Captain
Join Date: Jun 2012
Posts: 906
# 1 List of Embassy kits please?
01-20-2013, 07:27 AM
Hey there,

Just a question to those who are in a fleet with a romulan embassy 3levels or 'recruitment'

Hoping someone could list the kits available and the 4 abilities they offer, thanks for any input!
Tactical Cube deals 338364 (204629) Kinetic Damage to Tactical Cube with Plasma Torpedo - Heavy III.
Recoil damage... Burn
Empire Veteran
Join Date: Jul 2012
Posts: 4,746
# 2
01-20-2013, 10:02 AM
I don't have tier 3 recruitment, but there aren't a lot of changes to the kits.

There is only 1 kit per career: Fabrication Specialist for Engs, Fire Team for Tacs, Xenobiologist for Scis.

At tier 1, the Mk X kits are the same for the most part, but one of the abilities is ramped up. Tacs get a better plasma grenade, engs get their turret upgraded to a new level (and it gains a plasma flamethrower for short ranged attacks), scis get stasis field upgraded (and it doesn't change too much).

At tier 2, they are Mk XI, and gain a new ability. Tacs get Motion Accelerator 1, engs get Quick fix 1, and scis get...I think one of the hypospray abilities.

At tier 3, the kits become Mk XII, and the only difference is the above abilities get bumped up to level 2.

Captain
Join Date: Jun 2012
Posts: 1,459
# 3
01-20-2013, 11:22 AM
Science gets an upgraded Xenobiologist kit with Tachyon Harmonic... Whose idea was that? What percentage of players even use Xenobiologist??? I would have been all over a Medic variant with dylovene or melorazine, or an Physician kit with medical tricorder... but nooooo they had to pick a substandard kit. Anesthazine is kind of crap since the effects don't last anywhere near as long as it looks like they do, Biofilter Sweep has an incredibly long cooldown for a cleanse, and Stasis Field? Seriously? Anything I would actually need to use a 10 second fragile hold on (to run away from) is going to be immune to it.

Meh.
Career Officer
Join Date: Jul 2012
Posts: 2,689
# 4
01-20-2013, 11:41 AM
Quote:
Originally Posted by mimey2 View Post
At tier 1, the Mk X kits are the same for the most part, but one of the abilities is ramped up. Tacs get a better plasma grenade, engs get their turret upgraded to a new level (and it gains a plasma flamethrower for short ranged attacks), scis get stasis field upgraded (and it doesn't change too much).

At tier 2, they are Mk XI, and gain a new ability. Tacs get Motion Accelerator 1, engs get Quick fix 1, and scis get...I think one of the hypospray abilities.

At tier 3, the kits become Mk XII, and the only difference is the above abilities get bumped up to level 2.
What does Quick Fix replace? And are you sure it's Quick Fix 1? Seems a bit low for an advanced piece of kit.
Captain
Join Date: Jun 2012
Posts: 1,459
# 5
01-20-2013, 12:54 PM
Quote:
Originally Posted by flash525 View Post
What does Quick Fix replace? And are you sure it's Quick Fix 1? Seems a bit low for an advanced piece of kit.
It doesn't replace anything. It's added. Embassy XI and XII kits have 5 abilities instead of 4.
Captain
Join Date: Jun 2012
Posts: 4,725
# 6
01-20-2013, 01:29 PM
Is there any difference in the look of the kit since they are Romulan kits and not Federation kits and is there any difference between the Mk X and Mk XI kits of the same type?
Empire Veteran
Join Date: Jul 2012
Posts: 4,746
# 7
01-20-2013, 08:16 PM
Quote:
Originally Posted by starkaos View Post
Is there any difference in the look of the kit since they are Romulan kits and not Federation kits and is there any difference between the Mk X and Mk XI kits of the same type?
I'm not sure about the look, I always keep that disabled.

But the Mk X kits have the normal abilities, with one bumped up to level 4. Mk XI gains a new level 1 ability plus the previous stuff from the Mk X one.

Momaw, thank you. I forgot it gained Tachyon Harmonic. I never use Xenobiologist (what a shocker), so I wasn't sure.

Captain
Join Date: Jun 2012
Posts: 906
# 8
01-21-2013, 10:38 AM
Quote:
Originally Posted by mimey2 View Post
I don't have tier 3 recruitment, but there aren't a lot of changes to the kits.

There is only 1 kit per career: Fabrication Specialist for Engs, Fire Team for Tacs, Xenobiologist for Scis.

At tier 1, the Mk X kits are the same for the most part, but one of the abilities is ramped up. Tacs get a better plasma grenade, engs get their turret upgraded to a new level (and it gains a plasma flamethrower for short ranged attacks), scis get stasis field upgraded (and it doesn't change too much).

At tier 2, they are Mk XI, and gain a new ability. Tacs get Motion Accelerator 1, engs get Quick fix 1, and scis get...I think one of the hypospray abilities.

At tier 3, the kits become Mk XII, and the only difference is the above abilities get bumped up to level 2.
Thank you kindly!

Dear oh dear science does get sharfted in terms of use..
But then again we have borg analyser where tact/eng dont so not that bothered :p

Bit of a worry about tact getting the mega buff kit, with move faster.. makes pvp ballance (lol balance) shakey

hmm.. might be worth getting the eng kit though
Tactical Cube deals 338364 (204629) Kinetic Damage to Tactical Cube with Plasma Torpedo - Heavy III.
Recoil damage... Burn
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,224
# 9
01-21-2013, 11:13 AM
The Mk X kits in the embassy are not worth getting the upgraded level IV ability is identical across the board for all kits. On the fire team kit, Plasma Grenade III is identical to Plasma Grenade IV. MK XI is worth it for the fifth ability.

Last edited by robdmc; 01-21-2013 at 11:17 AM.
Career Officer
Join Date: Jul 2012
Posts: 2,689
# 10
01-21-2013, 12:38 PM
Quote:
Originally Posted by momaw View Post
It doesn't replace anything. It's added. Embassy XI and XII kits have 5 abilities instead of 4.
Ah, that ain't too bad. Thanks for the info.
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