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Thanks SO MUCH for all your support, and we'll see you in-game!
Wrong, balance is balance, either on PVP or PVE. All ship needs to be viable on both areas!
Good luck next time.
Sorry but that formula simply does not work under F2P and Pay-2-Win. The evidence of that is staring you in the face all over this thread.
The way forward is a separate damage and ability system for PvP regardless of what ship and equipment you have. That is the final solution for all these P2W ships.
The do nothing, status quo option is the continued moaning and fighting over OP vs Nerf, PvE vs PvP. It's simply not viable as long as Cryptic continues to release more and more special ships abilities to increase sales.
The Gal X like the game itself for many of you has turned into some form of masochism. I've been around long enough to know this is how things are going to be so im well past the denial stage and accepted things as they are. People always say vote with their money. Lets see what the exit polls show when the Vesta hits the c store.
Now /agree on your last point. For me, personaly, I just updated TOR for any P2W/F2P notions I may get in the future. Bought a sub to another game that isn't F2P in any way, shape, or form, took off about 30 items in the GTN here (including Mk 12 purple consoles), and put all my STO toons into moth balls and have not logged in since really before the announcement. Even people who grew up with an IP, closed beta vets, and bought the lifetime a long time ago can become disheartened by developer actions and designs. If they ever get it all straightened out, I may take another look. Until then, STO just does not have all the gameplay options that I require for my time and money (both good PVE and decent PVP). Meanwhile, I'll get 5K Zen a month just in case they ever do get it all straightened out.
For some1 who did live thru the ramifications of the CU, NGE, and C6CD where game developers just about set out to destroy the playerbase in their own game, I have no wants nor needs to do that again.
Last edited by esquire1980; 11-01-2012 at 05:34 PM.
Sorry but that formula simply does not work under F2P and Pay-2-Win. The evidence of that is staring you in the face all over this thread.
The way forward is a separate damage and ability system for PvP regardless of what ship and equipment you have. That is the final solution for all these P2W ships.
The do nothing, status quo option is the continued moaning and fighting over OP vs Nerf, PvE vs PvP. It's simply not viable as long as Cryptic continues to release more and more special ships abilities to increase sales.
Good luck to you too.
You're probably right; however, I always hated it in other games where certain weapons and gear were available in campaign/pve mode but not in pvp or were nerfed beyond all recognition in pvp. I understood the need for balance, but it was still disappointing somehow.
Former/Cryptic name: Captain_Hans_Langsdorff
Special Service Squadron, Co-Founder (Katie, Hans, Angus, Rebecca, Rosie)
Ausmonauts, Member (Ayriel)
Imperial Ausmonauts, Member (Ariel, Govno)
wat? science hasn't needed any help since doffs were introduced, its been more dangerous then ever with tholian and temporal ships. a sci captain with DHCs available to them is extreamly dangerous
You obviously haven't tried to make a Sci Ship your primary vessel in the past year. Sci can do little more than be a nuisance as things stand, perhaps that can be useful in a good premade PvP team, but it's worthless in PvE. The best things sci ships bring to the table in PvE are CPB, which doesn't come close to making up for their lack of firepower, and the ability to kill heavy torps with GW or TR, which escorts can do just as well with CSV. A halfway decent escort is more valuable to a team than a top notch sci ship, as is a fairly good cruiser. The Vesta just might change that, it'll depend on whether the hangar can make up for the few weapons and need for Aux in addition to Shields and Weapons power that sci ships have always suffered from.
according to this, http://priorityonepodcast.com/wordpr...-vesta-fiesta/ , the aux DHCs will be completely aux based and have nothing to do with weapons power at all, and they will get acc2 dam1 now. but they are going to be restricted to only the vesta.
also the recharge time on runabout TB is gonna be reduced, but no mention of lowing its duration, or lowering its hitpoints. and yes, all those things need to be done on it a once because they are that op.
Now the real question is, how many cannons do you get? Are they like the quad cannons and limited to one per ship?
One cannon using aux while your other weapons use weapon power isn't really going to help.
You can have at least 3, which is all you can use.
Well you can probably just delete and reclaim the ship to get as many guns as you want. But some things, like the quads or a borg console are simply limited to one per ship. Actually I think all the special weapons so far, like the lobi stuff, were limited to one per ship. Only the galor beams come to mind were you can use more.
Well you can probably just delete and reclaim the ship to get as many guns as you want. But some things, like the quads or a borg console are simply limited to one per ship. Actually I think all the special weapons so far, like the lobi stuff, were limited to one per ship. Only the galor beams come to mind were you can use more.
according to this, http://priorityonepodcast.com/wordpr...-vesta-fiesta/ , the aux DHCs will be completely aux based and have nothing to do with weapons power at all, and they will get acc2 dam1 now. but they are going to be restricted to only the vesta.
also the recharge time on runabout TB is gonna be reduced, but no mention of lowing its duration, or lowering its hitpoints. and yes, all those things need to be done on it a once because they are that op.