I understand you have to have this in a device slot to use in combat. Can you use it to get exchange access in normal space if it is in your inventory?
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normal text = me speaking as fellow formite colored text = mod mode
I will say that the Maru feels a bit redundant with the Azura. And honestly the Combat Supply in space isn't that appealing IMO. *shrug*
I think its the combat supply that makes it of more benefit than the Azura. But exactly how much boost overall that will give in a TFO has yet to be fully tested. The boosts are relatively not small (not big either) and last a relatively good amount of time for what they do (30 seconds)
I understand you have to have this in a device slot to use in combat. Can you use it to get exchange access in normal space if it is in your inventory?
I had enough left over Event tokens to the get transponder on Day 1, so I can answer your question.
You cannot use any of its functions from the Inventory. In Sector Space, to get access to the Exchange, the Commodities, the Bank, and Mail, you have to use it from the Paper Doll/Character screen. The Combat Summon hotbar icon doesn't work there. Trying to use it from the Inventory will equip it to the Device Slot.
In Normal Space, it behaves just like it does in Combat Space. So around, say, Earth Spacedock, it throws out buffs to everyone there.
Also, the Combat Supply is nice in actual practice. It shoots them out in a hurry: every 3 Seconds. There is almost always two or three buffs in the air at any given time and the ship will fly close party members and drop a buff directly on them as well; it is as eager to help the team as it is suicidal in the Event.
The Summon has a 90 second cooldown and a 45 second summon uptime, and a 30 second uptime for each buff. The buffs don't stack, but they don't cancel each other out, either. You can have the +10% Bonus Damage, +10% Max Hull, +20 Damage Resistance, +20% Shields, and +20% Turn Rate all at the same time.
I understand you have to have this in a device slot to use in combat. Can you use it to get exchange access in normal space if it is in your inventory?
I had enough left over Event tokens to the get transponder on Day 1, so I can answer your question.
You cannot use any of its functions from the Inventory. In Sector Space, to get access to the Exchange, the Commodities, the Bank, and Mail, you have to use it from the Paper Doll/Character screen. The Combat Summon hotbar icon doesn't work there. Trying to use it from the Inventory will equip it to the Device Slot.
Makes it dead inconvenient as an Azura replacement, then.
Also, the Combat Supply is nice in actual practice. It shoots them out in a hurry: every 3 Seconds. There is almost always two or three buffs in the air at any given time and the ship will fly close party members and drop a buff directly on them as well; it is as eager to help the team as it is suicidal in the Event.
The Summon has a 90 second cooldown and a 45 second summon uptime, and a 30 second uptime for each buff. The buffs don't stack, but they don't cancel each other out, either. You can have the +10% Bonus Damage, +10% Max Hull, +20 Damage Resistance, +20% Shields, and +20% Turn Rate all at the same time.
Now, the critical question is, does it have a shared cooldown with the other reinforcement summon items (Nimbus pirates, Beacon of Kahless, etc)?
If it does, it's pretty much worthless as you can already have enough summons (that do work from inventory) to keep them up at shared cooldown full time.
If it doesn't, then I guess it might be worth a device slot.
> @warpangel said: > (Quote) > Makes it dead inconvenient as an Azura replacement, then. > (Quote) > Now, the critical question is, does it have a shared cooldown with the other reinforcement summon items (Nimbus pirates, Beacon of Kahless, etc)? > > If it does, it's pretty much worthless as you can already have enough summons (that do work from inventory) to keep them up at shared cooldown full time. > > If it doesn't, then I guess it might be worth a device slot.
I've also gotten the device with leftover FTFO tokens, and I can tell you that it does not share a cooldown with any of the distress call items, or fleet support. You can even use them at the same time.
The in-combat bonuses sounds nice, always good to have more buffs...
But requiring this Kobayashi Maru Transponder to be equipped in your ship's (very) limited Device Slot may be the deciding factor, depending on what ship you are using!
