Empire Veteran
Join Date: Jun 2012
Posts: 2,782
# 21
09-18-2012, 02:57 AM
Being that majority of my toons were LG on KDF side way before there was a tutorial this is going to enrage me to have to go do that stupid tutorial that I never wanted to do on some of the newer characters but yet it will be a year or more before we would have to skip it and then we would have been forced to do that stupid thing.
Commander
Join Date: Jul 2012
Posts: 480
# 22
09-18-2012, 04:51 AM
Quote:
Originally Posted by zer0niusrex View Post
  • Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
This would make sense if you finish the KDF someday and make it available from lvl 0, now this is just a waste of time for you and us.
Starfleet Veteran
Join Date: Jun 2012
Posts: 478
# 23
09-18-2012, 05:07 AM
I am not sure, butt the KDF running around First City is obligatory before you can get any other mission. I don't play KDF so muchies, so I can't tell for sure. Meowracle Worker 1 is used from Captain 37 to 39, after Captain 40 it's MW 2 and after Vice Admeowral it's MW 3.
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
Captain
Join Date: Jun 2012
Posts: 1,423
# 24
09-18-2012, 05:17 AM
You have realeased the ISS ship prefix ???
Cant wait till this is live on holodeck the USS Thundermole D will so become the ISS Thundermole. Will match the MU skin and my MU uniform

Last edited by robeasom; 09-18-2012 at 05:23 AM.
Career Officer
Join Date: Jun 2012
Posts: 84
# 25
09-18-2012, 05:22 AM
When will we be able to buy boosts with our actual boost provisions?
For some reason, it is taking engineering operational assets instead of the correct boost provision.
Leader of Quantum Gaming.
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Career Officer
Join Date: Jun 2012
Posts: 423
# 26
09-18-2012, 06:15 AM
Quote:
Originally Posted by zer0niusrex View Post
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120909a.5

General:
  • The beam/warp out button is now disabled while a mission is paused.
  • Mirror ships can now change their ship name prefix to I.S.S.
  • Added new music to default explore rotation.
  • Updated the Standard bridge to raise up the Captain's chair and realign the door to the Ready Room.
  • Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
  • The Regent should now adopt whatever the player's fleet uses, like other ships.
  • Resolved an issue where players invited to a fleet map that were not a part of any fleet could not move between fleet maps.
  • Transwarp abilities should no longer play the default warp-out animation after playing the Transwarp animation.

Duty Officers:
  • All Fleet Duty Officers should now have the correct Departments for their Specialization.
  • Energy Weapons duty officer roster powers that reduce cooldown on Cannon bridge officer abilities now display the correct recharge reduction.
  • Sensor Duty Officer active roster powers are now accurately applied to enemy targets when used.

Operational Assets:
  • Decreased the cost of all operational assets.
  • New Operational Assets are now available in the Fleet Startbase store, including the following:
    • Galaxy
    • Galaxy Dreadnought
    • Prometheus
    • Armitage
    • Luna
    • Negh'Var
    • Bortasqu' War Cruiser
    • Ki'tang
    • Guramba
    • Kar'fi
  • Decreased the tier to unlock the Operational Assets for the Imperial Class Assault Cruiser, Dervish, Deifant, Dacoit Flight Deck Cruiser, Zilant Battleship, and Vo'quv Carrier.
  • Operational Assets can now be used from the player's inventory and no longer need to be equipped in a Device slot.
  • Fleet Vulcan Security Teams are now equipped with Phaser Sniper Rifles.
  • The description for Fleet Caitian Security Teams now correctly refers to their weapons as Phaser Split Beam Rifles.
  • The "Rally Security Team" Operational Asset now properly resets the cooldown for all Captain abilities
  • The description for the Fleet Photonic Security Team Operational Asset now correctly refers to their grenades as Stun Grenades, not Photon Grenades.
  • Rephrased the description of the Gravitic Instability Probe Operational Asset.
  • Updated the tooltip for the Fleet Mine-Laying Assault Cruiser Operational Asset to include a more complete list of its powers.
  • Updated the tooltip for the Caitian Security Team Operational Asset to include a more complete list of its powers.
  • The Atrox Carrier Operational Asset will now properly use Transfer Shield Strength.
  • The Fleet Remodulation Beacon Operational Asset no longer looks like a turret.

