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[Star Trek Online] Hop on my deck. Now Free to Play!

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Posts

  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    So they're the cat people from the Animated Series. Got it. Somehow I ended up with two Andorians for bridge crew or whatever they are called.

    And is there a way to center the view on my ship so I can see which direction I'm going?

    You can set the camera to always chase the ship (or not) in one of the options tabs.

  • AvynteAvynte Registered User regular
    edited May 2012
    So they're the cat people from the Animated Series. Got it. Somehow I ended up with two Andorians for bridge crew or whatever they are called.

    And is there a way to center the view on my ship so I can see which direction I'm going?

    Check the different camera options in the menu. There should be one to auto rotate the camera to the direction of travel. It's been a long time since I've messed with them though. Free camera is pretty convenient for keeping up with your surroundings.

    If not you'll get used to the angles of where your ship is going just based on its direction pretty quick.

    Avynte on
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  • hazywaterhazywater Registered User regular
    Oh man, cat carrier. I am buying one of these. I'm kind of surprised that CBS didn't drop the zomg-canon hammer on it, but whatever. Anything that's available for a straight purchase instead of a lottery is a plus in my book. Also, I don't know the exact drop rate on the D'Kora, but IIRC some folks ran some tests on the test server and discovered that the Galor drop rate was about 0.5%. Which, given the jackpot rates in PW's other lottery schemes, sounds about right.

    I think CBS doesn't care at all about new, original ships. They care about ships that we've seen in the actual shows and movies. And when they care about something, it comes with bureaucracy and approval processes. This may have something to do with what they do and do not own and whose IP is whose. Whatever, all the fan base knows is what they want and that Cryptic should make it happen and when it doesn't happen in a timely manner, you get very long threads.

    Hrin - Eve Online
  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited May 2012
    Or very long threads demanding it doesn't happen, if someone wants to try and twist the canon to maintaining an edge in-game over the other faction. Part of the reason the KDF is so damned obnoxious in match-making PVP right now is that they have a ridiculous amount of easily obtained, good ships, designed to destroy Fed ships before they can even get a response off. Some of which the Feds don't have easy (or any) access too.

    This gets reversed in open PVP places like Ker'rat, where the advantage of bringing a full team of carriers or raiders to a match just slows the Federation ships down more often then not, since they're forced to play the ships as they were originally intended---Gank ships. I'm assuming that since Gozer is taking over and has a hard-on for hardcore ultra-generic EQ/WoW gameplay, that that bit of balance for the Fed's will be going down the shitter in the coming months, though.

    On that note, I checked out the Fed carrier and compared its stats to the Vo'Quv, which is the closest mirror of it in game for the moment. It seems pretty good. It loses 1000 crew members but has better shield stats, and has all of the inherents of the Vo'Quv. Which means it comes with a +10 to aux power on top of the + shield power and the inherent boost over the Vo'Quv's shield modifier. And it has sub-system targeting just like a science ship and the Vo'Quv does, too.

    Assuming the fighters it comes with aren't completely shitty (A possibility, since they say they're going to start selling small craft in the C-Store.), this means it is in every way, shape, and form, better then the science ships in game at the moment. There is quite literally no reason to run a science vessel except for liking the look of it, since carriers on both sides do everything better.

    Only thing I can't compare is the impulse modifier. Which is apparently hidden in the in game shop. I'm assuming since the logic of the game is that "smaller ship=weaker hull", it should be more maneuverable than a Vo'Quv. If someone could confirm that that would be great.

    Edit: Also, the Vo'Quv has like 42K hull, while the Fed ship has about 40.5K.

    Archonex on
  • hazywaterhazywater Registered User regular
    well the fed carrier has a 1.2 shield modifier, vs the 1.0 of the Vo'Quv. I think. That's actually huge, but yeah, overall the Vo'Quv is better.

    Hrin - Eve Online
  • OwenashiOwenashi Registered User regular
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    The new fighters look nice.

  • citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    edited May 2012
    I'm looking at picking up a C-store cruiser in the near future. Should I go that route, should I be looking at the Dreadnought or one of the Odyssey class ships? (Engineer)

    citizen059 on
  • AvynteAvynte Registered User regular
    You'll get more tankiness out of an Odyssey version, especially the sci one. You can give them the same boff layout, but the oddy will have more base structure, 2.5x the crew, and better console slots.

    Phaser lance is a decent gimmick, but i never find it to be a game changer or anything. :bz

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  • see317see317 Registered User regular
    You may want to hold off on picking a c-store cruiser though, saucer separation for the Galaxy X might be a game changer for it. Or it could be a pointless gimmick.

  • AvynteAvynte Registered User regular
    Yeah, if you end up being able to seperate and still fire the lance, that'll be awesome.

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  • ShapeshifterShapeshifter Pants Optioanl Registered User regular
    Avynte wrote: »
    Yeah, if you end up being able to seperate and still fire the lance, that'll be awesome.

    they said it would still fire, but be more of a space shot gun then a spear.

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  • ArchonexArchonex No hard feelings, right? Registered User regular
    hazywater wrote: »
    well the fed carrier has a 1.2 shield modifier, vs the 1.0 of the Vo'Quv. I think. That's actually huge, but yeah, overall the Vo'Quv is better.

    What about it is? Looks like the Fed carrier trades a bit of crew for more shield defenses. Which are what really count in terms of ship defenses in this game.

  • ShapeshifterShapeshifter Pants Optioanl Registered User regular
    and trades some hull hp as well.

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  • OwenashiOwenashi Registered User regular
    Patch notes from Tribble ahoy!
    General:

    Added more French and German translations.
    Updated the Defera Invasion mission to Collect Cortical Arrays from Borg across the map.
    -It will now correctly remove all 50 of the required arrays from your inventory after turning it in.
    Creating a Liberated Borg character will no longer result in character creation failing.
    A Ferengi Energy Whip has been added to the Lobi Crystal shop.
    -The primary attack deals electrical damage.
    -Its secondary attack deals a smaller amount of damage and stuns the target.
    -The whip also has a chance to stun or knock back the target with any attack.
    Players may no longer queue for STFs if they are in shuttles or other small craft.
    Caitian characters can now use all M.A.C.O. Costume pieces.
    -Yes, even the females. Even the helmets!


    Duty Officers:

    Increased the frequency of Colonial Renown assignments showing up.
    Updated several Photonic Duty Officers from the Hamlet production to correct their departments.
    Improved numerical rewards for Gorn Separatist assignments.
    Ghosts of the Jem'Hadar 9/10 assignment has been made Uncommon rather than Rare, with appropriately adjusted numerical rewards.
    Resolved bad critical trait requirement for KDF Prisoner Exchange assignment.
    Renamed an unfortunately-named Vulcan Astrometrics officer.


    Systems:

