Star Trek Online Strange New Worlds' new uniforms. Who's betting these'll be Lobi like the rest? |
- Strange New Worlds' new uniforms. Who's betting these'll be Lobi like the rest?
- [Joke] r/sto in recent weeks/months.
- In an alternate timeline, Cryptic gave away the Lower Decks uniforms for free this week to celebrate Star Trek Day
- Looks like we got a small glimpse of the Terran-ified look of the new Starfleet interior kit. I'm guessing they built the flexibility into the kit for just this purpose; redressing sets for mirror counterparts with minimal work
- STO Making the Most of What You've Got!
- First City questions.
- The Legendary D'deridex
- DIL SINK IDEA: If it's a small ship, it's a frigate pet.
- KHAAAN!
- Removing Arc Linking
- The Terran Update must be big, as there's a 2GB+ prepatch now.
- A question to devs about Cold war and 2800 missions
- Please, please, pleaseeeeeee let us have the NPCs sit in and not under their chairs in TOS interior chairs
- All Promotional Choice Box Starships Ranked! (2021 Edition)
- Temporal recruit/TOS character not allowed to fly to Edren IV to do mission.
- On the Parliament Class and Lootbox
- The Parliament MW Cruiser is inferior to the cstore Daystrom MW Cruiser
- Strongest scimitar build
- Which missions require you to fly a different ship?
- I couldn't not post this for 1 main reason. You never truly appreciate how tall Gorn are until you come across things like this gem. This is my Gorn B.Off. with maxed out height (8'7" iirc), stood next to my 5'12" Orion toon. Also the poor B.Off. stood behind him
- Without forking out money for the 10th anniv bundle, what's the best Defiant-like escort in the game currently?
Strange New Worlds' new uniforms. Who's betting these'll be Lobi like the rest? Posted: 10 Sep 2021 07:04 AM PDT
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[Joke] r/sto in recent weeks/months. Posted: 09 Sep 2021 05:06 PM PDT | ||
Posted: 10 Sep 2021 09:59 AM PDT Even if they had still put the ship in the box (lame, but expected), giving away the uniforms would have been a nice gesture. Unfortunately we are not in that timeline. [link] [comments] | ||
Posted: 10 Sep 2021 05:24 AM PDT
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STO Making the Most of What You've Got! Posted: 10 Sep 2021 09:26 AM PDT The reception of new (and existing) ships is very reliant on where they fall on the meta with desirable features. This is a quick look at what we already know, why some full-spec sucks compared to others, and how small changes here and there would increase viable diversity. Or essentially, where the simplest (code-light & just variable) changes can be found to change it, without giving large increases to existing meta builds. Note: this post will look at some key areas of weakness, in detail, presuming some general knowledge of STO meta and shorthand (such as Boff = Bridge Officer, as regards to the abilities you can assign to Starship Stations for use in game) It will also focus on Space as that is where the bulk of monetization and endgame building is found. Not every change here would be required, but a half dozen from each section would give more incentive to at least try new builds. Tl;Dr: Yet another 'ideas' post but focussed on buffing 'weak' options in hull configuration, consoles, abilities, specializations. Rather than wanting every ship to be Fullspec MW and to a degree, Command ships with 5/3 & lots of Tac consoles. There's a lot of scope to make Engineering and other specializations more attractive without having to re-design things in a code-intensive way or power-creep things that are already strong. ------------------------------------------------------------------------------------- To start, obviously, the concept of 'the Meta' is not unique to STO, and YouTube creator JoshStrifeHayes has covered what the situation is like across the broader MMO genre. However, there is a bit of a difference in STO with the game being monetized by new ships that are vulnerable to being seen as sub-par depending on where they fall in the meta we have. So, more than most MMOs it is in Cryptic's best interest to address this to allow them to release diverse ships and give them all a decent chance of selling well (rather than releasing 5/3 MW/Command battlecruiser #113) STO also has a strong advantage for making changes as it has a primary focus on co-op small group play, there's no endgame raiding scene, and the PVP scene while it has a few dedicated members would also benefit from any shake-up that might get more people involved. So changing the meta has significantly less risk than it would have in a more competitive or hardcore raiding focussed game. The latest Parliament class and it's reception, the L-D'Deridex and to a lesser extent the L-D7 all show a similar pattern of "this ship is great but…" because they don't conform to the 'right' Full-specialization, or console layout. Taking the Parliament class specifically, this is a culmination of almost all of the worst of modern hull weaknesses except specialization. 