Squadrons allow players to earn credits during events. As Dark suggested, please chime in and indicate your involvement in the game.
I log in multiple times per day and fairly active during events.
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Squadrons allow players to earn credits during events. As Dark suggested, please chime in and indicate your involvement in the game.
I log in multiple times per day and fairly active during events.
Sent from my SM-G935V using Tapatalk
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I was looking to organisations squadrons shortly on the forums, to determine who was actually active and playing - so keep an eye out! Also Dark, do you fancy volunteering in Tactical to help keep track of information and organisation for mobile games? I was planning on putting up an advertisement over the weekend for the position!
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Well, I do spend an unhealthy amount of time on mobile games...
Would I need to give up my unique NCO rank, though?
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I'm mainly active during events.
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I probably go on Timelines for 2 or 3 hours a day :-/ lol (sad maybe a little I know) but I'd love more people to get involved in timelines but it's limited in its interactivity so I'd love to hear some suggestions on how to integrate it more into the UFP so we can interact in game a lot more
Discord Handle: Avenger#8289
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Traditionally, yes, but if you really wanted to stay in the NCO ranks, that could be arranged...
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God no we can't promote THE Warrant Officer
I'm active on every day multiple times.
"This is the way"
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Whoops, I just noticed "Pizard".
Spock vs Pazlar is debated for EASm5, but the latter has higher possible rolls and qualifies for all three, so Spock isn't really needed. Unless they add a trait or something...
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So I've been throwing myself at EASm5, since that's the only star I'm missing in EAS.
MED Crusher: 342-462
With Cyberneticist: 432-552
MED McCoy: 261-407
With Resourceful: 351-497
The first Med node gets a bonus from Resourceful. That puts McCoy vs Crusher at 351-497 vs 342-462, thus McCoy has a higher chance of getting the Critical. Note that this is a 1/1 McCoy vs a 2/2 Crusher.
At the same time, the last node has a bonus for Cyberneticist, putting it at 261-407 vs 432-552.
SCI Pazlar: 356-470
SCI Spock: 373-467
Note that Pazlar is considered better than Spock because she qualifies for all three challenges. At a 470 vs 467, she has a higher chance of getting a Critical on Node 3 (Sci), but there have been reports that even a max roll 470 may not be a Critical. So she may not help there anyway.
The base difficulty is 380. With one failure the final node jumps up to 418. Crusher can absorb one failure without problems, a 2nd failure will risk us losing out on the Chronitons, and three failures is almost certain to fail.
So here's the thing - when we're trying to get the 2nd node (Med), we want McCoy. We also want Sci because it's nodes 1 and 3. McCoy can't reliably beat the final node (Med), so we need Crusher. The 4th node will be failed, and that won't be a problem because Crusher can ignore one failure. However, two failures will risk losing Chronitons, which means Spock is the best choice (at a minimum of 373).
Thus when trying to get Node 2, use Spock, McCoy, and Crusher. If Spock and McCoy both fail, then you'll get nothing.
Once you've gotten Node 2 and no longer need McCoy, a strong Diplomacy or Engineering character (Sato will ensure Diplomacy is done) means we can go with Pazlar and Crusher and have very little risk of losing Chronitons while trying to get Node 3 Sci.
When we're trying to get Node 3 Com, Spock can ensure Node 1 passes (since Vulcan is a bonus) and we'll be failing Node 4 again, which again isn't a problem for Crusher.
So yeah... I put in that note about using Spock for EASm5 for a reason. Which until I lost a bunch of chronitons from running with Pazlar/McCoy/Crusher, I totally forgot about. Hope somebody finds this useful, or at least amusing.