Two things. First, I agree with another poster that the turn to warp out needs to go away. A few days ago my ship did about a 270 degree turn to starboard before warping out of DS9.
Second, instead of wasting resources on some icon over chairs why not do something about the ultra annoying ship change toolbar scramble game that is such a joy to deal with? Seems something like that would be a much more welcome fix than chair icons.
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120909a.5
General:
Mirror ships can now change their ship name prefix to I.S.S.
Duty Officers:
All Fleet Duty Officers should now have the correct Departments for their Specialization.
Operational Assets:
Decreased the cost of all operational assets.
Decreased the tier to unlock the Operational Assets for the Imperial Class Assault Cruiser, Dervish, Deifant, Dacoit Flight Deck Cruiser, Zilant Battleship, and Vo'quv Carrier.
Operational Assets can now be used from the player's inventory and no longer need to be equipped in a Device slot.
Systems:
Klingon Honor Guard Ground Set:
Updated the Mk XII ground set: Owners of this set will see additional stats that should have been there all along.
Clarified all of the tooltips for this set bonus.
Understanding what the set does should be much easier now.
UI:
Can once again select and copy text from in-game mail.
Resolved an issue where completed missions wouldn't always disappear from the contact's list of options immediately.
While its great that the fleet credit cost and variety has expanded, the biggest problem with operational assets is that they're so darn expensive for projects -- you can't require X engineering and X operations doffs for one project that gives 500 XP and X fabrication engineers and X systems operations doffs for another project that gives same amount of XP. There *needs* to be a discount or people just won't run the projects.
Operational assets are consumables and it just defies reason to try to make them for anything beyond the novelty factor given their prohibitive construction costs.
Thank you for finally fixing the Engineer kit swapping cheat. I have several engineers in my fleet and we never swap kits and do fine in both elite STFs and PvP. Ground PvP has finally been getting some needed adjustments.
Thank you for finally fixing the Engineer kit swapping cheat. I have several engineers in my fleet and we never swap kits and do fine in both elite STFs and PvP. Ground PvP has finally been getting some needed adjustments.
Cheats?
Ok then. Have tacticals and science also lose their buffs when they switch kits.
Right now tactical can buff up damage and swith to grenade kit to toss a mini-nuke.
Science can buff self with the hypos and nanites and switch to its damage/debuff kit and go freaking crazy on mobs.
Unlike Engineer, those 'cheats' only help the individual user. At least the engineer kit swapping was for TEAM support.
A really,really bad change for the class.
To those with 'lag' issues: its your vid card and nothing to do with the game itself. Lower certain settings so it doesnt 'lag' you . You can do it without losing image quality.
not happy about the engineer ground kit change. that was big part of what made playing engineer on ground missions very enjoyable: the ability to fortress and support. stop making changes nobody asked for.
not happy about the engineer ground kit change. that was big part of what made playing engineer on ground missions very enjoyable: the ability to fortress and support. stop making changes nobody asked for.
-.-
Seriously?
I've played through all 3 careers with only 1 kit (chosen ahead of time), and it's been fun regardless. That's how it's supposed to be played.
The way I see it, this was much needed Now if they can do the same to Tactical and Science
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
There isn't much abuse for tactical kits, fire team has most of the good buffs and a grenade, the photon grenade got so bad after S6 I stopped using it. Most tactical kits are just.. garbage. The operative kit cloak already stops when switching kits.
Science kits have some abuse, especially nanites, but nothing like engineering. They could make a kit slot 1/2/3/4 cool down instead of specific ability, that would be more useful.
About that I.S.S.-prefix: Will it only be applyable on the two mirror universe ships or to all ships able to use the mirror skin like the Regent-class (which can use it once you have a Mirror Star Cruiser)?
When can the others speakers expect more translations?
Perfect World Europe has said, they did make a lot of translations. but cryptic desides when comes on tribble or holodeck. please change this.
All lockboxes are now updated to Tholian box standards.
They are now all white, common boxes.
As well all lockboxes (including cardie) now drop lobi at the same rate as Tholian.
