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[STO] Old thread is old

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    HevachHevach Registered User regular
    edited September 2016
    Like most of the alternate progression systems, functionally you're sending other people to do the work while you yourself go off and do important things like feed your science officer to a cyborg T-rex. So you don't need to babysit the work, but you also don't have much control over what happens once it's in progress.

    If you keep enough marks on hand so you can queue up your daily and one hourly at the start of a session, then do your stuff and start your second hourly after one hour, giving you 2900 a day for 35 days to 100k.

    Hevach on
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    tastydonutstastydonuts Registered User regular
    edited September 2016
    Hevach wrote: »
    Like most of the alternate progression systems, functionally you're sending other people to do the work while you yourself go off and do important things like feed your science officer to a cyborg T-rex. So you don't need to babysit the work, but you also don't have much control over what happens once it's in progress.

    If you keep enough marks on hand so you can queue up your daily and one hourly at the start of a session, then do your stuff and start your second hourly after one hour, giving you 2900 a day for 35 days to 100k.

    Aye, but rep gain stops after 3 hourly dailies and I still have marks and/or playtime? There is a 100 marks for 5 rep thing but that seems silly

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    dporowskidporowski Registered User regular
    edited September 2016
    Well, there's 4 reps at the moment, more to come, and some of those projects need 500-700 marks to do. I'm kind of okay with not being able to grind them, because when you can grind, it's balanced around doing so.

    Edit: And having played "a few" MMOs, this rep system was the nicest damn surprise. Seriously the friendliest I've ever seen.

    dporowski on
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    SnicketysnickSnicketysnick The Greatest Hype Man in WesterosRegistered User regular
    Hourlies are also horrible value for marks, they shave a tiny amount off the end (I think it's a couple of days at most) and cost you a couple of pieces of gear's worth of marks for the privilege.

    I really like the rep system, it just asks you to spend a few minutes getting your plates spinning and then you can go off and do something else, be it story missions or a different game entirely, much better than tedious or demanding hour (s) long raids with a chance at the loot you want dropping. (I really don't miss the old technology token drops in the "good old days" of Borg elites). It gets even better when you start gearing an alt and can halve the levelling time.

    7qmGNt5.png
    D3 Steam #TeamTangent STO
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    tastydonutstastydonuts Registered User regular
    I guess it's okay. IDK. I'm debating unbreaking tanktop engy so that I have official outfits for my team.

    Also where are all the scarves? I want the scarf the dude on New Romulus wears.

    “I used to draw, hard to admit that I used to draw...”
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    dporowskidporowski Registered User regular
    I guess it's okay. IDK. I'm debating unbreaking tanktop engy so that I have official outfits for my team.

    Also where are all the scarves? I want the scarf the dude on New Romulus wears.

    I'm pretty okay with the FedRom uniform, but haven't edited most of my crew to wear it yet, as the ones I got seem to all be wearing like... Custom expensive zen-only stuff.


    Also the tailor interface is sadness given form and purpose.

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    tastydonutstastydonuts Registered User regular
    Yeah, it's one of those areas that would have been better left cursor driven.

    Also here's Tank Top Engy (finally got around to taking a picture of her):

    6WUhTxy.png

    If I go to the tailor with her she defaults into vests and stuff because all her top gear is set to "none" somehow. She's one of the Boffs I got for cheap in the Exchange. She came with brawler as her stance by default too, lol.

    “I used to draw, hard to admit that I used to draw...”
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    BasilBasil Registered User regular
    edited September 2016
    That's a pretty classic no-nonsense movie engineer, right there. A tank top to pretend they're working hard, but without any of the gross oil, sweat and inevitable disfiguring burns from their refusal to abide by safety regulations.

    Basil on
    9KmX8eN.jpg
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    dporowskidporowski Registered User regular
    edited September 2016
    Yeah, definite Vasquez action there.


    Edit: Huh, so puttering around on patrols to hit 59, the Enterprise just decided to come along and help out. I have no idea why it showed up, but that's kind of neat.

    dporowski on
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    CobellCobell Registered User regular
    I recall I made a TF2 themed crew on the KDF side. I had some reasonable approximations of the heavy, engineer, and demo.

