Image 1 — Why are most reinforcement beacons/consoles so weak?
Image 2 — Why are most reinforcement beacons/consoles so weak?
Image 3 — Why are most reinforcement beacons/consoles so weak?
Image 4 — Why are most reinforcement beacons/consoles so weak?
▲ 39 r/sto

Why are most reinforcement beacons/consoles so weak?

Yesterday, on a whim, I cobbled together a summoner/DEW build on my Legendary Akira (of course). My instant fleet brew is composed of a few consoles--Temporal Disorder, Elite Alliance Squadron Beacon, and Athan Prime Fleet Museum Beacon--and the typical reinforcement devices. FPNA and Coordinated Assault provide critical boosts. It's missing several pieces that would make it a proper insta-fleet build, like the "It's another Enteprise" trait, the Gemini Device console, better cooldowns, and other necessities. This build has averaged 200k DPS on Jupiter Gauntlet-Elite; on my last run, roughly 80k came from summons and pets.

Temporal Disorder always does the heavy lifting. The sheer number of duplicates it summons and their consistent damage across the board means that this console ranks highly on all my parses (40k-50k avg. on FAW builds), no matter the build. The other summoners lag far behind. I don't have the Gemini Device, but others have said it performs very well.

I was wondering--why aren't summoning consoles/beacons better? Some are solid visually and mathematically, like Temp. Disorder and Gemini; others look nice and do shite damage, like the Elite Alliance Beacon, Athan Prime, and most reinforcement devices.

Why aren't more summons designed to be actually effective like the Gemini Device? Isn't the cavalry supposed to fly in chewing bubble gum and kickin' ass?

u/AspiringtoLive17 — 1 day ago

Hi! American here. Where are all the gay people?

I'm visiting Dublin (and Ireland in general) for the first time with my family. I've never seen this many pride flags in my life, although I must admit that I'm from a somewhat rural place in the U.S. Pride is unfortunately not very well-celebrated where I live, so it's pretty awesome being in a place that, according to Wikipedia, ranks 8th in the top 10 most gay-friendly countries.

Seeing all these Pride flags has been a pleasant surprise, but...I don't seem to have seen that many gay people. In my few days exploring Dublin so far, I've seen maybe a handful of cases in which I could pin someone as obviously gay. One of them was a guy wearing a shirt saying "That's so gay...I'm down." This is all despite the fact that apparently, a signifcant percentage of Irish people say they're part of the LGBTQ+ community.

In the U.S.--even in my somewhat rural town of 300k people--I feel like I'm more likely to find people who give obvious signs that they are gay. It could be the "gay voice," or a guy wearing feminine or fashionable clothing, or the "gay walk," etc. etc. Here in Dublin, I've seen almost nothing like that. And considering that I'm in Ireland's capital, I expected to see more of that.

My only working theory is that a lot more gay people here in Dublin/Ireland are "straight passing." I would consider myself one of these cases, as the clues I give to my sexuality are much more subtle, and many people happen to assume I'm straight before they get to know me. The last thing I want to do is make assumptions, though, so I should clarify that this theory is more of a guess.

I had a very abstract and unrealistic fantasy about meeting some hot gay guy here in Dublin and having some sort of international romance. No matter how unrealistic that may be, it doesn't stand a chance of coming to fruition if I can't find the gay dudes. I've seen quite a few hot guys, but I genuinely can't tell if any of them are gay (not that my gaydar is very good, either). Am I missing something?

EDIT: I've left Ireland now, but in the last couple of days, I saw quite a few people I could tell were gay. I honestly think that on the first day or two, I was just too busy seeing the sights to pay proper attention to the people. Hopefully my "narrow-mindedness" will no longer offend you all.

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u/AspiringtoLive17 — 12 days ago
▲ 0 r/sto

How did people get so much out of non-uncon builds back in the day?

The idea of a majority isomag build appeals to me. It's simple, it's elegant, and it doesn't make me feel like I'm cheating with magical weapons of mass destruction. Unfortunately, I can't get nearly as much damage out of a pure isomag-focused build as a semi-uncon build. Consoles like Full Broadside and Micro-Quantum Phalanx Array each account for 60k-100k DPS on my typical patrol/TFO runs. There isn't a single non-clicky universal console that can come close to competing with that. So, I resort to combining the best of both worlds, with four isomags, a couple of critical non-clicky passives, and several clicky universals. With this hybrid setup, I've been able to achieve 500k-600k DPS, which is pretty impressive in its own right.