    All instances of the phrase "Inertial Dampeners" have been changed to "Inertial Dampers" in order to more closely reflect canon sources.
    -We're certain that some were missed, feel free to point them out so they can be corrected.
    Control resistances gained from "Power Insulators," "Sensors" and "Inertial Dampers" have been reduced from 75% back to 50%.
    "Subsystem Repair" no longer offers additional resistance to subsystem power drains.
    -This is what the "Power Insulators" skill is for.
    Resistance to subsystem offline scales as a percentage of your remaining Crew, based on your Subsystem Repair skill.
    -You must keep your current Ready Crew % high in order to gain full benefit from your "Subsystem Repair" skill.
    Reduced the Disable duration on all ranks of Photonic Shockwave.
    Max skill in Subspace Decompiler would previously grant 3, 4, and 5 second disables.
    -This was reduced to 2, 3, and 4 seconds.
    -1, 1.5 and 2 seconds with full resists via Inertial Dampeners.
    Reduced Disable duration on all Tricobalt detonations. New values are approximately 75% of previous.
    -Note: Periodic Disable caused by Tricobalt Rifts are not affected by this change.
    -This Disable effect cannot be resisted, and will take effect as long as you remain within the rifts' radius.
    Increased the pull on all ranks of Gravity Well.
    -Rank 3 was increased by 7.1%
    -Rank 2 was increased by 7.4%
    -Rank 1 was increased by 7.6%
    -Since this pull effect is applied periodically while within the radius of the Well's effects, this small change can have a profound effect.
    -The strength of Gravity Well's pull is greater the further you are from the epicenter.
    --This makes it relatively easy to escape the center, but almost impossible to completely escape without firing a skill to increase your speed, or your resistance to Repel.
    -The radius of this drop-off range was pulled slightly closer to the epicenter for all ranks, making the full force of the pull activate slightly closer than before.
    --The previous max was around .8km and it is now closer to .65km.
    Resistance is now a little less futile versus Borg Tractor Beams.
    -Their speed dampening effect was previously unresistable by skill in Inertial Dampers; this has been resolved.
    Hazard Emitters now properly cleanse Hazard debuffs from the target of the power, instead of the person using the ability.
    -Unless they use it on themself, obviously...
    Reduced the duration of the Confuse Immunity granted on expiration of Scramble Sensors and Antimatter Spread from 30 seconds to 20seconds.
    Jam Sensors updated:
    -The "Countermeasure" skill increases the amount of damage a target can take before the effect is removed.
    --The amount of benefit you can receive from this skill has been increased from 25% to 50%.
    -The "Sensors" skill grants resistance to this effect, and reduces the amount of damage you can take before the effect is removed from you.
    The power drain ability of Siphon Drones, Jem'Hadar Dreadnoughts and Breen Fighters can now be resisted, but only half as effectively as typical energy drains.
    The power drain ability of the Plasmonic Leech Console can now be resisted, but only half as effectively as typical energy drains.
    Tricobalt Mines can no longer be used in social zones.
    All Carrier pets are now considered Green Quality.
    This does not affect their performance in any way.
    Any Carrier Pet Purchased in the Store can now be traded, unless that pet required ownership of a specific carrier.
    Fighters no longer turn friendly to enemy players if their carrier gets more than 30km away.
    New Blue/Rare Quality carrier pets are now available for Dilithium.
    You must own a C-store Carrier in order to buy the pets that are associated with that Carrier.
    -For instance, you must own Orion Marauder to buy any quality Orion Marauding Force hangar pet.
    Binding rules have changed for store carrier pets.
    -If it is a carrier pet associated with a C-Store carrier, it is always Bind on Pickup.
    -Only Green/Uncommon quality carrier pets that are not associated with a C-Sore carrier is Bind on Equip and Tradable.
    -All Rare carrier pets are Bind on Pickup.
    Green/Uncommon quality carrier pets that are associated with C-Store carriers can always be bought/reclaimed for free from the carrier store
    -Blue/Rare quality still costs Dilithium.
    All existing carrier pets are now considered Green/Uncommon, including those that come on C-store ships.
    -This did not affect their stats in any way.
    Slaver carrier pets can now earn you EC and Commodities when they raid a ship.
    -They do not steal from a player in PvP.
    -Rare Slavers steal more.
    Tuned Tachyon and Siphon Drones.
    All Orion Carrier Pets no longer have a Max Equip limit, so you can now put two on a carrier with two hangar bays.
    Siphon drones launched from Klingon carriers will now respond to Attack, Recall, and Escort orders.
    Resolved some issues that could impact consistency of Escort commands.
    Removed the shared cooldowns from the Ferengi D'Kora's Swarm Missile special ability.
    -This power should be able to be fired regardless of the cooldowns of other active projectile weapons, and will respect only its own internal cooldown timer.
    The Ferengi Marauder Cadre and Ferengi Privateer Cadre can no longer be opened by players that are too low of level to have access to the Duty Officer System.
    Increased the turn rate of the Fer'Jai Frigate carrier pet.
    -Its turn rate was very low and it was unable to bring its cannons and torpedoes to bear.