All lockboxes now drop the mini doff packs as well, both gamma and standard. also they no longer drop batteries and consumables etc (like the Tholian)
Cardie box also seems to have gotten a new very rare loot item, an Elite gamma quadrant duty officer pack (gives one random ultra rare gamma quadrant duty officer)
Operational assets are consumables and it just defies reason to try to make them for anything beyond the novelty factor given their prohibitive construction costs.
Yup... The Fleet I am in refuses to provision Operational Assets due to their limited use and prohibitive cost
I've played through all 3 careers with only 1 kit (chosen ahead of time), and it's been fun regardless. That's how it's supposed to be played.
The way I see it, this was much needed Now if they can do the same to Tactical and Science
You see the failure of the engineering kits is simple:
There are too many kits and each kit has abilities that do not work well with each other.
For example, one kit puts down turrets and mortars and another kit buffs them. Another kit which has the shield generator is the only way the mortars and turrets will survive a single shot from elite borg.
See the problem there? Unless you can buff them or protect them with another kit powers the turrets and mortars die so fast (borg electric damage+snare AOE hits everything even behind walls) it makes them pointless to even bother setting down most of the time.
Compare that to science and tactical kits. Their kits DO work VERY well for their 'role'. A healing kit is a superb healer, a buffing kit is a superb buffer. Why? Because the abilities that heal and buff or debuff are all IN ONE KIT.
Engineering kits do not have that synergy or role-focus. The only kit that comes close is the enemy neutralization kit...the rest are just messed up.
Right now, in elite ground stf my character does not even engage in combat..does not enter red alert. I spend all my time building generators, turrets and mortars as my team advances. I have even had teams that after 2 rooms they stopped rushing in like ferrets on meth and begun using my 'firebase' (barrier shield with shield gen, healing gen, mortar and force field dome with turret in front) to engage the borg from... and comment how cool it was to actually have someone constantly tossing these area team buffs. It let the science guy switch to his offensive kits.
When I run only one kit (fabrication) its always the same damn boring run-after the ground, drop a turret here, a mortar there, keep rushing... cause the damn things DIE in 10 seconds. Hell, even teams tell me not to bother putting them down. BUT..when they ARE protected by the shield generators.. the mortars and turrets become effective.
and it is THAT effectiveness that is missing. All because the kit abilities are not currently set to work together in a kit.
Allowing kit switching enables the engineer to play an engineer not just some TRIBBLE running around with a gun ...that's the tac's role. Science can at least be the healer on the run. Engineer cant.
While its great that the fleet credit cost and variety has expanded, the biggest problem with operational assets is that they're so darn expensive for projects -- you can't require X engineering and X operations doffs for one project that gives 500 XP and X fabrication engineers and X systems operations doffs for another project that gives same amount of XP. There *needs* to be a discount or people just won't run the projects.
Operational assets are consumables and it just defies reason to try to make them for anything beyond the novelty factor given their prohibitive construction costs.
The problem is that some n00b planners still Q the ops asset assignments and then we're stuck for days if not weeks filling those special duffs in ... it really is a pain in the rear end. Sumtimes I can save the projects in time and Q another one, butt sumtimes it's just too late to intervene (sleeping time in Europe etc).
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
About that I.S.S.-prefix: Will it only be applyable on the two mirror universe ships or to all ships able to use the mirror skin like the Regent-class (which can use it once you have a Mirror Star Cruiser)?
I'd like an answer to this too... Is the prefix tied to the skin unlock? Or the actual ship it came with?
You see the failure of the engineering kits is simple:
There are too many kits and each kit has abilities that do not work well with each other.
For example, one kit puts down turrets and mortars and another kit buffs them. Another kit which has the shield generator is the only way the mortars and turrets will survive a single shot from elite borg.
See the problem there? Unless you can buff them or protect them with another kit powers the turrets and mortars die so fast (borg electric damage+snare AOE hits everything even behind walls) it makes them pointless to even bother setting down most of the time.
Compare that to science and tactical kits. Their kits DO work VERY well for their 'role'. A healing kit is a superb healer, a buffing kit is a superb buffer. Why? Because the abilities that heal and buff or debuff are all IN ONE KIT.
Engineering kits do not have that synergy or role-focus. The only kit that comes close is the enemy neutralization kit...the rest are just messed up.
