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Ensign
Join Date: Jul 2012
Posts: 18
# 1 VA Kits, Where?
09-19-2012, 07:50 PM
Hi folks,

Ok, so this is the one thing I can't seem to locate. While I'm set for my armor/PSG/weapons (VA stuff from STFs), I can't seem to locate VA Kits? I dunno, maybe I'm blind or just over looking them.

Any assistance on this would be great.

Thanks!
Survivor of Remus
Join Date: Jun 2012
Posts: 791
# 2
09-19-2012, 07:53 PM
Kits currently only go as high as MK X.
Man is a gaming animal. He must always be trying to get the better in something or other.
Starfleet Veteran
Join Date: Jun 2012
Posts: 3,259
# 3
09-19-2012, 08:17 PM
There was talk a long time ago that new kits were going to be introduced and maybe customizable. But we havn't hard anything since.

Given Engineers are about to be hit with a major nerf in tonight's patch, a customizable kit would be all the more welcome.
Legacy of Romulus? No, Lag-acy of Ran-u-Less.

I'm "That Guy".
Lieutenant
Join Date: Jul 2012
Posts: 57
# 4
09-19-2012, 08:38 PM
Quote:
Originally Posted by azurianstar View Post
There was talk a long time ago that new kits were going to be introduced and maybe customizable. But we havn't hard anything since.

Given Engineers are about to be hit with a major nerf in tonight's patch, a customizable kit would be all the more welcome.
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.

Am I missing something?
Captain
Join Date: Jun 2012
Posts: 741
# 5
09-19-2012, 08:45 PM
Quote:
Originally Posted by baronvonheller View Post
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.

Am I missing something?
From what i use on stfs with my eng toons,

Fab kit = mortar + turret (usually 3 of each with purple Doffs) drone and health gen,
then switch to enemy neut. Transphase bomb, Chron mines, armor fuse, weapon mal'

After the "Fix" it will cut my DPS/overall firepower as i will have to stick with fab kit, or stick to enemy neut., and affect the TEAM's overall firepower too.

While this is most wonderful for PVP (well if your fighting an eng who has a makeshift base with minefield) but for PVE we are losing a fair bit of our BITE :/

As for mircale worker, I think i was more likely to have leveled past mircale I before i even used the dang thing :/, not really important imho,

Ah well, something new to get used to.
Lieutenant
Join Date: Jun 2012
Posts: 38
# 6
09-19-2012, 08:45 PM
Quote:
Originally Posted by baronvonheller View Post
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.

Am I missing something?
The only thing I can see about engineers in the patch notes is this

Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.

and

Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
--- I am Roche_Furman, know me and tremble in fear! ... Why are you not trembling, and which one of you guys is laughing?! ---
Survivor of Remus
Join Date: Jun 2012
Posts: 791
# 7
09-19-2012, 08:54 PM
There's an unspoken rule in MMO's, when something is too much fun it's OP and needs "fixed".

Though I'm sad that Engy kits get this change, its a change that should have come long ago.
Man is a gaming animal. He must always be trying to get the better in something or other.
Lt. Commander
Join Date: Jul 2012
Posts: 246
# 8
09-19-2012, 09:04 PM
Quote:
Originally Posted by elandarksky View Post
From what i use on stfs with my eng toons,

Fab kit = mortar + turret (usually 3 of each with purple Doffs) drone and health gen,
then switch to enemy neut. Transphase bomb, Chron mines, armor fuse, weapon mal'

After the "Fix" it will cut my DPS/overall firepower as i will have to stick with fab kit, or stick to enemy neut., and affect the TEAM's overall firepower too.

While this is most wonderful for PVP (well if your fighting an eng who has a makeshift base with minefield) but for PVE we are losing a fair bit of our BITE :/

As for mircale worker, I think i was more likely to have leveled past mircale I before i even used the dang thing :/, not really important imho,

Ah well, something new to get used to.
Awww, come on, that's bovine excrement. You cannot change kits in mid-combat, and why should the pets despawn because you change the "kit"? That really urinates on me, it's not that the whole game is broken just because I can playe a mortar and support drone before switchung to my neutralization kit.

Introduce a different mechanic for that dog-awfull broken PvP no one plays but don't break the good things constantly, cryptic.
In a part of space where there are few rules, it's more important than ever that we hold fast to our own. (...) The principles and ideals of the Federation. As far as I'm concerned, those are the best allies we could have."
- Kathryn Janeway
Starfleet Veteran
Join Date: Jun 2012
Posts: 3,259
# 9
09-19-2012, 10:25 PM
Quote:
Originally Posted by baronvonheller View Post
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.

Am I missing something?
Yeah, after how long? It takes Cryptic literally a year to fix bugs. But hey if there is an Overpowered ability, they have no trouble fixing that the next day, right?

So what if we deplay Mortors and switch to mines? It makes Engineers actually wanted instead of all the Tacticals running around with 1-shot capability or Invulnerable Science players who just constantly heal themselves. So now Cryptic just forced Engineers to use either or and I guarantee you we will just go for the Mines since they are far more viable than the mortors.
Legacy of Romulus? No, Lag-acy of Ran-u-Less.

I'm "That Guy".
Captain
Join Date: Jun 2012
Posts: 741
# 10
09-20-2012, 12:50 AM
Quote:
Originally Posted by azurianstar View Post
Yeah, after how long? I guarantee you we will just go for the Mines since they are far more viable than the mortors.
Kinda agree except Infected ground elite, mortars+turrets = long range carnage and without messing up optional
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