Surgical Strikes is currently bugged with Dual Heavy Cannons, Dual Cannons, the Undine Rep Heavy Disruptor Turret, and a few other heavy cannon weapons being forced into Phaser type thereby loosing out on their energy weapon type Tac console buffs. Dual Beam Banks, Beam Arrays and Turrets of non-Phaser do work properly, however. DBB plus turrets seem to be the way to go until it's fixed (dev stated fix already submitted, now to wait until it goes live).
To capitalize on the Crit Hit and accuracy boosting nature of Surgical Strikes, stack as much Crit damage you can get. I threw together this really expensive build based around crafted Anti-Proton [CritD] x4, all the energy boosts I could think of, and all the CritD boosting universals. Aux to Batt with Technician DOffs to get the best ranks of Surgical Strikes and Override safeties going as much as possible. Anything not Mk XIV Epic I'm unsure it the upgrades boost damage or not (like Nukara two-set): http://skillplanner.stoacademy.com/?build=epicqib_5175
Note: One crafted Omni-beam and the Ancient Omni-beam from the mission, though I'm not sure the higher base damage of the crafted omni-beam will beat out [CritD]x4 turrets or not.
Pretty easy to scale back and I run some of this at Mk XII/XIII on a couple of characters to good effect. The Tach/Borg/Bio-infused consoles helped enough that I didn't notice the Phaser bug at first on my better geared char.
Thank you so much for that detail. YOu really caught me up on the state of the game and how to work this ship.
I have noticed that people are crafting these weapons now. Is it true they just make MK II gear and until they find the crt D x3 weapons, which then they do upgrade tokens (crafted)?
Thank you so much for that detail. YOu really caught me up on the state of the game and how to work this ship.
I have noticed that people are crafting these weapons now. Is it true they just make MK II gear and until they find the crt D x3 weapons, which then they do upgrade tokens (crafted)?
Yes, because that it the most effective means of acquiring what you want. While it costs more dilithium that way, it does not require Very Rare materials or components (which themselves have a dilithium cost) to manufacture them. You're gambling Common materials on the [Mods], then investing higher-tier materials and dilithium to get to Mk XII, rather than gambling higher-tier materials and dilithium on the [Mods] but starting at Mk XII.
In theory they looked at several other games' crafting systems when designing this one, and even mentioned ESO as being one of those games. I kind of doubt that, however, as ESO allows you to make exactly the item you choose, in the style you choose, with the bonuses you choose, including unique set bonuses... This use of the Upgrade System is a workaround to bring our Crafting System closer to being a means of bypassing the RNG, rather than being a victim thereof.
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
Yes, because that it the most effective means of acquiring what you want. While it costs more dilithium that way, it does not require Very Rare materials or components (which themselves have a dilithium cost) to manufacture them. You're gambling Common materials on the [Mods], then investing higher-tier materials and dilithium to get to Mk XII, rather than gambling higher-tier materials and dilithium on the [Mods] but starting at Mk XII.
Wouldn't it be even more cost effective to craft at Mk. VI then? Not like the green materials are any more difficult to find or more expensive than the white ones, and it should save you a significant chunk of dilithium. It's only at Mk. XI that you start needing to craft purple components.
Wouldn't it be even more cost effective to craft at Mk. VI then? Not like the green materials are any more difficult to find or more expensive than the white ones, and it should save you a significant chunk of dilithium. It's only at Mk. XI that you start needing to craft purple components.
As far as I know it's also a matter of time. Higher Mk gear takes a lot longer to craft than the lowly Mk2 stuff (about 15 minutes if memory serves right) so that's a factor too.
It's a difference if you wait only 15 minutes for junk with horrible mods like [Dmg]x2 to clear out your slot or 1 hour. Paying dil to get rid of it early would be a waste especially for the longer projects.
Wouldn't it be even more cost effective to craft at Mk. VI then? Not like the green materials are any more difficult to find or more expensive than the white ones, and it should save you a significant chunk of dilithium. It's only at Mk. XI that you start needing to craft purple components.
No, because you can take a mk II space weapon to mk VII with one superior tech upgrade. That's five rolls for a quality increase. You won't get that many starting at mk VI. The people going for [CrtD]x4 need as many rolls as possible. Typically, if it doesn't go up off the one upgrade, you toss it on the exchange and start with a fresh mk II, because it actually saves you dilithium in the long run.
