It's being remodeled. It'll be back after Season 9 launches.
Is that like Season 15 or longer?
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Looking for a new fleet? Drop by the in-game chat channel, "tenforwardforum", and say hi to the members of A Fleet Called Ten Forward (Fed) and The Orion Pirates (KDF). If you already have a fleet you are happy with, please feel free to drop by our chat channel if you are looking for a friendly bunch of helpful people to socialize with.
Also, I traded in two fleet kits: "Spire Engineering Kit - Bunker Fabrication Mk XII" and "Romulan Engineering Kit - Fabrication Specialist Mk XII". This is what I received in return.
Spire Prototype Engineering Kit Mk II
1 ultra rare Mk XII kit module
3 very rare Mk XII kit modules
1 uncommon Mk XII kit module
Romulan Engineering Kit Mk XII
1 ultra rare Mk XII kit module
3 rare Mk XI kit modules
1 uncommon Mk XI kit module
I suspect that "Romulan Engineering Kit Mk XII" was incorrectly given the rare and uncommon Mk XI kit modules for "Romulan Engineering Kit Mk XI".
If bombs and mines are being reduced in damage
I say thats a good thing
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 know you are only supposed to get 4-5 per 20hrs via the mission but seems like they should stack like batteries, but haven't run than one in awhile since the parts to run the bonus mission stopped dropping irrc.
I know you are only supposed to get 4-5 per 20hrs via the mission but seems like they should stack like batteries, but haven't run than one in awhile since the parts to run the bonus mission stopped dropping irrc.
Did they change it? It stacked up to 5 last time I bothered to collect them.
Did they change it? It stacked up to 5 last time I bothered to collect them.
To clarify I was wondering why they don't stack to 20 like batteries so if I bothered to collect them, instead of only stacking to whatever you received on the run. Having multiple stacks of 4-5 in inventory seems silly they can't be combined to a 20 stack at present.
Its a bad thing.
I really hope this is a bug and it will be fixed.
Enginners only have the mines as their only reliable skill. Other classes have good fast cycling ranged damaging skills like the grenades (tacs) or the exodermic field (sci). Since mines need to be placed at really close range, they should have better dmg since it takes more risk to use them... The mines are the only skill that makes the enginner on par with the other professions.
And its bad enuf that the enginners didnt got a offensive skill like the rest of the professions with the new undine rep. The tacs got anti-undine grenade and the sci got a anti-undine repulse skill. Wich both are really good. While the enginner got a medical gen. Shouldve been anti-undine mines or bomb imo.
To clarify I was wondering why they don't stack to 20 like batteries so if I bothered to collect them, instead of only stacking to whatever you received on the run. Having multiple stacks of 4-5 in inventory seems silly they can't be combined to a 20 stack at present.
I know what you mean. Sadly I've asked the same question a few times, as why not make the deut surplus stack to 20, even when the GQ comodities where made to stack to 250 and got no reply. My guess is that they want this item to be kept at max 5 stack
To clarify I was wondering why they don't stack to 20 like batteries so if I bothered to collect them, instead of only stacking to whatever you received on the run. Having multiple stacks of 4-5 in inventory seems silly they can't be combined to a 20 stack at present.
Could probably be because of the size of the tanks...
I imagine them being significantly bigger than batteries.
Has always been stacking to 5 per slot since I first had the chance to do that mission.
I usually sell them to a vendor if I have more than one stack of them in my inventory.
One stack always sits in an equipment slot of most of the ships I use.
"I came from a time long gone, saw many other times...
But I'm still a mere human."
Vice Admiral Chris Curtiss, Temporal Ambassador
Rumor has it, the "Trade in 5 Borg Neural Processors for 1000 Dilithium" mission is gone from the Omega Rep. Intentional (hidden) change, or bug? There's gonna be hell to pay, if it's missing on Holodeck after Season 9.
Rumor has it, the "Trade in 5 Borg Neural Processors for 1000 Dilithium" mission is gone from the Omega Rep. Intentional (hidden) change, or bug? There's gonna be hell to pay, if it's missing on Holodeck after Season 9.
