So why is it that if I want to run 5 Medic modules on a Sci, I can find a kit to do that, if I want to run 5 Fabrication modules on an Engineer, I can do that, but I can't run 5 Strategic modules (or 5 Assault) on a tac?
I really hope I'm just failing at the exchange, but all the Delta/Xindi/Fleet kits seem to have the same layout, 1 Dual purpose and then 2 of each... Whereas the Eng/Sci kits have a variety of layouts...
Am I missing something? Or do these really not exist?
Honestly, tac captains really get the shaft when it comes to ground. (I guess its to make up for them being the best for space?) To my knowledge there isn't any reason why anyone would want to have all assault kit modules (maybe an argument can be made for strategic).
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Honestly, tac captains really get the shaft when it comes to ground.
You are joking, arent you? Since the lockboxes contain new kitpowers, the tacs have been heavily buffed on ground.
Though you are correct, a full set of one kind of abilities is subpar.
You are joking, arent you? Since the lockboxes contain new kitpowers, the tacs have been heavily buffed on ground.
Though you are correct, a full set of one kind of abilities is subpar.
Well its mostly since delta T5 that tacs also rule ground.. Maybe with the exception of hge.
I pretty much just equip a pistol with Expose, bind my Lunge kit module to every key, then roll my face around on the keyboard while screaming about how 1337 I am. I figure it's basically what the Antiproton Fire At Will guys are doing when they're in space.
Honestly, tac captains really get the shaft when it comes to ground. (I guess its to make up for them being the best for space?) To my knowledge there isn't any reason why anyone would want to have all assault kit modules (maybe an argument can be made for strategic).
You are joking, arent you? Since the lockboxes contain new kitpowers, the tacs have been heavily buffed on ground.
Though you are correct, a full set of one kind of abilities is subpar.
I wanted to run a 5x Strategic Kit on my DR Reman, Overwatch, Battle Strategies, Rally Cry, Coordinated Efforts, and Motivation, hence the question.
I pretty much just equip a pistol with Expose, bind my Lunge kit module to every key, then roll my face around on the keyboard while screaming about how 1337 I am. I figure it's basically what the Antiproton Fire At Will guys are doing when they're in space.
I fall asleep easily, especially when what I'm doing is boring/takes no effort, so while that may work out great, it just would mean bad times for me, since I don't move in my sleep.
You are joking, arent you? Since the lockboxes contain new kitpowers, the tacs have been heavily buffed on ground.
Though you are correct, a full set of one kind of abilities is subpar.
Aye, trajectory bending from the newer box is damn nice (and underpriced if you ask me, you can get em for sub-100k i bought a bunch).. Guaranteed flanking damage..
You are joking, arent you? Since the lockboxes contain new kitpowers, the tacs have been heavily buffed on ground.
Though you are correct, a full set of one kind of abilities is subpar.
I guess I haven't been up to date on new kit powers, the STO wiki doesn't yet have them listed, let alone describe what they do.
Aye, trajectory bending from the newer box is damn nice (and underpriced if you ask me, you can get em for sub-100k i bought a bunch).. Guaranteed flanking damage..
Thanks for the tip, looks like a good ability and falls within my price range.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
I can't say tactical iis missing out on anything even if they don't have a 5 strategic module kit (if they don't that is. I"m too lazy to research into it) I play all careers and I can certainly say that Tactical captains, ground and space, are not shafted in any way. This game was practically designed for them. You could sneeze at a random key on the keyboard and you'll probably kill something as a tac.
I would say though not to be too worried on it really. There's plenty of viable things one can do with a mix of assault and strategic modules. Science and Engineers probably get full of one or the others more easily due to how their careers are played. If one wanted to play them that way I suppose. Like a full medic or something.
You aren't missing out in a 4/1 tac kit though. Just dig a little deep in all the stuff out there for tacticals and you'll likely find yourself using the mixed variations anyways.
Aye, trajectory bending from the newer box is damn nice (and underpriced if you ask me, you can get em for sub-100k i bought a bunch).. Guaranteed flanking damage..
Might as well have kept Motivation with its lulzy Critical Hit chance modifiers when it had them if they want to add things like this.
I pretty much just equip a pistol with Expose, bind my Lunge kit module to every key, then roll my face around on the keyboard while screaming about how 1337 I am. I figure it's basically what the Antiproton Fire At Will guys are doing when they're in space.
That made me laugh. In a good way of course. I came to the forum because I was bored and now I got entertained. :P
STO forum term definitions for newbies:Piloting Skill: That thing you do where you fly around and avoid big scary green plasma balls of death. Pressing F and spacebar may also relate to skill.Taco: A very sacred thing. Do not speak I'll of the Taco or things will happen. Terrible things! Humor: Something not found here. Don't bring it. This forum is serious business.Fun: Something illegal. Don't have it and don't bring it
Well its mostly since delta T5 that tacs also rule ground.. Maybe with the exception of hge.
Well, even without it you can stack so many things now and end it with a great bamm. But in teamplay it heavily comes down to the competency of the team. If you have a competent team, an all-tac team will rule everything. If you dont have, and engineer can easily outdamage an tactician.