So, I'm wondering--before the Vovin console and Krait builds became a thing, how did people achieve millions of DPS? Back before the Uncon craziness, I read the STOBetter guides and watched the YouTube videos, and I followed them to the letter. Of course, back then, I was too young and broke to even dream of broaching elite content. But even now, with a massive upgrade in resources, a somewhat embarrassing monetary investment in the game, and a new solo ISE-capable build, I can't achieve the numbers that veteran pre-Krait players reached. On a related note, remember when Spire consoles were the meta? I haven't touched my Atlantis in ages because its un-upgraded console layout favors Spire consoles, which are even weaker than isomags. The one time I brought its mothballed ass out of the closet a couple months ago, I shoved it back in after a couple of elite patrol runs. It was just that inept at genociding my enemies.

So, how do people get so much out of isomags (and before that, Spire consoles)? I've only been able to think of a few possible reasons: the large buffs afforded to those with completed endeavors, for example. Or small differences in gear mark and rarity. Or piloting skills, which is definitely important (I'm still pretty lazy and/or incompetent when it comes to flanking, especially considering I fly almost exclusively beam boats). Speaking of beams, my damage potential is limited due to my stubborn insistence on sticking with beams because of their thematic accuracy. Although, this may not be as justifiable, since plenty achieved 1M+ DPS with beam builds. What am I missing here?

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u/AspiringtoLive17 — 15 days ago
▲ 622 r/startrek

Enough. Stop with the reboots, spinoffs, and Kirk warship, please.

I just heard that someone apparently proposed Star Trek: Year One.

I've had enough. I'm exhausted. If they actually make another Kirk episode, I will almost certainly quit Trek once and for all.

We've had TOS, TAS, Generations, Disco, SNW, and three Kelvin Timeline movies (with a fourth one that failed to reach fruition) with various different Kirks. And yet, unlike my instant reaction of disgust, people seem to be yearning for a fifth Kirk, set yet again on the same Enterprise. In their desire to see another DiscoKirk spinoff, people even seem to have forgotten their hatred of the Discoverse, which SNW is 100% a part of. Is it any wonder the franchise is desperately struggling to grow?

Enough. Why are we repeating Kirk when we've gotten his story so many times? Kirk is a great guy, but I'm tired of seeing him all the damn time, with each version being yet another variation on the original. Why don't we get a Sisko reboot, or follow through with Enterprise and give that series a proper ending (which would mean Trip's survival and return to the screen after his supposed "death," of course), or flesh out Ro Laren's story, especially now that the writers of Picard teased us with her appearance, just to murder her hastily? Captain Garrett, the captain of the legendary Enterprise-C, and perhaps the only reason the Federation exists past the TNG era, gets one episode in TNG, a shallow side role in an atrocious movie, and an ugly red statue that barely stays relevant to the Picard plot. I want to see the Enterprise-C and her crew on the screen! Why hasn't the Excelsior's charming Captain Sulu, member of the original Enterprise crew, gotten his own proper movie/series? Where is Admiral Kim, who was perpetually and unfairly and ensign for the duration of his voyage through the other side of the galaxy?

There is so much storytelling potential here, and yet the executives at Paramount, the writers of NuTrek, and many of the fans, seem to insist on beating a dead horse. I mean, Kirk is literally dead. Just let him rest in peace, and give some of the other characters a chance, for Q's sake!

Where is the Lost Era, a huge missing gap in the Trek timeline that has, for some stupid reason, almost never been touched? What the f*ck even happened between the Enterprise-B's brief appearance and Picard's golden era? Why is it that we let Kurtzman butcher our only contemporary representation of the Lost Era, all while letting us down with a laughably short and completely two-dimensional version of Rachel Garrett?

