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Priority One Podcast Episode 164 | Dreadnaught This Episode

kraft4406kraft4406 Member Posts: 0 Arc User
Greetings, Captains! You're listening to Episode 164 of Priority One Podcast, the premier Star Trek Online podcast! This episode was recorded on Thursday, March 6th, 2014 and published for download on Monday 10th March at PriorityOnePodcast.com!

Elijah, Cookie, James and Tony are your fearsome foursome this week as we bring you everything that's happening from Star Trek Online and the wider sci-fi community! Are you sad that Star Trek is no longer on the air? We are, but fear not for in Trek It Out we bring you our round-up of the creme-de-la-creme of fan-made Star Trek productions. In this week's STO News we cover the Galaxy class reboot (including everything you want to know about the Galaxy X), the latest roundup of Holodeck patch notes, including our thoughts on the controversial changes made to the cooldown on "Team" powers. Next, Justin "ChivalryBean" Lowmaster brings us his review of “Of Morals and Ethics” by Voporak, before we open our Hailing Frequencies and listen to the feedback from you, our loyal listeners.

Topics Discussed

This week's Community Question:
  • What are your thoughts on the changes to “Team” Abilities? How do you think this might affect your game-play? Is it for the better? is it for the worse?

Let us know YOUR thoughts by commenting below!
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Enjoy the show!

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Post edited by kraft4406 on

Comments

  • o0kami87o0kami87 Member Posts: 590 Arc User
    edited March 2014
    I've actually been waiting for them to separate the team powers. Granted I thought they'd install a mechanic that made the powers a little weaker when using them back to back but I never understood why they where tied together at all. My engineers are not tactical officers or science officers. However I could see a link the where if I use engineering team 3, maybe my other engineering abilities suffer for having that team out a little, say emergency power to shields still heals shields but to a bit of a lesser extent. This to me would make more sense because some of my engineers are already off repairing Hull damage so there are less engineers to work on boosting shield power. Maybe they can integrate the crew system to the three careers on the ship, not just a total crew left but this is how many engineers you have, this is how many science and how many crew of that career effects how well abilities from those careers. Using an ability would "reserve" a number of crew for that ability making unavailable for other abilities.
    First, Vice Admiral, U.S.S. Wolf Pack-F, NX-101687-FFirst., Vice Admiral, A.R.W. Moon WolfWolf, I.K.S. Frost Bite
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited March 2014
    I understand and accept the reasons behind the team power changes - abilities should have their counters. The only thing I really don't like is that the change adds more ability spamming instead of reducing it. I'm looking forward to seeing what changes this is a precursor to.


    Mini-Tangent:
    This is entirely my own biased opinion, but I think we should have fewer (more meaningful) abilities overall. I think spacebar-macros are a symptom of the game just having too many buttons to click. Furthermore, I think abilities having minor drawbacks would go a long way in countering power-creep. (Have Attack Pattern Omega with its hold immunity, speed increase and add a flat defense bonus, but remove the offensive bonuses and have it reduce outgoing damage or accuracy slightly; EPtX drains a little power from all other subsystems; You can fall into your Gravity Wells; and so on)
  • ridddickxxxridddickxxx Member Posts: 479 Arc User
    edited March 2014
    Web page not working guys??
    Cannot resolve dns, is it my ISP?
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  • cookiecupcakescookiecupcakes Member Posts: 91 Arc User
    edited March 2014
    Ohhhh I just now realized that when you guys say “Sell to vendor” you mean “Recycle” or “Discard” I thought you were talking about selling things on the exchange, my bad. I have my own special lingo that no one else seems to use hehehe.
    EEiLA7V.jpg
  • z3ndor99z3ndor99 Member Posts: 1,391 Arc User
    edited March 2014
    Ohhhh I just now realized that when you guys say “Sell to vendor” you mean “Recycle” or “Discard” I thought you were talking about selling things on the exchange, my bad. I have my own special lingo that no one else seems to use hehehe.

    Oh cookie you do make me smile ( oh and when I here cookie all I can think of is the cookie monster ).
  • chalpenchalpen Member Posts: 2,207 Arc User
    edited March 2014
    I don't mind the team changes.
    I don't mind the new galaxy ships.
    I mind people saying " omg cryptic is ruining pvp".
    Nobody pvp's and cryptic won't cater to them.

    That being said, what I do mind is the fact that one character cannot keep me busy. I need to have multiple characters. But that is a design decision.





    Edit: My iphones spelling sucks.
    Should I start posting again after all this time?
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited March 2014
    ZING!

    The team shared CD removal is really weird in the respect that before I had to sacrifice the ability to clear science debuffs for more damage for the philosophy of healing via damage (dealing so much damage I didn't have to worry about dying). If my build got subnuc'd I was s.o.l. and unless I had a healer with me for a science team I was dead, this weekend I was laughing every time I was subnuc'd and just cast science team on myself with no worries about it being on shared CD or it effecting my DMG/shield distribution. I think this is unbalanced, there were healers before before this that could only be taken out via subnuc.

    PvP revamp is going to be interesting.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    Ohhhh I just now realized that when you guys say “Sell to vendor” you mean “Recycle” or “Discard” I thought you were talking about selling things on the exchange, my bad. I have my own special lingo that no one else seems to use hehehe.

    Taalk Opask WE'asdkh asdcoppl!!
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • cookiecupcakescookiecupcakes Member Posts: 91 Arc User
    edited March 2014
    tacofangs wrote: »
    Taalk Opask WE'asdkh asdcoppl!!


    Either you just banged on your keyboard or that is a language the Universal Translator does not recognize!
    EEiLA7V.jpg
  • oldkhemaraaoldkhemaraa Member Posts: 1,039 Arc User
    edited March 2014
    It's taco fangs.. he's well, ya know.. ahhhhhh.. ahhhhh. Um.. Him!

    Listened to pod cast. some interesting premises presented. Taking the current ship combat system and scalling some of the differences way back, a lot of the stacking of numbers.. well.. some will scream.. it's what they do. The PvP community is small.. but really phenominally vocal.

    But they are a very small number of the player base. Used to be a bunch more of em KDF side, But when same faction PvP happened KDF lost a whole bunch of players.. That was over 2 years ago.

    If PvP is to be gutted.. temporarily.. because of a massive under the hood renumbering, revamping that likely should be done. then perhapes the sooner it happens, the better.

    One thing I'd like to see is the entire elimination of stacking console and BOFF/DOFF trait effects. I always felt that stacking consoles was a big breaking of what may have been orginally intended for ship customization. Maybe that'll be the next thing to have a big change done.

    It won't ruin or break PvP. It all ready a bad system for combat when just to get people involved in PvP that the PvP fans have to get together and have "PvP camps" to introduce regular players to PvP..

    Make it happen.. it'll be a bitter pill, but the game can survive it.. and if done right PvP will become far more accessable for the casual players, And once its done then the concept of having PvP become part of the REGULAR play of the game suddenly becomes far more realizable.
    "I aim to misbehave" - Malcolm Reynolds
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