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Official feedback thread for the Kit Revamp

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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    Soo... a comment in the other thread got me thinking so I did a little analysis on tribble:
    Analyst: AneG, Triage, SP, TH; R, M, R, R
    Bioresearch: BiofS, HR, SF, TH ; M, R, R, R
    Medic: NHM, Triage, VR, MT ; M, M, M, M
    Physician: NHM, H-M, VR, H-D ; M, M, M, M
    Physicist: Exo, HR, SP, EGF ; R, R, R, R
    Xenobiologist: AneG, BiofS, SF, MT ; R, M, R, M

    Breach: SDF, CS, QMF, SR ; F, F, F, M
    Bunker: FFD, MGF, TF, SGF ; F, F, F, F
    Enemy Neut: FA, PTB, CMB, WM ; M, M, M, M
    Equip Tech: FA, ED, WM, SR ; M, M, M, M
    Fabrication: SDF, QMF, MGF, TF ; F, F, F, F
    Support Tech: CS, ED, SGF, QF ; F, M, F, M

    only 5 of the 12 extant Sci and Eng kits are buildable using the green MK X parts available. Why? Because a lot of the extant kits would be either 4/0 or 0/4. :(
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited April 2014
    Because a lot of the extant kits would be either 4/0 or 0/4. :(

    You will still be able to build 4/1 or 1/4 Kits that fulfill the same purpose (plus an additional module option). You'll just have to get Mk XI or Mk XII Kits in order to do so.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    You will still be able to build 4/1 or 1/4 Kits that fulfill the same purpose (plus an additional module option). You'll just have to get Mk XI or Mk XII Kits in order to do so.
    Are those just fleet stuff? The fleet kits I've seen so far were 3/2 or 2/3. :(
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    Are those just fleet stuff? The fleet kits I've seen so far were 3/2 or 2/3. :(

    Maybe they haven't added any more yet?
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited April 2014
    Not only that, but you are a little mistaken in your point of "train up any Boff to have any skill you want"... no you can't. Certain skills are only trainable at rank III by a captain of that class who has unlocked that skill for training by putting enough skill points in the right boxes. For instance BFAW III can only be trained by Tactical Captains. Or Gravity Well III which can only be trained by Science Captains.
    And yet I an awful lot of Tac captains with EPTW3 and GW3, and an awful lot of Sci and Eng captains with FAW3.
    So by that same logic, I would not like to see a Science Captain running around with a rank III chroniton mine module, or an Engineering Captain running around with a rank III medical tricorder module.
    I don't see what would be wrong with that, by the above logic. I see nothing wrong with idea of a Scientist who happens to also have a personal hobby in explosives. In fact, this is rather common in real life. I myself am an engineer with cross-training in personal combat. Why should every single character be a one-trick pony? The most interesting people are the ones who combine two normally unrelated interests. Isn't IDIC the Star Trek way?
    [SIGPIC][/SIGPIC]
  • alaerickalaerick Member Posts: 166 Arc User
    edited April 2014
    I'm neither joking nor trolling.

    What you mention is not actually something I like about the game. Nothing kicks me more than entering a space battle and seeing a science captain ploughing in head long with an escort.

    Not only that, but you are a little mistaken in your point of "train up any Boff to have any skill you want"... no you can't. Certain skills are only trainable at rank III by a captain of that class who has unlocked that skill for training by putting enough skill points in the right boxes. For instance BFAW III can only be trained by Tactical Captains. Or Gravity Well III which can only be trained by Science Captains. So by that same logic, I would not like to see a Science Captain running around with a rank III chroniton mine module, or an Engineering Captain running around with a rank III medical tricorder module.

    Obviously you do not realize that your friends can train those Boffs and give them back to you allowing you to use any skill on any captain?

