Running a CEE this last weekend, I actually paid attention to the amount of ships that stayed close to the CE when it got to it's 33% and 67% pops... Of course, right when the absorbing energy counter started I headed out toward the 10km limit in my Odyssey... I'd have been the only one left in that queue if we went with the "no respawn" idea... I even watched a few scimitars collapse into black-hole singularities when the second pop went...
I would like to see the awards decrease each time a respawn is needed... but don't get rid of the respawns...
do you known that you can be imune to the blast if you are at less than 1 km of the entity?
Running a CEE this last weekend, I actually paid attention to the amount of ships that stayed close to the CE when it got to it's 33% and 67% pops... Of course, right when the absorbing energy counter started I headed out toward the 10km limit in my Odyssey... I'd have been the only one left in that queue if we went with the "no respawn" idea... I even watched a few scimitars collapse into black-hole singularities when the second pop went...
I would like to see the awards decrease each time a respawn is needed... but don't get rid of the respawns...
I can survive a direct hit in my oddy or my Gal or my obelisk Likely also in the Gal-x build i make.
It's not that bad, also scimitar are squishy yes there are some who have figured out ways to make them not so squishy through OP consoles and pull huge dps. I have yet to figure out how though I suppose half my problem is I'm using sci CC in my LT. com UNi seat. But its too much fun using grav well..
never happen the tears of the carebears would drown us all
Well we still might get harder events, for pros though all that will change will be the stats of the mobs. But unlikely to contain any gameplay or better rewards then elite. Just pure challenge maps for people.
That's if geko indeed adds these in, like he said he would in a podcast interview.
You know, I actually like what Captain Smirk wrote in response to the feedback, and what smoggy snack wrote in ne of the other threads describing how the devs DID meet a lot of the requested changes and suggestions, if not all. Also referencing some changes coming up that might benefit the Galaxy. I really respect that response. Looking foreword to tomorrow in a more positive light.
You know, I actually like what Captain Smirk wrote in response to the feedback, and what smoggy snack wrote in ne of the other threads describing how the devs DID meet a lot of the requested changes and suggestions, if not all. Also referencing some changes coming up that might benefit the Galaxy. I really respect that response. Looking foreword to tomorrow in a more positive light.
I don't suppose anyone has a link to the feedback by chance? I missed it and filtering through this post would be a nightmare lol
You know, I actually like what Captain Smirk wrote in response to the feedback, and what smoggy snack wrote in ne of the other threads describing how the devs DID meet a lot of the requested changes and suggestions, if not all. Also referencing some changes coming up that might benefit the Galaxy. I really respect that response. Looking foreword to tomorrow in a more positive light.
i am also please, in a sense, with his response, to me it seem that they are agree that the galaxy ships have issue, and they they will try to modified the game to make them a real choice.
i however, don't hold my breath, i am accustom to cryptic promises and will not claim victory yet.
the galaxy dreadnought have been update twice now, this woudn't have been neccesary if it was made right, from the start.
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
I was mostly hoping for a revamped in-game model of the Galaxy, since it was never quite finished by CapnLogan as he was pulled away to work on other stuff.
I suppose I can't complain, since it's currently one of the better canon representations, but I'd love to see her get the kind of attention that the Ambassador or D'Deridex got (I do realise that neither of those have modular components, though).
Although I welcome the changes, it's definitely a disappointing 'reboot'.
Original join date: January 2010 Lifetime Subscriber since Open Beta
They only reply to the noobs that think they've done a good job, they don't have the balls to face the rest of us.
The new Team system change is a bit heavy-handed, but it does carve out a specific niche for this ship as a team-healing damage sponge that prizes additional crowd control and damage debuffs (Eject Warp Plasma I and Aceton Beam I) over additional firepower (Attack Pattern Beta II). That said, the Excelsior benefits the most from this new change and will likely be the top Cruiser pick over the Avenger and the Regent.
As it stands now, there are only two events where the Galaxy is a handicap to its team: No-Win Scenario and PvP. It can hit 12,000 DPS in STFs, so it's certainly capable of carrying its weight in the vast majority of the game's content.
will say the change to the team cool down in interesting
makes the ensign spot not completely useless and does show i they have listened to are suggestion on helping boff powers still though down not help that much but at least the spot is no longer useless
I was wondering, now, with the changes to the shared cooldowns of the 'team' Boff abilities - how would that influence your Galaxy builds and are you going to change something in the Boff setup because of this? What are you guys thinking on this one?
I was wondering, now, with the changes to the shared cooldowns of the 'team' Boff abilities - how would that influence your Galaxy builds and are you going to change something in the Boff setup because of this? What are you guys thinking on this one?
I dropped Transfer Shield Strength II for Science Team II. I lose damage resistance but gain a reliable, fixed shield heal that doesn't become less effective when I'm cycling Auxiliary to Battery. Having Engineering Team at my disposal has certainly helped me bounce back from vape attempts in PvP, too.
