Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
11-04-2011, 04:46 PM
You have to spend way too many points in Tier 1 skills to unlock Tier 2, at least for my Tac/Fleet Escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
11-04-2011, 04:47 PM
You guys should have said "We reducing your overall ability, your characters wont be as powerful as before".

One, My Engy does not have enough SP to get his previous power level.
Two, My Tac's damage powers have been reduced (You cut APO3 in HALF?). Though overall power level increased. ????

This makes no sense. You should have at least have at least outright said what the big picture power level changes were going to be.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
11-04-2011, 04:53 PM
Btw, on Tactical consoles I like the fact that teh specific damage (Phaser, Disruptor etc) is now higher then the generic one for Canons or beam weapons. The main question with the % value that remains is, if they still stack and if we still get diminishing returns from stacking the same console type 2 or 3 times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
11-04-2011, 05:01 PM
I love the concept, not having to be tied to a ship type and all. Unfortunately the F2P date has already been decided and the clock is ticking away. I don't like the idea of the system being pushed half finished with endless promises to fix later. KDF faction anyone?

Its hard to provide feedback on a half finished system when you don't have the complete picture of how you need to spend your points on ground and space. There isn't a whole heck of a lot of opportunity to test/ provide feedback on a system where you only have 1 shot at respecing. Feels like a crap shoot to me. Fingers crossed I'll be happy with the results of where I put my points on the first go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
11-04-2011, 05:03 PM
Hey Storm, Just read #18 and I'm liking the looks of the changes. Going to hop over to Tribble shortly and check it out, but as it stands I think you guys may be making the right move here. The current setup feels like it could have been done better, and this looks much better. I'll let you know what I think of the actual change after I get onto Tribble.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
11-04-2011, 05:08 PM
Quote:
Originally Posted by Doogie
This is just a preliminary change not the end product if you notice there arenít any ground skills besides tier 1. Did you read the blog?

http://www.startrekonline.com/node/2675

Actually, I did read it. For some reason the dots didn't connect for me though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
11-04-2011, 05:11 PM
Wow the consoles are a total mess, will be interesting replacing them all with the Dilithium charge for crafting.

And the stats for some of them needs serious tuning. +3.5 power setting for a blue MK XI engineering console? This was +7.5 before.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
11-04-2011, 05:13 PM
Can anyone complete the skill retrain because i can not spend the last 100 points. I think the number of skill points needed to be spent needs to be changed to take in to acount the new cost for each point in a skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
11-04-2011, 05:15 PM
They probably should have announced they increased the level cap.. would have solved all the people asking why they cant use the last of their skill points...


To people affected, you have to gain a level to use the last of your XP...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40 Problem/Oversight?
11-04-2011, 05:19 PM
The SPACE ability "Science Team III" is still dependent on the tier 2 Science Officer GROUND skill "Scientist".

I'm assuming this wasn't intentional and/or is subject to change?
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