You can make tanks relevant again either by increasing NPC resistances (like in the old HSE before they removed the tanky Tac cubes) or increase NPC DPS. However, doing that might make the game too hard for some players. For example, I took over 80% of the attacks in this run, but one player still managed to die:
Yeah definitely not a need. However, they can be a big QOL improvement when you are teamed with a competent one. Especially in a PUG environment. It's almost like asking... do you really need over 100k? :smile:
Just because you haven't run into them, doesn't mean they don't exist. Kinda like how not being able to see the curvature of the Earth from the ground doesn't mean it is flat. A good example is Florian, who tanks on both his main (a Tac) and one of his alts (an Eng). Here are 2 PUG runs I had with him: This was my best L>R…
Well, they are great at Elite stuff. :tongue: Our HSE speed run/record for example had 2 straight DPS ships, 2 CC/DPS ships and a tank. Proper PVE tanks can keep substantial aggro off the rest of the team, allowing the DPS ships to go really aggressive without much fear of dying. In that HSE run for example, IIRC the tank…
Well it takes very little time to get a ship ready for Advanced if you know what your doing (a few days if you are playing casually daily). It only gets tedious if you want to do Elite (which I think is right).
Right now, I think the game is at its most friendly towards build diversity than it has in years. When you get a basic grasp of the way the game mechanics work, a lot of build options open up for you. There are so many roles to build a ship towards and so many ways to approach those desired roles and still be competent…
I don't think CCA gives an AFK penalty. I've SNR'd at the start several times before and haven't even been able to leave the start area as a result and I've never gotten an AFK there. The last time this happened to me was sometime shortly after the launch of S13.5. Not sure if that has changed since.
It really depends on your end goal. If you want to maximize your damage output, you'll probably have to drop most of them. If you really want the clickies and set bonuses, by all means keep them. You'll still end up with a build that's good enough for Advanced. The Solanae does give a good boost to EPG though, so I suggest…
I think it's all because of the introduction of the "queue group". Right now, a queue will slot you into a "queue group" and when the number of people in that group reaches the required number to start the run, the run will start. If for any reason someone in your queue group declines, the entire group gets booted out.…
Argh Arc ate my comment... Anyway (retyping as much as I can), I posted my method earlier in the thread: Basically I run it twice a day. All it takes is about 10-15 mins of my real time (since I do something else while running them). If I fill all 8 slots and the next slot won't free up within my allocated hour for that…
The Crystal's wave damage is based off incoming energy damage during it's absorption phase. It's weak now since a lot of players that run there either have torpedo builds, sci builds or weak energy weapon ships. I've seen parses there where 7-8/10 players are below 5k so that wave gets much weaker.
You'll need a few changes to optimize that. Are you open to losing some of the Vesta consoles? The Aux cannons aren't doing much for your there so I'd swap that for another beam array. If you're going for exotic damage, the Solanae Deflector is going to be one of the best. It's also a mission reward so that's a plus. A…
Yeah mobility (whether speed, turn and/or teleports) can be really important if you want to survive or blow stuff up. Shields can buy you a bit of time. I find my shields really help my Sci ships and Escorts survive. They are far from useless.
You don't even need all those... Just heal up your shields and buff up with something that increases your resistances, like Polarized Hull and Aux2SIF. I find even my escorts could tank those waves that way.
Why not? You don't have to copy a build exactly. All you'll need to do is take the ideas within that build and apply it for your own. The flow of ideas help builds evolve. In the same way that @jforias took elements from my and @tunebreaker's builds, I am now taking ideas from his build to refine my own. There is nothing…
Yeah I'm with you here. Even against the Borg I am usually able maintain some shielding. Enough heals and a bit of good timing is all you need IMO. Also worth noting that you don't really need to keep your shield HP up really high all the time. So even at below 50%, you should have ample shield protection for you to react…
If there is absolutely nothing else to slot there, then you can slot that console. It will still be a sub-optimal choice though. Think of it this way... An energy weapon only has a 2.5% chance of proc'ing that single console every firing cycle. There are a lot of other consoles in the game both free and paid that are…
Yeah there is no denying that pre-S13, these consoles were doing too much. It came to the point that a ship's performance is determined by the number of Science console slots it had. I disagree. I think a better option was to make the proc per cycle (which they did), make it non shield bypassing but retain it's pre-S13…
Also note that the T6 flagship console set is really good from a DPS standpoint. So should they get dedicated slots for those, they'd be pretty OP in PVE.
I'm not sure basing the rewards on 15-min missions at this point will give us any good. That would push more people into other sources (like Admiralty) for their resource gathering. An alternative to that would be to keep base queue rewards as is, but scale up the daily bonus box rewards (dil and marks) up based on what…