Lt. Commander
Join Date: Dec 2007
Posts: 120
# 641
03-30-2012, 08:13 AM
Quote:
Originally Posted by JCSWW View Post
Anyone else find their escort a little bit more squishy after the mass nerfing of the Field Generators? My escort is now easier to one-shot by cubes and gates thanks to this crap! I'm going to try adding another Regen console in place of the Field Generator since it is pretty much useless to an escort now.
I lost ~1k shields with the nerf. Not too big a deal. I actually think I died less (or, not at all) in Elite STFs last night. Didn't the change log say they weakened them a bit?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 642
03-30-2012, 11:24 AM
Quote:
Originally Posted by Shook-Yang
I lost ~1k shields with the nerf. Not too big a deal. I actually think I died less (or, not at all) in Elite STFs last night. Didn't the change log say they weakened them a bit?
They were supposed to be getting rid of the one-shots, but I got one shot on 2 separate occasions - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 643
03-30-2012, 11:32 AM
Quote:
Originally Posted by Shook-Yang
I lost ~1k shields with the nerf. Not too big a deal. I actually think I died less (or, not at all) in Elite STFs last night. Didn't the change log say they weakened them a bit?
Did you check that while on the ground or in space? My MACO Mk XII shield lost close to 3k and my Cov. Mk X Capx3 even more.

Quote:
Originally Posted by USS_Ultimatum
They were supposed to be getting rid of the one-shots, but I got one shot twice - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
They are well known to one-shot 15km and even further. If they're targeted on you and you leave their range, they still hit you. Not too sure why this is such an issue to fix but it seems worse with my escorts shields being lower as a result of the Field Generator Console changes. 6 digit hits are unsurviveable but most are still 85k and up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 644
03-30-2012, 11:35 AM
Ya, this Field Generator nerf REALLY hurts Escorts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 645
03-30-2012, 11:43 AM
Quote:
Originally Posted by kostamojen View Post
Ya, this Field Generator nerf REALLY hurts Escorts
It really borks alot of KDF ships, its a really bad change imo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 646
03-30-2012, 12:06 PM
Quote:
Originally Posted by USS_Ultimatum
It really borks alot of KDF ships, its a really bad change imo.
Anything that borks the infinite get out of jail free combat cloaking KDF is fine by me. Effing B.S.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 647
03-30-2012, 12:50 PM
Quote:
Originally Posted by USS_Ultimatum
They were supposed to be getting rid of the one-shots, but I got one shot on 2 separate occasions - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
If I had 100% hull, I was usually able to survive a one-shot invisible torpedo. But, my hull would be anywhere between 12%-6% would usually die a few seconds later.

Oh, and yeah...those invisible torpedoes can follow you for quite a bit of distance. At least 15km. In the past, I would evasive maneuvers out of a cube's range. The regular torpedoes follow me fizzled out. A few seconds later, I instantly exploded.

Quote:
Originally Posted by JCSWW View Post
Did you check that while on the ground or in space? My MACO Mk XII shield lost close to 3k and my Cov. Mk X Capx3 even more.
I have MACO mk XI shields while I was in orbiting space.

My shields used to be a little over 10k. Now, it's 9k. I'm definitely sure it was 10k, because, when I equipped the Omega deflector, my shields would drop a little over 100 points, putting it in just under 10k. Now it's pretty much ~1k with the field generator nerf.

In sector space, it's just under 6k (where consoles and modifiers are not applied).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 648
03-30-2012, 01:38 PM
Quote:
Originally Posted by TrinTrekTron
Can you give me some tips on how to do a reliable test on tribble?
This is the parser that I use.

http://sourceforge.net/projects/stocombat/

I was told last night that it is not entirely accurate. But if you test one build and then another the relative difference should be accurate. I first started posting on testing other builds about a week ago and I'm still trying some stuff out. I may end up posting a wall of text in a week or so.

Speaking of builds. I've running quantum torpedoes now, I'm gonna try Photon torpedoes tonight. What others would work well? Are there any that do not work with torpedo spread besides the Hargh'peng? Is anybody using the Hargh'pengs in STFs?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 649
03-31-2012, 03:04 AM
Quote:
Originally Posted by Kreael
Commander Tactical: Tactical Team 1, Cannon Scatter Volley 1, Attack pattern Omega 1, Attack pattern Delta 3
Lt. Commander Tactical: Tactical Team 1, Cannon Scatter Volley 1, Attack pattern Omega 1
Lt. Science: Polarize Hull 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1
Ensign Engineering: Emergency Power to Shields 1
Why two Tac team 1's ? Dont they share the same cool down?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 650
03-31-2012, 05:01 AM
Quote:
Originally Posted by Lorus View Post
Why two Tac team 1's ? Dont they share the same cool down?
No they do not. If you have two Tac teams then you can have Tac Team going constantly sending shield power where it is needed most. As opposed to mashing distribute shield power every 2 seconds and wasting shield power to facings that aren't taking damage. The other teams DO share a cooldown. So if you're rolling Tac team you won't be able to use Engineering Team or Science team.
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