Last HGE I was the single tac with 4 engineers. Normally, we should have steamrolled that, but when a single tac with his long CDs can double the damage of the first engineer, its clear that the mission can only fail. And then I hear something like "engineers are too weak". Engineers arent weak, not in space and especially not on ground. Whoever says so can only be an incompetent player. (well enough rant about that HGE)
I pretty much just equip a pistol with Expose, bind my Lunge kit module to every key, then roll my face around on the keyboard while screaming about how 1337 I am. I figure it's basically what the Antiproton Fire At Will guys are doing when they're in space.
Nah, its far to inefficient to compare to a BFAW-Keybind.
Aye, trajectory bending from the newer box is damn nice (and underpriced if you ask me, you can get em for sub-100k i bought a bunch).. Guaranteed flanking damage..
Forget the flanking damage. 66 more CrtD. Stack that with other things ending with Polaron bombardment (or Delta T5 for larger groups) and enjoy the annihilation.
I wanted to run a 5x Strategic Kit on my DR Reman, Overwatch, Battle Strategies, Rally Cry, Coordinated Efforts, and Motivation, hence the question.
You are heavily dependend on your team then, especially if you pug. Some pugs can be buffed like hell without actually doing any damage. I would suggest you take at least one plasma grenade/polaron bombardment with you. And trajectory bending. Switch them for the two commando-abilities. Will make you even more of a teamplayer.
You are heavily dependend on your team then, especially if you pug. Some pugs can be buffed like hell without actually doing any damage. I would suggest you take at least one plasma grenade/polaron bombardment with you. And trajectory bending. Switch them for the two commando-abilities. Will make you even more of a teamplayer.
I don't usually pug group content, but I was considering taking trajectory bending, at least for the time being, since I can't find a kit frame for what I want.
Forget the flanking damage. 66 more CrtD. Stack that with other things ending with Polaron bombardment (or Delta T5 for larger groups) and enjoy the annihilation.
You are heavily dependend on your team then, especially if you pug. Some pugs can be buffed like hell without actually doing any damage. I would suggest you take at least one plasma grenade/polaron bombardment with you. And trajectory bending. Switch them for the two commando-abilities. Will make you even more of a teamplayer.
Lol... 'other things ending in polaron bombardment' and yea i forgot to mention the crtd
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Based on that, there would appear to be a way to 5x Assault but not 5x Strategic.
But I know next to nothing about Ground...but er, hrmm, guess I should change the kit on my Tac - lol, I never really bothered and it's kind of goofy.
The 5x assault kit is from the romulan embassy fleet holding
There is no 5x support but undine reputation store has a 4/1 option.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
You are joking, arent you? Since the lockboxes contain new kitpowers, the tacs have been heavily buffed on ground.
Though you are correct, a full set of one kind of abilities is subpar.
Well its mostly since delta T5 that tacs also rule ground.. Maybe with the exception of hge.
I wanted to run a 5x Strategic Kit on my DR Reman, Overwatch, Battle Strategies, Rally Cry, Coordinated Efforts, and Motivation, hence the question.
I fall asleep easily, especially when what I'm doing is boring/takes no effort, so while that may work out great, it just would mean bad times for me, since I don't move in my sleep.
Aye, trajectory bending from the newer box is damn nice (and underpriced if you ask me, you can get em for sub-100k i bought a bunch).. Guaranteed flanking damage..
I guess I haven't been up to date on new kit powers, the STO wiki doesn't yet have them listed, let alone describe what they do.
Thanks for the tip, looks like a good ability and falls within my price range.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
I would say though not to be too worried on it really. There's plenty of viable things one can do with a mix of assault and strategic modules. Science and Engineers probably get full of one or the others more easily due to how their careers are played. If one wanted to play them that way I suppose. Like a full medic or something.
You aren't missing out in a 4/1 tac kit though. Just dig a little deep in all the stuff out there for tacticals and you'll likely find yourself using the mixed variations anyways.
Might as well have kept Motivation with its lulzy Critical Hit chance modifiers when it had them if they want to add things like this.
That made me laugh. In a good way of course. I came to the forum because I was bored and now I got entertained. :P
Well, even without it you can stack so many things now and end it with a great bamm. But in teamplay it heavily comes down to the competency of the team. If you have a competent team, an all-tac team will rule everything. If you dont have, and engineer can easily outdamage an tactician.
Last HGE I was the single tac with 4 engineers. Normally, we should have steamrolled that, but when a single tac with his long CDs can double the damage of the first engineer, its clear that the mission can only fail. And then I hear something like "engineers are too weak". Engineers arent weak, not in space and especially not on ground. Whoever says so can only be an incompetent player. (well enough rant about that HGE)
Nah, its far to inefficient to compare to a BFAW-Keybind.
Forget the flanking damage. 66 more CrtD. Stack that with other things ending with Polaron bombardment (or Delta T5 for larger groups) and enjoy the annihilation.
You are heavily dependend on your team then, especially if you pug. Some pugs can be buffed like hell without actually doing any damage. I would suggest you take at least one plasma grenade/polaron bombardment with you. And trajectory bending. Switch them for the two commando-abilities. Will make you even more of a teamplayer.
Lol... 'other things ending in polaron bombardment' and yea i forgot to mention the crtd