Career Officer
Join Date: Jun 2012
Posts: 416
# 61
09-19-2012, 12:11 AM
Is there any news on the Fleet's Event's Calendar? Do you have a guesstimate on how long it will take to fix?
Starfleet Veteran
Join Date: Jun 2012
Posts: 460
# 62
09-19-2012, 01:15 AM
Quote:
Originally Posted by koppenflak View Post
I'd like an answer to this too... Is the prefix tied to the skin unlock? Or the actual ship it came with?
I looked at this on tribble and it appears to be tied to the ship as my regent with the mirror skin couldn't use the ISS prefix. Also on the KDF side it's AKS instead of IKS.

I was really hoping it'd be attached to the costume unlock and not the ship itself, as I feel the Regent is a MUCH better ship and of course when the fleet version comes out I'd like to use it on that as well.

Maybe tie it to the material used? Since I can make a Prime Universe Assault cruiser (Regent-looking even) with the Mirror ship itself and have the ISS, then the reason for tying it to the ship itself is kinda moot.
Formerly known as Protector from June 2008 to June 20, 2012

If the KDF can get a Fleet D7 (That can be upgraded to a T5-U), the Feds should have a Fleet Exeter.
Lt. Commander
Join Date: Jun 2012
Posts: 104
# 63
09-19-2012, 01:59 AM
Quote:
Originally Posted by jonathanlonehawk View Post
I looked at this on tribble and it appears to be tied to the ship as my regent with the mirror skin couldn't use the ISS prefix. Also on the KDF side it's AKS instead of IKS.

I was really hoping it'd be attached to the costume unlock and not the ship itself, as I feel the Regent is a MUCH better ship and of course when the fleet version comes out I'd like to use it on that as well.

Maybe tie it to the material used? Since I can make a Prime Universe Assault cruiser (Regent-looking even) with the Mirror ship itself and have the ISS, then the reason for tying it to the ship itself is kinda moot.
Ah, shoot, was looking forward to give my Regent the I.S.S.-prefix >.<
Starfleet Veteran
Join Date: Jun 2012
Posts: 107
# 64
09-19-2012, 02:01 AM
Quote:
Originally Posted by jonathanlonehawk View Post
I looked at this on tribble and it appears to be tied to the ship as my regent with the mirror skin couldn't use the ISS prefix. Also on the KDF side it's AKS instead of IKS.

I was really hoping it'd be attached to the costume unlock and not the ship itself, as I feel the Regent is a MUCH better ship and of course when the fleet version comes out I'd like to use it on that as well.

Maybe tie it to the material used? Since I can make a Prime Universe Assault cruiser (Regent-looking even) with the Mirror ship itself and have the ISS, then the reason for tying it to the ship itself is kinda moot.
Very lame!
post a comment on this webzone if you want a pizza roll
Ensign
Join Date: Jun 2012
Posts: 26
# 65
09-19-2012, 03:09 AM
I play a fed and a kdf engineer and i have to constantly switch kits, because the shieldgenerator is not on fabrication kit, instead I got a useless drone ... that does nothing.


So if you "fix" that problem, fix the kits first.
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 66
09-19-2012, 03:17 AM
I really don't like the Engineer Kit nerfs. Like said above, some kits just don't go good together.

With you guys mentioning we would be seeing customizable kits for endgame a while ago, I thought this could be fixed, but now you just limiting engineers to support types than fighting on the field.




And Operational Assets? They are not worth using. Too much of a hassle to get. And too much Dilithium being burned on such useless items (which are only good for one map).



Meanwhile, when are we going to see fixes to Season 6 bugs that been around for a while?

Queueing for Fleet Events put you in STFs.
Invasion, mobs not giving credit.
Incursion, bugs where the mission does not progress if you kill outside of the boundries.

Not to mention the stupid Captain spawn, when you fight some races, they instant kill you. Like the Feklhiri. Or how people dont listen and rush in before people respawn after death, blowing the chances in getting the captain (really, that wasn't the brightest thing given how PuGs are).

Or Blockade (never seen 21 ships even with the best groups money can buy).


Or how about fixing the Iso Canon off Negh'vars with that stupid 1-shot kill thing. Didn't you guys learn we hate 1-shot kills from the Borg over the years?

Or NPC ability spam?

Nukara respawn times really need decreased as well.



Finally, what really needs fixed is that unknown CTDing that happens when you beam to First City on Qo'nos.

Last edited by azurianstar; 09-19-2012 at 03:49 AM.
Commander
Join Date: Jun 2012
Posts: 256
# 67
09-19-2012, 06:41 AM
Quote:
Originally Posted by zer0niusrex View Post
[...]
ST.20.20120909a.5
[...]
  • All Fleet Duty Officers should now have the correct Departments for their Specialization.
[...]
Sadly that is not correct. Ticket #28,952 : Some Fleet Armory Officers still in the tac department.

And quite frankly I do not understand why ground warfare specialist are tactical, too. My gut says they 'should' be security like any other ground related tac doff.

And while I'm at it. Under which reasoning does the various BUFF provisioning projects increase in cost but stay at 5 buff provisions each tier?
Commander
Join Date: Jun 2012
Posts: 256
# 68
09-19-2012, 06:56 AM
And quite a FUBAR ticket #28,953 :

Shield Distribution Officer alternate power, chance for weapons malfunction on draw fire. Affects ground powers but is a space duty doff. tsk tsk tsk.
Captain
Join Date: Jun 2012
Posts: 1,241
# 69
09-19-2012, 07:29 AM
Quote:
Originally Posted by trek21 View Post
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)
You need to think end-game content elite STFs. The gun turrets do not 'distract' .. nor provide DPS. They just die in a matter of seconds after being deployed and die to just one hit. The shield on borg in elites has each gun turret barely doing 2 damage per shot. Its that messed up.

If the gun turret was replaced by the mortar it would be a completely different story though.

Quote:
Originally Posted by frtoaster View Post
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.
You prefer to fight on the move. Fine. Thats why I proposed 2 kits which are precisely for that.


Team Support kit:

Shield Heal
Fuse Armor
Weapons Malfunction
Combat Supply


Combat Engineer Kit:

Bomb
Seeker Drone
Mines
Force Field Dome

The only thing you miss out from the current two kits you like for on -the move combat is diagnostics...which is linked to the construction kit since it does provide a boost to the constructs. With the above two kits you can not only do damage and debuff but also each has a shield-based defensive ability.

Quote:
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.
Thats an issue with the character HUD system. I had to disable the 'turn to face target' and 'target whatever attacks me' so it would stop changing the facing of my character as it was setting the mines and bomb.
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Career Officer
Join Date: Jun 2012
Posts: 3,330
# 70
09-19-2012, 07:37 AM
Quote:
Originally Posted by buccaneerdtb View Post
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.
That is my take on it as well. I very much hope they are planning to introduce custom kits in the future (and if they are, sell your Borg Medical Analysts now before they become worthless).
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