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Love the new UI!
Looking at where to spend the points now, but I do like the Green-Yellow-Red indicators on the diminishing returns on skill advancement- Very Nice Touch!
*Shrugs* I like it. I felt I had to gimp my ground abilities to get a decent space build with the previous change, and now, I still have got about 90% of what I had in space with a decent ground build. I like the new UI change; it feels more "Trek". I want to see the space updates that didn't make it in the build, though.
I agree here. I had skills in ground anyway, and I basically got the same build post-split. Not totally to be sure, but I felt that the sacrifices I had to make are reasonable MMO-style choices. "This skill or that skill, only so many points to go around".
And I also think it feels more Trek. Was Kirk all ground or space spec? Picard? I dare say that Sisko punching Q was a definite "Combat Specialist" move.
Janeway... Okay she may have been less ground speced in a combat sense, but nobody wanted to cross her before her coffee.
P.S., I think the new UI rocks. Just a personal preference.
Also, different classes obviously will require more or less points on the ground. On my tac, ground skill points are meaningless. I've got enough tac kit and captain abilities to more than compensate for whatever minor boost you might get from leveling up ground abilities. A science or engineer is probably different but the point is, don't lock players into sacrificing space skill points for the sake of putting them in ground to simply save them from themselves.
Another good point. Even in Space, a Tac/Escort can get by with very few Engineering and Science skills compared to a Sci captain or a Sci ship. On ground, this is even more true. For a Sci's Thermal Vent to compete with a Tac's Operative Kit, a Sci would have to invest far more points. Yes, it's an apples to oranges comparison, but you get the point.
Quote:
Originally Posted by gettorix
I agree here. I had skills in ground anyway, and I basically got the same build post-split. Not totally to be sure, but I felt that the sacrifices I had to make are reasonable MMO-style choices. "This skill or that skill, only so many points to go around".
That would make sense, if everyone was doing both ground and space. However, there are LOADS of people that do purely space and people that do only ground. This change is forcing them to change their builds and sacrifice some skills for pretty much no reason at all.
Quote:
Originally Posted by gettorix
Not that I use them, but Polarize Hull breaks the hold of tractor beams. And CPBurst + FAW would clear them. That sounds like a counter to me.
What you're seeing now is what's remaining after both the CTMs and FAW were changed. Originally, CTM spawned 5 mines, each with a full starship strength Tractor Beam and benefited from Dispersal Patterns like any other mine. Polarize Hull only has a 33% uptime and it was nowhere near enough to combat just one spawn of mine clusters, let alone the multiples that would produced over it's CD from a single ship (let alone others). Furthermore, it's quite difficult for Cruisers and Escorts to make room in their builds just for Polarize Hull, which would only really serve to combat this one type of weapon, when Sci BOs are at such a premium for them. Also, at the time, FAW was a complete random fire; in order to effectively clear the mines, you'd have to have either a dedicated Sci or Cruiser FAW'ing at every opportunity - essentially decreasing their offensive DPS to 0 and effectively giving the enemy team a 1 ship advantage over you. And for the record, CPB does no damage, you're thinking of Photonic Shockwave And even then, PSW wasn't a real counter since the CTMs had a range of 5KM and PSW is only 3KM.
■The Space Attack Patterns skill was moved to Lieutenant rank. It was replaced with a Space Threat Control skill that increases your Threat while attacking, and grants a slight increase in Damage Resistance.
■A new Engineering Lieutenant skill was added - Driver Coil. This skill increases your Sector Space Warp Speed and Turn Rate, increases your Full Impulse Speed, and reduces the power drain to other systems when you engage Full Impulse.
Not seeing these two items yet in my skill tree.
Are these for a lter update?
Is there a reason for an escort or cruiser to skill up sensors? Well possibly if they are that annoyed by scramble sensors and refuse to carry a science team, otherwise it is completely useless to them.
Fire On My Mark uses Sensors now, according to the skill tree. Whether that's been implemented or not yet, I don't know. But, it seems even Tac captains might want it now.
Remove more choice from your customers! Force them into specializing into parts of gameplay they do not enjoy!!!
There is a disconnect between the developer and the gamer here... Allow me the freedom of choice to specialize in what I want.
As a developer, YOUR job is to make things simple stupid for us to understand. If casual players are having trouble with the trees, make them SIMPLER. Keep the choice in. Or don't.
Quite frankly, there are 2 ways you can do things; QUICKLY, with much bloodshed, or SLOWLY, with more happy results.
Your choice. (I realize that Cryptic is banking on an influx of new players... do you think they will enjoy being caged into ground if they just wanted to play space?)
I guess the split is ok, really does make you balance things out, and I am good with that.
BUT BUT BUT BUT you should drop the caps a little bit if you keep the split, not asking for a lot, maybe 3 or 4 "points" (can't think of a better way to say it) for each level. It's a totally pain in the a%& for commander, captain, and VA skills.
I found myself wasting points in skills that I'm not that interested in to get to the next level