Just to confirm, the Adapted M.A.C.O. Covariant Shield Array gets a Ap mod (Reduce Antiproton damage to Shields by 20%) when upgraded to Ultra Rare, like its counterpart, the Klingon Honor Guard Covariant Shield Array
The funny thing is that the dev have implemented the opposite with the Active Hull hardening traits: your ship get higher resistance when health decrease. In any case, yes, the more damage the ship is the less efficient it should be. That would add a little bit of realism to the game mechanic and would require either…
Several things: * the Battlecruisers pack cost a significant sum of money and I am reluctant to spend more money on ships I would not use even if I do like the Romulan and Federation ships designs. The ship modelling team did a great job. * I am still scratching my head on how would I set one up: the command abilities are…
Even if I do not like the Kobali and would not want to have them as allies, I did like the Kobali story arc. I like story arcs that challenge my own values and morality. The Kobalis are not good guys or pseudo princess waiting for the fed white knights to come save them: they are a species on the verge of extinction and…
Why could not escorts uses beam arrays? Because it does not fit a narrow point of view? Because they can be efficient designs? I am running a beam escort (3 DBBs front, 2 BA aft) and I am quite happy with it. I get better results compared to a canon set-up because it just fits my style. Not all escorts are small fast ships…
I do not think I could phrase any better my own feeling regarding the rep nerf. To me, reputations abilities and gear are hidden level cap increases. They are more difficult than your regular career path but that is fine since the XP requirements to level are typically exponential. The rep nerf closed a good possibility of…
I have logged a few hours in STO since S9 started to re-assess the extend of the damage. As far as my personal case is concerned, the results are the same: I have a much less resilient ship, I would say wimpy. Sadly, my margin of progress is now zero. I have fleet or reputation gear. I cannot upgrade equipment with better…
You could have quoted my post with an extra part just one paragraph below. It is true: no challenge makes the game boring but Cryptic tried to add more difficulty with the Hive, Crystal Entity or the No-Win Scenario, to make the difficulty follow the player progression. It is difficult to strike the balance of difficulty:…
I think that the reputation system was a beyond Vice admiral levelling system. It is similar to the levelling from level 1 to level 50: you work on your characters, invest time translated as Xp and you get reward with a new level. For the reputation system, your work is marks and resources obtained and instead of skill…
and the Bridge officers, the captain traits and the captain skills... I am going to dispute the fact that reputation powers are negligeable. I tailored my characters reputation carefully to take care of weakness I figured out and certain of these powers gave me a significant boost to my ship/captain capabilities like…
So, in Season 9, there will be 5 reputation tracks so 20 space and 20 ground powers and we have to select 8 of them. At least, make that 10 powers, two powers (one space and one ground ) per reputation tracks In any case, some reputations will be completely ignored for new characters and whatever marks is gained from them…
I have seen that too and frankly I am not happy about it. All the Fleet types have a 10% hull strenght increase and 10 consoles set-ups. The Fleet version of the Saber-type escort has barely less hull strenght that an Advanced Escort but twice the amount of engineer consoles. Or the Fleet defiant-type tactical retrofit…