Many ships still have only "three" device slots, unless you're willing to jump thru the hoops and/or buy the latest ships from Z-Store which now may have "four" device slots (or join a Fleet for the Fleet version which may have "four" device slots).
Personally (ymmv), for "four" device slot ships, it's OK to equip Kobayashi Maru Transponder.
But if you have only "three" device slots or less, it may start to feel claustrophobic to equip the Kobayashi Maru Transponder also. I have the Red Matter Capacitor, Rechargeable Shield Battery, so the last (3rd) remaining Ship Device Slot may feel like "which of your own finger would you like to cut off" kind of matter!
I understand you have to have this in a device slot to use in combat. Can you use it to get exchange access in normal space if it is in your inventory?
I had enough left over Event tokens to the get transponder on Day 1, so I can answer your question.
You cannot use any of its functions from the Inventory. In Sector Space, to get access to the Exchange, the Commodities, the Bank, and Mail, you have to use it from the Paper Doll/Character screen. The Combat Summon hotbar icon doesn't work there. Trying to use it from the Inventory will equip it to the Device Slot.
In Normal Space, it behaves just like it does in Combat Space. So around, say, Earth Spacedock, it throws out buffs to everyone there.
Also, the Combat Supply is nice in actual practice. It shoots them out in a hurry: every 3 Seconds. There is almost always two or three buffs in the air at any given time and the ship will fly close party members and drop a buff directly on them as well; it is as eager to help the team as it is suicidal in the Event.
The Summon has a 90 second cooldown and a 45 second summon uptime, and a 30 second uptime for each buff. The buffs don't stack, but they don't cancel each other out, either. You can have the +10% Bonus Damage, +10% Max Hull, +20 Damage Resistance, +20% Shields, and +20% Turn Rate all at the same time.
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The only Device that I use regularly is the Red Matter Capacitor. I don't have a Rechargeable Battery. Occasionally, I will slot a Weapon Platform of some sort. So, the Transponder fits rather nicely.
The only Device that I use regularly is the Red Matter Capacitor. I don't have a Rechargeable Battery. Occasionally, I will slot a Weapon Platform of some sort. So, the Transponder fits rather nicely.
Nice device, but there is also https://sto.gamepedia.com/Subspace_Field_Modulator
from "Skirmish" mission in "Spectres" Arc.
Granted - it's almost suicidal for anything that's shooting Proton on my ship, but it is also +35 all energy dmg resistance and +15% defence for 15 sec, and it is normal mission reward, so I'm getting it on all my toons.
The only Device that I use regularly is the Red Matter Capacitor. I don't have a Rechargeable Battery. Occasionally, I will slot a Weapon Platform of some sort. So, the Transponder fits rather nicely.
Nice device, but there is also https://sto.gamepedia.com/Subspace_Field_Modulator
from "Skirmish" mission in "Spectres" Arc.
Granted - it's almost suicidal for anything that's shooting Proton on my ship, but it is also +35 all energy dmg resistance and +15% defence for 15 sec, and it is normal mission reward, so I'm getting it on all my toons.
Nothing in the game shoots Proton except a few player weapons.
But I'd still put on the Maru over SFM. The Maru buffs include damage resistance, too. And it lasts longer.
The only Device that I use regularly is the Red Matter Capacitor. I don't have a Rechargeable Battery. Occasionally, I will slot a Weapon Platform of some sort. So, the Transponder fits rather nicely.
Nice device, but there is also https://sto.gamepedia.com/Subspace_Field_Modulator
from "Skirmish" mission in "Spectres" Arc.
Granted - it's almost suicidal for anything that's shooting Proton on my ship, but it is also +35 all energy dmg resistance and +15% defence for 15 sec, and it is normal mission reward, so I'm getting it on all my toons.
I understand you have to have this in a device slot to use in combat. Can you use it to get exchange access in normal space if it is in your inventory?
