Yea...as if TT didn't do enough already. But one thing I forgot to mention above was the idea of a "demolition boarding party". I think this idea has a lot of potential, but requires careful implementation to avoid being called OP. From in-game, we know that there are already 3 DOffs for Boarding party: - Chance to Launch…
Hello everyone, I'm back after a long break from the STO forums. I used to take interest in creating a boarding party boat, but there were many cons to the ability that made it unreliable. To summarize: - Can be straight countered/cleared by Tac. Team - Can be cleared by a DOff'd Transfer Shield Strength - Can be shot down…
My personal thought on the flanking damage is that it should be applied to every ship in general, not just raider class vessels. Perhaps Raiders can get a crit chance or crit severity bonus from flanking? Guess we'll find out when it gets here...
What this means is this: > Your beams activates 5 times > Each activation picks 2 targets at random > If only one target is available, it only hits that target once per activation (a total of 5 times per beam array). Assuming your example of 7 beams and 3 targets, you will hit a total of 7*5*2 = 70 times in the entire…
I ran a full and serious transphasic torpedo JHEC boat once in both PvE elite and PvP. I was surprised to find out that the build was incredibly effective and offered both good sustained and burst damage. With 2 torpedo DOffs, I was able to keep the breen cluster torpedo at maximum cooldown (15s). Because I was constantly…
From my personal experience, it fires about a 45 or 90 degree cone, depending on whether it's single cannons/turrets or DHCs and DCs, at up to 3/4/5 targets depending on the rank of CSV. CSV lasts for 10 seconds, which means that you can cast it however many times while the skill is up (usually about 2-3 times). It also…
Shhhh! Don't give away that secret! :P But to reply to earlier posts, I've been playing for quite awhile now and frankly, once you call something "cheating" you stop looking at the topic subjectively and are prone to being biased. With that being said, let's take a look at a single VR Technician DOff: 10% cooldown…
Well, the problem that's prevalent in PvP can be summarized into this short statement: Everyone wants to tank, DPS, and fly like a bird of prey. All at the same time...but not everyone can do this equally. Fix :rolleyes:
Hmm....I don't know about EPtX abilities. I have 2 blue doffs to test that theory out. But if it does indeed reduce EPtX abilities, it could definitely improve my current build.
Actually, I find the 360 antiproton beam somewhat useful since it can use beam overload and bfaw. On my Avenger, I can put 5 AP DBBs in front and on the back, the KCB and 360 AP beam - 6 weapons contributing to forward firepower with BFAW and KCB for the extra touch. Alternatively, I can use 5 AP DHCs in front now while…
Agreed. But that is only one instance in time. Torpedoes/mines are more hampered by the effects of resistance because, unlike every other weapon, they have a long cooldown timer. Beams/cannons/turrets can just carry on about their day and keep firing.
Not to mention, all the fabrication damage adds up. Sure, if you're playing ESTFs and an elite tact drone sprays them, they're toast. But they all have a fairly low cooldown compared to how long they last on the field. Their damage is not to be overlooked either. Work with them - If they're taking fire, take that time to…
It's been known for quite awhile now, but cannons are pretty much the all-purpose weapons for this game. I am not aware of them doing "less damage" to hulls and shields than beams or torpedoes; but whatever the numbers are, they must be miniscule in the grand scale. I find that beams are indeed effective against shields,…
Agreed. While it's a welcome sight for those who can't attain more than 10m on an account, people who have invested hundreds of millions into VR Mk XII tact consoles are bound to be a bit ticked off for sure.
You are correct that beams do more shield damage to shields than cannons...but on that same note, Cannons are neutral to shields and hull (no bonus damage) while beams are a bit worse against hull (though nowhere as near as bad as torpedoes to shields). All weapons except for torpedoes/mines have a fall off damage, but…
I've finished both the Romulan and Borg tracks. T4 for Nukara (Offensive). The only reason I have a Subsystem target was to fill in that last Ensign slot. I really have no reason to double stack any skill (Tact Team's cooldown is at max already). I've been using average consoles because I need to absolutely be sure of what…
I run a Single A2B cannon build that's worked for me (Kerrat tested). Not sure if others will like it though. DOffs: 3 VR Technicians, 1 Conn Officer (Tact Team var.), 1 free BOffs: Lt. Comm Tact: Tact. Team, Cannon Rapid Fire, Dispersal Pattern Beta 2 Ens. Tact: Beam Overload or Torpedo High Yield Comm. Eng: EPtEngines1,…
QFTW!! :D Just make sure you don't get scramble sensor'd and ram your own pets :S But in all seriousness, as an Engi, I plan to set up he BOffs this way: Lt. Tac: TT1, DPB1 Ensign Uni - Sci: TB1 Comm. Engi: EPtS1, A2B1, RSP2, EWP3 Lt. Engi: EPtAux1, A2B1 Lt. Comm Sci: PH1, HE2,TSS3 This setup will grant some good shield…
To be fair to the Obelisk, the idea of having pets that can launch transphasic torpedoes 12 at a time can be quite appealing, even though it's not the strongest thing out there. After all, it is damage where it counts the most - the hull. However, the swarm pets are still pets. They can be easily wiped out with AOE…
At the current state of the game, it's not enough to simply shield tank. Sometimes the best way to survive attacks is to just move out of the way. That being said, even cruisers have to rely on some Defense (aka speed tanking) to survive as well. Mobility is not just for escorts now.
You mean a reduction from 2min 45 seconds (265s) down to 1 minute (60s) isn't good?! :confused: So basically, RSP has a shared cooldown of 1 minute. Plenty of time to use A2B at least 2 or 3 times (60-90% reduction to base cooldown). Even if you use only 1 Aux2Bat like me, you'll be able to use it 81s or so.
Welcome to the world of PvP! The "one shot" concept didn't emerge overnight though. It was the accumulation of the power creep that's been happening in this game and crazy players always looking to boost their burst DPS.
I find that the field generators are somewhat ineffective as an engineer. Sure, they provide some damage resistance, but having a Cover Shield is much better in my opinion - it basically acts as a portable wall. Since you're playing tactical, the walls are invaluable, as you can peek out, throw out whatever damage you can…
Interesting. An exploration mission in the Afehirr. I've never known an exploration mission I couldn't complete unless it was bugged. Well, I guess I talk from 6 characters worth of experience though. Well, in any case, check to make sure your difficulty is set to something you can handle (Elite, Advanced, Normal). When I…
Is there a particular instance or level you're talking about? I would find this argument more solid if you provide a specific mechanic or specific part of a mission that you have a complaint against. Generalizing the entire ground combat doesn't help very much.
For me, power drain was never an issue. It was mostly about getting those proc's. If what you say is true about the procs being per cycle rather than per hit, then I'll definitely be better off with DHCs. I'll have to check up on that. It's pretty much the reason why I didn't throw on a KCB. If I'm aiming for more damage…