Nukara Impulse Engines Mk XI the 2pc set bonus weapon stabilizers - Automatically removes weapon disabled conditions after 4 sec? :eek:
I guess thats good if my engineer team is on cooldown but IMHO it should be 2 sec instead of 4 sec
Still waiting to hear if the UI color scheme's can be set up so that I can select one of the specific types to use on certain characters. As it stands, selecting "Default" is the only way to make sure that your LCARS color scheme is faction-specific. If you select any of the other options, they get universally applied to all characters on an acount. It would be nice if I could use the "Voyager" color scheme on my Federation characters, while my Romulan and Klingon toons keep their default settings.
Well it still looks like there's still lots to do, I replayed 3 different episodes in the Romulan arcs hoping to get a lousy RCS console that was listed as a reward, not a chance, every single one gave me something different than what was listed in the mission rewards.
Devils Choice is a bear in the final stages, I finally managed to get past the 3rd Incubation chamber only to die repeatedly dealing with the mob spamming going on in the last room, I'm supposedly playing in normal mode but that mission is an elite mode headache if there ever was such a thing. Same is true of the the final Romulan defense mission, the number of ships spawning basically turned my fairly decent computer into complete TRIBBLE, the frame rate was literally stop motion frame stepping. Come on guys, what is with the megaspawning, not everyone can afford triple SLI video rigs.
P.S> I now sympathize completely with players complaining about the D'deridex's turn rate, that thing is a wallowing pig, what the hell is even the point of letting it mount cannons. As soon as I get back in I'm dumping the cannons and putting on beam arrays since it's clear the thing is just another fat failcruiser.
If something is not broken, don't fix it, if it is broken, don't leave it broken.
P.S> I now sympathize completely with players complaining about the D'deridex's turn rate, that thing is a wallowing pig, what the hell is even the point of letting it mount cannons. As soon as I get back in I'm dumping the cannons and putting on beam arrays since it's clear the thing is just another fat failcruiser.
I never noticed, but then I'm used to working with larger ships, even on a Tactical officer. The D'Deridex turns well enough when cloaked, but then too I was lucky enough to get a Mk VII blue RCS console, but cloaking seems to make it turn better. Give that a try, maybe?
P.S> I now sympathize completely with players complaining about the D'deridex's turn rate, that thing is a wallowing pig, what the hell is even the point of letting it mount cannons. As soon as I get back in I'm dumping the cannons and putting on beam arrays since it's clear the thing is just another fat failcruiser.
As a tactical officer, I managed to get the turn rate of the d'deridex up to 21.2 deg/sec by putting maximum points in Impulse Thrusters. I did not use a RCS console at all. And when I was cloaked, I could turn the ship on a dime. AND, I equipped nothing but cannons on it, as that is the canon weapons load out for a d'deridex.
I think people are too focused on the base stats to remember that you're supposed to use your skill points as well as your consoles, in TANDEM, to improve the stats of a vessel. It seems to me that a lot of players are expecting ships to have turn rates that are already high enough without modification, so that they can focus their points and consoles on things they want to make OP, like energy weapons damage, or shields and hull, or some other system.
And with the fix to the Impulse Thrusters skill, you could put 6 points, or even 3 points, in it, and it would make a marked improvement on your D'deridex's turn rate. Instead of people complaining about the D'deridex not being a tactical cruiser, try making it into one with the skills your toon has available.
I think people are too focused on the base stats to remember that you're supposed to use your skill points as well as your consoles, in TANDEM, to improve the stats of a vessel.
Now if people would apply this to cruiser builds they would see that there is no need to increase the abilities of cruiser, and that escorts do not need to be nerfed.
Comments
I guess thats good if my engineer team is on cooldown but IMHO it should be 2 sec instead of 4 sec
why are my Boffs showing up as ships until i click on them
http://i1065.photobucket.com/albums/u389/kapla1755/closed%20beta/2013-05-14_00019.jpg
http://i1065.photobucket.com/albums/u389/kapla1755/closed%20beta/2013-05-14_00020.jpg
probably a bug but think its kinda cool atm
ev suit
http://i1065.photobucket.com/albums/u389/kapla1755/closed%20beta/2013-05-13_00013-1.jpg
regular armor
http://i1065.photobucket.com/albums/u389/kapla1755/closed%20beta/2013-05-13_00012-1.jpg
also any word on not being able to set rally points in ground maps?
any progress on not being able to train Boffs in space skills?
3-weapon vendors on drozana selling exactly the same things why?
This is how FvK arena looks like, q`s are dead, there`s no display issue.. :rolleyes:
Devils Choice is a bear in the final stages, I finally managed to get past the 3rd Incubation chamber only to die repeatedly dealing with the mob spamming going on in the last room, I'm supposedly playing in normal mode but that mission is an elite mode headache if there ever was such a thing. Same is true of the the final Romulan defense mission, the number of ships spawning basically turned my fairly decent computer into complete TRIBBLE, the frame rate was literally stop motion frame stepping. Come on guys, what is with the megaspawning, not everyone can afford triple SLI video rigs.
P.S> I now sympathize completely with players complaining about the D'deridex's turn rate, that thing is a wallowing pig, what the hell is even the point of letting it mount cannons. As soon as I get back in I'm dumping the cannons and putting on beam arrays since it's clear the thing is just another fat failcruiser.
I never noticed, but then I'm used to working with larger ships, even on a Tactical officer. The D'Deridex turns well enough when cloaked, but then too I was lucky enough to get a Mk VII blue RCS console, but cloaking seems to make it turn better. Give that a try, maybe?
im glad i dint fork out for the lagacy pack as all i wanted from it was the D'derodex.
As a tactical officer, I managed to get the turn rate of the d'deridex up to 21.2 deg/sec by putting maximum points in Impulse Thrusters. I did not use a RCS console at all. And when I was cloaked, I could turn the ship on a dime. AND, I equipped nothing but cannons on it, as that is the canon weapons load out for a d'deridex.
I think people are too focused on the base stats to remember that you're supposed to use your skill points as well as your consoles, in TANDEM, to improve the stats of a vessel. It seems to me that a lot of players are expecting ships to have turn rates that are already high enough without modification, so that they can focus their points and consoles on things they want to make OP, like energy weapons damage, or shields and hull, or some other system.
And with the fix to the Impulse Thrusters skill, you could put 6 points, or even 3 points, in it, and it would make a marked improvement on your D'deridex's turn rate. Instead of people complaining about the D'deridex not being a tactical cruiser, try making it into one with the skills your toon has available.
Now if people would apply this to cruiser builds they would see that there is no need to increase the abilities of cruiser, and that escorts do not need to be nerfed.
- Lewis Burwell "chesty" Puller
How Romulans Should Choose What Faction They Are In
Ground portion of Price of Neutrality is now bugged. Placing a BOFF in front of the camera has no effect... It used to work fine.