Right now, in elite ground stf my character does not even engage in combat..does not enter red alert. I spend all my time building generators, turrets and mortars as my team advances. I have even had teams that after 2 rooms they stopped rushing in like ferrets on meth and begun using my 'firebase' (barrier shield with shield gen, healing gen, mortar and force field dome with turret in front) to engage the borg from... and comment how cool it was to actually have someone constantly tossing these area team buffs. It let the science guy switch to his offensive kits.
When I run only one kit (fabrication) its always the same damn boring run-after the ground, drop a turret here, a mortar there, keep rushing... cause the damn things DIE in 10 seconds. Hell, even teams tell me not to bother putting them down. BUT..when they ARE protected by the shield generators.. the mortars and turrets become effective.
and it is THAT effectiveness that is missing. All because the kit abilities are not currently set to work together in a kit.
Allowing kit switching enables the engineer to play an engineer not just some TRIBBLE running around with a gun ...that's the tac's role. Science can at least be the healer on the run. Engineer cant.
Not when the 'Bunker Fabrication' is all the Engineer needs A med generator, a shield generator, a turret, and a force field dome (plus the inherent support drone)
They distract enemies, they add to DPS, and it's all fine. Never needed anything else (too impractical imo)
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
That depends on how you play engineer. If you prefer to build fortifications, then the above makes sense. My preferred kits are enemy neutralization and equipment technician, and I think they mostly work fine as is. With both those kits, you can hit tough enemies with weapons malfunction, fuse armor, and orbital strike. With enemy neutralization, you can run in front of a group of enemies, drop mines, and pulsewave. With equipment technician, you can keep your shields up longer.
On the other hand, the transphasic bomb that comes with enemy neutralization seems less useful than the chroniton mines. I can never position it properly next to enemies; either that or they run away before I can detonate it. It's still useful for blowing up static structures such as generators though.
Yes, medics need fixing next. A medic can put nanites on his whole team by just swapping 5 seperate kits to avoid the cooldown.
The best reason for this fix is it opens the way for the custom kits The Devs want to make where we can hand pick the abilities. Gotta fix the kit mechanics first.
Comments
Second, instead of wasting resources on some icon over chairs why not do something about the ultra annoying ship change toolbar scramble game that is such a joy to deal with? Seems something like that would be a much more welcome fix than chair icons.
While its great that the fleet credit cost and variety has expanded, the biggest problem with operational assets is that they're so darn expensive for projects -- you can't require X engineering and X operations doffs for one project that gives 500 XP and X fabrication engineers and X systems operations doffs for another project that gives same amount of XP. There *needs* to be a discount or people just won't run the projects.
Operational assets are consumables and it just defies reason to try to make them for anything beyond the novelty factor given their prohibitive construction costs.
My STOwiki page | Reachable in-game @PhyrexianHero
Fed Armada: Section 31 (level 730, 2700+ members)
KDF Armada: Klingon Intelligence (level 699, 2100+ members)
Love The Engineering fixes all the spam made me lag and was ridicules.
Cheats?
Ok then. Have tacticals and science also lose their buffs when they switch kits.
Right now tactical can buff up damage and swith to grenade kit to toss a mini-nuke.
Science can buff self with the hypos and nanites and switch to its damage/debuff kit and go freaking crazy on mobs.
Unlike Engineer, those 'cheats' only help the individual user. At least the engineer kit swapping was for TEAM support.
A really,really bad change for the class.
To those with 'lag' issues: its your vid card and nothing to do with the game itself. Lower certain settings so it doesnt 'lag' you . You can do it without losing image quality.
Does this refer to fleet emblems or something else? I'm a little confused.
Yes, all kit swapping cheats need to be fixed. There are more fun ways to play this game.
-.-
Yes, fleet emblem. I accidentally a word.
I'll fix the note now. Thanks!
I've played through all 3 careers with only 1 kit (chosen ahead of time), and it's been fun regardless. That's how it's supposed to be played.
The way I see it, this was much needed Now if they can do the same to Tactical and Science
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
The whole thing?
There isn't much abuse for tactical kits, fire team has most of the good buffs and a grenade, the photon grenade got so bad after S6 I stopped using it. Most tactical kits are just.. garbage. The operative kit cloak already stops when switching kits.