You cannot use it unslotted as it has no 'use' option.
Most ships except cruisers have at most 3 device slots which are already full with Red Matter (+power levels), Temp Device (-all BO cooldowns) and Subspace Field Modulator (+res to all).
Therefore, this one is pretty much useless if it needs slotting.
Even on cruisers, most people stated (all that I inquired so far) that they'd rather use an advanced multi-role battery or a specific craftable one on the 4th slot.
The only Device that I use regularly is the Red Matter Capacitor. I don't have a Rechargeable Battery. Occasionally, I will slot a Weapon Platform of some sort. So, the Transponder fits rather nicely.
You are missing 2 other important devices.
This device needs to be usable from inventory to have any practical use. Otherwise it is as useless as something may get. Anything it can provide it's already covered by better stuff.
Most ships except cruisers have at most 3 device slots which are already full with Red Matter (+power levels), Temp Device (-all BO cooldowns) and Subspace Field Modulator (+res to all).
Therefore, this one is pretty much useless if it needs slotting.
Even on cruisers, most people stated (all that I inquired so far) that they'd rather use an advanced multi-role battery or a specific craftable one on the 4th slot.
I wouldn't say 'most' ships.. I seldom use any of the devices you listed, though sometimes I do.. depending on the ship.
In your case though, the Kobyashi Transponder would be an upgrade to the Subspace Field Modulator.
The Modulator gives you +34 all Damage resistance as opposed to the +20 with the Maru's supply pods. However, the Maru also gives you up to 10% Bonus Damage, 10% Hull, 20% max Shields, and 20% turn rate. The Transponder has a 2min recharge instead of 3 minutes on the Modulator.
Yes, there is a 'but' with the Transponder.. you have to stack all the buff pods to get everything, so it's potential buffs, but it's still better then the Modulator that gives.. at most just the damage resistance that lasts 15 seconds. The supply pods from the Transponder last 30 seconds and can buff your allies.
Why would you not use the Transponder over the Modulator?
As to your other points, in current 'meta' builds that use Aux2Bat, neither the Red Matter Capacitor or the Temporal Negotiator are particularly useful. I plan to use the Transponder quite a bit.. especially since it doesn't conflict with other summons so you can use it simultaneously with something like the Delta Re-enforcement or other summons.
The bank/exchange/mail access are icing on the cake.
I haven't had a chance to test it yet, but the Transponder is potentially one of the better ship devices available. It's better then anything you currently have slotted.
I would never replace Sub-field mod on a tank ship with that, RMC on anything that is has energy weapons or Temp device on ANY ship whatsoever no matter the build. The cooldown of the temp device will save you from a lot more situations that the Transponder will be able to. That mix-of-everything is a general boost that could be used for when leveling up new characters, but would serve no purpose for a specific build, no matter what that may be.
I would never replace Sub-field mod on a tank ship with that,
You wouldn't trade 15 seconds of Damage Resistance for 30 Seconds of Damage Resist and other buffs? Is there a reason for this?
RMC on anything that is has energy weapons
Just curious, what does RMC give you that you need so bad? Do you have problems with power levels? It's certainly not a bad device, but what exactly makes it so vital? It was phased out of most builds years ago, I am just curious what I might be missing here.
or Temp device on ANY ship whatsoever no matter the build.
No bridge officer cooldown can ever go below 15 seconds.. ever. So if you already have your cooldowns at global what purpose does the Temporal Negotiator serve?
The cooldown of the temp device will save you from a lot more situations that the Transponder will be able to.
These two devices do different things, but as mentioned before, if your cooldowns are at global already the Temporal Negotiator does nothing. Keep in mind, the device does not cooldown Captain powers, only Bridge Officer powers.
That mix-of-everything is a general boost that could be used for when leveling up new characters, but would serve no purpose for a specific build, no matter what that may be.
