /25 weapons /75 shields /50 engines /50 aux.
Cmdr: Warp Plasma 3/DEM3 either one you really can't go wrong with. EPTS3/RSP2 either way you're going to need some serious shield fillers here that have decent durations. Aux To Inertial Dampeners/Aux to battery1 (if you can get tech doffs for aux to batt), EPTS1
Lt Cmdr: Attack pattern Omega 1 or Cannon Rapid Fire 2. This one depends mostly on what you are dealing with in a given fight. Sometimes you're going to need that strong initial burst of CRF2 sometimes you need more stun and repulsion prevention. If you run Warp Plasma, I'm leaning abit more on APO to charge up your dmg abit. CRF1, Tac Team.
Lt Tac: Tac Team, BO2/Torp Spread 2. If you are going DEM, CRF1.
Ens Eng: EPTA1 if you ahve aux to damp, and or EPTS3. If you are running RSP2. go EPTS1.
Ens Uni. I would have a third engineering boff on standby here, and switch to your sci as necessary. This boff I'd give ET1 and RSP, or go for EPTA and a second Aux ID. The Uni station is actually half the secret to a bug's resiliency, it's nice to have a tac cruiser that can't quite match it in damage but can safely equal it in durability finally.
Sci Boff I would have 2 on standby here as well. The first with Hazard 1, and Transfer Shield strength 2, the second, Polarize Hull 1, and transfer shield strength 2.
This is a strong tactical setup, that greatly supplements your strengths, and does a good job of covering weaknesses inherent in tac cruisers. It also gives you ludicrous agility, and the ability to land excessively powerful strikes.
with the COM and ENS only engineering stations, its gonna be a tight squeeze to make a workable defense with them. thats why you just about have to use damage control doffs to reduce the cooldown on EPtX skills. 3 blue tend to cost less then half a mil each on the exchange and work more then well enough in my experience. you actually get 2 chances for thier proc to go off before your left without energy in a sub system. with each activation of the 2 different EPtX abilities, it will ether set both abilities down to 30 seconds, or it wont. but those 2 different EPtX abilities giving you 2 separate chances for those 3 roles to get you proc ends up being damn reliable. just running 1 EPtX, and hoping the doffs keep it at global is not particularly reliable at all, its as reliable as the new energy weapon doffs. :rolleyes: 2 blue+ shield distro doffs to fill out the 2 remaining active roster slots, 2 green or worse will leave you hanging more often then they will proc.
so the build
COM eng EPtW1, RSP1, ET3, (A2S3/DEM3/EWP3)
ENS eng EPtS1
LT uni(sci) (TB1, TSS2) / (TSS1, TBR1) HE in place of TSS if im not running A2S3 at the time, maybe.
1 DBB + 3 DHC / 8 beam arrays
LTC tac (TT1, CRF1, BO3) / (TT1, BO2, BO3)
LT tac (BO1, CRF1) / (TT1, APB1)
better mention equipment and consoles. 4 energy weapons consoles in tactical slots always
omega 2 piece
omega deflector and engine with KHG shield
sci consoles- (2x flow cap) / (borg, 1 flow cap)
borg 3 piece
borg deflector and engine with KHG shield
sci consoles- (2x field generator) / ( borg, 1 field generator)
eng consoles with 8 beam arrays
borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your oponents
eng consoles with cannons and DBB
1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents
this ship cant cruiser, your silly for wanting it, buying it and using it. get the fleet ktinga instead, it makes the vorcha feel like a negvar as far as turning and movement are concerned, and it can do things like extend shields and run a warp plasma snare and have A2S, or DEM and A2S. point is you cant support well at all in this, and you cant damage like an escort. so stop it this is silly. that being said, the inner kirk wants what the inner kirk wants.
8 beam arrays with BO2 and BO3 are devastating in my excelsior when using 8 beam arrays, and the 4th tac console and APB will surly make it even worse. plus you can load up especially deadly faw2 and 3 in its place to burn through pve like its nothing. well its already nothing, sooo less then nothing the 8 beams really are easy mode. load up on hull armor and keep your speed high enough to max evasion and just fly around drooping BO hammers every 15 seconds. its akin to an attrition fist fight but your opponent is down and your kicking him, its not something they can take for long.
high up time on crf1 does wonders for your cannon dps, your crits are unimpressive but overall you come out quite ahead. the get hit by a truck BO3 with a DBB will deal crippling damage like it does on escorts like always. i'll see how i like having bo1 as well, might swap that out for a second TT if i find my energy being to drained too often. of course you could run 4 DHC and cut out the BOs and have 2 TTs, 2 CRFs and an APB/D/O. omega might be especially good for getting the 'fatter then an escort' vorcha pointing were you want it.