4/4 weapons, commander engineer, only Lt tac/universal, only 2 Tac consoles (before MW) and Cruiser mastery package. The problem here is that we have a number of factors; seating, console slots, full-spec, weapon layout, that are treated as equal from a design standpoint, but aren't equal in practice. Various factors such as STO's quick time-to-kill, even on large enemies, makes lots of abilities and equipment weak (the Inhibiting SecDef vs Deteriorating, Intel arrays etc) The key imbalances are: · Engineering consoles have few uses and are generally where you put your universal consoles with perhaps 1-2 exceptions · Engineering seating is also limited to 1 or 2 key abilities (Emergency power to weapons) especially the Cmdr slot · Shield and Engine subsystems lack purpose, especially compared to Weapons · Rear weapon slots have lower damage potential/usability than Fore weapon slots · Intel and Pilot specializations are very weak in hulls and Boff abilities. · Starship mastery types Cruiser versus Battlecruiser for example are widely imbalanced The obvious counterargument is that these things are not weak, but Tactical consoles, seating and the MW spec in particular are too strong, so it's easier to nerf those. The problem with that is that nerfing things that people have spent a lot of money on (or put time into) leaves an incredibly bad taste and would invariably hurt spending. It also still wouldn't make any of the alternatives 'good', just relatively 'less bad'. Buffing these systems, seats and options will make both existing and new releases more exciting, and increase sales on items that would otherwise be passed over. This is because they will have the 'new & shiny' flavour of possibility without having to invent a whole new specialization or add a new game feature that has to slot into everything else. All of the suggestions below (except where specifically noted) rely on changing numbers or adding effects which already exist as the goal is to minimize what changes would be required at a technical level. Engineering – The Warp Core of the Problem Probably the single biggest hurdle to ship layout diversity is the lack of effectiveness for both Engineering Boffs and consoles. Dedicated tanking is very niche as a gameplay style (we'll look at shields separately in a moment.) Focussing on engineering, options are limited a lot by the fact that subsystem power is only desirable in Weapons (or Aux for sci builds) and with rising Torpedo popularity, even that is questionable. A number of Engineering abilities and consoles are dedicated to raising these power levels, these need more relevant effects, and or the power levels need to be desirable on their own. First variable, the console or ability itself: · Subsystem Power consoles: add +Subsystem MAX power to the console, this would only need to be a couple of points if it could stack with both itself and other MAX increases, otherwise design with a large MAX increase with the idea being 'limit to 1 of each Subsystem you want to improve' · Emergency Power to Shields: Add large drain resistance for the duration · Emergency Power to Engines: Clear movement impairing debuffs every 3/2/1s for duration or grant immunity to same. Improving inertia would also help this feel better, there's even the option to simply combine with Aux to Damp · Other Engineering Consoles: Another option for engineering consoles would be to simplify and combine effects of existing consoles (as was done with combining Ctrl power and Ctrl res for SCI) combining EPS Flow rate with Power Levels, and combining Hull Regen and Resistance would be a quick and effective option. Second variable, subsystem power effect: · Shields: Again we'll look at shields in the next section, but a quick fix would be to add drainRes scaled to subsystem power, and increase the effect of high/low shield power level on max shields · Engines: Relatively simple, increase the effect of high/low subsystem power on turn rate. Could also look at adding ctrlRes · Auxiliary: Relatively okay with how it impacts Science abilities but could really benefit from a pass to see other abilities (especially Eng and Specialist) that could be given scaling from Auxilliary. Increasing 'proc' chance of weapons would make it much more desirable