    As I said I really hope you are trolling.. The one part about this game that urks me is that kits are not universal just like ships. The color of ones shirt has never been the only deciding factor in what ship they can fly, which buttons they can push or weapons they can use. Not in the TV shows, Not in the Movies, and hopefully not for much longer in this game.
    A beautiful death awaits you...
    [SIGPIC][/SIGPIC]
    -Foundry-
    Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
    Prologue: A not so simple plan - NW-DCJG75B9D
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    And yet I an awful lot of Tac captains with EPTW3 and GW3, and an awful lot of Sci and Eng captains with FAW3.

    I don't see what would be wrong with that, by the above logic. I see nothing wrong with idea of a Scientist who happens to also have a personal hobby in explosives. In fact, this is rather common in real life. I myself am an engineer with cross-training in personal combat. Why should every single character be a one-trick pony? The most interesting people are the ones who combine two normally unrelated interests. Isn't IDIC the Star Trek way?
    alaerick wrote: »
    Obviously you do not realize that your friends can train those Boffs and give them back to you allowing you to use any skill on any captain?

    As I said I really hope you are trolling.. The one part about this game that urks me is that kits are not universal just like ships. The color of ones shirt has never been the only deciding factor in what ship they can fly, which buttons they can push or weapons they can use. Not in the TV shows, Not in the Movies, and hopefully not for much longer in this game.

    I'll admit, I didn't know you could get other captains to train your boffs for you. That ability didn't exist at launch and you couldn't trade active doffs, only those on the reserve roster so that's news to me.

    Still, it's not trolling. My opinion is my opinion, and just because it differs from yours does not make it trolling. I agree that in the shows and films it was not uncommon for one officer to have multiple areas of interest, but this is not the TV show it's a game. Games, especially MMOs, really need to have a better break down for classes otherwise your class decision is pretty much pointless. I enjoy playing my Science captains using a science type role, that's what I enjoy, it may not be what everyone enjoys but that's not my concern.

    You can hope for, or pressure for, the change all you want. I will continue to oppose such a change though because that's how I feel about it. If we all thought the same way and wanted the same thing then there would only be one government to run the world, one set of meals to eat, and one activity to class as a hobby. In other words, the world would be a very boring place. You mention IDIC but somehow fail to realise that by that very logic, I can have a different opinion to yourself on the subject. :)
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • seannewboyseannewboy Member Posts: 667 Arc User
    edited April 2014
    Only semi related, but any chance the mortor can be changed in all this. Other than the Battlezone end trex's, i never hit anything they shoot at, they all die beforehand.
    New home of the Romulan Republic.
    I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
    I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
    I find the drama of your signature proof of your immaturity, this means you, DR whiners.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    :P, use Combat supply instead? :P
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • alaerickalaerick Member Posts: 166 Arc User
    edited April 2014
    I'll admit, I didn't know you could get other captains to train your boffs for you. That ability didn't exist at launch and you couldn't trade active doffs, only those on the reserve roster so that's news to me.

    Still, it's not trolling. My opinion is my opinion, and just because it differs from yours does not make it trolling. I agree that in the shows and films it was not uncommon for one officer to have multiple areas of interest, but this is not the TV show it's a game. Games, especially MMOs, really need to have a better break down for classes otherwise your class decision is pretty much pointless. I enjoy playing my Science captains using a science type role, that's what I enjoy, it may not be what everyone enjoys but that's not my concern.

    You can hope for, or pressure for, the change all you want. I will continue to oppose such a change though because that's how I feel about it. If we all thought the same way and wanted the same thing then there would only be one government to run the world, one set of meals to eat, and one activity to class as a hobby. In other words, the world would be a very boring place. You mention IDIC but somehow fail to realise that by that very logic, I can have a different opinion to yourself on the subject. :)

    Fair enough, but please try to think beyond your own desires on this. No one would be forcing you to use tactical options on a science officer. The reason I am so staunchly for this is that this game is not oriented around the trinity. It doesn't work here. Most of the content is designed to be solo'd. Have you ever tried the ground game as a tactical captain? It's bloody painful. Relying on your Boffs to fill in the rest of the team for you is challenging at best. The AI isn't so reliable. The difference of QoL for a Engineer or Science officer compared to a Tactical Captain is night and day. I have all three classes. My engineer feels sturdy, capable of handling any situation. My science officer is a bit weaker. But my Tactical captain feels like she is damn near running for her life every second. In this game being a glass cannon is pretty much ridiculous because of how the AI behaves and damage system works.

