Finally i can customize my kits to my personal preferences. EPIC!!
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The time has come at last. Custom kits. And it was glorious.
I wonder if the base kits will give boosts to certain modules :hmm
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Hmm custom, maybe, though still just gonna end up with a "best set" rather than a best Kit, also depends how much we have been done over with the non consumables which is what i am worried over.
Interesting. No matter what kit I choose to go with for the endgame I always have one ability I rarely use, or never even bother to put into my tray. It will be nice to finally have the choice to swap them out for something more useful.
Damn, I need to use Tribble more often, thanks for the heads up
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The time has come at last. Custom kits. And it was glorious.
I wonder if the base kits will give boosts to certain modules :hmm
I think according to the dev blog, they said something along the lines, that the "Mark" adds extra module slots and Green, Blue and Purple variants will enhance or boost the various modules ... Or something like that ...
I think according to the dev blog, they said something along the lines, that the "Mark" adds extra module slots and Green, Blue and Purple variants will enhance or boost the various modules ... Or something like that ...
Which blog was that? :eek:
I need to reread it.
Or do you mean the release notes. I'll check it.
EDIT: Here it is
Kit Revamp:
The Kit system has been overhauled!
New Kits now allow you to add Modules to them.
Kits and Modules exist from Mark I to Mark XII and in Common, Uncommon, Rare, and Very Rare qualities.
Kits can provide skill bonuses to either general Ground skills or career-specific Ground skills:
Higher rarity kits provide a larger number of discrete bonuses
Higher Mark kits provide a larger magnitude of skill with each bonus
Higher Mark kits contain more slots for Kit Modules
Kit Modules are a new type of item, consisting of a single power.
Each module belongs to a Career (Science, Engineering, or Tactical) and a Specialization.
Each Career is made up of two Specializations:
Science
Research Modules emphasize experimental new science-based control and damage effects
Medic Modules focus on healing wounds and supporting teammates
Engineering
Fabrications Modules allow Engineers to create temporary constructions
Mechanic Modules focus on using devices to enhance allies or impair foes
Tactical
Assault Modules focus on direct damage and explosive effects
Strategic Modules emphasize the battlefield planning and control abilities of the user
Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type.
For example, Turret Fabrication is a Fabrication-type Module.
It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit.
Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits
All qualities of Kits and Modules drop from ground enemies as reward possibilities.
Fleet Holding Kits have been updated to provide a purple-quality Kit with a pre-slotted purple-quality Module of the power that was previously a Mark IV power.
These are equivalent in power to their previous versions.
For testing purposes, the test console on Drozana Station will provide anyone with random assortments of level-appropriate kits and modules as many times as the tester desires.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
I found 14 Tactical skills, 7 Assault and 7 strategic. Mk X skills ran for 5025 dil each.
You can slot / un-slot to your hearts desire, it is great fun. Plus the old kit visuals are now in the taylor to play with, so you can custom the look of a kit (mix and match visual parts from all 3 classes to make a mean looking kit). Keep in mind, this is only a visual change and part of your uniform options.
I found 14 Tactical skills, 7 Assault and 7 strategic. Mk X skills ran for 5025 dil each.
You can slot / un-slot to your hearts desire, it is great fun. Plus the old kit visuals are not in the taylor to play with, so you can custom the look of a kit (mix and match visual parts from all 3 classes to make a mean looking kit). Keep in mind, this is only a visual change and part of your uniform options.
I forgot all about that. I do have to scope out the kits in the tailor, that's gonna be nice.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
If non consumables end up taking a slot I'm gonna cut someone...
The devs mentioned they were thinking about doing this, but decided to leave devices out of the Kit system. I guess they could make it possible to have a universal slot be able to equip devices and modules so you could have 5 device slots instead of just 4, but as far as I know, the universal slot might not even be in the game and this idea is likely to never happen.
No offense doc, but you could have saved some 12mins by reading into the dev's released info that mentioned all prior existing kits would not be able to slot anything, only new kits.
Also I noticed when you hovered over two of the mk ix basic sci kits for EC's, they had the top two with a different icon, but both has a 2/2 making them if not differing in appearance a waste of 2 kits when 1 could do either job equally.
Otherwise always a welcome for the work you put into providing us quality information. TY
No offense doc, but you could have saved some 12mins by reading into the dev's released info that mentioned all prior existing kits would not be able to slot anything, only new kits.
I might argue, my confusion will be typical confusion from players when this goes live on Holodeck. I think we will see a lot of this at first, people will be asking how do they put the module on their kits.
Perhaps through showing my confusion it will help others through the process and not feel so dumb when they try to slot modules on the "classic kits"
Maybe it will also help the devs create some sort of instruction method, or documentation of what is required to make it work so it is more easily understood, as well.
I like doing these videos blind, without testing it first, that way it's as real-world as it gets and represents what other players may encounter.
I sincerly hope UNiversal slots will allow Sci and Tac to use things like Turrets and Generators.
That Sci's couldn't create AT LEAST medical generators always annoyed me.
Sorry to burst your bubble friend, but I don't think you can mix n' match skills from different careers - this is in the patch notes:
Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type.
For example, Turret Fabrication is a Fabrication-type Module.
It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit.
I agree it would be awesome to have skills from each career since we can do it in space no problem, so never say never.
I found 14 Tactical skills, 7 Assault and 7 strategic. Mk X skills ran for 5025 dil each.
You can slot / un-slot to your hearts desire, it is great fun. Plus the old kit visuals are now in the taylor to play with, so you can custom the look of a kit (mix and match visual parts from all 3 classes to make a mean looking kit). Keep in mind, this is only a visual change and part of your uniform options.
