So the ambush bonus buff to bops. Is that in general, and then they get that additional 10% to the ambush while flanking, OR is it that they get 10% to their ambush when flanking only?
Does that mean we cannot turn off visuals of kits, armors, etc. anymore??
All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
*checks hull and shield stats on non-fleet Ha'feh, Dhelan and Mogai*
*checks hull and shield stats on fleet KDF BoP's and adds 10% to hull*
I see.
Ah well. Good update nonetheless, and curious to see them in action.
Also, don't get me wrong, I'm happy the KDF BoP's get some love, they need it, but I'd be even happier if the fleet versions of the K-BoP's would come close to the non-fleet versions of the Warbirds. The Singularity Core balances out with the lower power levels, which leaves the Romulan Warbirds with the DEF/cloak (quality and duration of decloak buff) boosts from Captain and 5xBoff traits, better shields, better hull and an extra weapon slot.
The K-BoPs get uni seating, which isn't as big a bonus as it seems at first sight (considering the number of truly viable builds and the fact that it compensates for the lack of tac ship options, like MVAE/HEC or Dhelan/Mogai boff layouts in the Raptor line-up), 4 Nausicaan boffs (not 5), flanking and higher turn rate (which, granted, are useful).
I don't know, either also add 10% to shields or make the hull bonus 15%? Or, alternatively, give the K-BoPs either the extra ensign or the 3rd aft weapon? Unless, that is, you're planning to release this concurrently with a C-store Hegh'ta Refit that has these features, in which I'll just shut up and throw money at the screen
Yeah, I did the comparison of the Fleet B'rel to the Fleet T'varo and it was a headscratching/beardtugging moment. The shield mod stood out like a sore thumb...but then it was a case of looking over at the Fleet Aquarius. It would have 825 less hull and only 0.06 more shield mod as it stands. Admittedly the Aquarius is the very definition of lolship, but it's pretty rough looking at that 0.88 shield mod on the F.B'rel vs. the 0.99 shield mod on the F.T'varo...
A 30 sec lockout period on switching consoles is hardly adequate when you have console powers with 2-3 min standard cooldowns. Brains, Cryptic, brains...
It's adjustable - we'll tune it up if people are still abusing item swaps. We want to avoid inconvenience to non-exploiting players, but decrease the efficiency of item-swap exploits enough that it's no longer appealing enough to endure the inconvenience of it.
We can also set specific items to have longer cooldowns on equip, but would prefer to keep the rules consistent across the board if at all possible.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Pretty temped to hop on and try the Undine event and new kits. Usually I try to be patient and just wait for changes, but these sound awesome!
Out of curiousity, will old kits be upgraded to be on par with the new ones, or are they just going to stay as they currently are? I might hold off on buying the fleet kit I was considering if they're not going to update.
Old kits will remain as-is, but will no longer drop or be sold throughout the game. Upgrading to a new kit will let you play with the new system.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.
I used to keep old kits around because I liked how they complimented my costumes, until giving up on that entirely due to combat ineffectiveness. I must say, thank you for this!
I'm rather fond of the kits as they are and won't like having only one permanent power and purchasing consumable modules. I want to play a game, not go shopping! :P What currency and how much? Perhaps the new kits are a reward for the mission or tied into a new rep grind?
The modules are not consumable. The actual use of Kit Powers remains very similar to live - the only difference is, you can mix and match which powers are in your kit, and you can attain high-mark versions of every power.
For instance, if you have a Grenade Satchel kit today, you can replace it with an Assault-focused Tactical kit with 4 Assault slots and 1 Strategic slot. You can then, if you so choose, slot all four Assault slots with Grenade powers (Photon, Plasma, Smoke, and Stun Grenades) - but you could also just slot Plasma and Stun Grenade, then slot two other Assault powers like Lunge and Sweeping Strikes. Plus, on top of that, you get one Strategic slot for Overwatch or Rally Cry or what have you.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
So were items like the shard of possibilities and the ophidian cane kept out of the new kits or did the whole "tie them to kits" thing get implemented?
What is supposed to happen to the Fleet Spire Mk 12 Medic and Physicist kits that I bought? Will they be 'behind times' and less flexible than the new harnesses?
Will there be an option to trade in older kits somehow? Or will older kits be automatically updated to fit the new standards?
