Lt. Commander
Join Date: Dec 2007
Posts: 120
# 141
11-06-2011, 11:14 AM
The ground skills need to be scaled down to the old skill point values until that section is revamped.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 142
11-06-2011, 12:14 PM
Having just done the mission

•Night of the Comet: Resolved issue that occasionally allowed bar fighters to become invulnerable.
•Night of the Comet: Changed the D7 Cruisers to a weaker version.

Are both very welcome, I encountered the invulnerable patrons and thought I was going crazy with superstrong D7's.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 143
11-06-2011, 01:37 PM
Quote:
Originally Posted by ZeroniusRex
[*]All maps entered via a queue will boot you out 5 seconds after the mission is complete.
  • This includes STFs, so grab that loot as fast as possible.
[/list]
What? Fix it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 144
11-06-2011, 08:39 PM
Quote:
Originally Posted by Keppoch
I have been using a Vo'quv with to'duj fighters and orion interceptors.
Just out of curiosity, is buying an Orion starship the only way to get the Interceptors item, or can they be acquired separately?
Lt. Commander
Join Date: Dec 2007
Posts: 120
I concur. great additions. perhaps one doff mission could be espianage to get enhaced battle cloak???
or able to purchase from Reman friends. their cloak was best. they could fire while cloaked.

thank you.

also, when sao paolo class tactical escort available?? can we purchase/craft quad cannons???

thank you for any answers..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 146
11-06-2011, 11:52 PM
Quad cannons in their current incarnation (available in the C-store Commander-level KDF Bird-of-Prey--I learned all of this information by purchasing one) are a unique weapon item (i.e. only one may be mounted per ship) mountable in any weapons slot that can accept Dual Cannons. They level with the player the same way that the TOS Constitution's Retrofit Phasers do, and are (DmgX3), which makes them 30% more potent than regular Dual Cannons (NOT Dual Heavy Cannons)--15% increase from being purple quantity and 15% increase from having three Dmg enhancements. Also, being quad rather than dual, they fire twice as many bolts per second as normal Dual Cannons, resulting in twice the proc activation rate. The drawback is that simply having them equipped reduces your Engine systems power by 10 (or to 25, if reducing by 10 would make it less than 25).

So in short, in the current version you can mount only a single Quad Cannon. It yields 130% of the DPS of a Dual Cannon, triggers the proc at twice the rate, and penalizes you by 10 engine power.

Personally I feel that this is slightly underwhelming because level-less weapons are always one Mark below the highest that your ship can mount--a Mk XI Dual Cannon with (CritH)(DmgX2) can match it in DPS without the engine power penalty, leaving the Quad Cannon with only the proc rate bonus as an advantage. Given the choice, I would thus enhance the current Quad Cannons by giving them one additional enhancement--(CritD) or (CritH) would be most in keeping with the weapon's theme of "enhanced damage output via drawing on engine power". Lest anyone say that this results in four enhancements and therefore clashes with the game's normal scheme, I would like to point out that the Shard Sword of Kahless already has four enhancements--it is (CritH)(CritD)(DmgX2), therefore there is a precedent for special unique items to have four enhancements.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 147
11-07-2011, 02:53 AM
The Shard Sword of Kahless also has four enhancements, so it would be the second special item with this modification. However, as I suggested elsewhere, why not eventually introduce a new rarity to us, the "legendary" rarity (gold background)?
Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been playing F2Ptribble for quite some time and have seen sllight improvements with each update so far in spite of the occasional broken system (it's a test server, it's to be expected). But this is the first update I've felt is a major step in the wrong direction. The thing I've always felt made STO so fun is the realism of the experience. You ARE the captain and, just like a real person, any character has it's strength and weaknesses. If you are unhappy being a character you make a different one with different strength and weaknesses. So far, the updates proposed by the test server have been baby steps toward enhanceing the realism of the experience. The DOFF system was a great step in that dirrection. In this update the addition of the cargo bay and passenger manifest are small improvements, but it seams like the trend with this system is to make it less cool with each update. Shipboard system diagnostics used to give temporary buffs to those systems( nice realism, a maintained ship runs better than a neglected one) but got bumped in favor of dilithium because they can't get a hold on what they want to do with the game economy. Failed missions used to give a debriefs instead of disappearing instantly to the assignment log with no notice given(other than the mission is complete). Now they've dropped the detailed info on which DOFF to assign to a specific mission and the scaling of risk that came with it to give us a useless pie chart( like we're really dumb enough that we don't understand what these percentages mean). It also seams like they can't get a hold on DOFF mission distribution. With each update, there have been less DOFF missions available to the point that half the time I can't maxamize my duty roster. I also really don't like this new skill tree either. I agree the UI could have used an update to make skill effects a little more clear. But, they butcherd the whole system by dumbing it down and flatteneing out the skills of your character. They say there doing this to make it easier for people to change ships( a great way to encourage people to BUY more ships) but, again this takes away from the realism of the experience. A crew and captain are always going to be more effective in a ship they are familiar with. In another ship they would naturally be less effective until trained up and familiar with that ship. Players can easily be effective in more than one ship by using different characters whom are suited to the ship at hand. A simple solution to making it easier for players to use multiple ships would have been to simply lower the price of retrain tokens and extra character slots. Meanwhile they still ignore major problems like the new mission UI which makes it easier to find missions and events but locks players into a boring drudge of forced progression that nowhere near matches the mission availibilty listed in the character progress chart. I mean, seriously, my primary character has played the heck out of missions and has made it to vice admiral and still hasn't even unlocked the Cardassian front???

