Captain
Join Date: Jun 2012
Posts: 1,241
# 71
09-19-2012, 09:57 AM
Fix the mechanics?

Just replace the damn thing.

Give each player a 2nd row set of 'device' slots.

Then make the kit abilities into devices. Each career type can equip only its own career specific devices.

Voila. Instant custom 'kits'.


The current kit slot? Turn into a new equipment slot. We have shield, armor and 2 weapons...why not then use this for visual cosmetics?

capes, uniforms, different weapon looks (hate those silly looking mk 12 guns? this kit makes them into cooler looking guns), ground holo-emitters, social items (dancing girls emitter, singing elvis hologram, etc). imagination is the limit.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Ensign
Join Date: Jun 2012
Posts: 28
# 72
09-19-2012, 01:10 PM
Quote:
Originally Posted by zer0niusrex View Post
Mirror ships can now change their ship name prefix to I.S.S.
I think STO should assign the I.S.S prefix and the ship color of the MIRROR UNIVERSE to all classes of vessels!!! Players are also looking forward to creating a character & pilot a ship of the MIRROR UNIVERSE with these features!!!
Commander
Join Date: Jun 2012
Posts: 289
# 73
09-19-2012, 03:36 PM
I hope no one missed it. They removed the gambling device from the ferengi box. Going to have to buy some of those and open some boxs to stock up before the price jump.

Ah nm. I just looked at the new post, the gambling device is going to be just 50 lobi now instead of a random drop.


EDIT:
Hmm, any chance of getting the max number of commodities you can buy at once increased from 50 to at least 250?

Last edited by ikuruyo; 09-19-2012 at 03:43 PM.
Commander
Join Date: Jun 2012
Posts: 289
# 74
09-19-2012, 04:02 PM
Just looked at the new Lobi store. The Mirror Universe Delta Flyer Pet is still using the old naming convention instead of the new one.

Its called: Special Requisition Pack - Mirror Universe Delta Flyer Pet
Instead of: Space Non-Combat Pet - Mirror Universe Delta Flyer Pet

I don't remember the selection of earrings being in there. Possible i missed it though.

Tacking on the word "New" to the one item is interesting but it was only added for the Horta hatchling, is that because its a new to game item? I would expect the "New" to be for items that were new to to Lobi store as of the most recent update.

The list is getting nice and long so we have lots of options and might miss something that was just added to the store. I'm really happy to see the return of the Ferengi set, I had wanted it but did not have the Lobi when it was pulled.
Career Officer
Join Date: Jun 2012
Posts: 36
# 75
09-19-2012, 05:16 PM
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.
KHAAAAAANNNNNNNNNN!!!!!!!!!!!!


and that is all
Captain
Join Date: Jun 2012
Posts: 1,860
# 76
09-19-2012, 07:52 PM
Quote:
Originally Posted by cmdrskyfaller View Post
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 supply is pretty much useless. Almost everyone carries stacks of the consumables they need. And if they run out, someone can always give them some from his or her inventory. I would prefer that combat supply be replaced by chroniton mines or equipment diagnostics. Of course, with equipment diagnostics instead of combat supply, the above kit is the same as the current equipment technician kit.

Quote:
Originally Posted by cmdrskyfaller View Post
Combat Engineer Kit:

Bomb
Seeker Drone
Mines
Force Field Dome
Force field dome pushes enemies away. I want enemies to come towards the mines and bombs. Maybe, you can position the mines and push the enemies into them with the force field dome, but I'm not sure how easy that is to pull off. I also don't want enemies to go chasing after a seeker drone when I'm trying to attract them towards the mines.

Quote:
Originally Posted by cmdrskyfaller View Post
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.
I use equipment diagnostics to buff my own damage resistance, not to buff fabrications.

I agree with everyone else that custom kits would be best. That way, we can each fight using our preferred style. We can also try out new combinations and tactics that are currently not possible.
Career Officer
Join Date: Aug 2012
Posts: 48
# 77 seriously??
09-20-2012, 12:45 AM
Quote:
Originally Posted by zer0niusrex View Post
[*]Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.