    UI:

    Fire All Torpedoes will now only fire torpedoes and will not fire mines.
    Added bindable commands to fire both torpedoes and mines, fire torpedoes and phasers, and fire just mines.
    The Standard Away Team selectors will now better reflect the behavior of the options.
    Tray modes 1 and 2 in space are now 10 slots instead of 8 slots.
    -This makes Zero extremely happy. No, really.
    There is support for adding a second tray to the UI in space.
    -To enable the new tray, press escape and click "Rearrange", then click the "New" button on the Big Tray.
    -This new tray will be placed in the lower right corner of the screen, but may be moved by rearrange mode.
    Icons for space pet items have been updated.
    -New icon styles have been added that distinguish between non-combat pets, consumable combat pets and carrier hangar pet items.
    --Carrier hangar pets use the preexisting style, but non-combat pets use a new background and angle that matches the style used for ground pet icons.

  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited May 2012
    and trades some hull hp as well.

    It's a pittance, though.

    If you lose your shields at the end game you're pretty much fucked either way, unless you're running at normal difficulty.


    Given how they completely fucked the Defiant's usefulness by giving it raider-like stats without an in combat cloak, I can't help but think there's some horrible hitch here they're not telling us about. Like the fighters only allow one wing out a time compared to the To'Duj's two fighter wings. Or they have crap weaponry loadouts.

    Slaver carrier pets can now earn you EC and Commodities when they raid a ship.

    Okay. That's ingenious.


    Edit: Discovered the catch. The default fighter ship doesn't have a torpedo launcher. It drains aux power instead and can cloak. However they've put blue tier (IE: Much better.) ships up for sale on the market for dilithium. Including Peregrines, and all the shuttle types. Can't really tell "how" they're better then the green versions yet, though. Need to investigate a bit.

    Archonex on
  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited May 2012
    Drat double post.


    Edit: Might as well use this space anyways.

    So here's what I found out about the new space pets. They completely redid the system for small deployable craft. Normal craft are available in all types for both factions for energy credits. The exception is the Catian carrier pet type, and the special hangar pets for some KDF C-Store ships. These, you need to own the ships to buy their normal and advanced versions.

    To give you an idea how awesome some of these blue tier pets look:
    Fighter Gear:
    Phaser Pulse Cannons
    Micro Photon Torpedoes
    Fighter Gear:
    Phaser Pulse Cannons
    Dual Phaser Cannons
    Quantum Torpedoes

    That bolded part just screams "There is no kill, like overkill!" if you know how fighters work. You can deploy three wings per usage. With a max of 12 fighters in the field at a time. Current fighters appear to use micro photon torpedoes. Not so much the new ones. Unless the damage was scaled down for their quantums, then this is a huge efficiency boost for fighters.

    Also, there's several new ship types for the Federation only.

    There's fighters, which are agile but easily killed. People know how they work already.

    Then there's shuttles. Which appear to be a middle ground between fighters and runabouts. There's only one shuttle type up that I see so far. A Type 10 Shuttle. Which is basically the crap small craft ship you get if you can't afford to make/obtain a better small craft when piloting one in-game. The Type 10 looks absolutely shitty. It has only a phaser array. No real gear or abilities to it that I can see from the displayed stats. Its advanced version is pretty much the same. Curiously, it costs the same as the rest.

    Then, there's runabouts. They claim to be the hardest to kill, but have less maneuverability. However, their advanced versions have some neat effects.

    I'll post a few here:
    Gear:
    Phaser Array
    Micro Photon Torpedoes
    Tachyon Beam I
    Gear:
    Phaser Array
    Transphasic Torpedoes
    Tachyon Beam II

    You can only deploy 2 runabouts in a wing and have two wings out per slotted ship type in your hangar, like the rest of the ships.

    Then there's a shield repair drone you can buy. The normal one has "weak hull" listed as a trait of it. The blue version has "reinforced hull" as its trait.


    Edit: Just checked my in game To'Duj fighters. They have disruptor pulse cannons, and micro photon torpedoes. So i'm assuming that the advanced versions are incredibly awesome. I think I saw that To'Duj fighters come with a turret equipped, in fact. Also, better torpedoes.