If we really wanted to revisit and expand upon an era we've already seen, why not go to the Dominion War? There's so much potential for storytelling there. For example, I'd love to watch a series about a crew serving on an Akira-class starship (let's get some starship diversity in there, too!) both fighting on the front lines and exploring the undiscovered areas of the Alpha Quadrant. It would be about the struggles of daily life during a conflict, the pain and trauma violence can inflict, the uplifting moments that hold the crew together during hardship, and the unexpected discoveries that make them scientists, always. There would be a minimum of shallow, superficial Kurtzman-style weekly therapy sessions and sobfests. The story would be impactful and raw, especially considering how relevant such a plot would be to our real world today. And just think about the absolute fountains of juicy storytelling opportunity: Cardassians, the Maquis--and its destruction--human colonies, Bajorans, Klingons, Romulans, sabotageur Changelings (not too much of this, since we just got PIC S3), and, of course, the Dominion and its allies. And no need to include the Borg beyond the obligatory Borg episode or two.

Why, in this massive universe, bursting with characters and possibilities, are we going back to Kirk again?! Well, not "we." If you want to do that, good for you. But I need a fresh start.

I'll look forward to the next show or movie--as long as I'm not watching Kirk for the millionth time.

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u/AspiringtoLive17 — 22 days ago

I'm rewatching Discovery. Do you think Burnham was right?

On a side note, the first couple of episodes have been pretty good. I know a lot of people disliked or even despised Discovery, but I think the suspense and emotional turmoil in S1 were pretty well written. The action and visuals were cool, but not trippy and over-the-top like in the later seasons. If there weren't all the continuity issues for people to nitpick, I think it could have been a really solid start. And, if Disco had kept a similar tone throughout the show, I think I would have enjoyed it more than the weekly hopecore therapy session it became.

Anyways, Burnham said that the Vulcans always fire first when they encounter Klingons, as Klingons understand and respect this combative language. Captain Geourgiou shot down (pun intended) this idea, stating that 1) the Shenzhou was "wildly outgunned" and 2) "Starfleet never fires first," especially on "innocent" people. Admiral Brett Anderson also ordered the captain not to provoke the Klingons. Besides, Saru (?) said, firing on the Klingons first didn't guarantee that the Klingons would be discouraged--they might shoot back instead.

We know that T'Kuvma was planning to unite the houses and attack. All he needed was an excuse to start the war, which was the arrival of the Federation fleet. Despite Captain Georgiou's statement that the Shenzhou wasn't powerful enough to engage the Klingons alone, it seems this was wrong. We saw that, later on, a single photon torpedo delivered directly to the Sarcophagus ship's very thick neck was apparently enough to decapitate it. That's a design flaw of Klingon ships I've always been bothered by--and perhaps a wild exaggeration of a photon torpedo's firepower--but technical details aside, the Shenzhou could have attacked first.

And yet, there was no telling whether or not the other Klingons would retaliate. By the time Burnham recommended the destruction of the beacon and mutinied in an attempt to preemptively attack, the Klingon fleet was almost certainly on its way already. Seeing their fellow Klingons under attack upon their arrival may have just angered them, which would have furthered T'Kuvma's plan. However, Captain Georgiou's addressing the Klingons with "We Come in Peace" only provoked the Klingons, leading to the exchange of fire.

So, it seems the Shenzhou's crew was stuck between a rock and a hard place. On the one hand, they could have followed Michael's recommendation and attacked first, which could have caused retaliation or been a successful show of force against the Klingons. Although, we should keep in mind that Sarek warned Burnham that Klingons might respond differently to Starfleet employing the tactic than to Vulcans. On the other hand, Starfleet's passivity made no difference in T'Kuvma's plan to start a war, and instead their bid for peace provoked the Klingons.

Burnham's proposal to strike first was built on historical precedent and a knowledge of Klingon culture. Yes, it was remarkably un-Starfleet-like, and it may have been denied regardless, as Starfleet fundamentally just doesn't shoot first. It's one of the principles that makes the Federation so ethical and diplomatically trustworthy. But, it may have been better than the alternative, which was to sit and wait for the Klingon's 100% guaranteed, inevitable attack. And I'm pretty sure the fleet new it was going to happen, no matter how desperately they hoped for a peaceful outcome.