I'm really frustrated at the picture this whole F2P path is painting. At the beginning it was all about improving gameplay by expanding the user base and improving the immersive nature of the experience. But, as things are progressing, it seems it's more about addressing the issue of how they are going to maximize profits off silver members(C-store price increases, more and more paid ships, etc.). I recognize that the company has to make money to survive, but I don't think taking away the fun of stepping away from life for a couple hours to BE a starfleet or klingon captain is going to aid in that goal. I think it would be far more in their interest to focus on making the game fun to play by creating new challenges, events, and missions, improving immersion, and finding new ways to encourage players to play together( what I see as the biggest advantage of F2P, getting friends who wouldn't pay for ongoing subcriptions to log in and play alongside/against) rather than flattening the game out into a no-brainer shoot'em up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 149
11-07-2011, 05:19 AM
Quote:
Originally Posted by ChibiClari View Post
Quad cannons in their current incarnation (available in the C-store Commander-level KDF Bird-of-Prey--I learned all of this information by purchasing one) are a unique weapon item (i.e. only one may be mounted per ship) mountable in any weapons slot that can accept Dual Cannons. They level with the player the same way that the TOS Constitution's Retrofit Phasers do, and are (DmgX3), which makes them 30% more potent than regular Dual Cannons (NOT Dual Heavy Cannons)--15% increase from being purple quantity and 15% increase from having three Dmg enhancements. Also, being quad rather than dual, they fire twice as many bolts per second as normal Dual Cannons, resulting in twice the proc activation rate. The drawback is that simply having them equipped reduces your Engine systems power by 10 (or to 25, if reducing by 10 would make it less than 25).

So in short, in the current version you can mount only a single Quad Cannon. It yields 130% of the DPS of a Dual Cannon, triggers the proc at twice the rate, and penalizes you by 10 engine power.

Personally I feel that this is slightly underwhelming because level-less weapons are always one Mark below the highest that your ship can mount--a Mk XI Dual Cannon with (CritH)(DmgX2) can match it in DPS without the engine power penalty, leaving the Quad Cannon with only the proc rate bonus as an advantage. Given the choice, I would thus enhance the current Quad Cannons by giving them one additional enhancement--(CritD) or (CritH) would be most in keeping with the weapon's theme of "enhanced damage output via drawing on engine power". Lest anyone say that this results in four enhancements and therefore clashes with the game's normal scheme, I would like to point out that the Shard Sword of Kahless already has four enhancements--it is (CritH)(CritD)(DmgX2), therefore there is a precedent for special unique items to have four enhancements.
Quads in current form are more "fluff" than substance, id say less valuable than the TOS connies weapons because you can fit t1-t5 with those and fit as many as you like.

Its a few DPS higher than a purple MkXI DHC/ HC, like 2% at best, its far from double (100% increase is double).

The only change id like to see would be dropping the "unique" equip from the quads. Otherwise they are fine as is given they require no effort other than a c-store purchase .

Making them significantly better than any ingame drops would not be a good move.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 150
11-07-2011, 05:34 AM
Quote:
Originally Posted by blackadda
Making them significantly better than any ingame drops would not be a good move.
I agree but eventually when they have some free time, they should allow us to use the Crafting System or preferably the DOff System to aquire Quad Cannons and Quad Heavy Cannons with various different bonuses attached to the item, such as [CrtH] and [CrtD], etc...

Alternatively these could even be unique mission rewards.
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