Star Trek Online

Star Trek Online

TIBERIUS183 Feb 11, 2016 @ 5:12am
Devices: what are good ones?
This whole time playing, I've never used my device slots. Never saw the point in carrying batteries or things like that because my gear is good enough that I never need it and things just fix themselves on their own. Are there any rare or uncommon devices that are worth taking?
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Showing 1-15 of 15 comments
AbsynthMinded Feb 11, 2016 @ 5:17am 
Nope. Its all fluff, use it or don't. Will not make much difference.
bio gel packs...
nandospc Feb 11, 2016 @ 7:22am 
Originally posted by AbsynthMinded:
Nope. Its all fluff, use it or don't. Will not make much difference.
No, it's different.
Actually, devices can help you in a lot of ways. Talking about space devices, i can set a list of must have's i slot on my ships:
1) subspace field modulator = it adds all damage resistances and defense, very good to tank in an "oh ♥♥♥♥" moment (from the episode "Skirmish");
2) reactive armor catalyst = it applies a layer of temporary hull on your ship and it also gives you a heal over time effect like a mini-hazard emitters (from the episode "Broken Circle")
3) battery - energy amplifiers = it gives you a +20% energy damage bonus (they come in different variants to boost shields res, torps damage, exotic damage etc... from r&d crafting schools)
4) deuterium surplus = a.k.a. the 2nd evasive manuevers, it gives you a temporary buff to speed and turn rate (from the daily mission on "Alhena System", beta quadrant)
TIBERIUS183 Feb 11, 2016 @ 8:16am 
Hmm...and I take it the ones from episodes can also be found in the exchange?
ImperatorPavel Feb 11, 2016 @ 9:15am 
No.

The subspace modulator and reactive armor are bind-on-pickup.

I think you can buy deuterium surplus off the exchange though.
AbsynthMinded Feb 11, 2016 @ 11:11am 
However if you don't use any of it, your game play will not suffer at all. It all can look interesting, in some situations be useful.. On the whole, not one is a must have, not one is make or break in any situation.
Gabe Puratekuta Feb 12, 2016 @ 12:27pm 
I'm partial to satellite turrets. They're very useful when in a jam
Vellari Feb 12, 2016 @ 12:31pm 
Atm running with: Red Matter Capacitor, Temporal Negotiator, Delta Alliance Reinforcements Beacon and Reactive Armor Catalyst(s)
ImperatorPavel Feb 12, 2016 @ 1:55pm 
Yeah, you can't get the red matter cap anymore unless you buy one of the preorder physical copies of STO.

And the Delta beacon works from your inventory.
Firewalk Feb 12, 2016 @ 3:01pm 
I generally use the Subspace Field Modulator and shield batteries/engine batteries, depends on how much room a ship has.

Here's a tip:

In addition to the Delta Reinforcements Beacon, the Nimbus Pirate Call can also be used if it is in your inventory. You don't actually need to equip them. At least that's been working for me ever since I got those.
Last edited by Firewalk; Feb 12, 2016 @ 3:01pm
Firewalk Feb 12, 2016 @ 5:25pm 
Originally posted by n3mes1s:
Originally posted by Sub-Zero:
I generally use the Subspace Field Modulator and shield batteries/engine batteries, depends on how much room a ship has.

Here's a tip:

In addition to the Delta Reinforcements Beacon, the Nimbus Pirate Call can also be used if it is in your inventory. You don't actually need to equip them. At least that's been working for me ever since I got those.

Its stupid to have both the delta reinforcements and nimbus. Because they share the cooldown, not only that, the nimbus has lower cooldown, and if you equip both, it will gather the delta cooldown.

And, dunno how you do it, but i cant summon em without having em in the device slot at least the Nimbus one. And batteries and sutff like that are completely useless in the end-game, unless you dont really know how to build your ship. I mean, there are devices that should be always placed instead batteries and stuff.


Because situational and because I have more than enough room in my inventory? And batteries useless at endgame?! We just established that besides from maybe the subspace device there isn't much else to put there, so would you leave those slots empty?. And no, I'm not forking over big $ for a red-matter capacitor from a super rare collector's edition.

Sometimes I wonder why I even post here, trolls everywhere.
Daywalker Feb 12, 2016 @ 5:39pm 
the Red matter comes a few times as Give away for sto got it the way as they gave out codes on Twitch. Nimbus and Delta dont need to be slotted to be used.
Ydrisselle Feb 14, 2016 @ 5:46pm 
Originally posted by n3mes1s:
Originally posted by Sub-Zero:
I generally use the Subspace Field Modulator and shield batteries/engine batteries, depends on how much room a ship has.

Here's a tip:

In addition to the Delta Reinforcements Beacon, the Nimbus Pirate Call can also be used if it is in your inventory. You don't actually need to equip them. At least that's been working for me ever since I got those.

Its stupid to have both the delta reinforcements and nimbus. Because they share the cooldown, not only that, the nimbus has lower cooldown, and if you equip both, it will gather the delta cooldown.

And, dunno how you do it, but i cant summon em without having em in the device slot at least the Nimbus one. And batteries and sutff like that are completely useless in the end-game, unless you dont really know how to build your ship. I mean, there are devices that should be always placed instead batteries and stuff.

Well, I have the Nimbus call on many characters (right now 8) and every one of them could use it without equipping the device.
Sirius Feb 14, 2016 @ 9:16pm 
Originally posted by AbsynthMinded:
Nope. Its all fluff, use it or don't. Will not make much difference.
This.
Although I admit I like some of the higher end stuff, like Operational Assets from fleets.
Then again those only work in certain instances.

But calling in three cruisers that stay until they are destroyed can be a big advantage.
Makes stuff too easy though, but it's nice for when it gets hairy (in case it's NOT easy, lol).
And I rather save up my fleet creds for those sweet consoles.

Still, I get a bit of fun now and then from devices, but they are certainly in no way mandatory.
Last edited by Sirius; Feb 14, 2016 @ 9:18pm
AbsynthMinded Feb 16, 2016 @ 7:09am 
and are so weak as to be destroyed before the timer runs out, every time. an indication of how 'fluffy' they are.
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Date Posted: Feb 11, 2016 @ 5:12am
Posts: 15