Is that just for Feds, or are all 3 factions getting this option?
The last tribble patch took away kits from the drozana test console ( it was an accident ), so next patch they will be putting them back, also I can possibly see them putting tac/sci/eni kits with one universal module in as a premium lockbox reward ( please don't cryptic ). Oh and doc it was me who mentioned the kits on your channel.
No offense doc, but you could have saved some 12mins by reading into the dev's released info that mentioned all prior existing kits would not be able to slot anything, only new kits.
Also I noticed when you hovered over two of the mk ix basic sci kits for EC's, they had the top two with a different icon, but both has a 2/2 making them if not differing in appearance a waste of 2 kits when 1 could do either job equally.
Otherwise always a welcome for the work you put into providing us quality information. TY
I'm thinking that that is a placeholder for something. Or someone one was tired when they programmed it.
1 to 4 slots, what about the current 5 power kits then, tough luck ?
And I am still very confused over the fact there are two 2/2 kits I mean arent they identical ?
The 5 power fleet kits are actually going to come slotted with an advanced module with the power that was the Mk IV power according to the notes.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
I'm thinking that that is a placeholder for something. Or someone one was tired when they programmed it.
That is counter-intuitive as all heck ain't it?
The 5 power fleet kits are actually going to come slotted with an advanced module with the power that was the Mk IV power according to the notes.
Yeah just wasnt sure if it was staying 5 slot or if we were just going to get a 4 slot like the others and a power in it (for that matter of course also depends how it restricts the power choices in the 5 as we wont be able to choose the build ourselves if it changes our current ones.
or of course we do but we will have to buy it again costing a lot more resources overall on top of what we have spent for what may well be a lesser kit then.
Comments
Join The Space Invaders,..... Federation and KDF fleets.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
I wonder if the base kits will give boosts to certain modules :hmm
[SIGPIC][/SIGPIC]
I think according to the dev blog, they said something along the lines, that the "Mark" adds extra module slots and Green, Blue and Purple variants will enhance or boost the various modules ... Or something like that ...
Which blog was that? :eek:
I need to reread it.
Or do you mean the release notes. I'll check it.
EDIT: Here it is
Kit Revamp:
I found 14 Tactical skills, 7 Assault and 7 strategic. Mk X skills ran for 5025 dil each.
You can slot / un-slot to your hearts desire, it is great fun. Plus the old kit visuals are now in the taylor to play with, so you can custom the look of a kit (mix and match visual parts from all 3 classes to make a mean looking kit). Keep in mind, this is only a visual change and part of your uniform options.
I forgot all about that. I do have to scope out the kits in the tailor, that's gonna be nice.
The devs mentioned they were thinking about doing this, but decided to leave devices out of the Kit system. I guess they could make it possible to have a universal slot be able to equip devices and modules so you could have 5 device slots instead of just 4, but as far as I know, the universal slot might not even be in the game and this idea is likely to never happen.
No offense doc, but you could have saved some 12mins by reading into the dev's released info that mentioned all prior existing kits would not be able to slot anything, only new kits.
Also I noticed when you hovered over two of the mk ix basic sci kits for EC's, they had the top two with a different icon, but both has a 2/2 making them if not differing in appearance a waste of 2 kits when 1 could do either job equally.
Otherwise always a welcome for the work you put into providing us quality information. TY
Praetor of the -RTS- Romulan Tal Shiar fleet!
I might argue, my confusion will be typical confusion from players when this goes live on Holodeck. I think we will see a lot of this at first, people will be asking how do they put the module on their kits.
Perhaps through showing my confusion it will help others through the process and not feel so dumb when they try to slot modules on the "classic kits"
Maybe it will also help the devs create some sort of instruction method, or documentation of what is required to make it work so it is more easily understood, as well.
I like doing these videos blind, without testing it first, that way it's as real-world as it gets and represents what other players may encounter.
JustGaming4US - https://www.youtube.com/user/JustGaming4Us/
Twitter - https://twitter.com/Brent_Justice
Patreon - https://www.patreon.com/brentjustice
That Sci's couldn't create AT LEAST medical generators always annoyed me.
Sorry to burst your bubble friend, but I don't think you can mix n' match skills from different careers - this is in the patch notes:
I agree it would be awesome to have skills from each career since we can do it in space no problem, so never say never.
Is that just for Feds, or are all 3 factions getting this option?
the KDF are also getting kit visuals for themselves in the tailor, just as Feds are getting those visuals moved to the tailor
i'm NOT sure if Romulan kit visuals are in the works or not, or if the KDF kit visuals in the tailor are different looking than the Federation ones.
The devs have spoken about this becoming a possibility, and if it does, just look for the next lockbox near you..
And I am still very confused over the fact there are two 2/2 kits I mean arent they identical ?
I'm thinking not everything is there yet when this is all finished and goes to Holodeck All still Beta.
JustGaming4US - https://www.youtube.com/user/JustGaming4Us/
Twitter - https://twitter.com/Brent_Justice
Patreon - https://www.patreon.com/brentjustice
I only played with my Fed on ESD - but others have posted it is the same for KDF & Rom
The 5 power fleet kits are actually going to come slotted with an advanced module with the power that was the Mk IV power according to the notes.
Yeah just wasnt sure if it was staying 5 slot or if we were just going to get a 4 slot like the others and a power in it (for that matter of course also depends how it restricts the power choices in the 5 as we wont be able to choose the build ourselves if it changes our current ones.
or of course we do but we will have to buy it again costing a lot more resources overall on top of what we have spent for what may well be a lesser kit then.