I was wondering, now, with the changes to the shared cooldowns of the 'team' Boff abilities - how would that influence your Galaxy builds and are you going to change something in the Boff setup because of this? What are you guys thinking on this one?
helps the excelsior a lot, but the galaxy R still has 1 to many eng skills. its not like this change suddenly changed what you pretty much have to run at ENS, your alternative being leaving one of the ENS slots blank.
helps the excelsior a lot, but the galaxy R still has 1 to many eng skills. its not like this change suddenly changed what you pretty much have to run at ENS, your alternative being leaving one of the ENS slots blank.
its sad that ET3/EPtW3/EPtS3+blank ENS is better then ET1+ worthless LTC eng skill. its why the "galaxy reboot" feels like someone walking up to you and yelling FU right in your face.
helps the excelsior a lot, but the galaxy R still has 1 to many eng skills. its not like this change suddenly changed what you pretty much have to run at ENS, your alternative being leaving one of the ENS slots blank.
Yeah, as I posted in another thread - just like Super Mario when he gets the special shroom, the Excelsior just went 1UP. :P The 'team' change will benefit the Excel immensly.
I meant wheather this will result in some changes to the Boff setup of the Galaxy ships you're using? For ex., I always had ET slotted (for obvious reasons), but didn't use to carry the ST. Now this has me wondering if I want to rearrange some stuff and run ST again.
helps the excelsior a lot, but the galaxy R still has 1 to many eng skills. its not like this change suddenly changed what you pretty much have to run at ENS, your alternative being leaving one of the ENS slots blank.
Actually, that Lieutenant Commander is more useful than you think.
Plasmonic Leech
Warp core with [AMP] modifier
75+ power in all systems
Three Particle Generator Mk XII [Pla] consoles
6-9 points in Particle Generators
Use the tier 5 New Romulus power and Eject Warp Plasma and your cloud will quickly melt the hull of anyone unfortunate enough to be trapped in it. If you can position yourself with Subspace Jump + Evasive after someone burns their Hazard Emitters, it's extremely powerful. That said, [AMP] interacting with exotic damage may or may not be intended, so this might not be around forever.
Actually, that Lieutenant Commander is more useful than you think.
Plasmonic Leech
Warp core with [AMP] modifier
75+ power in all systems
Three Particle Generator Mk XII [Pla] consoles
6-9 points in Particle Generators
Use the tier 5 New Romulus power and Eject Warp Plasma and your cloud will quickly melt the hull of anyone unfortunate enough to be trapped in it. If you can position yourself with Subspace Jump + Evasive after someone burns their Hazard Emitters, it's extremely powerful. That said, [AMP] interacting with exotic damage may or may not be intended, so this might not be around forever.
if you go to that much trouble to boost its damage, you would use EWP3, and DEM2. EWP used to be what i was known for most, its a pretty terrible skill now though thanks to LoR. plasma tac consoles stoped buffing its damage, and EPtE got its huge speed buff with full uptime, even if your engines are offline you still get the flat speed bump wile EPtE is on. its all but impossible to actually trap anything in EWP now, and APO and HE are on every ship that you could really exploit EWP's effect.
the galaxy R has a 6 turn rate and no APO, your target would have to be asleep for you to catch them in it, and even if you could he wont have trouble getting out of it.
oh, but i guess its fine for PVE, none of that really applies to helpless npcs.
Considering the lance, the cannons, and the other additions are all off center by the same distance - I would imagine that the entire 'Dreadnought platform' is one model addition - just tacked onto the Galaxy's model. So fixing the alignment with one SHOULD fix everything. Also depends on the complexity and which model rendering software they use. But I'm hopeful it'll be a 're-align custom piece and celebrate'
watch, they will fix the lance but not the other TRIBBLE on top mounted near the bridge
yup the quantum torpedo pod on both venture and galaxy will remain off center same with the sensor antenna that cryptic use as the cannon/dual beam bank hard points. after they fix the lance knowing them LOL
another fix would be on the stardrive there is no visible area where the beam comes out just a non-applied texture as it was never meant to separate when the model was originally made
Comments
do you known that you can be imune to the blast if you are at less than 1 km of the entity?
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
Can't buy a ship I already own.
I can survive a direct hit in my oddy or my Gal or my obelisk Likely also in the Gal-x build i make.
It's not that bad, also scimitar are squishy yes there are some who have figured out ways to make them not so squishy through OP consoles and pull huge dps. I have yet to figure out how though I suppose half my problem is I'm using sci CC in my LT. com UNi seat. But its too much fun using grav well..
never happen the tears of the carebears would drown us all
Well we still might get harder events, for pros though all that will change will be the stats of the mobs. But unlikely to contain any gameplay or better rewards then elite. Just pure challenge maps for people.
That's if geko indeed adds these in, like he said he would in a podcast interview.