Now i'm confused. What is the purpose of doing that?? I don't know about any other engineer but I alternate between my Fabrication Specialist kit and my Enemy Neutralization kit when playing ground Elite STF's. I place my turrets down first and switch out to the 'bomb/mine' kit.
It has been allowed to do this for as long as I can remember. And now somebody is deciding to change it?? seriously wth??

Quote:
Originally Posted by buccaneerdtb View Post
Yes, all kit swapping cheats need to be fixed. There are more fun ways to play this game.
How exactly is it a cheat to swap kits?? It's a cheat if nobody else can do it. As far as I know every Captain (Tac, Sci, or Eng) can swap out kits. And if it's being changed because of PvP players crying then make it so that it affects you playing only PvP not PvE.

Last edited by docroadie69; 09-20-2012 at 12:56 AM.
Ensign
Join Date: Jun 2012
Posts: 28
# 78
09-21-2012, 02:02 AM
Quote:
Originally Posted by zer0niusrex View Post
Chairs now have their own custom interact icon
the custom interact icon about the chairs don't work in some rooms of the ship interior:
- In the captain office & quarters
- In the Lounge
Career Officer
Join Date: Jul 2012
Posts: 1,274
# 79
09-21-2012, 09:48 AM
I find it hilarious that engineers are upset about fixing an exploit being, they are now calling a nerf.

Engs need to role a tac on the ground and see how they like it.

All but 2 kits are garbage, one of those two is pretty superior to the other.

One kit stays in circulation soley for the cloak ability.

Our buffs are so short you can't possibly hope to switch kits to abuse the powers.

Our security guards, recently buffed, still don't survive more than 5s, every player has better guards available through the shards of possibilities than we do.
Captain
Join Date: Jun 2012
Posts: 1,241
# 80
09-21-2012, 10:50 AM
Quote:
Originally Posted by nicha0 View Post
I find it hilarious that engineers are upset about fixing an exploit being, they are now calling a nerf.

Engs need to role a tac on the ground and see how they like it.
I have both tactical and engineer ground VA that play only on elites. Both have their ground skill sets maxed for their role.

I can tell you, right now, the tac captain can buff himself up with one kit, switch to another and deliver an ungodly high damage attack.

Its how you can toss a ~1k damage photon grenade. Think on that for a moment. Thats more damage than 3 engineer mortars + 3 engineer turrets put together. All because kits can be swapped.

Quote:
All but 2 kits are garbage, one of those two is pretty superior to the other. One kit stays in circulation soley for the cloak ability.
Just because you don't know how or when to use them doesn't mean they are garbage. Each tac kit has a fully fleshed out 'role' when you wear them. Unlike engineer kits which are left needing the ability of another engineer kit to make stuff work properly.
[/quote]

Quote:
Our buffs are so short you can't possibly hope to switch kits to abuse the powers.
It can and is easily done. The 'abuse' as you mention it is even higher than the engineer. I'd suggest you try it and see for yourself how ridiculously powerful of a first strike the tac capt can do with the kit swapping buffs.

Science can buff themselves up with the hypo-kit and then with the healing kit and finally switch to their damage kit and go at it..the buffs dont wear off.

Engineer on the other hand... was putting down healing and shield generators, STATIC ones..for the TEAM. And engineer gets nerfed because of it? Thats some messed up logic.

Nerf science and tac team kits so that their buffs wear off when kit is changed. Fair is fair right?

Quote:
Our security guards, recently buffed, still don't survive more than 5s, every player has better guards available through the shards of possibilities than we do.
The issue is the tac captains I commonly see dont use their brains when using the security teams.

Oh look. the next room is full of borg. *calls security team*

...redshirts rush to next room and die in 5s. Accomplish nothing.

and they keep doing this crap nonstop and then whine and complain about their redshirts.

Then come the few tac players that understand how to use the redshirts...and call them only when the borg are about to swarm them @ melee range. Bewm. instant reinforcements, chaos and tons of damage delivered by redshirts via flanking damage. The borg no longer all target one team-member or two... but the redshirts. With the borg targeting redshirts AND turning and exposing their flank and rear to the players, the players end up delivering boosted damage and taking tons less damage. Most surprisingly, the redshirts tend to survive that encounter.

THAT is what security team is for.
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