With respect, you don't understand every possible build and should avoid such general statements. If these devices are crucial for what you're doing, then that's cool and I respect that. People build differently, and I can assure you that what you're saying in no way applies to 'any build.' In my case for example, outside of the Modulator, the other 2 devices do little (RMC) to absolutely nothing (Negotiator.)
You wouldn't trade 15 seconds of Damage Resistance for 30 Seconds of Damage Resist and other buffs? Is there a reason for this?
Yes; many times you need a high instant reistance. So I'll definitely go for higher value and lower time compared to lower value that lasts longer. Honored dead is one example where this matters. Resist until you have enough HD stacks.
Generally, a tank is fine except in extreme bursts situations and there you will need an instant short term high dmg res.
Just curious, what does RMC give you that you need so bad? Do you have problems with power levels? It's certainly not a bad device, but what exactly makes it so vital? It was phased out of most builds years ago, I am just curious what I might be missing here.
Phased out ? And replaced with what ?
Even if you say you have perfect power levels for your need, in-combat there will inevitably be down-spikes you can quick-fix with the RMC.
That power burst can help in almost any situation (W/S/I/Aux) except if you have a pure kinetic build that is not a tank or sci based (which would be really strange). Anything else will be helped by it.
No bridge officer cooldown can ever go below 15 seconds.. ever. So if you already have your cooldowns at global what purpose does the Temporal Negotiator serve?
It's not useful for tac weapons stuff that can be sync'ed at 15 sec. It's good for everything else.
And I don't know about you, but tact torp and energy weapon powers are usually 4. Now if you use 2 identical others like 2xEP2W, you may get a few more. You still need the support ones. And here it matters and this can make a huge difference.
Unless you make a 1-shotable paper-thin ship focused only on extreme damage and zero survivability.
People build differently, and I can assure you that what you're saying in no way applies to 'any build.' In my case for example, outside of the Modulator, the other 2 devices do little (RMC) to absolutely nothing (Negotiator.)
Interesting; it would be nice to see such a build.
Anyway, I did not see many balanced good-for-anything builds; most people seem to focus on damage and a very few have tank builds. In-betweens exist but are usually occasional players that don't most of the time enter adv or elite TFOs.
Interesting; it would be nice to see such a build.
Any run of the mill Aux2Bat 'Meta' build would be a perfect example of everything listed. With 3 technicians you keep everything at global making something like the Negotiator do nothing (again, this item only effects bridge officer powers, nothing else..) It also keeps 3/4 power levels spiked eliminating the need for the RNC. These builds are designed not to rely on Aux power, so 3/4 is all that matters for them. Though, the RNC can have some use as a clicky to fix disabled subsystems if you get hit while something like Engineering Team is missing or on cooldown. I personally wouldn't use a device slot on something so isolated, but everyone is different.
Again, these are just your normal meta builds.. I'm not talking about anything special or real 'out of the box.' On most DPS builds using the current meta the Maru Transponder will be one of the better devices available along with batteries.
We're obviously building very differently, so again.. if those devices are useful to you then that's great. The only part I really disagree with is the assessment that any of these items are either good or bad on 'any' build. None of the devices discussed here are universally good or universally bad.
Comments
normal text = me speaking as fellow formite
colored text = mod mode
I think its the combat supply that makes it of more benefit than the Azura. But exactly how much boost overall that will give in a TFO has yet to be fully tested. The boosts are relatively not small (not big either) and last a relatively good amount of time for what they do (30 seconds)
I had enough left over Event tokens to the get transponder on Day 1, so I can answer your question.
You cannot use any of its functions from the Inventory. In Sector Space, to get access to the Exchange, the Commodities, the Bank, and Mail, you have to use it from the Paper Doll/Character screen. The Combat Summon hotbar icon doesn't work there. Trying to use it from the Inventory will equip it to the Device Slot.
In Normal Space, it behaves just like it does in Combat Space. So around, say, Earth Spacedock, it throws out buffs to everyone there.