you could do without a sci officer, then you would be left with an excelsior's amount of engineering stations. i really cant imagine using it for tactical, that would kinda be absurd. i suppose you could also support mines and torps in the build too then, if your crazy like that. you might have to go with eng in the universal if gathering good damage control doffs is unfeasible at the moment. just remember that you don't have access to the best snare, tractor beam, which you will need to make BOs hit reliably, and to keep some one pinned long enough for you to get your cannons pointed at them. making their defense 0 is great for crits too. though you could run EWP for the snare with out giving up to much, though its not nearly as instant or easy to use effectivly as TB. also no TSS, HE, ST or PH. this ship really is versatile, as well as the most dangerous cruiser. maybe my inner kirk is on to something :cool:
edit: lol mav, guess we had the same thing on our minds
I added yours to the table of contents.
Also if you would, whip up a fleet ktinga specific build or two so I can add those as well.
I'm working on one for posting tomorrow.
i'll edit or repost my standard vorcha R build, it drops right into the ktinga perfectly. its also been perfected since then, maybe i'll remove the old and re post a perfected version for the vorcha R/fleet ktinga, wile singing the praises of how great the fleet ktinga is. because it REALLY is great.
new vorcha R/F ktinga build is up, disregard the old post and link this instead
to start with you want at least acc2 beam arrays, available in the dilithium store in tetryon and lol plasma flavor fairly cheaply, and the most accurate turrets and duel HEAVY cannons you can find on the exchange, because they are vastly superior to duel cannons. anything mk IX-XII with at least acc 2 is a good viable weapon, even if they are just blue quality. i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.
the vorcha with its great 10 turn rate, and the fleet ktinga with its even more delicious 11 turn rate, are capable of running narrow arc duel cannons easier then an excelcior can run single cannons. provided you have 2+ turn rate consoles, my vorcha's turn rate is over 20 with them. there is no reason to turn that well when you have beam arrays equipped though, swap them for other consoles.
with this build, im relying on the Damage Control Engineer doffs so i can run just a single copy of EPtS and EPtW with up time that rarely lets me down. i run 3 of them in blue quality, between 2 different types of EPtX, you have a total of 6 30% chances for the proc to go off, its damn reliable. 2 blue+ shields distribution doffs to fill the last 2 active roster slots
so, my station setup is as follows
COM eng- EPtW1, RSP1, ET3, EWP3 / (A2S3)
LTC eng- EPtS1, ES1, A2S2 / (EWP1)
LT sci- (HE1, TSS2) / (TB1, TSS2) / (TSS1, TBR1)
DHC+DBB
LT- tac- BO1, CRF1
ENS tac- TT1
8 Beam arrays
LT- tac- BO1, BO2
ENS tac- TT1
equipment and consoles. 3 energy weapons consoles in tactical slots always
omega 2 piece
omega deflector and engine with KHG shield
vorcha R sci consoles- (2x flow cap) / (borg, 1 flow cap)
F ktinga sci consoles- (3x flow cap) / (borg, 2 flow cap)
borg 3 piece
borg deflector and engine with KHG shield
vorcha R sci consoles- (2x field generator) / ( borg, 1 field generator)
F ktinga sci consoles- (3x field generator) / ( borg, 2 field generator)
suddenly that 3rd science dump console looks pretty nifty huh
eng consoles with 8 beam arrays
borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents
eng consoles with cannons and DBB
1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents
i continue to be surprised by just how hard DHC hit things you shoot at, even when they arent running a buff and are only backed by 3 tactical consoles. you only have to keep your target in your fireing arc for about a second to unload all their damage for that cycle. bringing that much fire power, and that many heals to a fight is a very effective combination. your doing far more damage then other cruisers, and turning well enough to effectively issue that damage. this is ESPECIALLY true with the F ktinga, after all the turnrate buffs are stacked, its amazing how well it turns.
thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have every other important engineering power at your disposal. you are incredibly handy to have around, you can do a ton of hull and shield healing wile dealing superior damage to any other cruiser. being able to dump A2S3, ET3, TSS2, and ES1 on some one, fly around with a turn rate over 20 without any turn consoles, having near 100 shield energy and around 140 weapons energy, wile also snaring 2 or more people in a 500-1000 damage dot plasma clouds, and tractoring someone is cruiser in its perfect form. you are MVP every match.
2 snares from EWP and TB give you an incredible tactical advantage over anyone your attacking. fully buffed up EWP3 should theoretically deal over 1000 DOT a second. i have dealt 800 damage a second with the EWP2 im currently limited too, and that was without particle consoles. consider using 2 or 3 particle generator consoles in place of flow cap and pop every buff you can, even TT and EPtW helps, before you activate it and coat people.