    I for one hate the trinity in games which is why all I play anymore is STO and all I can play in STO is the space part of the game. I'd love to be able to enjoy both.

    And for the record my Engineer flies an Escort. The added healing abilities of an engineer makes up for the weaker ship plus an escort can pack a punch that the engineer lacks in class skills. This makes for a nice balance. My tactical captain has always flown a science ship. She now flies a tactical style Vesta because I like having the added utility skills only available to science ships. This is to round out the class dps oriented skills she has already and this gives my science ship a powerful punch. My science officer is still deciding which route to go but I'm leaning toward a cruiser on her.

    I like balance in how I approach things.. Remember the whole idea of Star Trek as a franchise is finding the right balance of ship, captain and officers to be self reliant in deep space missions and exploration. Not relying on some other ship to come by and save you..
    A beautiful death awaits you...
    [SIGPIC][/SIGPIC]
    -Foundry-
    Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
    Prologue: A not so simple plan - NW-DCJG75B9D
  • alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited April 2014
    Thank you for making the skill bonuses on the fleet kits more appealing. Now if only there was a greater variety of them. For instance, there's no Strategic oriented Tactical kit, the closest is the Spire Prototype Tactical Kit, and that's only 2/2/1. Would love to have a 3/1/1 option.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    alaerick wrote: »
    Fair enough, but please try to think beyond your own desires on this. No one would be forcing you to use tactical options on a science officer. The reason I am so staunchly for this is that this game is not oriented around the trinity. It doesn't work here. Most of the content is designed to be solo'd. Have you ever tried the ground game as a tactical captain? It's bloody painful. Relying on your Boffs to fill in the rest of the team for you is challenging at best. The AI isn't so reliable. The difference of QoL for a Engineer or Science officer compared to a Tactical Captain is night and day. I have all three classes. My engineer feels sturdy, capable of handling any situation. My science officer is a bit weaker. But my Tactical captain feels like she is damn near running for her life every second. In this game being a glass cannon is pretty much ridiculous because of how the AI behaves and damage system works.

    I for one hate the trinity in games which is why all I play anymore is STO and all I can play in STO is the space part of the game. I'd love to be able to enjoy both.

    And for the record my Engineer flies an Escort. The added healing abilities of an engineer makes up for the weaker ship plus an escort can pack a punch that the engineer lacks in class skills. This makes for a nice balance. My tactical captain has always flown a science ship. She now flies a tactical style Vesta because I like having the added utility skills only available to science ships. This is to round out the class dps oriented skills she has already and this gives my science ship a powerful punch. My science officer is still deciding which route to go but I'm leaning toward a cruiser on her.

    I like balance in how I approach things.. Remember the whole idea of Star Trek as a franchise is finding the right balance of ship, captain and officers to be self reliant in deep space missions and exploration. Not relying on some other ship to come by and save you..

    I have a total of 14 characters, between them I have a fair mix of all three classes and I don't really have a favourite from the classes as such. I play a different one depending on the mood I'm in really. 90% of the content I play is ground based (never sure why people keep saying it's dead) and I'm very aware that Tactical Captains can be a little squishy at times, but I like that. My Tac toons do a lot more damage than my other toons, so what they lack in healing abilities they more than make up for in DPS.