to DEW builds. · Weapons: (As pertains to Science vessels and torp boats) Tie SecDef damage and Torpedo reload speed to Weapon power. This leans towards nerf territory though The Engineering Commander Slot: Arguably the weakest slot in game and a big burden for Engineering focussed ships to overcome. Directed Energy Modulation is good but part of the problem with this skill is simply that it doesn't show clearly that it is affected by Weapon subsystem power. Otherwise, the common choice here is Reverse Shield Polarity III, a decent survival ability that is largely independent of what you've put into your build's shields but with a hefty cooldown. · Emit Unstable Warp Bubble: Reduce cooldown and either increase flight speed debuff to keep enemies in it longer, or add a short duration hold initially. · Extend Shield: Very weak as shares Cooldown with RSP and requires manual targeting, add auto-targeting from Command: Subspace Interception, and increase the range to 10km in line with more modern abilities · Auxiliary to Structural: Reasonable as is, but adding Hull Regen especially for the higher ranks · Boarding Party: Since removal of 'Crew' as a stat this ability is laughably bad, replace the effect with a reduced damage/speed debuff, with %age chance for disable with a duration tied to skill level. · Eject Warp Plasma: A reasonable ability on fast ships, but counterproductive on slow ships with weaker turning. Improve the AOE size (ideally in line with ship size, or simply tie to Max Hull) · Aceton Beam: As a single target damage debuff the cooldown is just too long, especially as a commander level ability Shields – Like Hull, But Worse This section is a little different as it's more of a weak mechanic than something that affects some ships more than others. The issue with shields is that they are almost always less effective than your hull at keeping you alive so if you want to invest in survivability there's just always more attractive options than improving your shields. The Borg in particular are a problem because of their rampant and extremely potent shield drain. Shields (particularly with high shield power) need to either be able to weather this drain or resist it if you gear for it. Which they just don't. In a sense, putting full power to shields with a good MKXII shield (normal) or MKXV shield (advanced) feels like it should give you a good level of base survivability. Simple Solution: Simple numbers problem, increase the HP of shields, their resistance and crucially their drainRes in proportion to Shield Subsystem Power. Alternative more complex solution: Let shields differ from hull by letting them absorb a set amount of damage in a fixed time, but if taking ___Dmg in past X seconds, the facing drops & is offline for a minimum duration, say, 10 seconds but could depend on Shield power/restoration to reduce this base number. This would set shields apart by making them excellent for absorbing fire while you reposition but weak if you are constantly taking damage from a set direction. [This would be a code heavy change compared to others but would make shields more interesting than just a second flavour of raw HP] Weapon Slots – First and Foremost Simply put, fore-slot weapons deal significantly higher base damage and therefore have huge damage potential compared to what can be equipped in rear slots. Along with the current favour of torpedoes and dual beams (and has always been the case with cannons) means that rear slots are universally weaker and often used for filler and set completion to complement fore weapons. Aside from increasing the damage of turrets simple options would be: · Cannons: Let single cannons be equipped rear and expand the arc to allow a 45-60 degree broadside · Beams: Allow an extra Omni to be fitted · Torpedoes: Allow torpedoes to fire at an available target if the currently selected target is not within firing arc Intel Full Spec – The Smart Choice is to Pick Something Else The oldest specialization is showing its age, time to kill has rendered the ship mechanic virtually useless and the abilities leave a lot to be desired almost across the board. The Gather Intelligence mechanic is too slow and not impactful enough, and inbuilt mask energy signature is simply nothing compared to the additional console slot of a Miracle Worker. Given the power of Miracle Worker Boff abilities, and especially the console slot, there is a lot of potential to improve Intel and not come close to overshadowing MW fullspec · Signature Masking: Simplest option would be to replace the faux cloak with an additional level of cloak compared to what a non-Intel base hull would receive, Cloak -> BattleCloak -> Enhanced BattleCloak -> Faster cooldown Enhanced BattleCloak · Alternative to Masking: Replace masking with a bonus to weapon pen tied to AUX · Gather Intel: These stacks need to be gathered faster and automatically be gathered on your current target, every 0.5s without having to find space to click another ability would be a big QoL improvement and see this get used a lot more often. Or alternatively, gather even slower, but apply stacks to self during combat that can be applied to any target once you've built up 15 in a more similar manner to Temporal Specialization Abilities With the exception of Intel Team and Override Subsystem Safeties these are some of the worst abilities available and have plenty of room for improvement · Evade Target Lock: Should be at least a cone AOE as reducing damage from a single foe is rarely relevant · Intelligence Team: Room here to let it finish cooldown on the ship's cloaking device or even allow a standard cloak to be used in combat · Subspace Beacon: This needs to provide a buff to self when triggered or have an effect like Photonic Shockwave with -Repel on the location where you hit the recall · Viral Impulse Burst: Remaining power in non-engine Subsystems should be lower, and 0 at Rank III · EMP Probe: The effect is strong but it is not reliable enough in a chaotic combat environment, needs an increase in AOE radius (tied to CtrlX and Aux) and probably a faster pulse speed. · Ionic Turbulence: Similar to above it struggles with area of effect, and for NPCs the OutOfControl debuff lockout should be removed, at Commander level this compares incredibly poorly with Gravity Well · Kinetic Magnet: Potentially useful but ruined by the fragile effect, there's probably room to let this knock shields offline for a few seconds on initial application · Subnucleonic Carrier Wave: This was clearly balanced around PVP and needs a strength boost vs NPCs. Change the chance to add recharge time to a flat block enemy abilities being used 100% for a fixed duration tied to rank, the cooldown is also ridiculous for a Boff ability and should be no more than 1 minute. · Transport Warhead: One of the more iconic parts of the show, reduced to the worst torpedo firing mode. The delay should be 3/2/1s depending on rank (perhaps doubled for Tricobalt) and it should have a damage boost comparable to equivalent T:HY especially as you are losing the effect of any AOE from the torpedo · Energy Weapons Surgical Strikes: Suffers the same problem as other specialist firing modes, lack of traits synergy (especially cooldown to duration ratio). Worse, using u/Eph289's energy weapon tool we can see that a single weapon with no other modifiers sees an increase of a whopping 6% damage when activating EW:SS III, compared to nearly 100% for the same weapon with Beam Overload (80% for CRfire) This ability benefits from more CritD but less from CritH, it at the very minimum needs to add CritD equal to the accuracy and CritH provided. Pilot Full Spec – Fun but Unimpactful This is a strangely mixed bag of fun components that are simply outclassed performance wise by other options. Like Intel this has a lot of room behind Miracle Worker before it would be close to overshadowing the favourite child. The fun factor adds a lot though and we can lean into that with a little more oomph to bring Pilot ships up to code with their sister ships. · Pilot Maneuvers: Fun but really needs to have a longer invulnerability frame and apply a lingering defence buff. This should stack a few times (3-4) provided a different directional thrust is used from the last · Missing passive: Unlike Miracle Worker's console, Intel's masking or Temporal mode there's no passive increase in output so there's space to add 10% rear arc damage bonus as a feel good upgrade for these nimble craft Abilities None of the Pilot spec abilities are particularly strong and there's room for improvement everywhere · Attack Pattern Lambda: Not weak until compared to other attack patterns, adding CritH (2/4/6) and/or CritD(10/20/30) would push this towards a comparable choice, especially outside Tac seating · Deploy Countermeasures: Feels like it has confused identity as its effects overlap (and with AP:Lambda) Replace the confuse with removing Player threat and reduce CD to 30-45s · Lock Trajectory: Hard to control in escorts but fun, remove the throttle requirement to activate to let fast ships use this at 25% throttle to avoid sailing out of the fight and make this skill have no cooldown to toggle on/off at will · Pilot Team: Automatically apply to self & own summoned pets/destructible torpedoes within 10km as this is a super fun but not DPS