I really enjoyed it too; I didn't find the side-quests all that compelling, though the random encounters are a fun twist. The story missions though are a real highlight, as it's good to see more original content rather than references to TV episodes. I actually did find the ground combat fun, though when I did the trench…
Same here, except it happens an awful lot for me and it's making it hard to do anything productive. I usually like to spend about 10-15 minutes skimming around sectors picking up duty officer assignments (usually just Sirius then the sectors around DS9) but it now takes double that with having to wait for the game to…
I agree with the OP's frustration; Tholians mostly just spam system offline attacks and while they can be countered, it doesn't make them any less annoying. Most fights with their ships last for ages, purely because you used all your emergency abilities only to get the same system(s) knocked offline again straight away, or…
I think that improved Dilithium cap, and faster earnings for all types of marks would be very fair; it's not paying to win, it's just paying to reduce the grind which I think is fine. Same with getting much better EC sale prices. I don't think that subscribers should need to pay for respects, or when past a certain point…
It's powerful, but it has a slow cool-down and is relatively easy to recover from with science team and a few other methods. That said, I think it needs to be weakened so that it's cool-down can be reduced to make it more usable overall. Science captains then need some of their other abilities buffed; ideally tactical…
Fleet weapons are great for basic end game weapons, but with the advanced weapons always having a [Dmg]x3 modifier and one selectable modifier they're not as good as you might first think; they'll do good amounts of damage but really what you want are [CritH]x3 or [Acc]x3 or some combination of the two, or for special…
Thanks for the feedback everyone! I'll probably aim for the full set then; I've got close to 200,000 Dilithium saved up so far (thank you crystalline catastrophe event project!) so I should be able to give myself a 50% discount easily enough :)
Arc modifiers could work, though not as high as that I think; 2x on cruisers would give you wide-angled torpedo launchers as standard which would be more than enough, but would give the wide angled launcher a full 360? firing arc. One thing I thought of as an alternative would be a new torpedo power; it would make any…
I took the shield regen on an engineer captain in a cruiser and I didn't notice the difference at all; it doesn't help that shield regen stat is bugged (doesn't display anything) and even when it does it doesn't show the super regen anyway.
Except that Dilithium only has value because it can't be refined in large quantities; if you remove the cap or even just increase it then you devalue the Dilithium of everyone, and reduce the cost of ZEN which means more people getting paid ships for free. If you're having such trouble with ore piling up then stop…
I think some special trade duty officer missions would be adequate, maybe some unique trader duty officers to go along with it? I mean it's a novelty ship really. Either that or they could release a fleet version ;)
Do we really need all the weapon types posted? The damage values look like any other Mk XI weapon of the same type with no [Dmg] modifier, the important part is the refracting proc, which looks like it's about half of the shield damage bonus from the normal proc. If the refracting proc can do damage to your target if other…
Personally I'd like to see auto-distribution made into a feature of assigning a Shield Distribution officer to your ship, with Tactical Team merely functioning as a way to boost the speed of the effect, ideally requiring both in order to get to the current level of effectiveness, though maybe also allow power transfer to…
I've been getting 1st or 2nd place consistently in an Assault Cruiser Refit (not the Fleet version? yet), so it's perfectly doable; it'll be harder for two console ships I suppose, especially if you're not stocked up on team-heals. To their credit, the crystaline shards do seem to love escorts, whom they can destroy very…
That console looks pretty sweet; +10% beam accuracy! I'm currently running [Dmg]x3 [Acc] fleet weapons, phasers in my case, since they're nice and easy to get for a newer build, +10% accuracy means I'd effectively have [Dmg]x3 [Acc]x2, not too shabby at all! Extra shield power and power insulation don't go amiss either.…
I wouldn't say it's too hard; the main difficulty for the mission comes from the same sources as the previous incarnation, namely players dealing too much splash damage and as a result actually causing the entity to be healed by fragments, or pouring fire into it while it's in absorb mode, all but guaranteeing that the…
I'd definitely like to see it; I think instead of going to the trouble of adding a new class of deflectors just make the slot a secondary deflector slot, which causes it to only apply bonuses from the item itself (set bonuses are ignored). I mean, some special secondary deflectors which can only be added to that slot would…
Gold members earned them how? Lifers pay a lot of money up front for the privilege of skipping the 1000 day delay, I'd say that "earns" them the rewards just as much as a gold member has, and if they want to leave after a week then they've paid enough money to be entitled to do that.[/QUOTE]
I'd rather see non-Romulan warp-cores be a cruiser-only feature, as they're supposed to have the biggest warp cores; obviously they're powering bigger ships, but it makes sense as a unique item for cruisers to build with. Give science ships mission pods that let them boost certain science abilities, or maybe even let them…
I'd love to be able to do this; especially if you could also try out customising the ship to see if you can actually get a style you're happy with. For example, I bought the Assault Cruiser Refit, and while it's a great ship, I haven't been happy with the range of styles I can customise it with, as many of the pieces don't…
I don't personally have much of a problem with caps, so I don't know if I'd pay ZEN to unlock them. Plus if I remember right you can permanently improve some caps (Bridge officers for example) by paying for a month of gold membership, which is probably a better way to do it overall anyway. For me I'd likely invest in the…
I don't mean to be rude, but that's your own fault; if you had considered how long you might be subscribed for, then you could have seen that a lifetime subscription would have been better value. Now I'm not saying you should have, I know that plenty of people won't have the option to pay the full lifetime cost, plus with…
While I agree that the mission is far too easy, fixing the crew damage it deals wouldn't change that in any meaningful way. Likewise however the problem with crew damage isn't the entity, it's the fact that the crew damage mechanics have a major flaw that Cryptic seem to be entirely incapable, or unwilling, to fix, which…
I haven't come lower than 3rd place; I'm not sure how well self-healing/tanking counts, but I can easily survive anything the entity throws out while still dealing strong damage in return. I pretty much just take up position and pour firepower into it, and only manoeuvre or change targets if it's in absorb mode or I've…
Sorry OP but I think that dividing the abilities like that is a bit too complex; I think ursusmorologus has hit the crux of the matter, the gameplay is currently too much about spikes in either direction, which is fine in moderation but in my current build (Assault Cruiser) I actually have so many defensive and offensive…
I agree with the OP, but at the same time I didn't like Crystalline Catastrophe that much before either; it used to be a lot harder, but mostly because half the time you could some players spamming torpedoes even though it clearly wasn't helping (quite the opposite). Now the entity's regeneration is non-existent, and we…
I think you've missed my point entirely; I don't think the problem is the players, yes there are plenty who have a different view for their ship than how it works mechanically, but the issue is that there is simply no place for other roles in PvE because not enough of the missions are geared towards those other roles; the…
Only against other escorts that are shooting your front with cannons; I've already said it wouldn't affect other ship types; this is effectively only a change to how cannons operate. First you say it has no validity in canon, then you point out that other things in STO have no basis in canon? Make up your frigging mind; my…
My proposal is simply; fix the crew mechanic! I doesn't need inventive solutions, it just needs fixed, as torpedoes blocked by shields shouldn't be killing off large numbers of crew, period. Just take the torpedo's damage, work how much bled through to the hull, and scale any crew damage by that proportion, so if only 15%…