    I do respect your position on it, though it's just not a position I share. Personally, I'd love to see a bit more division of the classes, though I know that's not a popular view point so it's unlikely to happen. Though a lot of the content is designed to be able to solo, team work is part of an MMO by nature and I would prefer a good team who know how to fill a single role each than a solo Captain capable of killing thousands of enemies, mending his shields and throwing heals around haha.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited April 2014
    alaerick wrote: »
    Fair enough, but please try to think beyond your own desires on this. No one would be forcing you to use tactical options on a science officer. The reason I am so staunchly for this is that this game is not oriented around the trinity. It doesn't work here. Most of the content is designed to be solo'd. Have you ever tried the ground game as a tactical captain? It's bloody painful. Relying on your Boffs to fill in the rest of the team for you is challenging at best. The AI isn't so reliable. The difference of QoL for a Engineer or Science officer compared to a Tactical Captain is night and day. I have all three classes. My engineer feels sturdy, capable of handling any situation. My science officer is a bit weaker. But my Tactical captain feels like she is damn near running for her life every second. In this game being a glass cannon is pretty much ridiculous because of how the AI behaves and damage system works.

    I for one hate the trinity in games which is why all I play anymore is STO and all I can play in STO is the space part of the game. I'd love to be able to enjoy both.

    And for the record my Engineer flies an Escort. The added healing abilities of an engineer makes up for the weaker ship plus an escort can pack a punch that the engineer lacks in class skills. This makes for a nice balance. My tactical captain has always flown a science ship. She now flies a tactical style Vesta because I like having the added utility skills only available to science ships. This is to round out the class dps oriented skills she has already and this gives my science ship a powerful punch. My science officer is still deciding which route to go but I'm leaning toward a cruiser on her.

    I like balance in how I approach things.. Remember the whole idea of Star Trek as a franchise is finding the right balance of ship, captain and officers to be self reliant in deep space missions and exploration. Not relying on some other ship to come by and save you..

    I completely disagree as a Tac...I think your issue might be that you are just pulling more agro as a Tac.

    For me as a Tac I prefer solo since I find in group situations the Engys and Sci's never do anything actually useful. At least my BOs heal
    [SIGPIC][/SIGPIC]
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited April 2014
    This isn't that easy to test IMO because of the limitations of Tribble.

    If I had to be honest, I don't actually see any point to these changes at all. I can more or less switch out a power I rarely use for one I would never use.

    I personally will likely just use the kits I already have and never bother grinding out missions, dealing with lockboxes or buy CStore items.

    If the truth be told, you can sail thru most ground maps without even using kits
    [SIGPIC][/SIGPIC]
  • i8472i8472 Member Posts: 225 Arc User
    edited April 2014
    I think I'm all for making the kits work for any career.

    Tactical kits: switched to be able to be used by any career.

    science kits: switched to be able to be used by any career.

    Engineering kits: switched to be able to be used by any career.


    there are no carer abilities that would break the kits into an over powered mess.
    most career abilities are team focused any way.

    Tactical initiative: team ability
    Nano probe infestation: group lingering debuff
    cover shield: anyone can hide behind it... blocks access. stationary.


    I would like to also propose changing draw fire, combat supply, and Hypospray - Melorazine. into universal modules.

    Hypospray - Melorazine has very long cool down, one of the only modules that boost melee damage.

    Draw fire, basically a shoot me ability. I know I would try it out on 1 of my science toons with science kit.

    Combat supply basically a backpack with buffs. anyone can carry a backpack.

    also suppressing fire I would like to see as an universal module. anyone can shoot at a target....
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited April 2014
    i8472 wrote: »


    Combat supply


    lol... ok do people seriously use that. If I see someone using it I just assume they are complete noobs
    [SIGPIC][/SIGPIC]
  • alaerickalaerick Member Posts: 166 Arc User
    edited April 2014
    I have a total of 14 characters, between them I have a fair mix of all three classes and I don't really have a favourite from the classes as such. I play a different one depending on the mood I'm in really. 90% of the content I play is ground based (never sure why people keep saying it's dead) and I'm very aware that Tactical Captains can be a little squishy at times, but I like that. My Tac toons do a lot more damage than my other toons, so what they lack in healing abilities they more than make up for in DPS.