You shouldn't listen to rumour. The project is still there, and it now only requires 3 neural processors like the Voth rep project.
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!!
Haha thanks, yeah somebody else pointed that out to me. I hadn't even considered that but of course did already know it, for some reason I had a brain TRIBBLE on it. I was just worried about more tailor bugs being brought to Holodeck because none of the devs had ever responded to me about it over the last month or so.
Also, another Fed-only bug on tribble, is that some store unlocks aren't part of the tribble build at all. Like the Enterprise cosutmes.
Also, another Fed-only bug on tribble, is that some store unlocks aren't part of the tribble build at all. Like the Enterprise cosutmes.
Tribble works in a different way as it isn't tied to the Z-Store. Because of that, you do not have access to your Z-Store unlocks on the test server. However, any ZEN purchased also is duplicated on Tribble so you can purchase items you have on Holodeck or test other items you don't own on Tribble before you buy them.
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Looking for a new fleet? Drop by the in-game chat channel, "tenforwardforum", and say hi to the members of A Fleet Called Ten Forward (Fed) and The Orion Pirates (KDF). If you already have a fleet you are happy with, please feel free to drop by our chat channel if you are looking for a friendly bunch of helpful people to socialize with.
Tribble works in a different way as it isn't tied to the Z-Store. Because of that, you do not have access to your Z-Store unlocks on the test server. However, any ZEN purchased also is duplicated on Tribble so you can purchase items you have on Holodeck or test other items you don't own on Tribble before you buy them.
No... that's not what I meant. what I meant is that some Z-store unlocks don't exist on Tribble. I think it's mostly character costumes, but something just don't appear in the tribble version of the Z-store.
Most annoying part of that for me is that it drops all of the weapon powers into the slots. I have to go through and drag them all out. Since I almost never use them in the tray, I just click them onto auto on the weapons window and hit spacebar or hit spacebar to fire them. I would never bother to click through for every beam weapon to fire one at a time.
This is really bad for the ships that you are given for just one mission. When you are handed the Dyson destroyer to fly its powers are scattered across 4 trays, with one full tray taken up by the beams and torps. I'm always afraid I'm missing some super ability because it got pushed to the middle of the 4th tray where I keep sector powers or mostly worthless powers.
I can't imagine what it looks like to a player with just 1-2 trays worth of abilites...
Have to agree. Weapons have their own tray and there's no need/use for them in the big tray. But what I find even more annoying is when you set up your tray, lock it and then the next time you log on the sytem changes it back. Its totally irritating that "Lock tray" is so useless!
Just noticed... do both kits AND modules use fleet provisions? Did you just double the required number of provisions to get what we had before?
Oh and some of the fleet kits come with modules and some don't with no real notice of why.
Can confirm. Modules do use provisions.
If I tap shift+R to go into full impulse I have to wait 1 second before I can turn it off. I tried clicking on the speed bar full impulse to see if double clicking it would let me jump to full impulse for a second then drop out of it. It worked for a couple times but now I can't go into full impulse at ALL.
Removing my impulse engine and re-equiping it lets me use full imuplse again but I still can't doubletap full impuse to get a short burst of speed.
I tried clicking on the speed bar full impulse to see if double clicking it would let me jump to full impulse for a second then drop out of it. It worked for a couple times but now I can't go into full impulse at ALL.
Are you sure about this? What I noticed is that you can become stuck in full impulse. Even though the toggle and throttle don't flash, your ship moves at full-impulse speed, and power is diverted to engines.
Are you sure about this? What I noticed is that you can become stuck in full impulse. Even though the toggle and throttle don't flash, your ship moves at full-impulse speed, and power is diverted to engines.
Yeah I've noticed some strange things with Full Impulse too. Until I read this though I just assumed I was imagining things or not hitting the button properly.
Like you said in your other post, I too like to do 'impulse bursts' especially with large cruisers because they have higher inertia so a burst lets you travel a fair distance without losing all power to your engines.
Sadly though, I can't deactivate it quickly any more, and sometimes it doesn't seem to deactivate at all even though the indicator implies it has. I have to re-activate it and then disable it again. Very annoying getting caught out in a fire fight with all of your power diverted to your engines.