    I should stop lurking around forums and try loading it up and playing again.

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    tastydonutstastydonuts Registered User regular
    Delta Rising is oddly long, but it has educated me in the various patrols that exist (which I largely ignored before). Like, other than the Radiation Daily ones.

    Wish there were more ground patrol missions. But I guess if you want those you just head off to an adventure zone? Are there ground patrol missions on random planets?

    “I used to draw, hard to admit that I used to draw...”
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    HevachHevach Registered User regular
    edited September 2016
    Some in the alpha and beta quadrants are ground missions. There's even at least one or two completely non-combat ones. Somewhere near Sol is a patrol involving a labor dispute between dilithium miners and the Federation Trade Commission, among other things they were worried about the proliferation of photonic laborers. It was an interesting bit of the promise that STO never solidly lived up to - notice how every time we start a diplomatic mission now, the apocalypse always happens right as we sit down to talk.

    Hevach on
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    PreacherPreacher Registered User regular
    Never was a fan of the ground combat. Blowing things up in my star ship is the best part of the game for me.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    HevachHevach Registered User regular
    edited September 2016
    STO needs a vehicle "layer" between shuttles and ground.

    I mean, at this point, we've fought tanks, cybernetic dinosaurs, mechs, and 500 foot tall tripods. And we're still barely wearing armor and I don't care if a Star Trek pistol can take out a city block at maximum settings when it's all I have to take down a T-rex with a starship level phaser bank on his face.

    It's really just a reminder of how poorly Star Trek itself squandered its opportunities with the ground wars we're repeatedly told are happening.

    Hevach on
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    ErlkönigErlkönig Seattle, WARegistered User regular
    edited September 2016
    Preacher wrote: »
    Never was a fan of the ground combat. Blowing things up in my star ship is the best part of the game for me.

    Same. If I'm out on patrol and I see an "Approach the Planet" objective, I immediately warp out to sector space.

    EDIT -
    Hevach wrote: »
    STO needs a vehicle "layer" between shuttles and ground.

    I mean, at this point, we've fought tanks, cybernetic dinosaurs, mechs, and 500 foot tall tripods. And we're still barely wearing armor and I don't care if a Star Trek pistol can take out a city block at maximum settings when it's all I have to take down a T-rex with a starship level phaser bank on his face.

    It's really just a reminder of how poorly Star Trek itself squandered its opportunities with the ground wars we're repeatedly told are happening.

    You know what's worse? When you're playing an engineer captain and you call down an orbital strike from your T6 advanced tactical escort. Rank X dual heavy cannons that normally deal upwards of 350-500 damage per shot (not volley) will do a paltry amount of AoE damage (we're talking maybe a top of 100 damage) to ground targets. Not sure if it's changed in recent builds...but as soon as I saw the results, I shelved my engineer captain.

    Erlkönig on
    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    tastydonutstastydonuts Registered User regular
    tbf, most players are Original Han.... so that diplomacy would be wasted :P

    “I used to draw, hard to admit that I used to draw...”
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    PreacherPreacher Registered User regular
    I mean for me, the ground combat is kind of meh. Nothing special, but not terrible. But space combat lets me utilize a bunch of different fun things like playing with my power levels, using my duty officers and skills and its fucking awesome to do a great broad side attack on some jamokes and cap it off with a torpedo barage. Ground had nothing like that.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    tastydonutstastydonuts Registered User regular
    edited September 2016
    Erlkönig wrote: »
    Preacher wrote: »
    Never was a fan of the ground combat. Blowing things up in my star ship is the best part of the game for me.

    Same. If I'm out on patrol and I see an "Approach the Planet" objective, I immediately warp out to sector space.

    EDIT -
    Hevach wrote: »
    STO needs a vehicle "layer" between shuttles and ground.

    I mean, at this point, we've fought tanks, cybernetic dinosaurs, mechs, and 500 foot tall tripods. And we're still barely wearing armor and I don't care if a Star Trek pistol can take out a city block at maximum settings when it's all I have to take down a T-rex with a starship level phaser bank on his face.

