![]() ![]() Our ratings and guides are aimed towards making builds that can fly any map on the game well, even the Elite TFOs. ![]() None of us fly full meta builds anyway, which is exhausting and expensive to keep up with. Otherwise, the game has incredible flexibility and our builds reflect that with a variety of off-meta flavors and twists on top of solid fundamentals. Plus, the sheer number of options in the game can be overwhelming. Our new/F2P guide is necessarily constrained on options due to budget and is intended to give new players or players on a budget the most bang for their buck, so we make hard recommendations there. We don't we try to provide a wide array of options and teach people what's good and what should be prioritized for effective shipbuilding rather than a single template. Why are you pushing cookie-cutter DPS builds? We made a very approximate chart to illustrate these principles. Team composition, where having too many of the same kind of build, or not having certain builds, or having a disproportionate DPS difference, only starts to matter above 2 00K and doesn't impact significantly until above 40 0K. Piloting improvements for the vast majority of the playerbase will always lead to higher performance swings than changing a few pieces of a build until you've fully mastered piloting and its relative contribution goes down. No amount of gear or expenditure can salvage ineffective piloting. We've trained a 40K player to go to 140K in a single night with piloting tips because they had a solid build. We've been able to train players who had mostly-good builds from 60K to 300K with decent build upgrades and a LOT of piloting help. Below 50K, there's a good chance that the build is neither well-optimized nor is it flown well. Wh at matters more, build, team composition or piloting ?Īcross the range of DPS scales, we've found that there's varying levels of contribution between build and piloting. The STO League site has some guides written with the intent of achieving peak DPS. If you're not already in the 300 - 900 K range, those specific setups and builds won't help you as much anyway. Our builds adopt a more universal approach with more individual flavor and at a lower price point. At some point, chasing the top of the meta becomes needlessly reductionist for general use. Does that mean non-tank energy weapon builds are invalid? We don't think so. Energy weapon ships are doing 1M DPS whereas sci-torp hybrids are above 2M on ISE. For example, the highest-parsing builds on ISE are currently torpedo-centric, and really a hybrid of torpedoes and science builds, but that doesn't mean we only want to post t hat type of build. The tippy-top of the DPS meta is 1) very expensive, 2) requires specific setups and builds, 3) is becoming hyper-specialized to specific maps with specific teams. Our builds can fly any map in the game on Elite and do well with good piloting. Why aren't the builds here geared towards maximum DPS? HSE can be a little fickle in that there many attacks that can hit the entire team at once (Feedback Pulse) for which most tanks can't necessarily debuff or remove. The current record on ISE is over 2 million DPS, which is an incredible achievement.įor % atks in, 75% or higher on ISE is preferred for a generally-good Elite-capable tank. ![]() These builds have the advantage of being able to generate even higher DPS numbers, but depending on the level of specialization and team dependence, may struggle in non-ISE/HSE maps. They are usually expensive glass-cannon builds as there will be a tank (who draws away incoming fire) and often 1-2 players flying debuff builds sometimes called "nannies" (we prefer the term "support ") to further boost the primary player. Most builds on this site are in this range.ġM+ DPS - this range generally gets even higher results through taking a build from the previous range and specializing it further for specific maps and team compositions. Builds in this range can play any map in the game on Elite and excel. Some builds tend to drop off on ISA in this range if they rely on damage-over-time effects or hazards.ģ0 0K -100 0K DPS - this range is the ceiling for most builds without dedicated team compositions and hyper-specialized builds. There are a small handful of Elite space maps where a 50K player can contribute as they are not as DPS-gated, but you still need higher-DPS players to beat optional objectives most of the timeġ00K- 30 0K DPS - this is where Elite content becomes much more accessible and very few missions will outright fail is all team members are within this DPS range (notable exception: Khitomer Vortex Elite has a DPS floor of around 250K apiece for a 5 member -team to finish the map). Maps may feel difficult to carry until above 50K.ĥ0-100K DPS - Advanced should now feel fairly easy depending on build/type. The following are personal recommendations, not hard rules.Ġ-20K DPS - best to stick to Normal difficultyĢ0-50K DPS - Advanced is now an option. ![]()
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