Starfleet Veteran
Join Date: Jun 2012
Posts: 423
# 51
09-18-2012, 02:12 PM
Quote:
Originally Posted by phyrexianhero View Post
Operational assets are consumables and it just defies reason to try to make them for anything beyond the novelty factor given their prohibitive construction costs.
Yup... The Fleet I am in refuses to provision Operational Assets due to their limited use and prohibitive cost
Captain
Join Date: Jun 2012
Posts: 1,241
# 52
09-18-2012, 02:31 PM
Quote:
Originally Posted by trek21 View Post
Seriously?

I've played through all 3 careers with only 1 kit (chosen ahead of time), and it's been fun regardless. That's how it's supposed to be played.

The way I see it, this was much needed Now if they can do the same to Tactical and Science

You see the failure of the engineering kits is simple:

There are too many kits and each kit has abilities that do not work well with each other.

For example, one kit puts down turrets and mortars and another kit buffs them. Another kit which has the shield generator is the only way the mortars and turrets will survive a single shot from elite borg.

See the problem there? Unless you can buff them or protect them with another kit powers the turrets and mortars die so fast (borg electric damage+snare AOE hits everything even behind walls) it makes them pointless to even bother setting down most of the time.


Compare that to science and tactical kits. Their kits DO work VERY well for their 'role'. A healing kit is a superb healer, a buffing kit is a superb buffer. Why? Because the abilities that heal and buff or debuff are all IN ONE KIT.

Engineering kits do not have that synergy or role-focus. The only kit that comes close is the enemy neutralization kit...the rest are just messed up.


Right now, in elite ground stf my character does not even engage in combat..does not enter red alert. I spend all my time building generators, turrets and mortars as my team advances. I have even had teams that after 2 rooms they stopped rushing in like ferrets on meth and begun using my 'firebase' (barrier shield with shield gen, healing gen, mortar and force field dome with turret in front) to engage the borg from... and comment how cool it was to actually have someone constantly tossing these area team buffs. It let the science guy switch to his offensive kits.

When I run only one kit (fabrication) its always the same damn boring run-after the ground, drop a turret here, a mortar there, keep rushing... cause the damn things DIE in 10 seconds. Hell, even teams tell me not to bother putting them down. BUT..when they ARE protected by the shield generators.. the mortars and turrets become effective.

and it is THAT effectiveness that is missing. All because the kit abilities are not currently set to work together in a kit.


Allowing kit switching enables the engineer to play an engineer not just some turd running around with a gun ...that's the tac's role. Science can at least be the healer on the run. Engineer cant.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Survivor of Romulus
Join Date: Jun 2012
Posts: 232
# 53
09-18-2012, 02:56 PM
Here are the Old and new lockboxes compared.

cardie box

http://i.imgur.com/NPinJ.png

ferengi

http://i.imgur.com/u4xVG.png
Career Officer
Join Date: Jun 2012
Posts: 731
# 54
09-18-2012, 03:02 PM
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:
  • Mirror ships can now change their ship name prefix to I.S.S.
  • Transwarp abilities should no longer play the default warp-out animation after playing the Transwarp animation.

Systems:
  • Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
  • Sensor Analysis should no longer force you into combat.
  • Changed the Display Names of many boxed items, to cut down on the over-use of the term "Special Requisition 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.
  • Can once again select and copy text from in-game mail.
  • Multiple interact options should no longer show up unnecessarily while teamed.
http://i0.kym-cdn.com/entries/icons/..._4056741_n.jpg
All Good Things Must Come On Tuesday. (it's a liiiink!)

Musings of a Mad Man; Or, What This Game Could Fix

<--Click for how to get one of these.
Starfleet Veteran
Join Date: Jun 2012
Posts: 453
# 55
09-18-2012, 03:38 PM
Quote:
Originally Posted by phyrexianhero View Post
A lot of good stuff here:


While its great that the fleet credit cost and variety has expanded, the biggest problem with operational assets is that they're so darn expensive for projects -- you can't require X engineering and X operations doffs for one project that gives 500 XP and X fabrication engineers and X systems operations doffs for another project that gives same amount of XP. There *needs* to be a discount or people just won't run the projects.