Science kits have some abuse, especially nanites, but nothing like engineering. They could make a kit slot 1/2/3/4 cool down instead of specific ability, that would be more useful.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
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After 25 levels of FED , you really need a friggin KDF tutorial.. what for? Just if I forgot what I have been doing all along??
boo
Love the rest, nice juicy update guys!
Perfect World Europe has said, they did make a lot of translations. but cryptic desides when comes on tribble or holodeck. please change this.
All lockboxes are now updated to Tholian box standards.
They are now all white, common boxes.
As well all lockboxes (including cardie) now drop lobi at the same rate as Tholian.
All lockboxes now drop the mini doff packs as well, both gamma and standard. also they no longer drop batteries and consumables etc (like the Tholian)
Cardie box also seems to have gotten a new very rare loot item, an Elite gamma quadrant duty officer pack (gives one random ultra rare gamma quadrant duty officer)
Yup... The Fleet I am in refuses to provision Operational Assets due to their limited use and prohibitive cost
You see the failure of the engineering kits is simple:
There are too many kits and each kit has abilities that do not work well with each other.
For example, one kit puts down turrets and mortars and another kit buffs them. Another kit which has the shield generator is the only way the mortars and turrets will survive a single shot from elite borg.
See the problem there? Unless you can buff them or protect them with another kit powers the turrets and mortars die so fast (borg electric damage+snare AOE hits everything even behind walls) it makes them pointless to even bother setting down most of the time.
Compare that to science and tactical kits. Their kits DO work VERY well for their 'role'. A healing kit is a superb healer, a buffing kit is a superb buffer. Why? Because the abilities that heal and buff or debuff are all IN ONE KIT.
Engineering kits do not have that synergy or role-focus. The only kit that comes close is the enemy neutralization kit...the rest are just messed up.
Right now, in elite ground stf my character does not even engage in combat..does not enter red alert. I spend all my time building generators, turrets and mortars as my team advances. I have even had teams that after 2 rooms they stopped rushing in like ferrets on meth and begun using my 'firebase' (barrier shield with shield gen, healing gen, mortar and force field dome with turret in front) to engage the borg from... and comment how cool it was to actually have someone constantly tossing these area team buffs. It let the science guy switch to his offensive kits.
When I run only one kit (fabrication) its always the same damn boring run-after the ground, drop a turret here, a mortar there, keep rushing... cause the damn things DIE in 10 seconds. Hell, even teams tell me not to bother putting them down. BUT..when they ARE protected by the shield generators.. the mortars and turrets become effective.
and it is THAT effectiveness that is missing. All because the kit abilities are not currently set to work together in a kit.
Allowing kit switching enables the engineer to play an engineer not just some TRIBBLE running around with a gun ...that's the tac's role. Science can at least be the healer on the run. Engineer cant.
cardie box
http://i.imgur.com/NPinJ.png
ferengi
http://i.imgur.com/u4xVG.png
The problem is that some n00b planners still Q the ops asset assignments and then we're stuck for days if not weeks filling those special duffs in ... it really is a pain in the rear end. Sumtimes I can save the projects in time and Q another one, butt sumtimes it's just too late to intervene (sleeping time in Europe etc).
Original Join Date: January 30th, 2010
I'd like an answer to this too... Is the prefix tied to the skin unlock? Or the actual ship it came with?
They distract enemies, they add to DPS, and it's all fine. Never needed anything else (too impractical imo)
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
That depends on how you play engineer. If you prefer to build fortifications, then the above makes sense. My preferred kits are enemy neutralization and equipment technician, and I think they mostly work fine as is. With both those kits, you can hit tough enemies with weapons malfunction, fuse armor, and orbital strike. With enemy neutralization, you can run in front of a group of enemies, drop mines, and pulsewave. With equipment technician, you can keep your shields up longer.
On the other hand, the transphasic bomb that comes with enemy neutralization seems less useful than the chroniton mines. I can never position it properly next to enemies; either that or they run away before I can detonate it. It's still useful for blowing up static structures such as generators though.
http://sto.perfectworld.com/404?url=%2Fuser
The best reason for this fix is it opens the way for the custom kits The Devs want to make where we can hand pick the abilities. Gotta fix the kit mechanics first.
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