I think Burnham may have been right, but that doesn't undermine Georgiou's and Anderson's moral dedication to peaceful negotiation. I honestly think it may have been a bit of a Kobayashi Maru situation; T'Kuvma's masterplan was really that good. And Georgiou rightfully disregarded Saru's recommendation of fleeing the scene, as that would be a show of severe cowardice and was most likely the worst possible option.

Do you all think Burnham was right? She was obviously under the influence of her past trauma, but her logical reasoning still seemed sound. We'll never know what would have happened if Starfleet gave the Klingons a "Vulcan Hello."

Also, R.I.P. Ensign Danby Connor. He was real cute.

Edit: people keep saying that her court martial was justified. Obviously, it was; she deserved to be punished for her insuboordination. But that's not the point of my post. My question is: was her logic right? Could the outcome have been better if Starfleet had fired first?

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u/AspiringtoLive17 — 24 days ago

Why doesn't the Akira class have a dedicated model kit?

I know it never got its own show, but it's an iconic ship, and among the most popular. And plenty of other ships without shows have gotten model kits. Why haven't AMT, Polar Lights, or other model kit companies made the Akira-class? Is it because it's only existed as a CGI model?

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u/AspiringtoLive17 — 25 days ago
▲ 188 r/duolingo

Do you guys also like vinegaredricewithseafoodorothertoppings?

I enjoy vinegaredricewithseafoodorothertoppings! Some of my favorites include vinegardricewithsalmontopping, vinegardricewithcreamcheesecucumberavocadoandcrabmeetwrappedinnori, and vinegardriceballwithtunainthecenterandnoribitssprinkledontheoutside.

Do you guys like vinegaredricewithseafoodorothertoppings? If so, what kind do you like?

u/AspiringtoLive17 — 1 month ago
▲ 23 r/sto

What would doubling, tripling, or quadrupling procs do?

There was recently a post asking what would happen if procs were guaranteed on crits, and we agreed that that would be devastating to the game. However, 2.5% is so low that weapon procs usually only hit a handful of times in a TFO, making them negligible. What if that chance were doubled, tripled, or quadrupled? Would it make weapon flavor a legitimate and interesting consideration in STO builds? Why haven't proc chances ever been raised before?

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u/AspiringtoLive17 — 1 month ago
▲ 248 r/sto

Borticus, Ambassador Kael, and whoever else may or may not be listening: if you guys are going to retroactively nerf these things, why not properly test them prior to release to avoid this situation?

It's a genuine question.

On the one hand, I totally get where you're coming from. People complain about new releases if they aren't some meta-breaking, genocidal, every-BOff-station-is-an-Uncon-trigger, game changer. DPS is rising exponentially, and the game keeps breaking because players are killing things faster and faster. So, some nerfs can be good!

But the funny thing is, if you're so concerned about game-breaking items, why not nerf them prior to releasing them? It's really odd how inconsistent the releases are. Some of the consoles and traits the dev team releases are so unoriginal and forgettable that they never see the light of day once they're unlocked. But then, in the very next ship, bundle, or event reward, they release a console or trait that can single-handedly add 100k DPS. You've already covered some on your nerflist "Watchlist," but that doesn't even begin to cover all the overpowered consoles and traits that you've released recently and not so recently. Here are some not on your list:

  • You Are Dismissed
  • Broadside Beam Support
  • Broadside Combat Module
  • Micro-Quantum Torp Phalanx Array

And on and on. Each of the above items are capable of around 100K DPS each. I'm not necessarily saying you should place these on your list--in fact, I think you shouldn't, because it would probably make a lot of people angry. What I am saying is that you guys decided to release all these overpowered items. This means two possible things: 1) the dev team didn't properly test the items prior to release, or 2) they knew how game-breaking they were and decided to move ahead anyways.

In the former case, I'd be rather flabbergasted, as you guys quite literally make the game. Take the Empersa's lance, for example. It was so powerful, it needed a whole suite of nerfs and a concurrent STO news post. Please tell me: how is it possible that the STO team designs, builds, and animates a weapon capable of dealing tens of millions in single-shot damage, and doesn't know how powerful it is? I'd think that at the very least, one of the devs has a parse with which they can see the damage numbers. If they didn't know the Empersa's lance was so powerful, they were either too lazy or too underpaid to do real testing on normal, advanced, and elite queues. If it's the latter, that's fine! Ask CasualSAB or Stu1701 to test it for you!