    I do respect your position on it, though it's just not a position I share. Personally, I'd love to see a bit more division of the classes, though I know that's not a popular view point so it's unlikely to happen. Though a lot of the content is designed to be able to solo, team work is part of an MMO by nature and I would prefer a good team who know how to fill a single role each than a solo Captain capable of killing thousands of enemies, mending his shields and throwing heals around haha.
    It all has to do with what gear they bring with them. Last time I checked there were really no magic wands for healing in STO. And greater division of the classes is bad. Class based games are not fit for sci-fi. That is a Fantasy game thing. Sci-fi games that attempt to mimick a fantasy paradigm fail. It's always been that way and it always will.
    I completely disagree as a Tac...I think your issue might be that you are just pulling more agro as a Tac.

    For me as a Tac I prefer solo since I find in group situations the Engys and Sci's never do anything actually useful. At least my BOs heal
    I think you are referring to the kit most sci/engineer captains may use. Mine do heal.
    A beautiful death awaits you...
    [SIGPIC][/SIGPIC]
    -Foundry-
    Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
    Prologue: A not so simple plan - NW-DCJG75B9D
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited April 2014
    Pros: If you unequip a kit without removing the modules first, it becomes a single item that takes up a single inventory space. The tooltip on mouseover for the kit makes it look just like the old/current kits will all the abilities there.

    Cons: Kits and modules become bound to your account after equipping. This means as you level up a new character you won't be able to sell your old kits and modules in the exchange when you get something better so somebody else can make use of it. Since we will not be able to craft kits anymore with season 9 launch, this means while leveling up players have to stick with what little is in the exchange that others got as loot drops and didn't want, whatever loot drops they can find, whatever selection they can get from episode rewards which require you to replay some to get what you want, or common quality junk from EC vendors.

    EC value on the unequiped kit with the modules doesn't increase according to how many modules you have on it. So you'll need to make sure to remove each individual module before removing the kit if you want to sell it to an EC vendor or recycle it in your ship replicator, otherwise you lose out on a lot of EC.

    I also noticed that for engineering turret modules, it doesn't say what type of damage it does and it just says that it summons an energy turret instead of a phaser/disruptor/plasma bolt turret depending on your faction. Edit: I think it's like this on Holedeck also. The bolt turrets on engineering kits don't say what type of damage they do. My spire bunker fabrication kit on tribble says it creates an energy turret. The tooltip for the kit and the turret on my skill tray simply says "Creates a level 50 turret II for 180 seconds - 22.6 Damage x4", there is no indication that it does phaser damage. Same thing for my romulan engineer on Holodeck: the turret doesn't indicate it does plasma damage.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    alaerick wrote: »
    It all has to do with what gear they bring with them. Last time I checked there were really no magic wands for healing in STO. And greater division of the classes is bad. Class based games are not fit for sci-fi. That is a Fantasy game thing. Sci-fi games that attempt to mimick a fantasy paradigm fail. It's always been that way and it always will.

    I wasn't talking about 'magic wands' when I said throwing heals around. I was talking about medical tricorder, vascular regen, triage, bio filter sweep, etc.

    I'm not a big fan of fantasy games, I play mostly Sci-Fi so I can't speak for the majority of fantasy genre games. I just know what I like in a game and what I'd like to see in STO. When playing as science I like to use my abilities to supplement the higher DPS tactical players on my team. Or if there are a couple of science then I tend to fill a medic role and will monitor my team's health and heal them as needed. I think one of the biggest issues is that PuGs don't play well with others for the most part. Like you mentioned that at least with your boffs you get healed, but if I was on your team as a medic then I'd be doing my best to heal you as well and keep you alive. If I couldn't keep you alive, then I'd res you as soon as I could and buff you so you had a better chance of recovering.