So were items like the shard of possibilities and the ophidian cane kept out of the new kits or did the whole "tie them to kits" thing get implemented?
The reusable devices are being left as devices. We debated it heavily - they serve similar functions to kit powers and could easily be balanced to be competitive with kit powers - but ultimately, we want your Kit to be about "What kind of <Career> Officer" you are, not about choosing between being a Science Officer and a Space Orphidian Possiblities Wizard.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
The modules are not consumable. The actual use of Kit Powers remains very similar to live - the only difference is, you can mix and match which powers are in your kit, and you can attain high-mark versions of every power.
Hrm... that sounds possibly exploitable. What about sorting the powers like BOff ship powers, where you get one per rank per slot? So with a 4-slot kit you can slot one of each rank, etc.
EDIT: Clarification: Ensign kits have one Tier I slot; Lieutenant kits have 2 slots: 1 Tier I power, 1 Tier II power; LCDR kits have 3 slots: 1 Tier I, 1 Tier II, 1 Tier III; CDR = 1 Tier I, 1 Tier II, 1 Tier III, 1 Tier IV; CAPT = 1 Tier II, 1 Tier III, 2 Tier IV; RADM = 1 Tier III, 3 Tier IV; VADM = 4 Tier IV
The reusable devices are being left as devices. We debated it heavily - they serve similar functions to kit powers and could easily be balanced to be competitive with kit powers - but ultimately, we want your Kit to be about "What kind of <Career> Officer" you are, not about choosing between being a Science Officer and a Space Orphidian Possiblities Wizard.
Please add in "Space Orphidian Possiblities Wizard" as a career path.
Hrm... that sounds possibly exploitable. What about sorting the powers like BOff ship powers, where you get one per rank per slot? So with a 4-slot kit you can slot one of each rank, etc.
Are you out of your mind? That would nerf the kits down to uselessness. The worst idea I ever heard on this forums this year, and that's saying something.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.
This ALMOST sounds like allowing us to mix parts that we aren't currently supposed to. Say, MACO tops with OMEGA pants. Will this be the case?
Will those be applied to some EV suits as well? Specially the Dyson ones from the Lobi Store? Would love to customize those parts.
Probably a case of switching to 4/3/3 instead of 3/4/3...the 4th Eng has always kind of been odd.
Only because Cryptic isn't balancing console types so eng consoles are just as valuable as tac. I believe that the answer to better ships isn't wanting different console or BOFF setups, but balance between the three types, as well as more of a variety of consoles and BOFF powers so that overspecialized ships will not suffer.
IMO, what we should be wanting is for a 3/4/3 setup to be just as good as a 4/3/3 setup, rather than just want more tactical ability on the ship.
Are you out of your mind? That would nerf the kits down to uselessness. The worst idea I ever heard on this forums this year, and that's saying something.
EDIT: Clarification: Ensign kits have one Tier I slot; Lieutenant kits have 2 slots: 1 Tier I power, 1 Tier II power; LCDR kits have 3 slots: 1 Tier I, 1 Tier II, 1 Tier III; CDR = 1 Tier I, 1 Tier II, 1 Tier III, 1 Tier IV; CAPT = 1 Tier II, 1 Tier III, 2 Tier IV; RADM = 1 Tier III, 3 Tier IV; VADM = 4 Tier IV
they have untied all the armour pieces so you can just select the arm parts, or just select the back parts. Its very cool and adds a ton of customization. thanks!
It came up in another thread, didn't see it asked yet - figured I should ask it here more than there (babble, yes I do)...
Regarding Sensor Analysis...has the drain aspect been removed or should we assume that to work akin to the damage aspect?
Also, does the stack drop if we get out of range? OP contains "while in range" clause, but the stack dropping would be a nuisance, what with all the escort-type ships behaving like ADD squirrels on PCP, these days.
It's possible within the system, but a cross-career kit slot would be extremely powerful. A universal kit slot would be even more powerful. It's something we've planned around making eventually, but not something we're going to roll out with the launch of the revamp.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Comments
Agree. If a console has a 3 mins cooldown I can change for a new one and reduce it to 30 seconds? This is not issue at all for romulans!
Division Hispana
www.divisionhispana.com
Was also wondering about that. Isn't Andor just the non-canon name for Andoria?