    Archonex on
  • ShapeshifterShapeshifter Pants Optioanl Registered User regular
    edited May 2012
    Sadly feds get no frigate equal to the Bird of prey etc (go check out the stats on those advanced ones, they basically read like player ships)
    and while the Runabouts probably have more hp then the fighters/shuttles, I doubt they will be anything close to the 31k hp or whatever the BoP has

    I made a quick messy compare for the Green/blue for the Fed side carrier pets. (Someone can do the KDF? my print screen button is busted lol)

    fightersi.png


    The Dill store Fighters are 30,250 dill in cost each they bind on pickup.
    (this is about 100 c-store points in value)

    Shapeshifter on
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  • ShapeshifterShapeshifter Pants Optioanl Registered User regular
    edited May 2012
    Oh, get on your KDF toons and mail a set of each of the ships to whatever toon you will (if you ever get a carrier) use it on

    On the test server, the Fed fighters bind on pickup, but they forgot to update the KDF ones to match (and on live server you can mail the white ones to your fed toon already which will turn green)

    so there's a chance they will change that when the patch goes live on thursday, making the the KDF ships bind on pickup like the fed ones (to stop fed players from getting them to use) so if you mailed them to yourself in advance, a chance we can use KDF ones on Fed ships (which will just drive KDF players up the wall)

    Shapeshifter on
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  • citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    So is this good or bad? I haven't much in the way of experience with Fighters yet.

  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited May 2012
    Oh, get on your KDF toons and mail a set of each of the ships to whatever toon you will (if you ever get a carrier) use it on

    On the test server, the Fed fighters bind on pickup, but they forgot to update the KDF ones to match (and on live server you can mail the white ones to your fed toon already which will turn green)

    so there's a chance they will change that when the patch goes live on thursday, making the the KDF ships bind on pickup like the fed ones (to stop fed players from getting them to use) so if you mailed them to yourself in advance, a chance we can use KDF ones on Fed ships (which will just drive KDF players up the wall)

    Doing this right now. Also noticed that the Kar'fi frigates are not bind on pickup at the moment, so if you own the Kar'Fi, you can transfer them to your Fed toons on the off chance they open it up to all carrier types.


    If this actually works i'm going to give my ship one of each phaser type and full BoP's (I don't have the Kar'Fi. Though you can buy the ships off of the exchange.) in every hangar slot.

    Assuming they don't make them faction specific, I shall name my illustrious NX class carrier ship the: "U.S.S. Taste the Ragebow".

    Archonex on
  • tricontricon Registered User regular
    edited May 2012
    citizen059 wrote: »
    So is this good or bad? I haven't much in the way of experience with Fighters yet.

    Depends. I use a Kar'fi, in pve you can use all pets. The dps ranking (with the old pets) is To'Duj->Fer'Jai Frigate->S'Kul Fighters.

    The S'Kul Fighters are doing kamikaze runs, the Frigate should outdmg the fighters but suffer from the bad pet AI with the dual cannons so the do worse dmg.
    For the elite stf missions vs. the tactical cub the power siphon drones are excellent. In PvP only the Frigates are useful, because a FAW would kill the fighters.......

    Overall the dmg from the pets is not that hot. My dps parser shows in a stf fight the add ~10-15% overall dmg.

    From the blue (store) pets the new pets should do ~5% more dmg............

    tricon on
  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited May 2012
    citizen059 wrote: »
    So is this good or bad? I haven't much in the way of experience with Fighters yet.


    Assuming you mean the carrier and ship update, and not the possibility of smuggling ships cross faction, then yes, it's very good actually.

    Assuming these new advanced ships are not scaled down from their effectiveness to be around the current ships effectiveness (Essentially creating a dilithium sink for carrier pilots, in that case.), then all carrier pilots are getting a huge efficiency buff for only 30K per ship.

    The current fighters for the KDF, for example, use disruptor pulse cannons and micro photon torpedoes. The advanced version is some kind of mass murdering monster that comes equipped with a rapid fire set of cannons, a turret, and quantum torpedoes. Which given the nature of fighter strike groups, is like giving a rapid firing nuclear missile launcher to every fighter, drone, and bomber in the U.S Naval Fleet in terms of what sort of comparative firepower they can output.