    It's really just a reminder of how poorly Star Trek itself squandered its opportunities with the ground wars we're repeatedly told are happening.

    You know what's worse? When you're playing an engineer captain and you call down an orbital strike from your T6 advanced tactical escort. Rank X dual heavy cannons that normally deal upwards of 350-500 damage per shot (not volley) will do a paltry amount of AoE damage (we're talking maybe a top of 100 damage) to ground targets. Not sure if it's changed
    in recent builds...but as soon as I saw the results, I shelved my engineer captain.

    The shield tech in Star Trek generally makes a lot of that difficult to depict? I mean... other than maybe one mission, they've kind of shown that precision orbit->surface energy bombardments just aren't effective at all. Consider the engagement distance in space and max damage dropoff at 10km. We're practically knife fighting in space. Earth's atomsphere is 9-17km?

    I also don't believe that in Star Trek canon the use of rocks (which would definitely not suffer from said issue) is a thing done in Civilized Spacewarfare. Although the abundances of shields and all would make simple kinetics not as effective too. Because of the shielding.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    ErlkönigErlkönig Seattle, WARegistered User regular
    Erlkönig wrote: »
    Preacher wrote: »
    Never was a fan of the ground combat. Blowing things up in my star ship is the best part of the game for me.

    Same. If I'm out on patrol and I see an "Approach the Planet" objective, I immediately warp out to sector space.

    EDIT -
    Hevach wrote: »
    STO needs a vehicle "layer" between shuttles and ground.

    I mean, at this point, we've fought tanks, cybernetic dinosaurs, mechs, and 500 foot tall tripods. And we're still barely wearing armor and I don't care if a Star Trek pistol can take out a city block at maximum settings when it's all I have to take down a T-rex with a starship level phaser bank on his face.

    It's really just a reminder of how poorly Star Trek itself squandered its opportunities with the ground wars we're repeatedly told are happening.

    You know what's worse? When you're playing an engineer captain and you call down an orbital strike from your T6 advanced tactical escort. Rank X dual heavy cannons that normally deal upwards of 350-500 damage per shot (not volley) will do a paltry amount of AoE damage (we're talking maybe a top of 100 damage) to ground targets. Not sure if it's changed
    in recent builds...but as soon as I saw the results, I shelved my engineer captain.

    The shield tech in Star Trek generally makes a lot of that difficult to depict? I mean... other than maybe one mission, they've kind of shown that precision orbit->surface energy bombardments just aren't effective at all. Consider the engagement distance in space and max damage dropoff at 10km. We're practically knife fighting in space. Earth's atomsphere is 9-17km?

    I also don't believe that in Star Trek canon the use of rocks (which would definitely not suffer from said issue) is a thing done in Civilized Spacewarfare. Although the abundances of shields and all would make simple kinetics not as effective too. Because of the shielding.

    Even though there are numerous episodes in the canon that depict precision orbital strikes (both phaser beam arrays and photon torpedoes) that leave a profound impact on the surrounding landscape. Unless the shield harnesses that our away teams are wearing are stronger than starship shield-tech, I'm pretty sure an orbital strike should be a bit more destructive than dealing a portion of damage a hand phaser deals out.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    tastydonutstastydonuts Registered User regular
    edited September 2016
    Erlkönig wrote: »
    Erlkönig wrote: »
    Preacher wrote: »
    Never was a fan of the ground combat. Blowing things up in my star ship is the best part of the game for me.

    Same. If I'm out on patrol and I see an "Approach the Planet" objective, I immediately warp out to sector space.

    EDIT -
    Hevach wrote: »
    STO needs a vehicle "layer" between shuttles and ground.

    I mean, at this point, we've fought tanks, cybernetic dinosaurs, mechs, and 500 foot tall tripods. And we're still barely wearing armor and I don't care if a Star Trek pistol can take out a city block at maximum settings when it's all I have to take down a T-rex with a starship level phaser bank on his face.

    It's really just a reminder of how poorly Star Trek itself squandered its opportunities with the ground wars we're repeatedly told are happening.