Also, the Combat Supply is nice in actual practice. It shoots them out in a hurry: every 3 Seconds. There is almost always two or three buffs in the air at any given time and the ship will fly close party members and drop a buff directly on them as well; it is as eager to help the team as it is suicidal in the Event.
The Summon has a 90 second cooldown and a 45 second summon uptime, and a 30 second uptime for each buff. The buffs don't stack, but they don't cancel each other out, either. You can have the +10% Bonus Damage, +10% Max Hull, +20 Damage Resistance, +20% Shields, and +20% Turn Rate all at the same time.
Now, the critical question is, does it have a shared cooldown with the other reinforcement summon items (Nimbus pirates, Beacon of Kahless, etc)?
If it does, it's pretty much worthless as you can already have enough summons (that do work from inventory) to keep them up at shared cooldown full time.
If it doesn't, then I guess it might be worth a device slot.
> (Quote)
> Makes it dead inconvenient as an Azura replacement, then.
> (Quote)
> Now, the critical question is, does it have a shared cooldown with the other reinforcement summon items (Nimbus pirates, Beacon of Kahless, etc)?
>
> If it does, it's pretty much worthless as you can already have enough summons (that do work from inventory) to keep them up at shared cooldown full time.
>
> If it doesn't, then I guess it might be worth a device slot.
I've also gotten the device with leftover FTFO tokens, and I can tell you that it does not share a cooldown with any of the distress call items, or fleet support. You can even use them at the same time.
You are welcome.
The in-combat bonuses sounds nice, always good to have more buffs...
But requiring this Kobayashi Maru Transponder to be equipped in your ship's (very) limited Device Slot may be the deciding factor, depending on what ship you are using!
Many ships still have only "three" device slots, unless you're willing to jump thru the hoops and/or buy the latest ships from Z-Store which now may have "four" device slots (or join a Fleet for the Fleet version which may have "four" device slots).
Personally (ymmv), for "four" device slot ships, it's OK to equip Kobayashi Maru Transponder.
But if you have only "three" device slots or less, it may start to feel claustrophobic to equip the Kobayashi Maru Transponder also. I have the Red Matter Capacitor, Rechargeable Shield Battery, so the last (3rd) remaining Ship Device Slot may feel like "which of your own finger would you like to cut off" kind of matter!
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A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
You are quite welcome.
The only Device that I use regularly is the Red Matter Capacitor. I don't have a Rechargeable Battery. Occasionally, I will slot a Weapon Platform of some sort. So, the Transponder fits rather nicely.
Nice device, but there is also https://sto.gamepedia.com/Subspace_Field_Modulator
from "Skirmish" mission in "Spectres" Arc.
Granted - it's almost suicidal for anything that's shooting Proton on my ship, but it is also +35 all energy dmg resistance and +15% defence for 15 sec, and it is normal mission reward, so I'm getting it on all my toons.
But I'd still put on the Maru over SFM. The Maru buffs include damage resistance, too. And it lasts longer.
(Mostly for PvE)
Most ships except cruisers have at most 3 device slots which are already full with Red Matter (+power levels), Temp Device (-all BO cooldowns) and Subspace Field Modulator (+res to all).
Therefore, this one is pretty much useless if it needs slotting.
Even on cruisers, most people stated (all that I inquired so far) that they'd rather use an advanced multi-role battery or a specific craftable one on the 4th slot.
You are missing 2 other important devices.
This device needs to be usable from inventory to have any practical use. Otherwise it is as useless as something may get. Anything it can provide it's already covered by better stuff.
I wouldn't say 'most' ships.. I seldom use any of the devices you listed, though sometimes I do.. depending on the ship.
In your case though, the Kobyashi Transponder would be an upgrade to the Subspace Field Modulator.