    This gets scaled up even further with Peregrine fighters. Which seem to frontload a simply terrifying amount of firepower into the advanced version. They have pulse cannons, actual escort style cannons on top of that, and quantum torpedoes. Apparently these things were the ships they were fielding in DS9, only with the era advancements applied to them. Since they made a big deal of the Federation getting the idea from THE SISKO to slap a bunch of guns on a small ship in that show.

    And it should be noted that the initial attack run on a carrier is, if done properly, basically the fighters lining up and dropping every munition they have in a straight line on one facing. Given that carriers (And even this new Fed one.) can be turned into a sort of Battlestar/offensive command ship, this means that a carrier built off of stripping shield facings with turrets and creative power set ups can pretty much wreak bloody havoc now. And they were already pretty terrifying before since there's nothing stopping you from just respawning your current fighters to target a specific facing quickly and easily. Never mind the huge damage boost they potentially have.


    Then you have the new ship types.

    Runabouts are basically light gunboats that can deploy powers while fighting. And the new changes to Orion ships means you can quite literally play a pirate now, since Slavers can actually steal commodities and EC from ships. Doubly so if you use the advanced version. Previously, Slavers were shit all useless compared to the glory that was a To'Duj fighter swarm opening up on something with a dozen torpedoes and cannons. Now there's actually a use for them. Though the (insanely powerful looking) firepower To'Duj's have is making them look pretty appealing too.

    Likewise, the advanced version of the Catian fighter may not have the sheer outward firepower of the Peregrines, but they'd be great for using with a long range strike craft build built around supporting other ships. There's no rule when assigning targets for your ships to launch long range strikes on, that says you have to do it within 10KM of your ship. So you can launch the fighters, hit a mask energy to go invisible, then give them attack or escort orders (For another ship.). Then watch a player panic as 12 armed fighters come out of stealth, disable their aux power and ability to turn, and completely lock the ship down until they're killed.

    Even more notably, the system they've made seems to hint at the capacity to vastly expand the deployable craft system. Since now they can start looking at adding in proper usable shuttle bays for every applicable Fed ship.

    Archonex on
  • OwenashiOwenashi Registered User regular
    edited May 2012
    Any news from Tribble about Fed Flight-Deck Officers being added to the DO ranks?

    Owenashi on
  • zhen_roguezhen_rogue Registered User regular
    As a Sci/Sci captain, who's spec'd to max PS (and not GW like EVERY OTHER SCI BUILD), the tribble notes make me want to cry.
    Not only does PS get nerfed, but GW gets a buff.
    PS was already shunned by most end-gamers as a less-useful Sci skill than GW, but this might put the last nail in the coffin.
    Gonna start saving for my respec token now, methinks.

  • TalonSETalonSE Registered User regular
    edited May 2012
    Owenashi wrote: »
    Any news from Tribble about Fed Flight-Deck Officers being added to the DO ranks?
    Someone asked about that in the doff subforum and Heretic replied with this:

    "Yes, there are plans to introduce Federation flight deck duty officers through several different means. There are also new alternate flight deck officer active roster abilities already in the pipeline.

    Neither of these, however, will come out with the new carrier, but at some point after."

    TalonSE on
  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    Hmm. I guess a Tac captain should do okay in one of these newfangled carriers, right?

  • OwenashiOwenashi Registered User regular
    If anyone wanted one of those special rewards from the Featured Series, now's your chance as the devs are making May a rerun-month.

    May 3-9: Devidians - Ophidian Cane
    May 10-16: Remans - Reman BO
    May 17-23: The 2800 - Shard Of Possibilities
    May 24-30: Breen - Breen BO

  • initiatefailureinitiatefailure Registered User regular
    so leveling just took a massive hit. the last three story missions have ended with my not leveled enough for the next one (at 30 now). it looks like a problem of episode xp not scaling with my leveling requirements.

    It really killed my flow to have to finish an episode, then do some fleet events or hope borg invaded my sector before I could get to the next one.

  • citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    My son started playing recently so he's going through the level grind too - I would imagine there have to be decent places to pick up that next level, though.

