Heh, so reading the Test forums, apparently the only counter to the new Season 4 ability for the borg to fully assimilate a character and turn them against their allies is Biofilter Sweep, which apparently only one or two Science kits have, and no bridge officer can get.
Fun.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Heh, so reading the Test forums, apparently the only counter to the new Season 4 ability for the borg to fully assimilate a character and turn them against their allies is Biofilter Sweep, which apparently only one or two Science kits have, and no bridge officer can get.
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited June 2011
On the other hand, Nodes are now totally gone and they went through the STFs and rebalanced every single encounter to take into account the new combat model. That is not on tribble yet until next week.
Every class needs a method to get rid of it, Science officers should just be the best at it.
One thing that I really dislike is the fact that the weapon frequency remodulator has a four-second animation time and, at least right now, roots you in place. For something you're going to need to use very often, a four-second cast time is ridiculous.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
0
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited June 2011
I believe it was said that it would be reduced. There is also a mention of getting rare loot weapons that have custom re-modulators built in.
so I never found until recently that science captains get subsystem targeting. what do the eng and tac captains get?
It's not the science captains that get that, but the science ships IIRC.
Escorts get more guns and more power to them.
Cruisers get more guns as well as more hitpoints and thicker shields.
so I never found until recently that science captains get subsystem targeting. what do the eng and tac captains get?
It's not the science captains that get that, but the science ships IIRC.
Escorts get more guns and more power to them.
Cruisers get more guns as well as more hitpoints and thicker shields.
Yeah, it's science ships, not captains. They also get sensor analysis. The longer you stay on the same target, the more damage you do. I think at full stack it's 30%, at which point it more than makes up for their limited weapon slots.
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited June 2011
So there is a Dev starter guide to the Duty Officer system on the STO Forums. As far as I can tell. Duty Officers work pretty much like sending assassins in Assassin's Creed: Brotherhood out on various missions and return with loot if sucessful.
I'm a bit interested to see how they define the dual rarity system. They've mentioned there's white to purple to designate their quality, but there's also a second rarity aspect, where some races or race/class combinations would be less common than others even at equal color. Heretic didn't do a very clear job of explaining that in my opinion.
So there is a Dev starter guide to the Duty Officer system on the STO Forums. As far as I can tell. Duty Officers work pretty much like sending assassins in Assassin's Creed: Brotherhood out on various missions and return with loot if sucessful.
EDIT: While this game is light on the "boldly going wherever" stuff, the missions that do play to the game's strengths are fantastic.
TOGSolid on
0
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited June 2011
He explains more here.
Quote:
Originally Posted by Tiberion1701
It seems like it would be less confusing if RARITY was based on color, and Quality was based on rank.
Since all humans are common, even a purple quality will be "common" - and how does rank relate to that?
Are ensigns white, Lieutenants green, LtCmdrs blue, etc?
Rarity being color-based is pretty much the standard - and its just co-indicence that rarity and quality are usually linked (in items in MMOs, in cards in CCGs, etc) - So seeing "common" purples or rare white items is going to be troublesome.
There were two problems: First, convention is to tie rarity and color rigidly together, though that was felt to be too limiting for what we wanted to do with the system. Second, there are a lot of ranks we wanted to represent beyond just the four levels of quality, and Klingon ranks do not match up perfectly to Federation ranks. Also, Civilians have quality, but no rank, further complicating tying it to rank unless we divorced it from the Star Trek IP.
We chose to go with quality based on color because for purposes of the system, quality is the important thing, and visually color is what is noticed first. We think people will latch onto "color" as equalling "value" which is, in fact, correct. Rarity will be listed, but only on the full description and it will not be emphasized.
Example Progression
Human White: Common
Human Green: Uncommon
Human Blue: Rare
Human Purple: Very Rare
Vulcan White: Uncommon
Vulcan Green: Rare
Vulcan Blue: Very Rare
Vulcan Purple: Very Rare
Saurian White: Rare
Saurian Green: Very Rare
Saurian Blue: Very Rare
Saurian Purple: Very Rare
Ultimately, we want to keep the feel of these being crew with rank and faction etc., but when it comes down to functional play, we wanted to make sure that was as clear as possible.
Quote:
Originally Posted by Ihnoc
This stuff is great. I'm loving the intricacies of what you've described thus far Heretic.
I have a question/request however. You mentioned specialities, as in Doctor or Nurse and only allowing 3 of those at a time on the roster. Could we have some more elaboration to those? And could we perhaps get a visual representation of the resulting tree of branch, department and speciality, even if it's in text.
There are a lot of specialties, and they may still undergo some changes, but I'll give some examples:
Quote:
Originally Posted by jaif
I missed something - will any of this make a difference globally, or all the affects are on my pool of officers?
In other words, I hope that by contributing officers to the military that I can positively affect some military campaign - maybe take over a planet because my guys did particularly well.
At launch of the duty officer assignment system, all of this will just affect you, not things like taking over planets. Longer term we would, however, like to see what can be done in the area of multi-player persistent effects.
Oh nice, I miss playing this game from time to time since hey, I freaking love flying ships that blow the hell out of one another but just haven't been able to get back into it. The game kind of nuked my last video card has some of the blame.
So if you have multiples of the same piece of Borg gear is the only thing you can do is trash them? I cant put em on exchange. I cant send it to my other character so I think thats my only option
You can put them on backup ships or shuttles, but, yeah, that's it.
Edit: Apparently they also added a third B'rel skin. I wonder if Feds will be getting that crazy Sabre variant with the fleet escort saucer that was accidentally on the foundry a couple months ago.
Well there is lots of posts about Fed carriers. And they just released the Peregrine fighter so its not like a fed carrier wouldnt just have shuttles.
As a side-note I wondered even as a kid why ships never launched their shuttles when it came to a fight. I think Galaxy class ships have like ten of them and each shuttle has 2 phasers, so every fight thats another 20 phasers. not to mention each has a warp-core they could use as giant bombs.
Well there is lots of posts about Fed carriers. And they just released the Peregrine fighter so its not like a fed carrier wouldnt just have shuttles.
As a side-note I wondered even as a kid why ships never launched their shuttles when it came to a fight. I think Galaxy class ships have like ten of them and each shuttle has 2 phasers, so every fight thats another 20 phasers. not to mention each has a warp-core they could use as giant bombs.
For that matter why didn't they just aim a bunch of shuttles at the borg cube and send them flying at it at max warp. The stupid thing didn't have that many tractor beams, and you can't "adapt" to volumes of mass flying into you at faster than light speeds.
I know they've talked about it before and said it is definitely a thing that will happen sometime. But I think I saw something that said it would be happening in the next month or so. But I can't find the post so I don't know if I just made it up in my head =(
edit: also, for vash My Build. This stupid thing can't be raised to the current cap, so I'm missing like 8 skills on here, but its the majority of my build. Not great, but I told you I'd throw it up
Oh thank god, I finally got all of the Klingon sector stuff done. Onwards to sectors unknown!
Do all of those cruiser skills stack Valaena? I was under the impression that each starship piloting skill (cruiser/heavy cruiser/etc.) didn't stack with each other.
Oh thank god, I finally got all of the Klingon sector stuff done. Onwards to sectors unknown!
Do all of those cruiser skills stack Valaena? I was under the impression that each starship piloting skill (cruiser/heavy cruiser/etc.) didn't stack with each other.
They stack; IIRC each one carries 50% of its bonus forward. But by way of illustration, at one point my tactical/escort captain had none of those skills saving the first and the last. With that spec, her Adv. Escort had a turn of 19.5 or so. When I re-spected her into those skills, her turn rate in that same escort shot up to 30 something (I could tell you exactly, but I'm not in a position to start the game atm).
jamesra on
"Everything in war is very simple, but the simplest thing is difficult. The difficulties accumulate and end by producing a kind of friction. . . . This tremendous friction . . . is everywhere in contact with chance, and brings about effects that cannot be measured, just because they are largely due to chance" Carl Von Clausezwitz. (1832),
Oh thank god, I finally got all of the Klingon sector stuff done. Onwards to sectors unknown!
Do all of those cruiser skills stack Valaena? I was under the impression that each starship piloting skill (cruiser/heavy cruiser/etc.) didn't stack with each other.
They stack; IIRC each one carries 50% of its bonus forward. But by way of illustration, at one point my tactical/escort captain had none of those skills saving the first and the last. With that spec, her Adv. Escort had a turn of 19.5 or so. When I re-spected her into those skills, her turn rate in that same escort shot up to 30 something (I could tell you exactly, but I'm not in a position to start the game atm).
Oh...well...fuck. I need to completely rethink how I'm gonna spec my guy.
I think I have 36001 hp on my advanced escort with them all maxed. I'm not sure on the second digit, but that 001 at the end always annoys me.
You get 100% of the tier 1, 2, and 5 skills, and 50% of the tier 3 and 4 skills. It adds up to a lot of hull, but the turn rate difference is the real kicker if you ask me. Actually makes tier 5 cruisers bearable if you can spare all those points.
I know they've talked about it before and said it is definitely a thing that will happen sometime. But I think I saw something that said it would be happening in the next month or so. But I can't find the post so I don't know if I just made it up in my head =(
Yeah, a fully specced cruiser has an insane hull. I'm always a little shocked whenever a borg cube uses it's super shield nuke against me and then I sit at 95-99% hull for the rest of the fight without using any abilities.
Posts
Fun.
- The Four Horsemen of the Apocalypse (2017, colorized)
Yeah that's going to be popular.
Every class needs a method to get rid of it, Science officers should just be the best at it.
- The Four Horsemen of the Apocalypse (2017, colorized)
Your ship's replicator. No idea how much they'll really cost, since they're listed at 0 EC on Test.
- The Four Horsemen of the Apocalypse (2017, colorized)
Enlist in Star Citizen! Citizenship must be earned!
That's why the best way to fight borg is to use super kung fu fighting skills.
I never asked for this!
They get more weapon slots on their ships.
It's not the science captains that get that, but the science ships IIRC.
Escorts get more guns and more power to them.
Cruisers get more guns as well as more hitpoints and thicker shields.
It's hard to adapt to a sword in the face.
Yeah, it's science ships, not captains. They also get sensor analysis. The longer you stay on the same target, the more damage you do. I think at full stack it's 30%, at which point it more than makes up for their limited weapon slots.
Is it just me or is this game still not documented very well?
Enlist in Star Citizen! Citizenship must be earned!
It's poorly documented and forum searches return a lot of old posts with bad/outdated information.
www.stowiki.org
http://forums.startrekonline.com/showthread.php?t=211307&highlight=duty+officer
There's the link for the Dev Starter Guide.
EDIT: While this game is light on the "boldly going wherever" stuff, the missions that do play to the game's strengths are fantastic.
Edit: Apparently they also added a third B'rel skin. I wonder if Feds will be getting that crazy Sabre variant with the fleet escort saucer that was accidentally on the foundry a couple months ago.
As a side-note I wondered even as a kid why ships never launched their shuttles when it came to a fight. I think Galaxy class ships have like ten of them and each shuttle has 2 phasers, so every fight thats another 20 phasers. not to mention each has a warp-core they could use as giant bombs.
For that matter why didn't they just aim a bunch of shuttles at the borg cube and send them flying at it at max warp. The stupid thing didn't have that many tractor beams, and you can't "adapt" to volumes of mass flying into you at faster than light speeds.
edit: also, for vash My Build. This stupid thing can't be raised to the current cap, so I'm missing like 8 skills on here, but its the majority of my build. Not great, but I told you I'd throw it up
Do all of those cruiser skills stack Valaena? I was under the impression that each starship piloting skill (cruiser/heavy cruiser/etc.) didn't stack with each other.
They stack; IIRC each one carries 50% of its bonus forward. But by way of illustration, at one point my tactical/escort captain had none of those skills saving the first and the last. With that spec, her Adv. Escort had a turn of 19.5 or so. When I re-spected her into those skills, her turn rate in that same escort shot up to 30 something (I could tell you exactly, but I'm not in a position to start the game atm).
Oh...well...fuck. I need to completely rethink how I'm gonna spec my guy.
You get 100% of the tier 1, 2, and 5 skills, and 50% of the tier 3 and 4 skills. It adds up to a lot of hull, but the turn rate difference is the real kicker if you ask me. Actually makes tier 5 cruisers bearable if you can spare all those points.
http://www.stoacademy.com/tools/skillplanner/ This one is more current.
- The Four Horsemen of the Apocalypse (2017, colorized)
Seems to be down at the moment. Was working yesterday.
- The Four Horsemen of the Apocalypse (2017, colorized)