changing interaction that is fiddly to use in combat. · Clean Getaway: Honestly should be rolled into Deploy Countermeasures with the changes above as they share a lot of space. If keeping though increase range to 7.5km and add a turn speed buff to match the flight speed so it doesn't feel like it throws you out of the fight. · Fly Her Apart: Apply the bonus damage stacks immediately and let them persist for 10s afterwards as the delay makes this only useful outside of combat currently and is very questionable for a commander tier ability. · Hold Together: Reasonable survival skill, adding a bonus to damage output based on the hull restored over the duration for up to 10s after expiry would reward slotting it and using it wisely. · Reinforcement Squadron: These should be 4 (not the actual 5) fighters that form a V formation with the player and shoot targets in your (and their) front arc for the duration, matching player's speed and movement to get more out of them the better you keep enemies in your arc. · Coolant Ignition: Reasonable AOE skill with just way too long a cooldown and too long a delay before applying damage, reduce the cooldown to 45-60s and the ignition delay to 5/4/3 seconds the slow effect should persist but wear off once ignited · Form Up: Should benefit from a similar change to Extend Shields, retain the bonus but it stops stacking if you move apart from each other. A visual link between craft with a line of colour that changes if you are about to break the link would be a reasonable QoL change too. · Reroute Reserves to Weapons: Again, the same specialist firing mode problem of shared cooldown and lack of traits. Specialist firing modes should really see an increase in duration to 20s, or a reduced shared cooldown on standard firing modes to make them less actively harmful to your damage output. · Subspace Boom: Reasonable effect but missing the sound effect from the Seismic Charges of franchise that must not be named fame. Increase radius with rank and initial impact should add a 1s Hold + Repel to improve the look and feel. Temporal – A quick honourable mention Temporal specialization is reasonable with one exception, entropy stacks need a QoL pass. The simplest would be to grant the stacks to the user rather than the target and halve the rate that they build. This would be useful for encouraging Temporal ships to use their specialized seating which is a little rough as you need to use a builder and user to get the most out of Entropy which can be wasted if the target dies. Miracle Worker and Command – Left out Miracle Worker has some weak abilities but (at present) there's really no need to improve any of them as it's the most desirable spec. Similarly Command has plenty of room to make other abilities better *cough* Re-route form life support *cough* but has just had a balance/improvement pass, and is still competitive overall. Mastery – The Whole Package Starship mastery levels vary widely between different hull classes, but generally as damage output is far more desirable than defensive stats there are those that heavily favour defence (Cruiser) that fall way behind. In general any mastery package that only has 1, or 0 damage output improvements should see it's masteries increased by 25-50% to compensate for buffing the less desirable stats, or see revision to include an additional damage buffing mastery. [link] [comments] | ||
Posted: 10 Sep 2021 09:32 AM PDT
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Posted: 10 Sep 2021 03:27 AM PDT
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DIL SINK IDEA: If it's a small ship, it's a frigate pet. Posted: 10 Sep 2021 09:18 AM PDT There are a whole lot of great escort/frigate/raider/scout ship models in the game. I'd love to see Cryptic progressively roll out each of these as reskinned frigate pets usable on every ship with a hangar that can support frigates. I don't think you'd have to create anything new or elaborate, just drop the existing ship models on the existing pet code, with the same specs, and put them in the dilithium store. Defiants? Yes please! Mirandas? Mirand-yeahs! Jem Strike ships? Of course! BoPs? YOPS! Lukari Doritos? Sounds like fun! Kazon Heavy Raiders? Someone will want them! Reuse existing assets, add some great endgame space barbie content for the carrier and micro-fleet minded, and suck up that sweet, sweet dilithium like a Universe-class Mega Maid! [link] [comments] | ||
