Career Officer
Join Date: Jun 2012
Posts: 440
# 21
10-09-2012, 05:30 PM
Quote:
Originally Posted by baudl View Post
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% dmgbuff 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.
This is the best solution as this way we also keep interest in the STF set remod by making that they have a 10 sec CD, but one suggestion is to keep the remod damage percetile only affecting npc mobs and make it 10% for 15sec
Click to visit Subspace-Radio
Twitter | Blog | Original Join Date: Dec 2007 | Gaming Setup | Raptr Profile | Gamer DNA
The opinions expressed in my posts are my own views and do not reflect on any other entity(s) or person(s) I may or may not represent at the time.
Career Officer
Join Date: Jun 2012
Posts: 5,017
# 22
10-17-2012, 05:52 AM
Quote:
Originally Posted by phyrexianhero View Post
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.
Very true - though I VERY rarely do ground STF's (don't enjoy them at all), one does get a feeling of impending doom when two or three team members are hauling rapidfire weapons around.

And as for the issue of lower-tier players not using remodulators against the Starbase Incursion Borg - still present, sadly, and not sure which is worse; the fact that they don't use remodulators or the fact that they don't listen to anyone asking them to equip one.
Quote:
Originally Posted by robdmc View Post
Remember, this place [Captain's Table] is so desolate that upon entering the Aenigma Nebula you will be prompted with a warp out box because the game thinks you flew there by mistake.
Commander
Join Date: Jun 2012
Posts: 374
# 23
10-17-2012, 06:08 AM
good thing would be to only allow players with a freq remodulator to join the queue (same check as if you have a shuttle or not for vault)
What ? Calaway.
Captain
Join Date: Jun 2012
Posts: 1,063
# 24
10-17-2012, 12:24 PM
Quote:
Originally Posted by th3xr34p3r View Post
This is the best solution as this way we also keep interest in the STF set remod by making that they have a 10 sec CD, but one suggestion is to keep the remod damage percetile only affecting npc mobs and make it 10% for 15sec
If we HAVE to keep a remodulator, I'd love to see some weapons (NOT just fleet weapons) that come with a modulator built-in in one way or another. Possibly with automatic remodulation upon adaptation.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 11:48 AM.