You see, I get why you're saying that, I really do, but I'm not sure that the thing about not worrying about selling copies is entirely true. I mean, sure, it's awesome if he gets the game 'just so'. And it'll be fine if there's a relatively small player base at the start, which doesn't really grow further, because he's…
The casual right here is just not seeing queues pop. At all. So I de-queue and do different stuff. Which makes me sad, but what can you do... Even with the queues combined, they just pop way less frequently than 6 months ago, it seems.
But with the Borg weapon 2-piece and fleet cores? Is it really still that much of a big deal? Between overcapping and weapon drain reduction the effect has become much reduced, imo. I really do think that doff slot can be used more effectively... Cleanse doff, RSP doff, etc?
So ehm, this mean we'll still be getting more currencies (seperate marks) with every rep track added? Like before dil was introduced because we were getting to many currencies? /tease
And as long as that sort of thing continues to be a decisive factor in balancing, we can't have properly balanced PvP. Or a game that's to be balanced in the long run. Instead, we'll have infinite power creep, both offensive and defensive, and continuous cycles of obsoletion.
I don't know about Kerrat, but atm it's my sci in the Arena/Cap'n'Splode pugs, for me. When people are cycling their mad defensive skills it's tricky to burst damage trough that. However, if you're going to be using the console set/console ability/proton barrage kind of stuff tac'll do better, I'm sure. I just don't run…
Elite fleet res shields are generally considered to be the best shield, because of the [adapt] mod - that one gives you a 20% energy weapon type resistance matching what people are using at you, stacking with the inherent resists it grants to 3 energy types. When used with EPtS, these shields tend to max out your energy…
Blatant repetition of a list I made earlier, with some edits to reflect feedback: Fleet or deluxe C-store versions of any or all of these'd be a good start, as far as I'm concerned.
That's the biggest point that gets to me, in this game, but that's not something Cryptic can change anymore, at this point. It's so deeply ingrained in the game systems that it'd be impossible to fix without scrapping half of the design philosophy.
This I'd be very much up for. Love that thing. But I really want it as a C-store refit, with or without fleet option, to accompany the launch of Raider flanking/buff. Really. C-store Hegh'ta FTW. Will buy on release day.
Well, the scattering field and sci fleet give a pretty hefty shield resistance boost (25-30%?). I stagger them, it's quite noticeable when stacked with EPtS. And your team mates benefit too. Sensor Scan is pretty useful versus cloakers, too. Also, yes subnuke can be cleared, but that's not necessarily a problem: in a bop…
I'd even go so far as to say that I haven't seen an AA for quite some time - apart from those dropped by NPC's in fleet mark grinds. Meh. True KDF is much less scary then people think. Let's just say that if KDF ships were the yardstick against other faction ships were balanced, we'd see quite the forum outrage :) Only…
For what it's worth, I've actually looked at the Tal Shiar Battlecruiser for use as a sci vessel - slot a commander sci and you get a traditional sci layout with sensor analysis, massive hull and shields, 8 weapons and cruiser commands. Slow turner, though. Alternatively, also a slow turner, the (mirror) Voquv - not bad at…
Oh, I know, but admit it: it'd be such fun! Fed sci ships decloaking Romulans for the BoP's to flank those warbirds? Defiants running escort duty for the Voquvs? Raptors side to side with MVAE's and HECs? Fed cruisers backing up Kar'fi's, while the Battlecruisers get those Scimi's in a pincer movement? All in order to put…
RvB? And here I was thinking the new Accord would mean the Federation and KDF decide to set aside their differences and gang up on the treacherous Romulans - the force decimating both their fleets in PvP since they first decloaked in a PvP match.
Wellll, as ever: depends on what you want to do. I got a tac in a B'rel that gets kills (vape, dogfighting and PvE) no problem, but can be a bit squishy. I got a sci in a B'rel that annoys players in PvP through GW and subnuke-alpha's and a sci in a fleet Norgh than has more than decent PvE effectiveness (GW->CSV strikes);…
Personally, I'm tired of the cookie cutter FaW builds, but that's just me :P Nevertheless, go with whatever you enjoy! Versus a single target DHC's are probably more effective, but FaW spam builds do well in the statistics *shrug*
I thought we were still adding hangar bays to underpowered things? 2, maybe 3, should do the trick, no? Maybe that 5th front weapon slot, finally, while we're at it?
You're probably right, but it just seems like such a good place to centre boff training... Can't imagine the current form getting them either zen or sympathy, though. Maybe we'll get Mk IV versions of abilities through the next Fleet holding?
Am I the only one who's about ready for all boff training to be moved to the boff trainer? Even the captain trainable abilities? The entire system seems unnecessarily cumbersome to me, not really adding anything beyond annoyance and confusion. It may have seemed like a good idea at some point, but I really think this is…
Hm. Blip on the map, but not actual stealth vision? That I could actually live with, as a cloaker. That'd be fine. Considering that it'd require a sci ship to keep its focus on me and they'd still need CPB or Sensor Scan or something to decloak me. As a sci/sci, this would be awesome. Potentially a more awesome buff to…
How is this different from the current situation? Or what the Romulans are doing, on both sides? *shrug* When playing my Feds, so far the real danger came from Romulan vapers, not KDF's, generally, maybe we'll see both competing for kills again.
I actually have the most fun in (pug) queued FvK matches. FvF tends to be a steamroll event more often, these days, because that is where the premades are. Since they generally don't bother with FvK anymore and still a small number of decent players join, it's been getting more and more balanced in terms of player skill,…
In my recloaking sequence I generally use Brace for Impact (hull resist), Evasives (+def, +turn and speed) and Hazard Emitters (hull resist and hull heal over time, offsetting some incoming hits and clearing plasma fires), just before hitting cloak. Particularly hitting HE just before cloaking is important, as it gives you…
Hm, I could've sworn the debuff hangs on for a bit when you get out of 10 km range in its current form - wishful thinking, I guess. Thanks for all the communication btw, awesome :)