    Pretty sure this could go on for a while, and I've nothing against you or your right to express your opinions, but I don't think we'll ever agree on it haha. :D
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited April 2014
    lol... ok do people seriously use that. If I see someone using it I just assume they are complete noobs

    Combat Supply has actually changed. Instead of summoning a crate, it summons a device that spawns those power orbs from the Voth Battleground and the Gingerbread Event.
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited April 2014
    I'm very aware that Tactical Captains can be a little squishy at times, but I like that. My Tac toons do a lot more damage than my other toons, so what they lack in healing abilities .

    its because all the mobs are shooting at us and everyone else just decides we are the tank
    [SIGPIC][/SIGPIC]
  • solisnightsolisnight Member Posts: 39 Arc User
    edited April 2014
    As it stands at the moment The Dilithium Store and Console Pack, Kits and Modules all have Mk vs Rank levels that are out of Sync will all the the other itemisation in game, will the Kits/Modules be brought into line with existing item Mk Levels (I/II - Lt; III/IV - LtC; V/VI - Com; VII/VIII - Cap)

    I have Mk II Restricted to LtC, Mk IV and V at Commander and Mk V at Captain levels from Droped modules as well
  • godo3godo3 Member Posts: 23 Arc User
    edited April 2014
    I have to be honest, I do NOT find the new bonuses to skill powers (granted by the new kits) appealing at all!

    I have mostly maxed the skills that are being offered as bonuses by the kits, in which case, those bonuses would suffer diminishing returns and would be almost pointless to have. As a result of this, in order to make the most use out of these kit skill bonuses, I would have to buy a captain retrain token. That's 500 zen down the toilet, just to redo my skills in such a way that the other skills which are not granted bonuses are maxed, while the original skills that I had points in be minimized, as to get a decent effect from the skill bonuses of the kits.

    I personally preferred the original set up, which would grant bonuses in combat armor and willpower, as these are ones that I did not put many points into. I realize that you cannot please everyone, and that others would rage about having to the same thing- of retraining their captain, just to get the most out of the kit skill bonuses, but I suggest the following:

    You, Developers, have made kits have custom power set ups, but why stop there? Why not take a bit further? How about custom kit skill bonuses?

    Instead of dealing with the sad reality of equipping a kit that suits your combat style and skills but not the bonuses to your skills (which I understand, you tried to do by making it appealing to most people who have a certain set-up in that field, But, this does not appeal to ALL set ups involved in a specific field of skills), just add the ability to add possible and/ or custom skill bonuses to the kits.

    In terms of implementation: don't do more modules/items/slots. Instead, since there are only about 10 skills for ground to choose from, simply create a button pop up on the kit, that when clicked, would cause a list of skills to pop up; from this list, players could select the skills that they want to receive bonuses from the kit, which will only be limited by the kits level/rarity.
    OR: add another place in the traits tab that says: "Kit skill bonus traits", where you could select what bonuses to what skills the kit grants, and then be done with it ^^.


    So yeah, those are my thoughts on the subject. Thanks.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    godo3 wrote: »
    I have to be honest, I do NOT find the new bonuses to skill powers (granted by the new kits) appealing at all!

    I have mostly maxed the skills that are being offered as bonuses by the kits, in which case, those bonuses would suffer diminishing returns and would be almost pointless to have. As a result of this, in order to make the most use out of these kit skill bonuses, I would have to buy a captain retrain token. That's 500 zen down the toilet, just to redo my skills in such a way that the other skills which are not granted bonuses are maxed, while the original skills that I had points in be minimized, as to get a decent effect from the skill bonuses of the kits.
    Pretty sure it doesn't work that way....
    In terms of implementation: don't do more modules/items/slots. Instead, since there are only about 10 skills for ground to choose from, simply create a button pop up on the kit, that when clicked, would cause a list of skills to pop up; from this list, players could select the skills that they want to receive bonuses from the kit, which will only be limited by the kits level/rarity.
    AFAIK there's 14 actually.

    I have to say that I have LOVED being able to mix bombs with turrets. :D
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited April 2014
    Tool-Tips for the Kit Trade are still saying only one module, is this a tool tip bug or has the trade in change not made it to tribble yet? and if not when will it be?
    [SIGPIC][/SIGPIC]
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    Pretty sure it doesn't work that way....AFAIK there's 14 actually.

