I carry around auxiliary batteries (emergency power to aux if you don't want to use up a device slot) for massive GWs. It's a 150% boost if you hit an aux batt to get the max power before hitting GW... if memory serves.
Actually, the ships are now equipped with automatic weapon and shield frequency remodulators. The ships computer randomly changes frequency every so often, denying the borg the ability to adapt.
Which it does do, but only in sector space, not in local space (which is where ship combat occurs). The only advantages to it in local space is that it slows the drain on your energy reserves and SLIGHTLY improves the terrible turn rate when you use full impulse... which is such a minimal bonus given energy recharge times…
Because he's attained Saturday Morning Cartoon Villain status. Once a character reaches that, they'll be thwarted time and again until the writers run out of material for them.
The trade mission is annoying at first, as it's a logic puzzle. You just scan through once to see what all the merchants offer and what they want in trade for them. Then just draw the lines connecting point a to point e. If there's no variation to it, then just hold up the map of goods and spend maybe three minutes working…
Yes. What they're talking about are the generators / transformers. Popping any two generators will spawn a cube. So only do it if you're able to handle the cube. If you let the cube run around, that's considered bad form. If you can't handle a cube on your own, join someone else at a generator pop, then when the cube…
Well, many folks want to keep the gates at 10%, then knock them down more or less simultaneously because they don't want to deal with the 3 probe-2 sphere packs that spawn if you take one gate down, then take a while on the second. Ask going in if folks prefer the 10% rule, or do an all-out. Some folks do the all-out to…
I wouldn't call it the worst, but the most amusing. Warp in to CSE. See the other four players are part of a Fleet - okay, at least it looks promising. Fleet groups are usually well-coordinated. So three guys go right, one guy slides up to the Kang, and I go left to intercept some BoPs and start working on the lower…
That pretty much only held true for the long-range exploration cruisers, where folks weren't expected to return for years. But the Feds have shifted back to Kirk-era for most of their ships - no children, more military.
If I remember the original, it was intimated he made himself such a renowned and feared Fed captain that the Klingons backed down and retreated. In the reboot, he basically made them one-hit kills and gave himself a rapid-fire photon torp launcher.
Running in my sci (with my sci officer), one of the key things I've found helpful in the fleet space missions is to focus on the big things; other folks can deal with the small fry that die fast. Also, if you can, GW on the big one, then swoop in for a plasma. Keep SA up and run a scan; maneuver as best you can. When GW…