Hello everyone,
As you may know we can now upgrade our kits and also kit modules. So out of all the modifiers for kits, which ones do you prefer and is there a certain combination that you always run with?
For example, do you favor WpnDmg (weapon damage) over let's say KPerf (Kit Performance)?
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I still use the super old non-modular kits on a number of my characters. This patch is finally going to force me to modernize.
The answer on mods is "what is your build?"
My pyromaniac science officer doesn't cate about gun damage buffs, kit perf all the way. My sniper is the exact opposite. My melee tank wants hp, shields, will, and other survival buffs. My offensive melee wants speed and crit.
I am a tactical character and looking into whether I should go for [KPerf]x2, [WpnDMG] or [KPerf], [WpnDMG]x2. In essence it stands between:
Kit performance: 90 skill rating
Weapon damage: 60 skill rating
Or...
Kit performance: 60 skill rating
Weapon damage: 90 skill rating
I use a lot of kit modules actually. I put my skill points into the weapon and kit branches. I also use the Command and Temporal specialization for ground content for reduced kit cooldown and improved kit performance.
Actually, I'd like a kit with at least KPerfx2 for my tac since Graviton Spike is ridiculously powerful and I run a lot of team buffs that would benefit.
- Plasma damage bonus
- Critical chance bonus
- Critical severity bonus
- Personal shield expertise bonus
All captains regardless of class has Mass Gravimetric Detonation.
All Tactical captains use Graviton Spike.
All Science captains have Sonic Disruption.
All Engineer captains have Sabotage.
temporal powers are totally worth buffing.
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I for one was never a big fan of kits.
It might be smarter to make kits work like Boffs, where you don't need to store the training manual, once they have been taught a skill. Why can't kits be 'programmed' and turn the whole module idea into data files (training manuals?) that are used when you install them. No storage issues we don't already have experience with, and just limit the kit by saying how many programs it can run simultaneously, like Boffs forget they can do some things till you remind them.
Qapla!
Sorry if the below is too basic, but i fugure better safe than sorry.
on kits, think of a kit as batman's utility belt. you can put different powers in them and swap out as needed. So a batarang is different from a grapling hook. The game calls these "kit modules", but most players call them powers for short. Examples are grenades for tactical, turrets for engineers and heals or holds for science.
There are different belts and they have mods which give bonuses either to you, your weapons, or your powers. A kperf mod makes all your powers from kit modules stronger. Heals heal more, attacks cause more damage, and buffs give higher stats all from that one kperf mod hut your guns arend improved at all. crtih mod makes your gun crit more but does nothing for a grenade or a heal.
you can put up to five powers into each kit. and this is not permanent, you can swap powers if you need to. Most powers are limited to only one captain type, so lunge is a tactical only power aka module. some powers ate linked to captain specialization. Tripwire drone requires intel for example, but a sci an engie or a tac can use it. lockbox powers are often universal so everyone can use them with no restrictions. the iconian solar gate is an example of this.
To use a kit, first find the kit frame "utility belt" with the mods you like. then drag and drop five kit modules aka powers onto it. now those powers are available to use as clickies on the ground.
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For ship mastery, the first thing is that only tier 5u and tier 6 ships get mastery, and only tier 6 gets a mastery trait, and only at non fleet version of the ship. Just because Cryptic likes to be cryptic and live up to their name, mastery also uses tiers, so it gets confusing.
The first four tiers of mastery give fixed passive bonuses. like bonus shields or more critical damage. These are called "mastery packages" and are linked to ship type. So all battle cruisers get the battle cruiser package, all escorts get the escort package, etc. Well, not totally, ALL, there are a few exceptions.
tier 5 mastery is special. Tier 5 is a special power. one of the most popular is from the tier 6 battlecruiser named "emergency weapons cycle" and it makes your guns shoot faster after you use emergency piwer to weapons.