    You're right, it doesn't. It doesn't matter if you have the skill points maxed out on that ability, the kits will still boost it. It's like space gear that adds points to your shield stats or hull stats etc. It just boosts it further than the skill tree allows.

    So yes, you could respec so that you end up having the same level in these abilities with the new kits but the aim was to boost your current spec of abilities.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • xablisxablis Member Posts: 236 Arc User
    edited April 2014
    On a lvl 50 kdf toon that I transferred over from holodeck I could not find a single kdf mission in mission replay with a kit/module listed as a reward, have they been added yet? Or is it only kdf that have been neglected here (yet again...)?
  • cuatelacuatela Member Posts: 296 Arc User
    edited April 2014
    I've got two varied opinions on the revamp. On one hand, I like the increased customization within the career. On the other hand, I don't like that we're still limited within a career.


    Allow me to explain. Keeping Tactical, Engineering, and Science completely separate makes sense if you're trying to work within the DPS, Tank, Heal arena. But STO has never really worked like that. I mean, I can get four tacticals in the group with me, and still win. Same with engineers or scientists. So why not let every player decide their own skillsets? I.e. a "freeform" Officer?


    Let's look at it from a canon perspective. There are several examples of officers who switched from one role to another, sometimes multiple roles at once. O'brien went from Security to Engineering. Sisko went from Command to Engineering and back to Command. Geordi went from Helm to Engineering. Worf went from Helm to Security, then back to Command (Strategic Ops). Janeway was a decent pilot, but also an accomplished scientist and (somewhat) capable Commander. Picard was originally a helmsman, but clearly had an affinity for Archaeology (science), but was an excellent Captain and diplomat. Data could work equally well in science, engineering, tactical, or command. Wesley was helmsman, engineer, and scientist (and that's before he even went to the Academy). Bashir was a Doctor, but mentioned "Engineering extension courses" at least once.

    All of that points to a mixture of roles that should be possible in STO, but isn't. We're either tactical, engineering, or science, and there's no way that a tactical officer can ever have orbital strike, or use a medical tricorder.

  • godo3godo3 Member Posts: 23 Arc User
    edited April 2014
    You're right, it doesn't. It doesn't matter if you have the skill points maxed out on that ability, the kits will still boost it. It's like space gear that adds points to your shield stats or hull stats etc. It just boosts it further than the skill tree allows.

    So yes, you could respec so that you end up having the same level in these abilities with the new kits but the aim was to boost your current spec of abilities.

    As usual, like on any forum, almost no one reads the entire post or looks at specific and important details of the post, lol. I clearly stated that these skills, which can get boosted over 99, beyond the skill tree, like any other skill in the game, suffer from Diminishing Returns.

    So, if i had 99 in weapons training, and got it boosted to 125, I would only get something like maybe an extra 25 damage at most. While, if i had 50 weapons training, and got the boost from the kits, then I would have 76 weapons training, which could boost my damage by 50 or more. (these are rough numbers). The Point is: It is much less beneficial to add points to a skill that is already at 99 and making it like 125, than it is to add points to skills that are at say 40, and boosting them to 66. This is the definition of Diminishing Returns.

    Thus, from my perspective, having the current skill bonuses granted by the kits is quite useless compared to if they gave me bonuses to skills that are not maxed or already at a high level (ie: 70-99 is an example of a skill being of high level). THAT is why it would make sense to me in this case, if these bonuses do not change, to buy a captain retrain token, and get the most out of the skill bonuses of the kits. But, to avoid losing that 500 zen, that is why I proposed customizable skill bonuses for kits. That way, everyone wins.

    Thanks.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    starkaos wrote: »
    Combat Supply has actually changed. Instead of summoning a crate, it summons a device that spawns those power orbs from the Voth Battleground and the Gingerbread Event.

    Really? That's actually somewhat useful.
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