Plus the crafting time cost seriousdave points out. A mk II takes 5 minutes to make, I believe VI is an hour? Getting [CrtD]x3 to start with is already a monumental task.
Me? I think it's all a waste of time/resources, but I'm not a min/maxer.
I went a step further when I crafted my APs. If you can afford them, the Superior Experimental Upgrade plus the Major Research Boost (Quality x2), gave me 5 rolls of 20% quality upgrade till the weapons reached Mk VII. Only a small portion didn't receive a quality upgrade.
"I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
Thank you so much for that detail. YOu really caught me up on the state of the game and how to work this ship.
I have noticed that people are crafting these weapons now. Is it true they just make MK II gear and until they find the crt D x3 weapons, which then they do upgrade tokens (crafted)?
I made t6 and upgraded. I had near 100% chance of purple, no blue materials cost, and I got what I wanted. Less chances to upgrade quality, but I can live with it...
Comments
To capitalize on the Crit Hit and accuracy boosting nature of Surgical Strikes, stack as much Crit damage you can get. I threw together this really expensive build based around crafted Anti-Proton [CritD] x4, all the energy boosts I could think of, and all the CritD boosting universals. Aux to Batt with Technician DOffs to get the best ranks of Surgical Strikes and Override safeties going as much as possible. Anything not Mk XIV Epic I'm unsure it the upgrades boost damage or not (like Nukara two-set):
http://skillplanner.stoacademy.com/?build=epicqib_5175
Note: One crafted Omni-beam and the Ancient Omni-beam from the mission, though I'm not sure the higher base damage of the crafted omni-beam will beat out [CritD]x4 turrets or not.
Pretty easy to scale back and I run some of this at Mk XII/XIII on a couple of characters to good effect. The Tach/Borg/Bio-infused consoles helped enough that I didn't notice the Phaser bug at first on my better geared char.
I have noticed that people are crafting these weapons now. Is it true they just make MK II gear and until they find the crt D x3 weapons, which then they do upgrade tokens (crafted)?
Yes, because that it the most effective means of acquiring what you want. While it costs more dilithium that way, it does not require Very Rare materials or components (which themselves have a dilithium cost) to manufacture them. You're gambling Common materials on the [Mods], then investing higher-tier materials and dilithium to get to Mk XII, rather than gambling higher-tier materials and dilithium on the [Mods] but starting at Mk XII.
In theory they looked at several other games' crafting systems when designing this one, and even mentioned ESO as being one of those games. I kind of doubt that, however, as ESO allows you to make exactly the item you choose, in the style you choose, with the bonuses you choose, including unique set bonuses... This use of the Upgrade System is a workaround to bring our Crafting System closer to being a means of bypassing the RNG, rather than being a victim thereof.
Wouldn't it be even more cost effective to craft at Mk. VI then? Not like the green materials are any more difficult to find or more expensive than the white ones, and it should save you a significant chunk of dilithium. It's only at Mk. XI that you start needing to craft purple components.
As far as I know it's also a matter of time. Higher Mk gear takes a lot longer to craft than the lowly Mk2 stuff (about 15 minutes if memory serves right) so that's a factor too.
It's a difference if you wait only 15 minutes for junk with horrible mods like [Dmg]x2 to clear out your slot or 1 hour. Paying dil to get rid of it early would be a waste especially for the longer projects.
No, because you can take a mk II space weapon to mk VII with one superior tech upgrade. That's five rolls for a quality increase. You won't get that many starting at mk VI. The people going for [CrtD]x4 need as many rolls as possible. Typically, if it doesn't go up off the one upgrade, you toss it on the exchange and start with a fresh mk II, because it actually saves you dilithium in the long run.
Plus the crafting time cost seriousdave points out. A mk II takes 5 minutes to make, I believe VI is an hour? Getting [CrtD]x3 to start with is already a monumental task.
Me? I think it's all a waste of time/resources, but I'm not a min/maxer.
I made t6 and upgraded. I had near 100% chance of purple, no blue materials cost, and I got what I wanted. Less chances to upgrade quality, but I can live with it...