At level 50 all captains unlock 5 ship trait slots. You can change which are active only on social maps, not mid mission. but you don't need a respec, it is free. If your fleet is advanced enough or you get an invite you can buy a sixth trait slot, i think at the research lab? (someone correct me if i misremembered).
You gain mastery of a ship be defeating enemies. it is supposed to represent your crew's experience making the ship perform better. Some people only buy ships to unlock their trait to make their build stronger. The Astika, for example, is rarely used except to unlock its trait.
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for your build problem, what are you flying, what gear do you have and what are your goals (science magic, high damage, tankiness, balance)?
I have a Dyson Science Destroyer [T5-U] , and my plans, I don't want to die 3 seconds into a fight. I don't remember what gear I have slotted, not until my game is updated.
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This is what I came up with:
I was having a conversation about kits and kit modifiers on the zone chat. A lot of people were linking their kits and I thought I would say this. There are a lot of cool and useful kits out there and you should use whatever you feel like using. However, throughout the conversation I came to the conclusion or at least speculation that there are very potential kits out there that people are possibly unaware of.
As such, I can most definitely tell you about two kits that perform exceptionally well, the Herald and Delta Expedition kits. Both of them come with a variety of combinations as far as modifiers are concerned. If you are heavily into damage then the Herald kit can be a good option to you and that in particular if you prefer one beam energy type. It comes with 20% energy type damage and boosts damage far more than the WpnDMG mod, and it scales well with innate crit severity if you have that.
If you more into heavy crit chance and crit damage then the Delta Expedition is another strong option that some of you may not be aware of. It comes with either heavy CritH, heavy CritD or a combination of both (albeit halved values). You can see a sample of it above.
Something that both of them come with that I don't think fleet kits have is the possibility for KPerf and WpnDMG times three, as in x3 multiplier. This makes either of them very potential. You can of course use other modifiers if you like. I was unable to get [KPerf]x3 on the sample but I suspect it might be possible.
Of course, there are other kits out there that I haven't mentioned. For example, the Xindi kits with their expose chance and expose duration and damage, Fluidic with their Psi damage (on certain abilities) and Terran Empire kits with their control duration (possibly very good for sci players).
Hopefully this will help somebody else who may have similar questions that I had.
Thanks.
I already knew most of the other kit frames out there. I like the Romulan Imperial Navy kit because it is part of a 3 piece set. I am generally not a min-maxer, I like the overall offensive & defensive bonuses the RIN set provides.
Hi, welcome back. In addition to the good advice from @gavinruneblade , I strongly recommend that you click on your personal skills page when you log back in. All of your skills (eg, Attack Pattern Expertise, Combat performance etc) have been reset because there was a revamp about 6 months ago. Without them slotted, you will die very quickly in space.
Eg, I have about 18 alts - forgot to add my new skills on one of them and I couldnt understand why basic enemies were killing me all the time. Dont be like me - update your skills (Hit the U button!).
And traits, don't forget your ground and space traits. (Word of Warning; "Sphere of Influence" and "A Step Between Stars" have a bad habit of deslotting traits for some reason) Traits being equipped or unequipped can also be a life-or-death difference. (Played "Step Between Stars", kept dying, went in to find that my Shield, Hull and Antiproton/Polaron defensive space traits had been deslotted... brr...)
^Words that every player should keep in mind, especially whenever there's a problem with the game...
I mean, behold my CritD on Nimbus where my level is downscaled (ha!):
Let's put it into perspective. Without a kit at all and any skill points into the Kit tree, then MK XII Polaron Bombardment does about ~240 damage. With Polaron Bombardment at MK XIV and with the Delta kit (see above), the skill tree and the Temporal specialization this ability does a whooping 600 damage. That's a major boost.
Trajectory Bending provides like 40%~ crit severity on its own but under the same conditions it provides a whooping 105% crit severity.
Ground just got a lot more fun to tinker with thanks to the possibility to upgrade kits and kit modules.