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Captain
Join Date: Jun 2012
Posts: 2,874
# 11
12-28-2012, 03:32 PM
Quote:
Originally Posted by bubblygumsworth View Post
[Acc] All the way. Whats the point firing at something when you cant hit it?
Whats the point of firing at something that doesn't die fast even when you do hit it?

I have Acc x3 weaapons and they have been gathering dust for quite some time in pvp and pve due to them just not always being able to ge tthe job done fast enough compared to my CrtH x3 weapons. Even my fleet weapons DMG x3 ACC fleet weapons were doing more then my acc weapons in pvp and pve to.

I guess it depends on your character spec and traits though, some need acc more then others.
Career Officer
Join Date: Nov 2012
Posts: 240
# 12
12-29-2012, 05:50 AM
I agree Acc is the most important trait but you do not nee more then 1 if your capt has acc trait and 2 if not or you will see some of the most spectacular fails in your lifetime.

With players becoming more and more build savvy and catching up to the knowledge that the elite level players have known for years (Humans nowadays are notoriously slow learners... like lemmings or dodo birds.) and learning that defense is 25% shields, 25% skills, 25% speed and 25% elusive piloting. All these things together makes you into a mobile tank.

You can't kill what you can't hit and you definitely can't hit what you can't catch. Captains with 23 impulse speed have maxed defense couple that with elusiveness and a few skills and lol good luck hitting that escort that's gone from being that wimpy little kid in the corner to Muhammad Ali in your face down goes Frasier!

I don't worry about Vfaw CV or spreads, i just kick in evasive hit a hard turn and come back around to your side and saw you in half. But with acc hitting me across the bow I'm a little more like a probing shark instead of a piranha going for the kill! booyah!
Career Officer
Join Date: Jun 2012
Posts: 2,291
# 13
12-30-2012, 07:24 AM
[Acc] is the most important mod, but more than one or two [Acc] mods is unnecessary for PVE, as the NPCs have no defense beyond movement speed, and only a few of them move fast enough to generate misses. Without any [Acc] weapons, shooting at fighters and torpedoes is a chore, however.

Once you've got [Acc] or [Acc]x2, I'd probably go with [Crth] for the third mod.
Commander
Join Date: Aug 2012
Posts: 497
# 14
12-30-2012, 07:59 AM
To be honest, for PvE/eSTFs, I have 6 pts in Starship Targeting Systems, and [Crth]x3 weapons and I can hit everything just fine.

Now in PvP, I can't hit an escort using Evasives and full Engine Power even if I have [Acc]x3 weapons... unless I TB him, use Graviton Pulse or Theta vents or something similar on him first. So, Acc is indeed useful, but not overly so, especially if you have a lot of holds on your ship.

Also, [Acc]x3 weapons are a good source of income as they are terribly overpriced on the exchange.
Survivor of Remus
Join Date: Jun 2012
Posts: 242
# 15
12-30-2012, 08:43 AM
If your PUGing the (acc) will be huge due to lack of organization but if you are running pre made I found (CrtH) to be best because a tractor end tgt is a defenseless tgt
-"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
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