The Modulator gives you +34 all Damage resistance as opposed to the +20 with the Maru's supply pods. However, the Maru also gives you up to 10% Bonus Damage, 10% Hull, 20% max Shields, and 20% turn rate. The Transponder has a 2min recharge instead of 3 minutes on the Modulator.
Yes, there is a 'but' with the Transponder.. you have to stack all the buff pods to get everything, so it's potential buffs, but it's still better then the Modulator that gives.. at most just the damage resistance that lasts 15 seconds. The supply pods from the Transponder last 30 seconds and can buff your allies.
Why would you not use the Transponder over the Modulator?
As to your other points, in current 'meta' builds that use Aux2Bat, neither the Red Matter Capacitor or the Temporal Negotiator are particularly useful. I plan to use the Transponder quite a bit.. especially since it doesn't conflict with other summons so you can use it simultaneously with something like the Delta Re-enforcement or other summons.
The bank/exchange/mail access are icing on the cake.
I haven't had a chance to test it yet, but the Transponder is potentially one of the better ship devices available. It's better then anything you currently have slotted.
You wouldn't trade 15 seconds of Damage Resistance for 30 Seconds of Damage Resist and other buffs? Is there a reason for this?
Just curious, what does RMC give you that you need so bad? Do you have problems with power levels? It's certainly not a bad device, but what exactly makes it so vital? It was phased out of most builds years ago, I am just curious what I might be missing here.
No bridge officer cooldown can ever go below 15 seconds.. ever. So if you already have your cooldowns at global what purpose does the Temporal Negotiator serve?
These two devices do different things, but as mentioned before, if your cooldowns are at global already the Temporal Negotiator does nothing. Keep in mind, the device does not cooldown Captain powers, only Bridge Officer powers.
With respect, you don't understand every possible build and should avoid such general statements. If these devices are crucial for what you're doing, then that's cool and I respect that. People build differently, and I can assure you that what you're saying in no way applies to 'any build.' In my case for example, outside of the Modulator, the other 2 devices do little (RMC) to absolutely nothing (Negotiator.)
Generally, a tank is fine except in extreme bursts situations and there you will need an instant short term high dmg res.
Phased out ? And replaced with what ?
Even if you say you have perfect power levels for your need, in-combat there will inevitably be down-spikes you can quick-fix with the RMC.
That power burst can help in almost any situation (W/S/I/Aux) except if you have a pure kinetic build that is not a tank or sci based (which would be really strange). Anything else will be helped by it.
It's not useful for tac weapons stuff that can be sync'ed at 15 sec. It's good for everything else.
And I don't know about you, but tact torp and energy weapon powers are usually 4. Now if you use 2 identical others like 2xEP2W, you may get a few more. You still need the support ones. And here it matters and this can make a huge difference.
Unless you make a 1-shotable paper-thin ship focused only on extreme damage and zero survivability.
Interesting; it would be nice to see such a build.
Anyway, I did not see many balanced good-for-anything builds; most people seem to focus on damage and a very few have tank builds. In-betweens exist but are usually occasional players that don't most of the time enter adv or elite TFOs.
Any run of the mill Aux2Bat 'Meta' build would be a perfect example of everything listed. With 3 technicians you keep everything at global making something like the Negotiator do nothing (again, this item only effects bridge officer powers, nothing else..) It also keeps 3/4 power levels spiked eliminating the need for the RNC. These builds are designed not to rely on Aux power, so 3/4 is all that matters for them. Though, the RNC can have some use as a clicky to fix disabled subsystems if you get hit while something like Engineering Team is missing or on cooldown. I personally wouldn't use a device slot on something so isolated, but everyone is different.
Again, these are just your normal meta builds.. I'm not talking about anything special or real 'out of the box.' On most DPS builds using the current meta the Maru Transponder will be one of the better devices available along with batteries.
We're obviously building very differently, so again.. if those devices are useful to you then that's great. The only part I really disagree with is the assessment that any of these items are either good or bad on 'any' build. None of the devices discussed here are universally good or universally bad.