> @coldnapalm said: > Sadly...no. I am proof that they would lose money doing this unfortunately. While there are certainly a number of players that fit your profile, there are also players who would want the C-Store versions and would never buy a promo version. Any sales they make to these players would go towards…
I have both the Temporal and Legendary T'liss, and I find the Legendary significantly more effective. Temporal abilities aren't really useful outside of a science build, and the T'liss isn't a science ship. Intel is a much more generally versatile spec, with things like double Intel Team-Fresh from R&R, Ionic Turbulence…
I'll mention a single example another poster described: because of the changes to embassy plasma and cannon firing cycles, turret builds are no longer reasonably viable. At the same time, gimmick consoles will still not be meta because there are _many_ other DPS-oriented replacements for embassy plasma. What then is more…
It's actually possible to build for auto activation, picking skills and traits that have close to 100% uptime as possible, and leaving skills that have long downtimes to manual activation. CSV with Withering Barrage and 100% uptime on Tactical Initiative is an example.
Actually, reducing the exchange rate for fleet marks to credits might not be a bad idea. At the moment, it's trivial to get the credits you need by just turning doffing XP into fleet marks. I haven't felt any pressure to do anything but that for FC for a long time.
I'd bet that even with that exchange rate, virtually all dilithium contributions to fleet projects would immediately only come from unrefined dilithium, causing exactly the same problem.
The point is that they can't do this because fleet projects requiring refined dilithium is the main way that dilithium leaves the system. Given that a large amount of it is created through refinement every day, you need a sink, or there'll be inflation on Zen, which has already been seen on the Zen exchange. Changing it to…
If you're too stubborn/stupid to use abilities that have quite meaningful bonuses in combat, don't claim that as a reason for not having options that boost them. Plenty of other, smarter, players will appreciate it.
The T6 versions have had seats converted to universal before, if I'm not mistaken. If the Lt Eng is converted to a universal, and one of the Lt seats upgraded to LtC, it wouldn't be terrible.
While true, it's already been pointed out that the benefit under the new system is miniscule (although present) and hardly seems worthwhile for an epic mod. Most epic mods have been designed to be quite desirable, and the current engine one is good enough that some, even many, of those who can afford it will push for it. I…
I think the Scimitar set is worth it, even if you have the T5 versions. You get an additional Lt or LtC power and 5 more subsystem power over the originals.
Why? Just because items are sold in the same location and share a similar theme, it doesn't mean they'd be balanced by making the same changes. Your logic is bad.
Perhaps the epic engine mod can include something that compensates for this change as well - maybe more engine power or simply a full impulse speed boost like existing engine mods already provide.
I'll parse it again when I get home later, but several parses I did with Kemo3 and an 8 cannon build yielded from 6k-14k dps and nothing less before the resistance fix patch went in. This is with a pin and spike build running scatter volley though. I recall a high crit of around 35k for a single Kemo3 hit in one parse too,…
Extrapolating from those who mentioned yourself and Revan, I think it would be quite an interesting turn for the big bad to turn out to be... you! (a la Revan) , perhaps from an alternate timeline.
Just stop and hover around an area with a lot of hard point spawns and kill them again as they respawn. The respawn time is very short and you accelerate the completion of the first stage quite significantly. In fact, the fastest non-exploit method would be to leave 3-4 players camping different high spawn areas while 1-2…
Tactical captain in a Flambard. 0 in both skills on holodeck. 130 on Tribble because of Romulan engine swap out for Terran Deflector. I am projecting that I'm going to drop some DrainX to bring CtrlX to about 205 though, because of Leech scaling changes. Hope that helps.
I believe Shield Hardness is another one. It's possible that one point will in fact take you beyond what we have on holodeck though - I'm not sure about the numbers.
I do support greater viability for pets as a weapon type at the endgame. However I think the easiest way to implement it would be to put in a skill or two that buff them, with skill tree choices buying you points in those skills, just like most everything else. This also opens up the possibility of itemisation for pets on…
I wouldn't call it absorb exactly. Shields 'absorb' 90% of incoming damage, 95% if resilient. The damage is then modified by the hardness before being deducted from your shield points. If you had 25% hardness, for example, and took a 10k hit, your non-resilient shield would absorb 9k (the remaining 1k going to your hull),…