    We hit a "patrol" mission the other day, just randomly trying things to get the XP needed for his next level...one of those where you just travel to a random system, blow up a few ships, and you're done. If I remember right, the XP was about the same as a standard story mission. I don't know if it was just that one and we happened to find it or if they're all like that. But if they are, that's how we're going to be filling in the gaps, because it was pretty easy (really everything is easy when you're working with another player).

  • AvynteAvynte Registered User regular
    The featured series helped even out some content gaps, but yeah, you're going to have to do patrols or other events to help out leveling. Theres never been enough episodes to straight up play to cap.

    Granted its no where as bad as having to grind dse's uphill both ways in the snow like during release :P

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  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    You can actually level a character 1-50 entirely on exploration missions. Hell, there's even daily quests for completing 3 of them that boost your XP even more. You'll need to buy your own gear since the missions don't give any as rewards, but that's not a big deal.

  • valhalla130valhalla130 13 Dark Shield Perceives the GodsRegistered User regular
    I picked up some xp (I think) bonuses in some ferengi lockboxes, and used them. It added two bars in my upper left-hand screen, that show the amount of the xp I received, but I don't seem to be able to spend it. When I click on it, it brings up another window, where I can purchase different things using real money.

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  • AvynteAvynte Registered User regular
    Yeah the lock box xp boosts are super cheap on the exchange. I pick up a dozen of the cxp ones for different characters as they were sub 150k

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  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    I picked up some xp (I think) bonuses in some ferengi lockboxes, and used them. It added two bars in my upper left-hand screen, that show the amount of the xp I received, but I don't seem to be able to spend it. When I click on it, it brings up another window, where I can purchase different things using real money.

    I don't think the bonuses actually give xp, but rather they give you extra XP when you earn some by killing things. Not sure if they apply to mission rewards.

  • HerothHeroth Registered User regular
    so leveling just took a massive hit. the last three story missions have ended with my not leveled enough for the next one (at 30 now). it looks like a problem of episode xp not scaling with my leveling requirements.

    It really killed my flow to have to finish an episode, then do some fleet events or hope borg invaded my sector before I could get to the next one.

    Keep an eye out for the Mirror universe events, they give a shit load of exp and you can do several each time it comes on.

    1Gn4PNI.png
  • OwenashiOwenashi Registered User regular
    Dan Stahl was interviewed by a site called outpostgamez.com and there was something interesting brought up during it.
    Q: Klink/Fed: At the moment, our accounts are restricted, what is the possibility that we could receive account wide account for your characters, for that of items, and EC and Dithium combined into one instead of having multiple across all your characters.

    A: Account shared bank space is coming in Season 6, if not sooner.

  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Went ahead and sent Klink fighters and BoPs to my Fed. We'll see if it works. Would still like a Starfleet Carrier though. The Excelsior was supposed to be one way back when they designed it for Search for Spock and the Saber class was also supposed to be one with the forward facing shuttle bays right at the edge of the saucer. Would be nice to see specialized refits.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


  • OwenashiOwenashi Registered User regular
    The patch notes for tomorrow's update are up and are pretty much the same except for at least two additional items that I noticed.
    General:
    -Added some new hairstyle options for Caitians.

    Known Issues:
    -Opening the Options Menu and exiting causes your space powers tray to jump from your Personal Tray location to your Big Personal Tray location and vice versa.
    --Until this is resolved, the workaround is to press Escape twice to open and close your Options Menu.

  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    Yay, carrier tomorrow. I will find a way to make it OP using a Tac captain.

  • WrenWren ninja_bird Registered User regular
    Went ahead and sent Klink fighters and BoPs to my Fed. We'll see if it works. Would still like a Starfleet Carrier though. The Excelsior was supposed to be one way back when they designed it for Search for Spock and the Saber class was also supposed to be one with the forward facing shuttle bays right at the edge of the saucer. Would be nice to see specialized refits.

    pretty sure the Akira was supposed to launch peregrines as well

    tf2sig.jpg
    TF2 - Wren BF3: Wren-fu
This discussion has been closed.