In the latter case, that means...you guys are Ferengis! Congratulations!

Entire build archetypes rely on traits like Boimler, and that trait was released years ago. Why tear Boimler down now, long after its release? And as others have pointed out, if you care so much about having healthy competition between items, why not buff the mountain of old items that have no use in today's STO environment?

I believe the answer is pretty clear. It seems to me that these nerfs are driven largely by profit. You nerf the newer stuff because it encourages people to move to the newest stuff, but buffing old stuff would be a waste of time, money, and effort. In all honesty, the post has "We want you to spend more money on our new releases instead of using the previous BIS stuff!" written all over it. I don't think that in all of these cases, the dev team didn't know how powerful their new ships, traits, and consoles were. They likely knew and decided to release them anyways. People invest money in the game to get the BIS slot fresh releases, and now it looks like these things will be...no longer BIS. These don't seem like very faithful business practices to me; as someone on Discord said in response to the Watchlist, "that's basically theft."

Why not properly test your items before you release them? And why not, instead of releasing a handful of universe-shattering consoles and a dump of garbage ones, make a bunch of just...really solid ones? Ones that will diversify STO's build schemes and, for example, make DEWSci or DEWTorp more viable? I think this is a reasonable ground between nerfing our money away and allowing the unchecked growth of DPS.

I'm not saying you should stop baiting people with OP items, and then announcing their nerfs a year, or two, or three after release. After all, a game about Star Trek should totally engage in exploitative Ferengi practices like this...

Right?

u/AspiringtoLive17 — 2 months ago
▲ 29 r/sto

I pulled off another solo ISE, but at 386.8K DPS, it is not my best showing.

Whenever I solo ISE, it's a bit of tossup. Usually, my first activation of universal consoles will take out ~70% of the first cube's health, and then I struggle to finish the job and run out of time. I rarely get past that first hurdle.

Today, the first cube oddly sat around 60% or 70% until the last 40 seconds, at which point I annihilated it and the nearly dead assimilators. It was the best I'd ever done against the first group. You can see in the second image how I peaked around 1M DPS, averaged out to around 650K at 100s, and then gradually tapered off from then on, which is why my overall DPS turned out so low. The portion in which I destroy the Gateway, probes, spheres, and second cube, is always a challenge, and I typically get killed at least once. My solo ISE runs tend to sit around 400K-500K DPS. At 387K, this was my lowest-DPS successful ISE run ever.

I'm not sure why this happened. My best guess is that I swapped Temporal Disorder and Emit Unstable Warp Bubble I (EUWB I) for You Are Dismissed and Reverse Shield Polarity I, increasing my AoE (and overall) DPS at the expense of my single target DPS. Although You Are Dismissed is undoubtedly powerful, I've only gotten half of the 80K+ DPS others are mysteriously achieving with that console. Temporal Disorder is a significant surivability aid and, very rarely, can hit 40k DPS when used with consoles like FPNA and Coordinated Engagement Solution. Unfortunately, not having DPRM or powerful healing DOffs like Agent Nerul means that I've had to experiment extensively with less efficient survivability alternatives, which detracts from the build space that is available to DPS boosts.

I'm considering swapping to EUWB I and Adaptive Emergency Systems for more Uncon potential, survivability, and damage buffs. Is there another way I can rearrange my build to make it more efficient and powerful, all while maintaining self sufficiency?

u/AspiringtoLive17 — 2 months ago

That was a HARD rock.

Remember when Riker made the Titan throw a big rock at the Shrike? (You can find it at 2:02 in this video.)

Sure, the Shrike surviving the impact with no visible structural damage, even with all its sharp, tapered points, was impressive. But the rock bounced off with no visible damage, either.

u/AspiringtoLive17 — 2 months ago
▲ 14 r/sto

I swear to Q that the devs or RNGesus is messing with me right now.

In dozens upon dozesn upon dozens of reengineering rolls, I haven't been able to get a single [phaser] mod on any of my four hangar craft power transmission consoles. I've been at this B.S. for three days. When I was farming isomags, I often got phaser rolled in a few to a dozen tries.