Derrick - Fed Eng
All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Yeah, I did the comparison of the Fleet B'rel to the Fleet T'varo and it was a headscratching/beardtugging moment. The shield mod stood out like a sore thumb...but then it was a case of looking over at the Fleet Aquarius. It would have 825 less hull and only 0.06 more shield mod as it stands. Admittedly the Aquarius is the very definition of lolship, but it's pretty rough looking at that 0.88 shield mod on the F.B'rel vs. the 0.99 shield mod on the F.T'varo...
It's adjustable - we'll tune it up if people are still abusing item swaps. We want to avoid inconvenience to non-exploiting players, but decrease the efficiency of item-swap exploits enough that it's no longer appealing enough to endure the inconvenience of it.
We can also set specific items to have longer cooldowns on equip, but would prefer to keep the rules consistent across the board if at all possible.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Old kits will remain as-is, but will no longer drop or be sold throughout the game. Upgrading to a new kit will let you play with the new system.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I used to keep old kits around because I liked how they complimented my costumes, until giving up on that entirely due to combat ineffectiveness. I must say, thank you for this!
Another plus, imo. Not forced into anything. Options, yay!
The modules are not consumable. The actual use of Kit Powers remains very similar to live - the only difference is, you can mix and match which powers are in your kit, and you can attain high-mark versions of every power.
For instance, if you have a Grenade Satchel kit today, you can replace it with an Assault-focused Tactical kit with 4 Assault slots and 1 Strategic slot. You can then, if you so choose, slot all four Assault slots with Grenade powers (Photon, Plasma, Smoke, and Stun Grenades) - but you could also just slot Plasma and Stun Grenade, then slot two other Assault powers like Lunge and Sweeping Strikes. Plus, on top of that, you get one Strategic slot for Overwatch or Rally Cry or what have you.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Andor is the companion world to Butifalso
Raptr profile
Will there be an option to trade in older kits somehow? Or will older kits be automatically updated to fit the new standards?
The reusable devices are being left as devices. We debated it heavily - they serve similar functions to kit powers and could easily be balanced to be competitive with kit powers - but ultimately, we want your Kit to be about "What kind of <Career> Officer" you are, not about choosing between being a Science Officer and a Space Orphidian Possiblities Wizard.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Hrm... that sounds possibly exploitable. What about sorting the powers like BOff ship powers, where you get one per rank per slot? So with a 4-slot kit you can slot one of each rank, etc.
EDIT: Clarification: Ensign kits have one Tier I slot; Lieutenant kits have 2 slots: 1 Tier I power, 1 Tier II power; LCDR kits have 3 slots: 1 Tier I, 1 Tier II, 1 Tier III; CDR = 1 Tier I, 1 Tier II, 1 Tier III, 1 Tier IV; CAPT = 1 Tier II, 1 Tier III, 2 Tier IV; RADM = 1 Tier III, 3 Tier IV; VADM = 4 Tier IV
Raptr profile
Please add in "Space Orphidian Possiblities Wizard" as a career path.
Are you out of your mind? That would nerf the kits down to uselessness. The worst idea I ever heard on this forums this year, and that's saying something.
This ALMOST sounds like allowing us to mix parts that we aren't currently supposed to. Say, MACO tops with OMEGA pants. Will this be the case?
Will those be applied to some EV suits as well? Specially the Dyson ones from the Lobi Store? Would love to customize those parts.
Thanks for the change either way
STO Screenshot Archive
I kind of want to. I might have thought about that as soon as I typed out that paragraph.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I'll have to summon an artist to confirm one way or the other. I'll see if some arcane transporter buffer ritual can get one into this thread.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
IMO, what we should be wanting is for a 3/4/3 setup to be just as good as a 4/3/3 setup, rather than just want more tactical ability on the ship.
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Raptr profile
_____________________
Jupiter Class Concept.
I'm sorry to people who I, in the past, insulted, annoyed, etc.
Regarding Sensor Analysis...has the drain aspect been removed or should we assume that to work akin to the damage aspect?
I am now a Space Orphidian Possiblities Wizard.
Fleet Admiral Space Orphidian Possiblities Wizard
like 2 tac/2 sci grenades and heals kits?
like 2eng/1sci defuff/1 grenade kits?
Also, does the stack drop if we get out of range? OP contains "while in range" clause, but the stack dropping would be a nuisance, what with all the escort-type ships behaving like ADD squirrels on PCP, these days.
/morethan10chars
Joined January 2009