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Talking in Carz with DJz: Outposts and November Arcfail

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Manage episode 517796561 series 3342548
Content provided by UltimatDJz. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by UltimatDJz or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

00:00 – Intro & Banter
DJz and Griffin open with a lighthearted “yo” exchange before diving into the day’s topic: the November Arc Launch.

02:30 – Outpost Overview & Patch Notes
DJz confirms the new Outpost Exchange Material Refinery and material generators—now offering three upgrade brackets instead of two.

05:00 – Material Generators & Scaling
Discussion of G5–G7 sourcing, how early-tier players benefit immediately, and why high-tier (G7) players face longer roads.

06:45 – Outpost Fleet Slots Correction
DJz admits his earlier info was off: the fourth ship slot won’t arrive this month, only two at level 1 and a third unlocked at level 40.

08:30 – Upgrade Value & Player Expectations
They predict most players will reach levels 15–20 early, with strong emphasis on the building’s buffs and resource bonuses.

09:50 – How Retaliation Targets Work
Explaining the new “retaliation target” type—distinct from hostiles or armadas. Only generic officers (e.g., Khan, Nero, Gorkon) will work.

11:00 – Crewing Strategies & Classic Combos
Old-school crews like Kirk/Spock/Yuki resurface. Voyager crews, strike teams, and others won’t trigger their abilities here.

12:45 – Outpost Mechanics Explained
Players use two ships to seize an outpost, then defend it from 72 retaliation waves (five minutes apart) over about five hours.

16:00 – Passive vs. Active Gameplay
The defense runs automatically—no need to trigger waves manually. Buffs can be activated mid-battle for stat boosts or mining bonuses.

19:00 – Buff Currency & Strategy
Rewards go directly to inventory, not cargo. Players can bank currency for future runs to maximize buffs on the next outpost.

22:00 – Outpost Buff Types & Factions
Each target faction (Cardassian, Borg, Node) offers unique buff categories—PvE, utility, and PvP respectively.

25:00 – Leaving or Losing Outposts
Leaving ends your buffs immediately. Arena transfers or incursions also break outpost control; the veil and territories are safe.

29:00 – Start Timer Change & QA Notes
Community discovers a 3-minute start timer instead of 1; DJz says it adds strategy but invites more PvP risk.
Griffin reports a live bug: Away Teams are currently broken.

30:30 – Officer Discussion: Nog
Nog’s debut ties to his father Rom’s legacy. DJz praises the lore while admitting limited gameplay utility unless base-raiding improves.

33:40 – Officer Discussion: The Hierarch
Introduces “Carol Freeman 2.0?”—potentially a PvP counter, though effectiveness depends on high tiers. Artwork and narrative praised.

38:30 – New Max Ship XP Button (QoL Update)
They test the new instant-max feature: convenient for scrapping but risky for free-to-play players due to auto-Latinum use.

44:50 – Who Benefits Most from Max-All
Ideal for heavy spenders; free players must be cautious. Some want sliders added for smaller upgrades during events.

45:50 – Weekly Mission Rollouts & Bug Fixes
Missions release weekly this arc; Scopely claims to fix veil recall daily bug and arena entry issue.

47:30 – Mid-Ops Experience Announcement
Wardaddy returns to discuss a new mid-ops battle pass later this week, expanding mid-tier gameplay.

49:00 – Chaos Tech Review
They dissect “Particle Synthesis” (loot and mining boosts) and “Biomimetic Gel” (PvP buffs). DJz clarifies the math—impressive numbers but balanced impact.

53:40 – New Primes for Outposts
Three new primes enhance solo outpost assault, output, and retaliation rewards—though DJz warns their longevity is uncertain.

55:40 – Wrap-Up & Closing Remarks
DJz and Griffin summarize the arc, thank listeners, and tease in-game lab testing later that night.

  continue reading

564 episodes

Artwork
iconShare
 
Manage episode 517796561 series 3342548
Content provided by UltimatDJz. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by UltimatDJz or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

00:00 – Intro & Banter
DJz and Griffin open with a lighthearted “yo” exchange before diving into the day’s topic: the November Arc Launch.

02:30 – Outpost Overview & Patch Notes
DJz confirms the new Outpost Exchange Material Refinery and material generators—now offering three upgrade brackets instead of two.

05:00 – Material Generators & Scaling
Discussion of G5–G7 sourcing, how early-tier players benefit immediately, and why high-tier (G7) players face longer roads.

06:45 – Outpost Fleet Slots Correction
DJz admits his earlier info was off: the fourth ship slot won’t arrive this month, only two at level 1 and a third unlocked at level 40.

08:30 – Upgrade Value & Player Expectations
They predict most players will reach levels 15–20 early, with strong emphasis on the building’s buffs and resource bonuses.

09:50 – How Retaliation Targets Work
Explaining the new “retaliation target” type—distinct from hostiles or armadas. Only generic officers (e.g., Khan, Nero, Gorkon) will work.

11:00 – Crewing Strategies & Classic Combos
Old-school crews like Kirk/Spock/Yuki resurface. Voyager crews, strike teams, and others won’t trigger their abilities here.

12:45 – Outpost Mechanics Explained
Players use two ships to seize an outpost, then defend it from 72 retaliation waves (five minutes apart) over about five hours.

16:00 – Passive vs. Active Gameplay
The defense runs automatically—no need to trigger waves manually. Buffs can be activated mid-battle for stat boosts or mining bonuses.

19:00 – Buff Currency & Strategy
Rewards go directly to inventory, not cargo. Players can bank currency for future runs to maximize buffs on the next outpost.

22:00 – Outpost Buff Types & Factions
Each target faction (Cardassian, Borg, Node) offers unique buff categories—PvE, utility, and PvP respectively.

25:00 – Leaving or Losing Outposts
Leaving ends your buffs immediately. Arena transfers or incursions also break outpost control; the veil and territories are safe.

29:00 – Start Timer Change & QA Notes
Community discovers a 3-minute start timer instead of 1; DJz says it adds strategy but invites more PvP risk.
Griffin reports a live bug: Away Teams are currently broken.

30:30 – Officer Discussion: Nog
Nog’s debut ties to his father Rom’s legacy. DJz praises the lore while admitting limited gameplay utility unless base-raiding improves.

33:40 – Officer Discussion: The Hierarch
Introduces “Carol Freeman 2.0?”—potentially a PvP counter, though effectiveness depends on high tiers. Artwork and narrative praised.

38:30 – New Max Ship XP Button (QoL Update)
They test the new instant-max feature: convenient for scrapping but risky for free-to-play players due to auto-Latinum use.

44:50 – Who Benefits Most from Max-All
Ideal for heavy spenders; free players must be cautious. Some want sliders added for smaller upgrades during events.

45:50 – Weekly Mission Rollouts & Bug Fixes
Missions release weekly this arc; Scopely claims to fix veil recall daily bug and arena entry issue.

47:30 – Mid-Ops Experience Announcement
Wardaddy returns to discuss a new mid-ops battle pass later this week, expanding mid-tier gameplay.

49:00 – Chaos Tech Review
They dissect “Particle Synthesis” (loot and mining boosts) and “Biomimetic Gel” (PvP buffs). DJz clarifies the math—impressive numbers but balanced impact.

53:40 – New Primes for Outposts
Three new primes enhance solo outpost assault, output, and retaliation rewards—though DJz warns their longevity is uncertain.

55:40 – Wrap-Up & Closing Remarks
DJz and Griffin summarize the arc, thank listeners, and tease in-game lab testing later that night.

  continue reading

564 episodes

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