I don't suppose anyone has a link to the feedback by chance? I missed it and filtering through this post would be a nightmare lol
edit - nvm I see it on the previous page
i am also please, in a sense, with his response, to me it seem that they are agree that the galaxy ships have issue, and they they will try to modified the game to make them a real choice.
i however, don't hold my breath, i am accustom to cryptic promises and will not claim victory yet.
the galaxy dreadnought have been update twice now, this woudn't have been neccesary if it was made right, from the start.
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
yawn.....................
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
I suppose I can't complain, since it's currently one of the better canon representations, but I'd love to see her get the kind of attention that the Ambassador or D'Deridex got (I do realise that neither of those have modular components, though).
Although I welcome the changes, it's definitely a disappointing 'reboot'.
Lifetime Subscriber since Open Beta
The new Team system change is a bit heavy-handed, but it does carve out a specific niche for this ship as a team-healing damage sponge that prizes additional crowd control and damage debuffs (Eject Warp Plasma I and Aceton Beam I) over additional firepower (Attack Pattern Beta II). That said, the Excelsior benefits the most from this new change and will likely be the top Cruiser pick over the Avenger and the Regent.
As it stands now, there are only two events where the Galaxy is a handicap to its team: No-Win Scenario and PvP. It can hit 12,000 DPS in STFs, so it's certainly capable of carrying its weight in the vast majority of the game's content.
Advanced Combat Tracker
STO-CombatLogReader
Hawk, Bort and Smirk have actually been addressing quite a few of the questions. Just in the Tribble threads since it was on Tribble.
makes the ensign spot not completely useless and does show i they have listened to are suggestion on helping boff powers still though down not help that much but at least the spot is no longer useless
https://www.dropbox.com/s/5myvzei5mpkz2ip/Screenshot%202014-03-06%2013.01.35.png
Also, when you separate the saucer, there is no emitter for the sawed off lance.
I was wondering, now, with the changes to the shared cooldowns of the 'team' Boff abilities - how would that influence your Galaxy builds and are you going to change something in the Boff setup because of this? What are you guys thinking on this one?
I dropped Transfer Shield Strength II for Science Team II. I lose damage resistance but gain a reliable, fixed shield heal that doesn't become less effective when I'm cycling Auxiliary to Battery. Having Engineering Team at my disposal has certainly helped me bounce back from vape attempts in PvP, too.
helps the excelsior a lot, but the galaxy R still has 1 to many eng skills. its not like this change suddenly changed what you pretty much have to run at ENS, your alternative being leaving one of the ENS slots blank.
that is how a flew mine for over a year LOL
its sad that ET3/EPtW3/EPtS3+blank ENS is better then ET1+ worthless LTC eng skill. its why the "galaxy reboot" feels like someone walking up to you and yelling FU right in your face.
Yeah, as I posted in another thread - just like Super Mario when he gets the special shroom, the Excelsior just went 1UP. :P The 'team' change will benefit the Excel immensly.
I meant wheather this will result in some changes to the Boff setup of the Galaxy ships you're using? For ex., I always had ET slotted (for obvious reasons), but didn't use to carry the ST. Now this has me wondering if I want to rearrange some stuff and run ST again.
Actually, that Lieutenant Commander is more useful than you think.
Plasmonic Leech
Warp core with [AMP] modifier
75+ power in all systems
Three Particle Generator Mk XII [Pla] consoles
6-9 points in Particle Generators
Use the tier 5 New Romulus power and Eject Warp Plasma and your cloud will quickly melt the hull of anyone unfortunate enough to be trapped in it. If you can position yourself with Subspace Jump + Evasive after someone burns their Hazard Emitters, it's extremely powerful. That said, [AMP] interacting with exotic damage may or may not be intended, so this might not be around forever.
So, here's hoping to get that detail taking care of.
(UFP) Ragnar
if you go to that much trouble to boost its damage, you would use EWP3, and DEM2. EWP used to be what i was known for most, its a pretty terrible skill now though thanks to LoR. plasma tac consoles stoped buffing its damage, and EPtE got its huge speed buff with full uptime, even if your engines are offline you still get the flat speed bump wile EPtE is on. its all but impossible to actually trap anything in EWP now, and APO and HE are on every ship that you could really exploit EWP's effect.
the galaxy R has a 6 turn rate and no APO, your target would have to be asleep for you to catch them in it, and even if you could he wont have trouble getting out of it.
oh, but i guess its fine for PVE, none of that really applies to helpless npcs.
watch, they will fix the lance but not the other TRIBBLE on top mounted near the bridge
Well, to be fair, the question asked was *just* about the lance.
(UFP) Ragnar
yup the quantum torpedo pod on both venture and galaxy will remain off center same with the sensor antenna that cryptic use as the cannon/dual beam bank hard points. after they fix the lance knowing them LOL
another fix would be on the stardrive there is no visible area where the beam comes out just a non-applied texture as it was never meant to separate when the model was originally made