Posted: 10 Sep 2021 09:14 AM PDT With the return of the Temporal Operative event, I've dusted off my Wrath of Khan uniform and...it seems it's maybe due for a remaster. Color palettes are off, material seems weirdly shiny, and it's missing the rear jacket belt loop (which I think it used to have years ago). Also, why not an admiral variant with the extra gold piping? I know the tailor needs a lot of work, and this is pretty low priority, but I think it's high time Cryptic showed some love to this iconic uniform. [link] [comments] | ||
Posted: 10 Sep 2021 07:44 AM PDT Is there any word on if that Arc linking thing will ever go away? I always buy Zen though the Arc launcher, so the game should already know I did it years ago. [link] [comments] | ||
The Terran Update must be big, as there's a 2GB+ prepatch now. Posted: 10 Sep 2021 09:52 AM PDT | ||
A question to devs about Cold war and 2800 missions Posted: 09 Sep 2021 08:01 PM PDT Why is there a level lock on cold war and 2800 when the stories themselves are precursors to everything that leads up to the iconian war? Not to mention finding out how the founder is brought back into the story. As a newer player its very confusing doing these kinds of stories (discovering the preservers, kinda a big deal) and having things out of order. What is so hard about not having them level locked? You expect players to be at least lvl 50 by the time they get to New romulous, but have locked away missions that would help us do that. The stories are good, pre iconian , but you have it as almost end game content... I dont get it 🤷♂️ [link] [comments] | ||
Posted: 09 Sep 2021 02:50 PM PDT Please [link] [comments] | ||
All Promotional Choice Box Starships Ranked! (2021 Edition) Posted: 09 Sep 2021 12:38 PM PDT This is an update to THIS post I made a little over two years ago, made upon request by a couple of fellow Redditors who messaged me. Seeing as most of us should be getting our rewards from this year's event campaign (which includes most of these ships), I figured it would be worthwhile to go back and update this. A lot has changed in the game since I made my original list, especially with regards to how many Promo ships are available (up to 26 now) and how the meta has shifted to favor different builds (particularly torpedo builds). Additionally, cross-faction flying is finally here and Legendary ships are a thing now, which means that some of these ships may see their placements change as a result. The criteria I looked at when making this list was primarily stats-based. If a ship had a strong/versatile BOff/console/weapons layout, I favored it higher than others. I also took into consideration the Starship Traits these ships come with, as some of them are quite strong. Gimmicks, such as cloaking devices, transformation mechanics, and specialist ship features (Innovation, Inspiration, Molecular Reconstruction, etc.) were also noted and factored into these rankings. Aesthetics were definitely considered as well, but took a back seat to the actual stats of the ships themselves. Anyways, let's get started!
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Temporal recruit/TOS character not allowed to fly to Edren IV to do mission. Posted: 10 Sep 2021 07:43 AM PDT So I used the boost, got my character all sorted, but then went to fly to the planet to do the mission. However, every single time I try transwarping there or flying there, I got a "Federation traffic control!" pop up and it instantly teleports me back, making it impossible to actually do the mission as I cannot reach the planet to start the instance. Edit: dropped mission, retook and hit transwarp after logging out and back in. It teleported me to modern day sector space, but in orbit of the planet and with the mission pop up. Weird though, how I got that in history version of sector space. [link] [comments] | ||
On the Parliament Class and Lootbox Posted: 09 Sep 2021 02:58 PM PDT Keep in mind, everything here that is not a question is a matter of my personal opinion/take on the matter. You will have a different take or disagree with me on some points. That said, this is not the place to voice your bashing of New Star Trek, the Cryptic team, or flinging other targ and mugato dung around. Do that in your own personal space please. This is for an honest discussion on something that needs to be address. So, with the announcement of the Parliament-class Miracle Worker Cruiser; I felt the need to finally openly address a problem that is ongoing it seems. That is the reliance on lockboxes in Cryptic's economic model to generate income. This is just the straw that has broken the back of the camel now at this point. First, I will start with my problems with this ship and why I think a lockbox was a terrible idea before moving on to the questions I will aim at the team itself. Why the Parliament should not be a Lockbox promo in it's current state