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Defintely - and it wouldn't really need to be anything huge either. Perhaps amend it so that there is some sort of 'mini-boss' tactical drone at the end of tutorial that has retained/regained it's ability to adapt to energy weapons, and new players therefore need the remodulator to combat it.
The remodulator mechanic is annoying at best. In fact, I rather hate that the Borg are possible in the Incursion event for just that reason (plus the whole assimilation probes thing).
I think a number of new folks might be turned off to have this smacked in their face right off the bat.
The remodulator is introduced through BOFF dialog in one of the episodes in Gamma Orionis. It tells you that you need it, and that you can get them from your replicator. That's how I learned about it. Problem is, most people hit VA50 looooooong before they ever get to the Borg missions. I hit VA50 when I was barely into the Cardassian stuff, and that's evidently pretty typical. Maybe what needs to be done is that it won't let you out of that initial room, or won't let you MOVE until you equip a remodulator. Similar to how on Nukara, if you don't have an EV suit, you can't beam out of base camp. That might be tricky though since it's not always Borg you fight there.
I wonder what prompted the need to have to dedicate a device slot to a remodulator for anti-borg combat in the first place...
I mean, unless you want to survive purely on the STF gear's integrated remodulator (10 second cooldown), you need to sacrifice one device slot to the remodulator, two if you really love to use rapid-adaptation weapons (full auto rifles / miniguns) and carry a stock of instant remodulators to go with the timed one...
If it wouldn't screw up anti-borg (which is all PvE anyway) balance, what's stopping the Devs from adding an inventory box to the player's equipment screen for a remodulator. This way, when the player hovers over the "empty" box, it says "requires anti-borg frequency remodulator" and the player will (most likely) slot a remodulator into that box shortly after leaving the tutorial/academy, especially since the initial remodulator is "free" at the replicator...
50: S'Leth/Eurthyr/S. Dareau/Ardrian/Krudge/Annlova Not: Jadja
Still at it. CBS "restrictions" fell by wayside with freebie Breen. Time to re-examine ENT and ToS at tier 5, repurpose the Connie into Sci and rebuild an Akira escort into the "NX". 6 "eras", spread evenly over all the classes...
I mean, unless you want to survive purely on the STF gear's integrated remodulator (10 second cooldown), you need to sacrifice one device slot to the remodulator, two if you really love to use rapid-adaptation weapons (full auto rifles / miniguns) and carry a stock of instant remodulators to go with the timed one...
I think a 10 second cooldown is almost always sufficient if you have weapon types that use different energy. Just remodulate after you kill a Borg and by the time you get to the next one they won't be adapting anytime soon.
I think a 10 second cooldown is almost always sufficient if you have weapon types that use different energy. Just remodulate after you kill a Borg and by the time you get to the next one they won't be adapting anytime soon.
My understanding is two different weapon energy types and the right kind of guns, aka pulsewaves / sniper rifles / other "single shot high damage" weapons. If I count / read right, the borg typically (+90% of the time) adapt within 9 "hits" from your weapon. If you're crazy enough to use miniguns (4 hits per "pull") or full auto rifles (3 hits per "pull") the 18 hits can come in as little as 6 pulls of the trigger (fire*3 - fire*3 - fire*3 - swap - fire*3 - fire *3 - fire *3), which is a lot shorter than 10 seconds...
With these guns, you'd want to mix & match an item (Fractal or a large stock of instant) remodulator with the integrated set's remodulator for sustained high speed fire. And we all know those who barely comprehend the need for remodulators would also be the ones carrying these kinds of weapons into a battle. Therefore, the ability to have a "permanent" remodulator slot would be useful / necessary.
50: S'Leth/Eurthyr/S. Dareau/Ardrian/Krudge/Annlova Not: Jadja
Still at it. CBS "restrictions" fell by wayside with freebie Breen. Time to re-examine ENT and ToS at tier 5, repurpose the Connie into Sci and rebuild an Akira escort into the "NX". 6 "eras", spread evenly over all the classes...
My understanding is two different weapon energy types and the right kind of guns, aka pulsewaves / sniper rifles / other "single shot high damage" weapons. If I count / read right, the borg typically (+90% of the time) adapt within 9 "hits" from your weapon. If you're crazy enough to use miniguns (4 hits per "pull") or full auto rifles (3 hits per "pull") the 18 hits can come in as little as 6 pulls of the trigger (fire*3 - fire*3 - fire*3 - swap - fire*3 - fire *3 - fire *3), which is a lot shorter than 10 seconds...
It is true that using rapidfire guns is the worst case scenario when handling Borg. High DPV (damage per volley) weapons like a sniper rifle or pulsewave can usually kill them in 1-3 shots total. Keep in mind you can always melee them to expose the target and/or buy time. Anyone with a melee weapon (batleth, lirpa, etc.) can use that ad nauseum without a remodulator as well.
Unfortunately the people who need to know this the most are usually the ones who visit the forums the least.
what they need to do is introduce the Remod mechanic during the Tutorial, I think that would help players understand it better, because right now there is no explanation before you're thrown against real borg for the first time. I've noticed a lot of first time players have this problem on ground STFs and Defera.
Better yet, how about that and just make remodulation built in. Lets be fair everyone needs it en-mass now so why does it need an item, (technichlly speakng given the time period from a Lore PoV we shouldn;t need them at all but whatever). At least if people have it in their defualt skill list from the start of the game they'll be aware and think to use it more.
There are some nice kit skills that take down borg for a great deal
at Defera i used them in the Electricity plant - mixed with a Shotgun KB3 tet XI
and third step remodulation it works well.. the kit skill is radiation and exo-thermal.
what they need to do is introduce the Remod mechanic during the Tutorial, I think that would help players understand it better, because right now there is no explanation before you're thrown against real borg for the first time. I've noticed a lot of first time players have this problem on ground STFs and Defera.
i agree, and get rid of the remodulator as a device...just have them attached to your gun or being a captain ability from start. Maybe add a 15 sec 5% dmg buff after using one, so it is also usefull against non borg.
like that you do not even need to explain it any further during the tutorial...the tooltip of the ability should make things clear...if the player reads it, which frankly i doubt most people in this game are capable to do.