    You know what's worse? When you're playing an engineer captain and you call down an orbital strike from your T6 advanced tactical escort. Rank X dual heavy cannons that normally deal upwards of 350-500 damage per shot (not volley) will do a paltry amount of AoE damage (we're talking maybe a top of 100 damage) to ground targets. Not sure if it's changed
    in recent builds...but as soon as I saw the results, I shelved my engineer captain.

    The shield tech in Star Trek generally makes a lot of that difficult to depict? I mean... other than maybe one mission, they've kind of shown that precision orbit->surface energy bombardments just aren't effective at all. Consider the engagement distance in space and max damage dropoff at 10km. We're practically knife fighting in space. Earth's atomsphere is 9-17km?

    I also don't believe that in Star Trek canon the use of rocks (which would definitely not suffer from said issue) is a thing done in Civilized Spacewarfare. Although the abundances of shields and all would make simple kinetics not as effective too. Because of the shielding.

    Even though there are numerous episodes in the canon that depict precision orbital strikes (both phaser beam arrays and photon torpedoes) that leave a profound impact on the surrounding landscape. Unless the shield harnesses that our away teams are wearing are stronger than starship shield-tech, I'm pretty sure an orbital strike should be a bit more destructive than dealing a portion of damage a hand phaser deals out.

    One shot is a precision strike. Most, if not all instances of orbital bombardment that I can recall in the series are pretty much either leveling an entire city/other large scale area or simply O-wave explosioning an entire planet.

    edit: does the engy skill show multiple beam strikes or just one?

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    SnicketysnickSnicketysnick The Greatest Hype Man in WesterosRegistered User regular
    edited September 2016
    Orbital strike is a single beam stamp. It's also pretty effective vs a static group, I get hits in the 1500 to 2k+ range, not as good as consistent mortar hits due to their rate of fire compared to a cooldown, but pretty good nonetheless. There is a doff I think that makes it chase a target for a while, but I don't have that.

    Snicketysnick on
    7qmGNt5.png
    D3 Steam #TeamTangent STO
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    tastydonutstastydonuts Registered User regular
    Orbital strike is a single beam stamp. It's also pretty effective vs a static group, I get hits in the 1500 to 2k range, not as good as consistent mortar hits due to their rate of fire compared to a cooldown, but pretty good nonetheless. There is a doff I think that makes it chase a target for a while, but I don't have that.

    Diplomacy

    “I used to draw, hard to admit that I used to draw...”
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    ErlkönigErlkönig Seattle, WARegistered User regular
    edited September 2016
    Orbital strike is a single beam stamp. It's also pretty effective vs a static group, I get hits in the 1500 to 2k+ range, not as good as consistent mortar hits due to their rate of fire compared to a cooldown, but pretty good nonetheless. There is a doff I think that makes it chase a target for a while, but I don't have that.

    Hmm...sounds like it got buffed sometime in the past few years since I last played my engineer. Back when I tried it out, it dealt less damage than a grenade.
    One shot is a precision strike. Most, if not all instances of orbital bombardment that I can recall in the series are pretty much either leveling an entire city/other large scale area or simply O-wave explosioning an entire planet.

    edit: does the engy skill show multiple beam strikes or just one?

    TNG had precision strikes to drill boreholes deep into a planet's crust to release CO2 deposits (A Matter of Time) as well as a targeted photon torpedo spread (I know, I know..."spread" implies that it's not targeted...just using the terms used in the episode) to collapse a cave and seal a temporal fissure that was inside the cave (Time's Arrow: Pt. 2). Moving over into DS9's The Die Is Cast, while it is closer to the "large scale area" side of things, the combined Obsidian Order and Tal Shiar fleets targeted a specific geographic location (the Great Link) and it was mentioned that, in the opening volley, the effect was (each firing at their predetermined coordinates) "30% of the planetary crust destroyed on opening volley." Which isn't bad for 10 disruptor beams and a trio of photon torpedoes.

    Erlkönig on
    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    HevachHevach Registered User regular
    The 10 km range is a STO gameplay thing. In legacy and bridge commander they used larger units so combat took place across hundreds or thousands of kilometers as canon insists but never shows, but visually range was more limited than STO.

    And yeah, orbital strike was buffed in season 4 or 5 with the big ground overhaul. Combined with the hp reduction made it one of the most devastating powers in the game. Tacs are still kings of damage, but sci and eng have a lot of the individually strongest powers.

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    see317see317 Registered User regular
    Erlkönig wrote: »
    Orbital strike is a single beam stamp. It's also pretty effective vs a static group, I get hits in the 1500 to 2k+ range, not as good as consistent mortar hits due to their rate of fire compared to a cooldown, but pretty good nonetheless. There is a doff I think that makes it chase a target for a while, but I don't have that.

    Hmm...sounds like it got buffed sometime in the past few years since I last played my engineer. Back when I tried it out, it dealt less damage than a grenade.

    Yeah, ground side got heavily reworked some time after launch. Everything seems to do more damage, and the enemies tend to have less resistance.
    If you haven't played in a while, it might be interesting to load it back up and give it a go.

    It's an overstatement to say it's an entirely different game then it was at launch, but not a huge one.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    see317 wrote: »
    Erlkönig wrote: »
    Orbital strike is a single beam stamp. It's also pretty effective vs a static group, I get hits in the 1500 to 2k+ range, not as good as consistent mortar hits due to their rate of fire compared to a cooldown, but pretty good nonetheless. There is a doff I think that makes it chase a target for a while, but I don't have that.

    Hmm...sounds like it got buffed sometime in the past few years since I last played my engineer. Back when I tried it out, it dealt less damage than a grenade.

    Yeah, ground side got heavily reworked some time after launch. Everything seems to do more damage, and the enemies tend to have less resistance.
    If you haven't played in a while, it might be interesting to load it back up and give it a go.

    It's an overstatement to say it's an entirely different game then it was at launch, but not a huge one.

    Oh, I've been playing quite a bit over the past few weeks...just not any of the ground stuff.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    tastydonutstastydonuts Registered User regular
    Ground stuff reminds me of nwn 1 with a touch of mua 1. I like it. I can it being not for everyone and/or feeling dated but it hits the right beats for me. Right down to the annoying inventory caps!

    As for the orbital strikes... idk. Perhaps the intensity of the beams varied?

    “I used to draw, hard to admit that I used to draw...”
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    ErlkönigErlkönig Seattle, WARegistered User regular
    Ground stuff reminds me of nwn 1 with a touch of mua 1. I like it. I can it being not for everyone and/or feeling dated but it hits the right beats for me. Right down to the annoying inventory caps!

    As for the orbital strikes... idk. Perhaps the intensity of the beams varied?

    Nah...I'm 90% sure it's a game balance thing. Like, I get why it's the way that it is...but that doesn't save it from being disappointing (at least, back when I actually used the ability).

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    tastydonutstastydonuts Registered User regular
    You mean you don't want to argue convection with me? :P

    “I used to draw, hard to admit that I used to draw...”
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    BasilBasil Registered User regular
    edited September 2016
    I still feel that we lack in opportunities for throwing parties with robo-rex-saurus flank steaks and what have you.

    "Engineering thinks they've figured out how to cook it best, but R&D and Medical aren't going down without a fight! Judge these delicious robo-rex-saurus dishes with your crew!"

    Surely it ain't all crazy xeno-tech experimentation and contraband shakedowns all the time aboard the USS Murder Everything, right?

    Basil on
    9KmX8eN.jpg
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    tastydonutstastydonuts Registered User regular
    So, in pseudo-rp whatever, a while back I pulled the starter science offer medic person from ground combat missions after like... one of the more bloody purges we went on (it was around the time I recruited Eyes as a combat medic in actuality).

    Then...
    I got to a Vaadwaur mission where I couldn't pick Eyes (she's still a Fed officer), the one where they're supposed to be offering a truce, and it's all slaughter. On both ends.

    She will never leave the ship again.

    I do like that they played the "pick a group, one will die" thing w/o hamming it up too much. Poor Neelix.

    “I used to draw, hard to admit that I used to draw...”
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    tastydonutstastydonuts Registered User regular
    Also, I ditched my last two beam arrays and I've gone full cannonsv (1 torp) and rapid fire is so much sexier now. All of the dakka. DakkaCannons, dakkaPedpeos... all day. I will need a ship that is capable of supporting a chained use of spread torpedos and rapid fire at a higher level.

