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I didn't die though, but my shields were going down and I was losing 5-10% hull in thick furballs (which I categorize as squishy compared to only losing 5-10% shields at most with intel/pilot).
But it all depends on the rest of your equipment, I use pol set/rep weapons with my only crafted one being the omni (full beam), and I use the jem hadar set + fleet core, all at mk xiv ur. So this is really just a noob setup, I can imagine with a 'real' setup that intel wouldn't even do anything anymore, I'm just not there yet (nor do I feel the need to, 20k dps is good enough for me atm).
As for ground combat, I think intel really helps a lot there, but it doesn't really matter, that toon is sci. Oh and I fly that last winter reward lukari triangle, lol. :P
The Lukari armaments set is a weapon set, and I'm already using it (minus the torp). The restorative initiative is the one for shield and such, and this one doesn't give any polaron dmg buff. Tbh, the lukari space set doesn't look like much of an upgrade to me, some minor cooldown reduction for heals I rarely use anyway and an aoe regen that probably doesn't do much as I'm zooming by everyone at full speed anyway (jem hadar impulse engine is quite fast at low power + EPtE).
No, the iconian set is the one I considered. But imo, it isn't worth the +100k dill atm, the dps increase is for 30sec out of two minutes which makes it a permanent (assuming I always hit it out of cooldown) dps incease for myself by about 33/4=8.25% compared to the jem hadars 16%. Only reason I'd go for it is if my fleet wants me to buff their dps with the extra 45% from energy weapon procs, assuming I can even keep that up with 6 beams and no tac haste on a sci char (I'd depend on someone elses haste, probably) to get it to full stack, I can probably keep it refreshed on my own aftter that (assuming that's how it works).
So I'm kind of stuck with the jem hadar space set until they bring in some OP polaron buffing space set. But like I said, survivability is a non issue for me with intel/pilot, it's just that elite stf is out of the question atm for me with pilot/strat (maybe once I get my stuff to epic), but it's not like my dps is enough for elite stf's anyway (isn't 25k entry level?, I'm at 23 atm).
And yeah, I'm using one locator and one exploiter (locator helps offset the potential dps loss when my sci ultimate on cooldown, sue me that's what I call it :P, and the exploiter to buff it), only two tac on that ship, thanks to the lukari universal console it isn't that bad though (+30% on that sucker alone).
If I used an escort I'm sure I could forgo the 16% from the jem hadar space set though (can't imagine how powrful this build would be with 3 extra fleet tac consoles, sheesh, talk about glass cannnon), especially given how squishy my escorts seem to be by default (can't really depend on shield with escorts since they only have a .9 multiplier for it). Btw, badlands is the only place where I actally have to use my hull heal skills for anything other than getting rid of drain in the case of the hazard sci skill and hull top off from bleed through from aux to structure, which I use as a hull resist boost while in the badlands.
Point is though, there are a lot of viable solutions to dps/survivability in this game (viable, not perfect by any means), all of which require a little work, that's what makes this game fun in the long run imo, trying things and figuring out weird builds that work even though intuitively they seem like they shouldn't. Imagine how it'd be if you got to max level and everything was still as simple as when you were leveling up, how boring the end game would be, no punishment for making bad choices (sadly though the devs seem intent on removing the posibility of bad choices, as they call it "making every option just as valid", bleh...).
If you're talking tac ship, then yeah, dps is pretty easy to get to 20, I have mine at around 15k atm, but that's a problem in and of itself when doing daily alerts at US night/early morning. I often end up being the highest burst dps in those hours and end up collecting all the agro, and given my paper thin survivability, this isn't working out too well. Only being half way through pilot is the main issue imo, once I get the other half I should be okay'ish.
As for mixing and matching locators and exploiters. The math should be simple enough, so bear with me here:
My base stats without any tac consoles are:
CrtH = 6.1%
CrtD = 70.9%
Locator/Exploiter stat for mk xiv epic:
CrtH = 1.9%
CrtD = 9.4%
Calculations for 100 avg shots base:
100 - 6.1 = 93.9 (# non crit shots at 100% base dmg)
93.9 * 100 = 9390 (portion of the dmg that is non crit)
6.1 * 170.9 = 1042.49 (portion of the dmg that is crit)
Total = 10432.49 (for reference this number would be 10k without any CrtH/D)
Calculation with full locators:
1.9 * 2 = 3.8 (locators added up)
6.1 + 3.8 = 9.9 (new CrtH)
100 - 9.9 = 90.1
90.1 * 100 = 9010
9.9 * 170,9 = 1691.91
Total = 10701.91
Calculation with full exploiters:
100 - 6.1 = 93.9
93.9 * 100 = 9390
9.4 * 2 = 18.88 (exploiters added up)
170.9 + 18.88 = 189.78 (new CrtD)
6.1 * 189.78 = 1157.658
Total = 10547.658
Calculation with mix:
6.1 + 1.8 = 8 (CrtH)
100 - 8 = 92
92 * 100 = 9200
170.9 + 9.4 = 180.3 (CrtD)
8 * 180.3 = 1442.4
Total = 10642.4
So only locators would be higher. But since I use an ultimate with 50% CrtH for 1/6th of the time I aught to at least put one exploiter. That's the math behind my reasoning here because 2 exploiters would do less avg dmg for 5/6th of the time. And two locators would be useless for 1/6th of the time since it 'sets' it to 50%, doesn't say that it boosts it. If the ultimate was setting it to 100% that'd be a different story, then full exploiter 'might' be worth it. Either way, the difference is minor here since it doesn't take into account the individual weapon's natural CrtH/Ds. I have one weapon with 60% CrtD and one with 4% CrtH, the rest are mostly acc because reasons. :P
I can definately respec smarter if I'm not trying to drop 27 points into sci.
But hey, at least I got to 20k with a half ass cheapo build with shinnies! Could be fun going for a 'real' build now, maybe go for 40k this time uh? Sounds like fun! :)
ALWAYS keep in mind this game has still an un-optimized difficulty-adjustment depending in some missions.
Some mission you will beat blidnfolded with level 60 some you will have real troubles.
Some you will have no problems mit MK II gear, in some you will fail if you dont have at least top notch MK XII gear.
I was in your shoes. Everoyne else kept saying I must be doing something wrong. I wasnt, I was just a new player not having the meta-traits nor meta-skills nor meta-items for my ship.
That was enough if you level too fast to 60 or 65 that enemies become really strong if your gear is still like that of an level 50.
I would recommend the Discovery ship reputation set to keep you alive. 2 pieces give you +120% hull healing which will go a long way and with all 4 pieces you get an area effect blast that adds to your max hull for the entire time you are on that map.
The Discovery ground reputation had a Mudd's time device thing that you activate before combat and if you die are instantly moved to the point you activated it fully healed. handy stuff :) For the record I'm always dying in ground missions haha