TBR are very useful, a must have in the new pve content at least. if your tractor'ed it will all but break any tractors hold by pushing your opponent past the tractors effective range of 5. it will also hit any near by critters with 100% accuracy and kill any destructible weapons. pushing someone back into a plasma cloud they are trying to escape from is extreamly satisfying too. its great for when your pointing right at someone but they are trying to get out of your arc, it keeps them in front of you and screws up thier defence score. it can be more handy then regular tb in situations like this. i wouldn't bother focusing on dealing damage with it, you need higher levels of it and a sci ship to do that.
you have crummy tactical station powers, but they will murder the TRIBBLE out of the poor sap you have snared with maga dot plasma cloud and or a tractor beam. if someone is trying to HE+evasive out of your cloud, TB them too! there is no escape! if not stager them for maximum movement shutdown. on top of them being served up on a plater for you, they are served up for the whole rest of your team too. it is sooo easy to position yourself for an effective warp plasma dump in these maneuverable cruisers, were you just have to wait for someone to fly by or get behind you in a crummy fed cruiser.
if your puging you are quite likely to face teams full of escorts that fly around really fast and blast the TRIBBLE out of you. there is little hope of fighting these ships on equal terms with duel heavy cannons, with out multiple snares, thats why i think its wise to have those beam arrays to fall back on. a large volume of pets with chronos and tractor beams are your next greatest enemy.
on the excelsior i used BO2 and BO3, thats not an option here. the damage you can deal every 15 seconds with BO1 and BO2 is enough to make quite a difference thought, i had BO2 crit for 18k the other day. this is the best way to deal damage with 8 beams equipped.
FAW is only useful for cleaning up garbage, and its lack of accuracy makes it not even that great for that role now. only equip that if your facing a stupid amount of carriers or doing pve. your going to do your most damage to someone by just keeping 8 beams on them as much as possible, and delivering glider and proc damage. as always an energy level between 140 and 150 is the key to maximum damage over time
thats pretty much all there is too it. the only problem in the build is how much attention you have to give to your position when your using the duel cannons, and keeping your target directly in front of you. you have to effectively do that, AND keep track of your team mates and keep them healthy. thats all up to the skill of the user.
the fleet ktinga is the best cruiser, the only thing that out MVPs it is a thrice damned bug.
*edit- based on the actual hitpoints per shield facing on the F ktinga vs vorcha R, the F ktinga has a shield mod of 1.07.
vorcha R- http://cloud-2.steampowered.com/ugc/578964650922327877/B8699BCF56A9D11F1C26C4071E3000FEFEEA7E10/
F ktinga- http://cloud.steampowered.com/ugc/578964650922330854/A57E3E8944E21EF2B7F901DAAD761918D5560B56/
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Unless it changed at the launch of Season 6, Acc does effect beam overload. I tested it less than a month and a half ago
we all think it helps some but not enough, MAYBE not at all. acc3 always seems like the best bet if you want something to hit for sure though. it seems to help crits quite a lot, when i snare someone, giving them ~0 defense, and BO them its a crit more then half the time, and, you know, it actually hits too! :cool:
You really need three purp Technicians, otherwise don't bother (three purps brings it to within a sliver of the exact EPt(X) cooldown). Without those three purps, only your EPt(X) would benefit from the Damage Controls. The other two can be whatever you like, shield distros are always good.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
A2B will also reduce counter to DEM /sci powers/tactical powers, increasing offensive and utility potential
A2B takes one ability slot, which for me means one less hull heal
If I ****up with the cooldowns, and use A2B too late, my EPtX power will go on 15s cooldown, which in case of shields is NOT pleasant when under fire.
That means, it is pretty balanced choice, because I have hard time to decide. Either safe route with dmg control engineers but will miss reduced cooldown on other stuff, or risk with A2B.
You might be able to get away with two purp Damage Control DOffs, and that'd leave you more room for other things. If proc chances are non-conditional, you'd have about an 8/10 chance of getting a good roll. However I can't remember how STO's probability works so take those numbers with a grain of salt.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
I know I want it to be selfish build and mostly for CaH/STF, as I do not feel good in Arena in big ships.
My original idea was this for max offense loadout.
EPtE I, AtD I, EPtW III, DEM III
ET I, AtB I, EPtS III
EPtS I (backup if on Galaxy-R)
With Technicians and AtB I will miss AtSIF, unless I would drop AtD which I like. With Damage control ones, I could have both AtSIF and AtD, but my DEM would have increased cooldown.
I could of course swap ET1 and EPtS3 for E3 and EptS1. But since Galaxies are the main targets usually (lol) I figured extra shields never hurt. Truth is, Big ET burst heals would nicely complement PH I would take anyway. But haven't decided on this minor issue yet. The technician/damage control issue is more more crucial for me atm.
If you asking why EpTW 3, I wanna see how the drain is with power over 160 power, It also allows nice big Overloads. Might later drop it in favour of ET3 or WP1, just never tried it.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples