Oh god that fleet version looks ugly. Like Perpetual's galaxy with the flat Nacelles they were going to make the Enterprise-F.
Some thing as to what the new reputation's altered structure is, apparently it doesn't use marks in the same way as other reps, grind projects only take one... Not sure if this really counts as all that different and not just an altered scale. Still, that armor looks bitchin. Tweets say they're working on an alt system change to help alts, but we'll see, the rep itself might not be as revolutionary as promised. Rep on alts never really bothered me - decent spec and blue weapons and you're already OP for everything but NWS, toss in purple weapons and NWS is in reach.
Any Romulan captains here have an opinion on which of the free Tier-5 ships is best for a Science Captain or overall? Should I try buying a Mirror-verse version of one of the Has instead?
I *think the Haakona is supposed to be a decent science option for Romulans as it has the universal lt. commandr boff station.
I think there's a pure science variant on that ship that also has the a commander and lt. commander boff stations.
From what I understand though, the temporal lockbox ship is regarded as the best science ship? Personally, I've been trying to find a science ship on my fed/kdf alts that I enjoy, but I just can't get into pure science flying a science ship (at least pve anyway). I always seem to end up in some form of torp boat or escort/bop with science as the focus behind a commander tact/eng boff station.
I kind of like the look of the new Fed Assault Cruiser. I'm not a huge fan of the deflector dish. Either way though, regardless of pylon orientation, it looks leaps and bounds better than the awful design of the 1000 day vet ship.
New dev blog is another of those in-character dealies they run a lot of in the early teaser phase, but does talk a bit about the Voth's abilities. Doesn't say anything about the space powers that we see a bit of on tribble, but does mention some ground related stuff (since this is lore, translation into gameplay is speculation):
-Ability to launch poisonous spines
-Ability to enter a healing hibernation state
-Armored battlesuits (there was what looked like a Voth in MACO armor in the concept art)
-Armored war beasts (there were what looked like cyborg dinosaurs in the concept art as well)
I *think the Haakona is supposed to be a decent science option for Romulans as it has the universal lt. commandr boff station.
I think there's a pure science variant on that ship that also has the a commander and lt. commander boff stations.
From what I understand though, the temporal lockbox ship is regarded as the best science ship? Personally, I've been trying to find a science ship on my fed/kdf alts that I enjoy, but I just can't get into pure science flying a science ship (at least pve anyway). I always seem to end up in some form of torp boat or escort/bop with science as the focus behind a commander tact/eng boff station.
I kind of like the look of the new Fed Assault Cruiser. I'm not a huge fan of the deflector dish. Either way though, regardless of pylon orientation, it looks leaps and bounds better than the awful design of the 1000 day vet ship.
Yeah, but I was asking about the best FREE one or at least one I don't have to shell out Zen to fly.
Ha'nom's a Science ship, so skip it. Ha'apax is a Cruiser, slow and tough and best suited for beam arrays. Ha'feh is an escort, fast and turny and best suited for DHCs+Turret. In both cases, the standard version is better than the Mirror Universe one.
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SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
edited October 2013
If you can afford the EC for the ship modules, the Fleet Dhelan might suit, got a Lt. Comm Science seat, with a 2/3/5 console set.
*Should add that the modules are ~7mil or so and you'll need 4. Also it is a per-captain purchase that you can't reclaim.
Man, the dilithium market is spiking like crazy thanks to this upcoming ship. Up to 140ish dil per zen.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Man, the dilithium market is spiking like crazy thanks to this upcoming ship. Up to 140ish dil per zen.
Yeah, unfortunately I think it's going to keep climbing as people's Crystalline Cataclysm rep projects complete and the market is flooded with dilithium.
The fleet system pressure is falling out, too. There's tons of tier 5 starbases now, and several channels specifically dedicated to getting map invites to use other fleet's vendors, so tier 1-4 fleets aren't feeling the pressure so much to keep progress rolling.
Even after the new ship bump and rep floods die down a bit, I still think it's heading back to something closer to its pre-S6 levels. S8's supposed to have some new fleet ships and there's the inevitable lockbox to help that out. A minor holding and a new rep probably won't be enough to keep dilithium where it's been.
New dev blog about the design ideas behind the Voth. Also the first time they've put a title on season 8: The Sphere.
I'm just going to leave this here:
I'm liking what I'm reading about the Voth. I was pleased the way they went with the last two NPC races they added, with the Tholians being split between suited and unsuited based on the environment you meet them in, and then the Elachi having an unusual shield/health split and an array of drone units. Sounds like the Voth ground units are being split into three groups: First, humanoid foot soldiers in the more traditional NPC style. Second, mechs with jumpjets and heavy weapons. and (I quote) "dinosaurs with frickin' laser beams on their heads."
This sounds like the sort of silliness TOS wanted to do really bad but never had the budget for, which could be either the most awesome thing in the game or just comically out of place. Still, the whole problem with the ground game IMO is how samey so many enemy groups are - the Elachi were the first NPCs since the Fek'ihri to really challenge the template everybody else is based on, and they're actually kind of interesting to fight and can put up a challenge without being blatantly bullshitty. Hopefully the Voth can do the same.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Some details on the "redesigned" reputation are on tribble now, and... Well, it's different, but not revolutionary:
First off, there's three currencies:
Commendations: Given daily from the first related mission you run (sounds like the Crystalline Shards for the current event). A single commendation is used to start a 2000xp/20h with no other inputs.
Marks: Just like current marks.
Cybernetic implants: Just like Borg nerual processors.*
Store unlocks: All store unlocks are automatic at level upgrade, there is no project to add items to the store.
Requisitions: All requisition projects give mk XII very rare items, there are no mk X or XI rewards. There are still item unlocks at every tier, implying a lot more high end gear.
*-Because there are only mk XII rewards, it's not clear what the distinction is for items requiring cybernetic implants.
Projects:
The 2000 xp project rewards xp, dilithium, and an item box containing a free item from the store unlocks.
There is a one hour project that gives 200 reputation. This makes it harder to hit the 2800 xp standard seen in other reputations, but allow for longer play sessions to potentially exceed 2800.
I'll try to fill in the passive/active powers later
Also, Dyson Spire rewards:
Subtracks are Operations and Research
Research:
Ultra rare Advanced/Elite Spire Warp/Singularity Cores
Advanced Tactical Consoles mk XI to XII
Operations
Ultra rare ground kits mk XI to XII
Uncommon to very rare Voth doffs
+1 active duty officer slot for space and ground
Some rewards that sound like passives in spire related maps:
Discount on Command Credit costs in the Dyson Sphere's ground battle zone
Reduction in Spire Atmospheric Full Impulse speed debuff in the Dyson Sphere's space adventure zone
Reinforcement Capture Bonus in Dyson Sphere's space adventure zone
Lastly, the new Fed tutorial is in.
0
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Extra active doff slots sound insane, especially if they stack to three more for each category.
It's only one for ground and one for space. Still pretty big, but not entirely off the rails.
Edit: Finally got past the video crash on tribble, here's the full breakdown of Dyson Joint Command rep:
Store Unlocks (automatic with tier upgrades):
Tier I: Science Console Shield Refrequencers
Tier II: Protonic Polaron Ground Weapons
Tier III: Engineering Console Energy Signature Dampeners
Tier IV: Protonic Polaron Space Weapons
Tier V: Tactical Console Auto Targeting Module
Note: Protonic polaron sounds like polaron proc+antiproton crit severity?
I'm surprised the weapons aren't the antiproton/plasma weapons the Voth use. I'm guessing those are being held for the lockbox.
Equipment Projects: everything is mk XII very rare
Tier I: Dyson Heavy Combat Armor, Console Universal Proton Particle Stabilizer
Tier II: Dyson Deflector Array, Gravimetric Photon Torpedo Launcher
Tier III: Dyson Experimental Proton Beam Rifle, Dyson combat engines
Tier IV: Dyson Hyper Injection Warp Core/Singularity Core, Experimental Proton Weapon
Tier V: Dyson Reactive Personal Shield, Dyson Regenerative Shield Array
Note: rather than having more rewards to make up for the lack of mk X and XI stuff, it seems they've only spread out the space and ground sets the way the weapon/console sets usually are already.
Ability:
Tier I: Ground, +10% Critical Severity or +5 All Damage Resistance Rating
Tier II: Space, +10% Critical Severity or +5 All Damage Resistance Rating
Tier III: Ground, Scaling Damage Resistance rating based off your health +0-75 or Scaling damage buff based off of current targets health +0-25
Tier IV: Space, Scaling Damage Resistance rating based off your health +0-75 or Scaling damage buff based off of current targets health +0-25
Tier V: Active space power, +1,500 health every 2 sec for 20 sec, +33% all damage for 20 seconds, +1,000 all damage resistance rating for 20 sec, can only be used below 50% health.
Note: 10% crit severity is huge, especially for escorts running DHCs and double plus especially for escorts running antiproton DHCs.
The tier 3 and 4 offensive passives seem a bit lackluster, making damage increase more the less you actually need it. The defensive ones, though, sound good, making defense increase the more you need it.
The active power is just damn crazy, go down fighting on steroids with a huge heal over time attached. the defense increase would be enough for the heal to carry you through an alpha strike. Might need a nerf, hate to say.
Hevach on
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shanisLCDR, US NavyMaryland, USARegistered Userregular
Tooling around in my Fleet Avenger-class Battle Cruiser, and boy is it unfairly powerful. The near-perfect ship tactical focused cruiser for an engineering captain, not sure how they're going to top it with future ship releases but they'll have to get creative.
The non-fleet design looks really stubby and small, with the pylons curved upwards, like the body is too small. The fleet version looks a bit more sleek, almost like a fuck-off Intrepid variant, and I dig it.
I'm running a Nukara-focused tactical build, with the 3pc munitions and refracting tetryon DHC's. Nothing lives. I have a fair bit of utility with those Nukara mines to hold things in place (even when cloaked).
Geek note: all of my ships are named after military operations. USS Neptune Spear is my Fleet Avenger, and I also have USS Citadel Shield (Ops Odyssey), USS Trident Warrior (Armitage HEC), and USS Noble Eagle (Regent).
Origin(BF4) - hunter28100 / Steam - Shanis
"Uh, I have never said that you are not good at what you do. It's just that what you do is not worth doing." -S.C.
Played the Fed tutorial, and... Ok, a while back I made this rough complaint: "The Romulan player character is a battle hardened veteran who, even after years of retirement, cobbled an antique ship into working order in time to fight off an alien invasion, then promptly shoves that ship up the Tal Shiar's ass. The Klingon player character is a battle hardened badass who takes his ship at the point of a knife and then promptly shoves it up Section 31's ass. The Federation player character is... a fresh faced cadet."
Well, you are a fresh graduate, but you're good enough that the Denobulan captain from the tutorial recognizes you as a worthy first officer for your training cruise. When Klingons attack, the captain dies like a badass, leaving you some big shoes to fill and orders to shove those shoes up the Klingons' ass, afterwards you're forced against Admiral Quinn's better judgement to help save the Vega colony. It actually puts you in a position to logically take command, does some interesting things not seen elsewhere in the game, and makes a point of introducing you to a bunch of named characters before systematically killing most of them in front of you. I liked it.
Then it bugged out and I got my stuck in the seat of the captain's chair with just my head sticking out. That kind of killed the magic.
Played the Fed tutorial, and... Ok, a while back I made this rough complaint: "The Romulan player character is a battle hardened veteran who, even after years of retirement, cobbled an antique ship into working order in time to fight off an alien invasion, then promptly shoves that ship up the Tal Shiar's ass. The Klingon player character is a battle hardened badass who takes his ship at the point of a knife and then promptly shoves it up Section 31's ass. The Federation player character is... a fresh faced cadet."
Well, now I'm just imagining Starfleet Academy as some hideous torture experience where students battle to the death and those who graduate have thousand-yard stares and a dozen notches in their belts. Just like my favorite animes.
Well, I'll put it this way: During the tutorial you see the upstairs part of the main building (where you can see shuttles flying in and out). There's a second bar up there, literally yards away from the club downstairs, making two bars in a single two story building that appears to be primarily administrative in nature.
If we extrapolate this to the entire grounds, there is approximately one bar to every three classrooms. Terrible, terrible things must happen to justify so many drinking establishments in what is ostensibly an institute of higher learning.
Well, I'll put it this way: During the tutorial you see the upstairs part of the main building (where you can see shuttles flying in and out). There's a second bar up there, literally yards away from the club downstairs, making two bars in a single two story building that appears to be primarily administrative in nature.
If we extrapolate this to the entire grounds, there is approximately one bar to every three classrooms. Terrible, terrible things must happen to justify so many drinking establishments in what is ostensibly an institute of higher learning.
Come to think of it, bars seem to have an inordinate amount of space in all the federation facilities that we see.
Whatevers going on could explain why the Federation is so hard up for command crews.
I mean, I've got a couple dozen ships just sitting in dock between all my fed characters. No crews for them, most of the equipment just stripped out Left to gather dust because I know I'm never getting back in a Miranda. But they're always there if I do want to go back for some reason.
So they don't toss out the Vega Colony story but simply add more to it?
Yeah, it's split off from the handholding phase of the tutorial. I can't tell you much about how they changed it, though, the tutorial's got some gamestopping bugs that made it impossible to get through to that part.
Edit: I noticed something ingenious about the new tutorial: There's a part where you give a speech to your fellow cadets. However, if you chose a Vulcan, you don't get options, you give a sterile, logical summary of upcomming events, and instead of drinking raise the Vulcan salute. I didn't even know the game engine could DO that.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
There's no need to apologize; they were probably pleasantly surprised a pug had dps that good.
The problem is, once you start getting into those faster 3-5 minute games, the standard ones just drag on.
Like I used to hate CSE and loved KSE, but I've realized I love CSE now as it can be done much more quickly than KSE. The boss of KSE is especially a jerk, and not because it is difficult in any way. Having NPCs being able to cloak at will and ignore every anti-cloaking ability is beyond stupid. It's even worse when you get the 5/20 man starbase defense with Romulans. The 5 one has to be defeated on a timer, and the 20 man one has 4. It is just incredibly annoying and not fun.
I go out of my way to avoid KSE these days. And man when you encounter those very rare CSE's where people demand to do MRRMLL is agony personified. Or even worse, when someone in the games claims they can't defend Kang because they are in <ship x> makes me weep hot tears. If you can't blow up some bops or raptors that move in a straight line and don't shoot at you, you need to reevaluate your build and/or positioning.
HAH, I have an ability that can specially cancel that, finally my science training is going to pay off for the team!
Oh
welp
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
There's no need to apologize; they were probably pleasantly surprised a pug had dps that good.
The problem is, once you start getting into those faster 3-5 minute games, the standard ones just drag on.
Like I used to hate CSE and loved KSE, but I've realized I love CSE now as it can be done much more quickly than KSE. The boss of KSE is especially a jerk, and not because it is difficult in any way. Having NPCs being able to cloak at will and ignore every anti-cloaking ability is beyond stupid. It's even worse when you get the 5/20 man starbase defense with Romulans. The 5 one has to be defeated on a timer, and the 20 man one has 4. It is just incredibly annoying and not fun.
I go out of my way to avoid KSE these days. And man when you encounter those very rare CSE's where people demand to do MRRMLL is agony personified. Or even worse, when someone in the games claims they can't defend Kang because they are in <ship x> makes me weep hot tears. If you can't blow up some bops or raptors that move in a straight line and don't shoot at you, you need to reevaluate your build and/or positioning.
The boss of KSE doesn't cloak at will. It cloaks if players get within 5km. If everybody keeps their distance, she dies easy.
There's no need to apologize; they were probably pleasantly surprised a pug had dps that good.
The problem is, once you start getting into those faster 3-5 minute games, the standard ones just drag on.
Like I used to hate CSE and loved KSE, but I've realized I love CSE now as it can be done much more quickly than KSE. The boss of KSE is especially a jerk, and not because it is difficult in any way. Having NPCs being able to cloak at will and ignore every anti-cloaking ability is beyond stupid. It's even worse when you get the 5/20 man starbase defense with Romulans. The 5 one has to be defeated on a timer, and the 20 man one has 4. It is just incredibly annoying and not fun.
I go out of my way to avoid KSE these days. And man when you encounter those very rare CSE's where people demand to do MRRMLL is agony personified. Or even worse, when someone in the games claims they can't defend Kang because they are in <ship x> makes me weep hot tears. If you can't blow up some bops or raptors that move in a straight line and don't shoot at you, you need to reevaluate your build and/or positioning.
The boss of KSE doesn't cloak at will. It cloaks if players get within 5km. If everybody keeps their distance, she dies easy.
Good luck getting pubbies to do that, though.
That used to be the only rule (and she more frequently cloaks if the main aggro player is in 5km of her), but she now can also randomly cloaks regardless of distance. One of the devs (borticus if I recall) has admitted as such awhile back. Though the closer you are the more likely it will cloak.
Pretty sure there's still a bug too in that some boff or captain ability can trigger the Donatra to do the tholaron pulse instantly.
Cobell on
0
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
There's no need to apologize; they were probably pleasantly surprised a pug had dps that good.
The problem is, once you start getting into those faster 3-5 minute games, the standard ones just drag on.
Like I used to hate CSE and loved KSE, but I've realized I love CSE now as it can be done much more quickly than KSE. The boss of KSE is especially a jerk, and not because it is difficult in any way. Having NPCs being able to cloak at will and ignore every anti-cloaking ability is beyond stupid. It's even worse when you get the 5/20 man starbase defense with Romulans. The 5 one has to be defeated on a timer, and the 20 man one has 4. It is just incredibly annoying and not fun.
I go out of my way to avoid KSE these days. And man when you encounter those very rare CSE's where people demand to do MRRMLL is agony personified. Or even worse, when someone in the games claims they can't defend Kang because they are in <ship x> makes me weep hot tears. If you can't blow up some bops or raptors that move in a straight line and don't shoot at you, you need to reevaluate your build and/or positioning.
The boss of KSE doesn't cloak at will. It cloaks if players get within 5km. If everybody keeps their distance, she dies easy.
Good luck getting pubbies to do that, though.
That used to be the only rule (and she more frequently cloaks if the main aggro player is in 5km of her), but she now can also randomly cloaks regardless of distance. One of the devs (borticus if I recall) has admitted as such awhile back. Though the closer you are the more likely it will cloak.
Pretty sure there's still a bug too in that some boff or captain ability can trigger the Donatra to do the tholaron pulse instantly.
Word on the street is that it is Viral Matrix.
Also I picked up some fleet modules off the exchange today, figured it was time to get my Reman a top-tier ship. The Fleet Dhelan is awsomesauce, I've only got it outfitted with the Jem set+some blue polaron weapons/consoles and it is already far nastier than my old Hafeh. Very nice to have that Lt Comm science slot for something like a gravity well or so. Just need to save up for a couple of good(embassy) science consoles and a new core and I'll be set.
The reputation warp cores and the new random drop cores trade power bonuses for resistance to power drains or faster power transfer. The spire map isn't hooked up yet, so I don't know if those are the same or not.
Holy shit!
What the fuck!
OMG!
"Ensign, have engineering clear out cargo bay 2 and fill it with pants in my size. NOW!"
So far my high damage on a shot is 39k, but I've still got plenty of room to upgrade.
Also man, romulan bridge officers are super good. I'm sure you guys have already had this conversation, but getting a stacking +2% crit and +5% crit severity on all of your boffs sure does stack up, especially combined with maxed weapon specialization.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Yeah Romulan boffs are ridiculously overpowered. There's really no comparing them to a FED or KDF boff.
I find it annoying that the ones FED/KDF have access to via the embassy can't be customized at all. You can't even hide their awful outfits by putting armor on them.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Need ~7k fleet credits and ~3k dilithium in order to get a fleet version of my avenger. Is there a way to get fleet credits without dumping real credits? (I'm completly broke at the moment from not playing very much and just buying a bunch of cannons for my avenger).
Guessing I will need to just keep farming space gear to sell, then dump items into fleet projects?
Dilithium, doffs, and fleet marks all work as well, depending on what projects are up.
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SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
If you have good doff skills, you can do quite well picking up purple doffs from the cluster renown missions, then grinding those down into commons for projects. It can be a bit hit and miss as the categories are random and you can get stuck with a load of civilians and refugees if you are unlucky though.
ofc, if you don't have access to the renown missions/they are not popping for you then EC is your main source of credit via commodities etc.
Posts
D3 Steam #TeamTangent STO
Some thing as to what the new reputation's altered structure is, apparently it doesn't use marks in the same way as other reps, grind projects only take one... Not sure if this really counts as all that different and not just an altered scale. Still, that armor looks bitchin. Tweets say they're working on an alt system change to help alts, but we'll see, the rep itself might not be as revolutionary as promised. Rep on alts never really bothered me - decent spec and blue weapons and you're already OP for everything but NWS, toss in purple weapons and NWS is in reach.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
I think there's a pure science variant on that ship that also has the a commander and lt. commander boff stations.
From what I understand though, the temporal lockbox ship is regarded as the best science ship? Personally, I've been trying to find a science ship on my fed/kdf alts that I enjoy, but I just can't get into pure science flying a science ship (at least pve anyway). I always seem to end up in some form of torp boat or escort/bop with science as the focus behind a commander tact/eng boff station.
I kind of like the look of the new Fed Assault Cruiser. I'm not a huge fan of the deflector dish. Either way though, regardless of pylon orientation, it looks leaps and bounds better than the awful design of the 1000 day vet ship.
-Ability to launch poisonous spines
-Ability to enter a healing hibernation state
-Armored battlesuits (there was what looked like a Voth in MACO armor in the concept art)
-Armored war beasts (there were what looked like cyborg dinosaurs in the concept art as well)
Yeah, but I was asking about the best FREE one or at least one I don't have to shell out Zen to fly.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
*Should add that the modules are ~7mil or so and you'll need 4. Also it is a per-captain purchase that you can't reclaim.
D3 Steam #TeamTangent STO
Yeah, unfortunately I think it's going to keep climbing as people's Crystalline Cataclysm rep projects complete and the market is flooded with dilithium.
Even after the new ship bump and rep floods die down a bit, I still think it's heading back to something closer to its pre-S6 levels. S8's supposed to have some new fleet ships and there's the inevitable lockbox to help that out. A minor holding and a new rep probably won't be enough to keep dilithium where it's been.
I'm just going to leave this here:
I'm liking what I'm reading about the Voth. I was pleased the way they went with the last two NPC races they added, with the Tholians being split between suited and unsuited based on the environment you meet them in, and then the Elachi having an unusual shield/health split and an array of drone units. Sounds like the Voth ground units are being split into three groups: First, humanoid foot soldiers in the more traditional NPC style. Second, mechs with jumpjets and heavy weapons. and (I quote) "dinosaurs with frickin' laser beams on their heads."
This sounds like the sort of silliness TOS wanted to do really bad but never had the budget for, which could be either the most awesome thing in the game or just comically out of place. Still, the whole problem with the ground game IMO is how samey so many enemy groups are - the Elachi were the first NPCs since the Fek'ihri to really challenge the template everybody else is based on, and they're actually kind of interesting to fight and can put up a challenge without being blatantly bullshitty. Hopefully the Voth can do the same.
Commendations: Given daily from the first related mission you run (sounds like the Crystalline Shards for the current event). A single commendation is used to start a 2000xp/20h with no other inputs.
Marks: Just like current marks.
Cybernetic implants: Just like Borg nerual processors.*
Store unlocks: All store unlocks are automatic at level upgrade, there is no project to add items to the store.
Requisitions: All requisition projects give mk XII very rare items, there are no mk X or XI rewards. There are still item unlocks at every tier, implying a lot more high end gear.
*-Because there are only mk XII rewards, it's not clear what the distinction is for items requiring cybernetic implants.
Projects:
The 2000 xp project rewards xp, dilithium, and an item box containing a free item from the store unlocks.
There is a one hour project that gives 200 reputation. This makes it harder to hit the 2800 xp standard seen in other reputations, but allow for longer play sessions to potentially exceed 2800.
I'll try to fill in the passive/active powers later
Also, Dyson Spire rewards:
Research:
Ultra rare Advanced/Elite Spire Warp/Singularity Cores
Advanced Tactical Consoles mk XI to XII
Operations
Ultra rare ground kits mk XI to XII
Uncommon to very rare Voth doffs
+1 active duty officer slot for space and ground
Spire:
Tier 2: Fleet veteran heavy destroyers (require 1000 day/lifetime status)
Tier 3: Fleet Kar'fi, Fleet Atrox, Fleet Ar'kif
Some rewards that sound like passives in spire related maps:
Discount on Command Credit costs in the Dyson Sphere's ground battle zone
Reduction in Spire Atmospheric Full Impulse speed debuff in the Dyson Sphere's space adventure zone
Reinforcement Capture Bonus in Dyson Sphere's space adventure zone
Lastly, the new Fed tutorial is in.
D3 Steam #TeamTangent STO
Edit: Finally got past the video crash on tribble, here's the full breakdown of Dyson Joint Command rep:
Tier I: Science Console Shield Refrequencers
Tier II: Protonic Polaron Ground Weapons
Tier III: Engineering Console Energy Signature Dampeners
Tier IV: Protonic Polaron Space Weapons
Tier V: Tactical Console Auto Targeting Module
Note: Protonic polaron sounds like polaron proc+antiproton crit severity?
I'm surprised the weapons aren't the antiproton/plasma weapons the Voth use. I'm guessing those are being held for the lockbox.
Equipment Projects: everything is mk XII very rare
Tier I: Dyson Heavy Combat Armor, Console Universal Proton Particle Stabilizer
Tier II: Dyson Deflector Array, Gravimetric Photon Torpedo Launcher
Tier III: Dyson Experimental Proton Beam Rifle, Dyson combat engines
Tier IV: Dyson Hyper Injection Warp Core/Singularity Core, Experimental Proton Weapon
Tier V: Dyson Reactive Personal Shield, Dyson Regenerative Shield Array
Note: rather than having more rewards to make up for the lack of mk X and XI stuff, it seems they've only spread out the space and ground sets the way the weapon/console sets usually are already.
Ability:
Tier I: Ground, +10% Critical Severity or +5 All Damage Resistance Rating
Tier II: Space, +10% Critical Severity or +5 All Damage Resistance Rating
Tier III: Ground, Scaling Damage Resistance rating based off your health +0-75 or Scaling damage buff based off of current targets health +0-25
Tier IV: Space, Scaling Damage Resistance rating based off your health +0-75 or Scaling damage buff based off of current targets health +0-25
Tier V: Active space power, +1,500 health every 2 sec for 20 sec, +33% all damage for 20 seconds, +1,000 all damage resistance rating for 20 sec, can only be used below 50% health.
Note: 10% crit severity is huge, especially for escorts running DHCs and double plus especially for escorts running antiproton DHCs.
The tier 3 and 4 offensive passives seem a bit lackluster, making damage increase more the less you actually need it. The defensive ones, though, sound good, making defense increase the more you need it.
The active power is just damn crazy, go down fighting on steroids with a huge heal over time attached. the defense increase would be enough for the heal to carry you through an alpha strike. Might need a nerf, hate to say.
The non-fleet design looks really stubby and small, with the pylons curved upwards, like the body is too small. The fleet version looks a bit more sleek, almost like a fuck-off Intrepid variant, and I dig it.
I'm running a Nukara-focused tactical build, with the 3pc munitions and refracting tetryon DHC's. Nothing lives. I have a fair bit of utility with those Nukara mines to hold things in place (even when cloaked).
Geek note: all of my ships are named after military operations. USS Neptune Spear is my Fleet Avenger, and I also have USS Citadel Shield (Ops Odyssey), USS Trident Warrior (Armitage HEC), and USS Noble Eagle (Regent).
"Uh, I have never said that you are not good at what you do. It's just that what you do is not worth doing." -S.C.
Well, you are a fresh graduate, but you're good enough that the Denobulan captain from the tutorial recognizes you as a worthy first officer for your training cruise. When Klingons attack, the captain dies like a badass, leaving you some big shoes to fill and orders to shove those shoes up the Klingons' ass, afterwards you're forced against Admiral Quinn's better judgement to help save the Vega colony. It actually puts you in a position to logically take command, does some interesting things not seen elsewhere in the game, and makes a point of introducing you to a bunch of named characters before systematically killing most of them in front of you. I liked it.
Then it bugged out and I got my stuck in the seat of the captain's chair with just my head sticking out. That kind of killed the magic.
Well, now I'm just imagining Starfleet Academy as some hideous torture experience where students battle to the death and those who graduate have thousand-yard stares and a dozen notches in their belts. Just like my favorite animes.
If we extrapolate this to the entire grounds, there is approximately one bar to every three classrooms. Terrible, terrible things must happen to justify so many drinking establishments in what is ostensibly an institute of higher learning.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
Whatevers going on could explain why the Federation is so hard up for command crews.
I mean, I've got a couple dozen ships just sitting in dock between all my fed characters. No crews for them, most of the equipment just stripped out Left to gather dust because I know I'm never getting back in a Miranda. But they're always there if I do want to go back for some reason.
Yeah, it's split off from the handholding phase of the tutorial. I can't tell you much about how they changed it, though, the tutorial's got some gamestopping bugs that made it impossible to get through to that part.
Edit: I noticed something ingenious about the new tutorial: There's a part where you give a speech to your fellow cadets. However, if you chose a Vulcan, you don't get options, you give a sterile, logical summary of upcomming events, and instead of drinking raise the Vulcan salute. I didn't even know the game engine could DO that.
Felt like I should apologize to the guys for holding them back.
The problem is, once you start getting into those faster 3-5 minute games, the standard ones just drag on.
Like I used to hate CSE and loved KSE, but I've realized I love CSE now as it can be done much more quickly than KSE. The boss of KSE is especially a jerk, and not because it is difficult in any way. Having NPCs being able to cloak at will and ignore every anti-cloaking ability is beyond stupid. It's even worse when you get the 5/20 man starbase defense with Romulans. The 5 one has to be defeated on a timer, and the 20 man one has 4. It is just incredibly annoying and not fun.
I go out of my way to avoid KSE these days. And man when you encounter those very rare CSE's where people demand to do MRRMLL is agony personified. Or even worse, when someone in the games claims they can't defend Kang because they are in <ship x> makes me weep hot tears. If you can't blow up some bops or raptors that move in a straight line and don't shoot at you, you need to reevaluate your build and/or positioning.
HAH, I have an ability that can specially cancel that, finally my science training is going to pay off for the team!
Oh
welp
The boss of KSE doesn't cloak at will. It cloaks if players get within 5km. If everybody keeps their distance, she dies easy.
Good luck getting pubbies to do that, though.
That used to be the only rule (and she more frequently cloaks if the main aggro player is in 5km of her), but she now can also randomly cloaks regardless of distance. One of the devs (borticus if I recall) has admitted as such awhile back. Though the closer you are the more likely it will cloak.
Pretty sure there's still a bug too in that some boff or captain ability can trigger the Donatra to do the tholaron pulse instantly.
Word on the street is that it is Viral Matrix.
Also I picked up some fleet modules off the exchange today, figured it was time to get my Reman a top-tier ship. The Fleet Dhelan is awsomesauce, I've only got it outfitted with the Jem set+some blue polaron weapons/consoles and it is already far nastier than my old Hafeh. Very nice to have that Lt Comm science slot for something like a gravity well or so. Just need to save up for a couple of good(embassy) science consoles and a new core and I'll be set.
A+ would recommend.
D3 Steam #TeamTangent STO
I do know there will be new fleet tact consoles, mainly seem to be the generic beam/cannon buffs but with +crit severity and I think crit chance.
Holy shit!
What the fuck!
OMG!
"Ensign, have engineering clear out cargo bay 2 and fill it with pants in my size. NOW!"
http://sto.perfectworld.com/blog/?p=1004711
So far my high damage on a shot is 39k, but I've still got plenty of room to upgrade.
Also man, romulan bridge officers are super good. I'm sure you guys have already had this conversation, but getting a stacking +2% crit and +5% crit severity on all of your boffs sure does stack up, especially combined with maxed weapon specialization.
I find it annoying that the ones FED/KDF have access to via the embassy can't be customized at all. You can't even hide their awful outfits by putting armor on them.
It's so satisfying to one-shot a cruiser
Guessing I will need to just keep farming space gear to sell, then dump items into fleet projects?
ofc, if you don't have access to the renown missions/they are not popping for you then EC is your main source of credit via commodities etc.
D3 Steam #TeamTangent STO