Systems:
  • Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
  • Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
  • Resolved an issue that caused the tooltip for Sweeping Strikes to display fluctuating damage numbers.
  • Sensor Analysis should no longer force you into combat
  • Klingon Honor Guard Ground Set:
    • Updated the Mk XII ground set: Owners of this set will see additional stats that should have been there all along.
    • Clarified all of the tooltips for this set bonus.
      • Understanding what the set does should be much easier now.
  • Polaron Procs:
    • Assigned a stack limit to Polaron Energy Drains.
    • Polaron energy drain comes with two components:
      • 1) Max energy level reduction to all subsystems that lasts 5 seconds.
      • 2) An instant drain of all subsystem energy.
        • This has no duration - enemy immediately begins regenerating energy lost from this instant effect.
    • The new Stack Limit on Polaron procs applies ONLY to the duration-based aspect that reduces a target's max energy.
      • The instant drain is not limited.
  • Powers from a non-pet entity with an owner now report their source as being from their owner.
  • Changed the Display Names of many boxed items, to cut down on the over-use of the term "Special Requisition Pack":
    • All costume items are now contained in packs named "Outfit Box - ..."
    • All ground vanity pets are now in packs named "Ground Non-Combat Pet - ..."
    • All ground combat pets are now in packs named "Ground Combat Pet - ..."
    • All space vanity pets are now in packs named "Space Non-Combat Pet - ..."
    • All space combat pets are now in packs named "Space Combat Pet - ..."
    • All equipment are now in packs named "Special Equipment Pack - ..."
    • All device and consumable items are now in packs named "Special Device Pack - ..."

UI:
  • Chairs now have their own custom interact icon.
  • The Website, Account, Support, Terms of Use, Credits, and Options buttons on the login screen have been added to the character selection screen.
  • Added a game credits button to the minimap dropdown menu.
  • Can once again select and copy text from in-game mail.
  • The Create Content button has been moved to inside the main window on the character select screen.
  • Multiple interact options should no longer show up unnecessarily while teamed.
  • Resolved an issue where completed missions wouldn't always disappear from the contact's list of options immediately.
    • Updated the Fire All keybinds:
    • The Fire All Torpedoes keybind no longer fires Mines.
    • The Fire All Mines keybind is now functional again.
    • The Fire All Phasers and Torpedoes keybind is now functional again.
    • The Fire All Torpedoes and Mines keybind is now functional again.
Very good Zero, this looks very productive, i am impressed. one question what is the regent adopting from a players fleet? Skin, logos? Iwas unclear on that note.

Thank you.
Career Officer
Join Date: Jun 2012
Posts: 2,160
# 27
09-18-2012, 06:46 AM
Quote:
Originally Posted by palpha2clearance View Post
Very good Zero, this looks very productive, i am impressed. one question what is the regent adopting from a players fleet? Skin, logos? Iwas unclear on that note.

Thank you.
I assume it is the fleet emblem that was never displayed properly to date.

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Ensign
Join Date: Jun 2012
Posts: 24
# 28
09-18-2012, 07:49 AM
Quote:
Originally Posted by defalus View Post
Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.

This makes me cry.
Me too, I can't put down the quantum mortar from fabrication specialist kit and then put down the full items from bunker fab kit now
Career Officer
Join Date: Jul 2012
Posts: 574
# 29
09-18-2012, 07:58 AM
Quote:
Originally Posted by zer0niusrex View Post
[*]Transwarp abilities should no longer play the default warp-out animation after playing the Transwarp animation.
This is a welcome fix. It was really creepy having the ship warp out of a map only to have an empty transwarp animation.
Captain
Join Date: Jun 2012
Posts: 1,241
# 30
09-18-2012, 08:19 AM
These notes have some things I like and one item that has me REALLY considering quitting this game.

Quote:
Originally Posted by zer0niusrex View Post
General:

Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
swarp animation.
Question is... will current KDF VA's be forced to take those inane and boring tutorials? I skipped them since I was already fed VA when I opened my KDF toons.

Quote:

Systems:[list][*]Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
NO NO NO NO. WTF is this about?

The engineer kits HAVE to be switched around in order for the engineer to provide appropiate support for the team.

If you make the items despawn all you will do is SCREW the engineer ground experience.

For example, right now I can place a barrier shield, put the medical and shield generator down and, while still out of combat (even though my team is in combat), i can switch to the fabrication kit and put down mortars and gun turrets.

This allows ME, the ENGINEER to build structures that effectively support the team. STATIC structures.

If you take that away there is no reason to even bother playing engineer ground.

How about you guys stop with the lazyness and instead FIX the freaking engineer ground kits? Have you not noticed there's TOO MANY kits?

Narrow them down, make them synergize with each other. Make the USEFUL.
Ordnance Kit:

Mortar
Turrets
Quick Fix
Equipment Diagnostics



Defensive Position Kit:

Shield Generator
Force Field Dome
Medical Generator
Mines


Team Support kit:

Shield Heal
Fuse Armor
Weapons Malfunction
Combat Supply


Combat Engineer Kit:

Bomb
Seeker Drone
Mines
Force Field Dome

I wrote this in the feedback forum a few days ago:

http://sto-forum.perfectworld.com/sh...d.php?t=387171

READ IT. DO IT.

FIX engineer ground not nerf it. If you nerf engineer kit as this patch notes will the ground elite stfs will be winnable only by science and tactical captains. One tanks, the other one hurts..engineer will just get in the way since he cant do damage (turrets die in one hit) and cant support (stuff will despawn if you change kit).


Quote:
Updated the Fire All keybinds:
The Fire All Torpedoes keybind no longer fires Mines.
The Fire All Mines keybind is now functional again.
The Fire All Phasers and Torpedoes keybind is now functional again.
The Fire All Torpedoes and Mines keybind is now functional again.
We can only hope they stay fixed. This time.
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