    Does the slipstream space cool down perk work properly on PC? It doesn't seem to function as when I slip stream the CD is still 1m between. Or do you have to exhaust the entire burn to get the benefit (even though you still have to wait the full time.

    I also have some +defense things that I don't see expressed in my ship stats.

    “I used to draw, hard to admit that I used to draw...”
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    dporowskidporowski Registered User regular
    I think +def is added to your literal "defense" percentage, which has nothing to do with your resists, and is instead used for to-hit. And is impacted by speed. Somehow.

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    tastydonutstastydonuts Registered User regular
    Oh, there's a defense percent that never changes from +0.0% even if I'm using consoles that say +n% defense? I guess it's hidden away somewhere?

    Also I bought a bunch of those +20% marks things from the exchange and used them but how do I know how many marks I have left on those buffs?

    “I used to draw, hard to admit that I used to draw...”
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    dporowskidporowski Registered User regular
    Oh, there's a defense percent that never changes from +0.0% even if I'm using consoles that say +n% defense? I guess it's hidden away somewhere?

    Also I bought a bunch of those +20% marks things from the exchange and used them but how do I know how many marks I have left on those buffs?

    Oh, you can only see accurate ship stats when in system space, because heylookamonkey! Should be very top of your ship stats pane; think mine's at like... 28% or something. Sector space you'll see stats, but not accurate stats, because heyshitlookitthatmonkeywow! Ground you see what, as near as I can tell, is your captain's stats converted into spaceship stats except it doesn't quite work right but shhh.

    For instance, Science Team 1 was saying it applied 3 regen to each facing, which after a few minutes I figured out was because I was on the ground at the vendor. Beamed up, and things looked much more normal.

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    HevachHevach Registered User regular
    New holding's up on Tribble. Haven't gotten patched to look at it, but some neat stuff in the patch notes.

    Apparently the way kits work on Tribble is coming to PC - kit frames no longer have module slots, they're just stat sticks now (if they gave innate powers, like the research lab kits I waxed obsessive about a few pages back, they keep this). You get all 5 kit module slots right from the get-go, and there's no more subclass distinction like strategic and assault for tactical and so forth. Any remaining pre-revamp kits are now dead, but have a high EC value attached. Sadly, this includes the unique science kits from the old STFs, just in case anyone still has them knocking around.

    Kit upgrading is now in - kit frames are upgradeable to mk XIV gold, in-class modules to XIV ultra-rare. Specialization modules aren't upgradeable, and all those fancy alien kit modules come in gold quality out of the box.

    This will be some serious fun boost for leveling characters and open up a lot of barriers on ground build decisions.

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    tastydonutstastydonuts Registered User regular
    I think I want to get this:

    Jem'Hadar Heavy Escort Carrier (T6)

    For this perk:

    Tactical Analysis

    While this trait is slotted, activating Tactical Team will provide a boost to hull penetration for a short time. This buff does not stack.

    Worth it?

    I saw those kit changes and I like it. It would free a lot of space in my bank. It sounds like you will have access to all your class powers? A good move. Warframe folded power mods into character progression and it was neat there.

    But what I really want is that lobi store
    borg boff. :P

    “I used to draw, hard to admit that I used to draw...”
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    tastydonutstastydonuts Registered User regular
    edited September 2016
    @dporowski : if you're around, are you able to play? It keeps timing out on me but I can play other games fine.

    edit: of course as soon as I post it works...

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    dporowskidporowski Registered User regular
    dporowski : if you're around, are you able to play? It keeps timing out on me but I can play other games fine.

    edit: of course as soon as I post it works...

    Ha. I'll find out later, as I'm west coast and thus in the middle of my workday.

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    HevachHevach Registered User regular
    No, you still have kit modules as items, just like now.

    How it works on PC, though, each kit frame has a limited number of module slots, and most slots are limited to one of two subclasses that each class's powers are divided into. Now, kit frames and modules are separate slots that don't depend on each other and aren't arbitrarily limited beyond your career and specialization levels.

This discussion has been closed.