Now, I'm getting repeats of [EPG], [CtrlX], and [Kin+Phys] and not a single freaking [phaser] mod!!!

Is the system rigged somehow to favor some mods over others?!

reddit.com
u/AspiringtoLive17 — 2 months ago

The holy trifecta of Brawl Stars B.S.--nerf them please!

Remember when Kit, Draco, Melodie, Mico, Lily, and Kenji were released? At the time, these brawlers were considered toxic and broken. We could tell the design team was running out of ideas. Mico, for example, was just a Z-axis Mortis with a super that made him untouchable. Lily's gadget was just a mini Cordelius super that provided a free getaway.

Damian

I returned to Brawl Stars after a year away from its toxicity, and this...this is something new. Don't get me wrong--I'm having a lot of fun playing again. But the old frustrations are back, too. I look at Damian, and I see a pile of slop. He's lazy, he's unoriginal, and he's the most overpowered brawler to have ever disgraced my screen. ChatGPT could have done a better job of designing a brawler. There is no coherence to his abilities. His main attacks are just El Primo plagiarism with a little fire twist. His super does too much--it traps enemies in, keeps enemies out, controls a HUGE area, and deals lots of damage. His super jump, for some reason, has a greater range than the majority of artillery brawlers. Why, devs, would you make his super AOE huge and make it so easy to land it at the same time?

His gadgets make him a healer and Sprout knockoff. His first star power allows him to stun enemies repeatedly. His second star power adds more fire to his already massive damage output. His unload speed and super cycling rate are obnoxious. Damian is a tank, healer, and assassin all rolled into one. It's never been this obvious that the devs are reaching for ideas, so they just smashed all the other brawlers together in some terrible amalgamation. Here are all the ways he needs to be nerfed:

  • Damage nerf
  • Idk why tf he has so many passives. Just delete some of them.
  • Probably nerf his health.
  • Cut his super cycling rate.
  • His super jump should reach half as far.
  • His super AOE should be 3/4 the size or less.

Even after all these nerfs, he'lls probably still be broken.

Najia

Najia is the new addiction of lazy and/or unskilled players on open maps. Giving them an aimbot is already bad enough. But now, her range is greater than the snipers'? At most***,*** her range should be like Squeak's, Finx's, or Gene's. I'd even be okay with it if her range equaled a sniper's! But as we people complain in this post, her range is greater than Piper's and close to Mandy's. Plus, her super is an AOE poison nuke, with three snakes dealing up to 8200 damage. Of course, she can throw it super far, too. She makes Dynamike's super look warm and huggable.

Nerfs for Najia:

  • Reduce her primary range by at least two to three tiles
  • Slash her secondary damage
  • Reduce her throwing range for her super

Mina

The third in the holy trifecta of BS b.s. was sort of up for grabs, but I chose Mina. I know Mina is supposedly clunky, but her damage output is too high nonetheless. My suggestion for Mina is simple: reduce her damage output. Her gadget is very powerful, but she's rare to see anyways, so it's not too problematic.

u/AspiringtoLive17 — 2 months ago
▲ 9 r/sto

Seeking advice on a starter carrier build

Yes, I know "starter" or "budget" carrier builds aren't exactly a thing, but I'd like to try building a mixed DEW/single-hangar carrier platform on the Legendary Akira, kind of like this build from Tilor on STOBetter. Flying the Akira with Type 7's has been fun, but now I want to do something that focuses more on the pets. I've crafted some Hangar Craft Power Transmission consoles, and I have some other pet boosting stuff (FPNA, Coordinated Engagement Solutions, Swarmer Matrix, Repurposed Cargo Bay Hangar, etc.) I only have 66 million EC, so I need to decide carefully for personal traits. If I can only afford one at the moment, which personal trait should I buy first? I was thinking about Wing Commander or Independent Wingmate (I'm just short of affording both).

As for the pets, I'm not sure what to use. I was thinking of slotting Peregrines, Delta Flyers, or Valkyries, but I'd like to hear other recommendations (that could fit in with this Starfleet theme).

I do not have SAD right now, so Coordinated Assault will be my pet weapon buff.

u/AspiringtoLive17 — 2 months ago