and in general: First, I will be addressing why the ship itself should not be in a lockbox. The Parliament has a 4-4 layout, two tac consoles, no Secondary Specialization, and no Lt. Cmdr BOff seating for powers. The first two items are not something that really matters too much normally. However; they are brought up because it is the latter two that make them stand out. Most ships in both the C-store and Promo have had at least two specializations and the lowest they get in tac is Lt. Cmdr normally. This would have worked so much better if instead of two MW seats; it had the Eng/MW Commander seat & a Lt. Cmdr Uni or Tac/Command seat. That change alone would have made the other three not much of an issue. At the end, this is a science-heavy support cruiser. As it is right now...this ship should have been a freebie for Star Trek Day yesterday or maybe earned as an event ship running the new Operation Wolf TFO and/or whatever related content 14-20 times. Now for the in general reasoning; it might have escaped the notice of you guys at Cryptic and if so I will help out in spelling it out. The general political and customer opinion on loot box mechanics is becoming very negative. You could not have missed what happened with Wargaming in the last few weeks over the Missouri and I fear that you guys might be heading for that kind of bruising both from us and in the game media if you continue down this path. We are now fearful you will do the same thing to the California class soon enough, or worse...the Eisenberg Class. Find a new model that makes you money in the long-term and won't alienate long-time players like me. Now for the questions and feel free to explain if these are not things you wish to talk about outside of the office due to legal contracts but I think we in the community are owed some answers here.
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The Parliament MW Cruiser is inferior to the cstore Daystrom MW Cruiser Posted: 09 Sep 2021 03:38 PM PDT TLDR The Parliament is drastically inferior to a ship that anyone can get for free with a t6 coupon, the Daystrom Science MW Cruiser. To justify the rarity and extreme cost of the Parliament it's stats should be changed so that it is not beaten by an, essentially free, ship. My recommendation would be:
EDIT Two very good suggestions: Make it a multi-mission cruiser https://old.reddit.com/r/sto/comments/pl8d56/the_parliament_mw_cruiser_is_inferior_to_the/hc9gahh/ Now due to the ship being called a Cruiser and it's 4/4 setup it's not fair to compare it to battlecruisers and legendaries but there is actually an existing ship that is the perfect ship to compare it to. The Daystrom Science Miracle Worker Cruiser https://sto.fandom.com/wiki/Daystrom_Science_Miracle_Worker_Cruiser
So here we have a $30 store ship, that if anyone has any T6 coupons laying around they can pick up for free that is superior to a $150+ gamble ship. Just for fun, both legendary cruisers still outclass it thanks to their 4 tac consoles and while both have very heavy tac or eng boff setups they both have dual spec seats, which the Parliament lacks. And if we compare to Battlecruisers, which is a little unfair, it's even worse.
The Parliament is already outclassed by the Daystrom but when comparing to the Fleet Shepard or the Inquirty which people can get with their campaign reward it just makes it look even worse. Now I am welcoming any other suggestions but mine would be as follows.
My justifications: [link] [comments] | ||
Posted: 09 Sep 2021 04:59 PM PDT | ||
Which missions require you to fly a different ship? Posted: 10 Sep 2021 09:05 AM PDT I had a mini-brainstorm which was to hit all of missions where you get forced into another ship early with my Temporal Recruit, which means way less Trait and DOFF station setting up when I go back to my normal ship. Off the top of my head: Doomsday Device (which I just did) There's on in the Delta story arc too, right? What else is out there? [link] [comments] | ||
Posted: 10 Sep 2021 08:55 AM PDT
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Posted: 10 Sep 2021 12:06 AM PDT I'm currently leveling a temporal recruit and amazingly in the six years of playing this game, have never flown the Defiant before. Absolutely loving it, probably the most fun I've had flying a ship. Up to now warships were probably my fav. Builds aside, as far as end-game T6 escorts go, what would be the highest-performing overall I could grab that would get me something along the lines of how I feel flying the Defiant? The 10th anniv bundle is out of the question for me, price-wise. [link] [comments] |
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