Operational assets are consumables and it just defies reason to try to make them for anything beyond the novelty factor given their prohibitive construction costs.
The problem is that some n00b planners still Q the ops asset assignments and then we're stuck for days if not weeks filling those special duffs in ... it really is a pain in the rear end. Sumtimes I can save the projects in time and Q another one, butt sumtimes it's just too late to intervene (sleeping time in Europe etc).
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
Starfleet Veteran
Join Date: Jun 2012
Posts: 190
# 56
09-18-2012, 04:10 PM
Quote:
Originally Posted by thorodal View Post
About that I.S.S.-prefix: Will it only be applyable on the two mirror universe ships or to all ships able to use the mirror skin like the Regent-class (which can use it once you have a Mirror Star Cruiser)?
I'd like an answer to this too... Is the prefix tied to the skin unlock? Or the actual ship it came with?
Empire Veteran
Join Date: Jun 2012
Posts: 1,560
# 57
09-18-2012, 04:38 PM
Quote:
Originally Posted by cmdrskyfaller View Post
You see the failure of the engineering kits is simple:

There are too many kits and each kit has abilities that do not work well with each other.

For example, one kit puts down turrets and mortars and another kit buffs them. Another kit which has the shield generator is the only way the mortars and turrets will survive a single shot from elite borg.

See the problem there? Unless you can buff them or protect them with another kit powers the turrets and mortars die so fast (borg electric damage+snare AOE hits everything even behind walls) it makes them pointless to even bother setting down most of the time.


Compare that to science and tactical kits. Their kits DO work VERY well for their 'role'. A healing kit is a superb healer, a buffing kit is a superb buffer. Why? Because the abilities that heal and buff or debuff are all IN ONE KIT.

Engineering kits do not have that synergy or role-focus. The only kit that comes close is the enemy neutralization kit...the rest are just messed up.


Right now, in elite ground stf my character does not even engage in combat..does not enter red alert. I spend all my time building generators, turrets and mortars as my team advances. I have even had teams that after 2 rooms they stopped rushing in like ferrets on meth and begun using my 'firebase' (barrier shield with shield gen, healing gen, mortar and force field dome with turret in front) to engage the borg from... and comment how cool it was to actually have someone constantly tossing these area team buffs. It let the science guy switch to his offensive kits.

When I run only one kit (fabrication) its always the same damn boring run-after the ground, drop a turret here, a mortar there, keep rushing... cause the damn things DIE in 10 seconds. Hell, even teams tell me not to bother putting them down. BUT..when they ARE protected by the shield generators.. the mortars and turrets become effective.

and it is THAT effectiveness that is missing. All because the kit abilities are not currently set to work together in a kit.


Allowing kit switching enables the engineer to play an engineer not just some turd running around with a gun ...that's the tac's role. Science can at least be the healer on the run. Engineer cant.
Not when the 'Bunker Fabrication' is all the Engineer needs A med generator, a shield generator, a turret, and a force field dome (plus the inherent support drone)

They distract enemies, they add to DPS, and it's all fine. Never needed anything else (too impractical imo)
Was named Trek17, but still an author: www.enlightenmentoblivion.com.
Captain
Join Date: Jun 2012
Posts: 1,214
# 58
09-18-2012, 05:04 PM
Quote:
Originally Posted by cmdrskyfaller View Post
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
That depends on how you play engineer. If you prefer to build fortifications, then the above makes sense. My preferred kits are enemy neutralization and equipment technician, and I think they mostly work fine as is. With both those kits, you can hit tough enemies with weapons malfunction, fuse armor, and orbital strike. With enemy neutralization, you can run in front of a group of enemies, drop mines, and pulsewave. With equipment technician, you can keep your shields up longer.

On the other hand, the transphasic bomb that comes with enemy neutralization seems less useful than the chroniton mines. I can never position it properly next to enemies; either that or they run away before I can detonate it. It's still useful for blowing up static structures such as generators though.
Career Officer
Join Date: Jun 2012
Posts: 16
# 59
09-18-2012, 07:56 PM
Account button doesn't work. I keep getting:
http://sto.perfectworld.com/404?url=%2Fuser
Republic Veteran
Join Date: Jun 2012
Posts: 535
# 60
09-18-2012, 07:57 PM
Yes, medics need fixing next. A medic can put nanites on his whole team by just swapping 5 seperate kits to avoid the cooldown.
The best reason for this fix is it opens the way for the custom kits The Devs want to make where we can hand pick the abilities. Gotta fix the kit mechanics first.
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