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!!
Are you sure about this? What I noticed is that you can become stuck in full impulse. Even though the toggle and throttle don't flash, your ship moves at full-impulse speed, and power is diverted to engines.
Engineer Turret kit from the embassy has the flamethrower module already in it. The flamethrower module is also listed just under it. There are a couple of other kits that have a module in it as well. I have not found a trade in vendor, unless its the same vendor as the place you buy the kits/modules and it costs FC and dilithum to do the trade in. Unless they are display errors, I bought one of the turret modules to check if it burns provisions (it does) but I did not bother to also buy the kit frame.
I'm glad someone else also noticed the issue with full impulse. I like to do the short burst on cruisers as well khamseenair. It lets you have more control over those boats.
Engineer Turret kit from the embassy has the flamethrower module already in it. The flamethrower module is also listed just under it. There are a couple of other kits that have a module in it as well.
I have not found a trade in vendor, unless its the same vendor as the place you buy the kits/modules and it costs FC and dilithum to do the trade in.
Yes, it's the same vendor, but in order to see the "Trade-In" tab, you need to have a kit that you can trade in. Note that the visibility of the tab is not working properly for all kits. See the thread below.
Comments
Is that like Season 15 or longer?
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If bombs and mines are being reduced in damage
I say thats a good thing
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 know you are only supposed to get 4-5 per 20hrs via the mission but seems like they should stack like batteries, but haven't run than one in awhile since the parts to run the bonus mission stopped dropping irrc.
Did they change it? It stacked up to 5 last time I bothered to collect them.
To clarify I was wondering why they don't stack to 20 like batteries so if I bothered to collect them, instead of only stacking to whatever you received on the run. Having multiple stacks of 4-5 in inventory seems silly they can't be combined to a 20 stack at present.
Its a bad thing.
I really hope this is a bug and it will be fixed.
Enginners only have the mines as their only reliable skill. Other classes have good fast cycling ranged damaging skills like the grenades (tacs) or the exodermic field (sci). Since mines need to be placed at really close range, they should have better dmg since it takes more risk to use them... The mines are the only skill that makes the enginner on par with the other professions.
And its bad enuf that the enginners didnt got a offensive skill like the rest of the professions with the new undine rep. The tacs got anti-undine grenade and the sci got a anti-undine repulse skill. Wich both are really good. While the enginner got a medical gen. Shouldve been anti-undine mines or bomb imo.
I know what you mean. Sadly I've asked the same question a few times, as why not make the deut surplus stack to 20, even when the GQ comodities where made to stack to 250 and got no reply. My guess is that they want this item to be kept at max 5 stack
I imagine them being significantly bigger than batteries.
Has always been stacking to 5 per slot since I first had the chance to do that mission.
I usually sell them to a vendor if I have more than one stack of them in my inventory.
One stack always sits in an equipment slot of most of the ships I use.
But I'm still a mere human."
Vice Admiral Chris Curtiss, Temporal Ambassador
You shouldn't listen to rumour. The project is still there, and it now only requires 3 neural processors like the Voth rep project.
My character Tsin'xing
Tribble works in a different way as it isn't tied to the Z-Store. Because of that, you do not have access to your Z-Store unlocks on the test server. However, any ZEN purchased also is duplicated on Tribble so you can purchase items you have on Holodeck or test other items you don't own on Tribble before you buy them.
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My character Tsin'xing
Have to agree. Weapons have their own tray and there's no need/use for them in the big tray. But what I find even more annoying is when you set up your tray, lock it and then the next time you log on the sytem changes it back. Its totally irritating that "Lock tray" is so useless!
Oh and some of the fleet kits come with modules and some don't with no real notice of why.
Can confirm. Modules do use provisions.
If I tap shift+R to go into full impulse I have to wait 1 second before I can turn it off. I tried clicking on the speed bar full impulse to see if double clicking it would let me jump to full impulse for a second then drop out of it. It worked for a couple times but now I can't go into full impulse at ALL.
Removing my impulse engine and re-equiping it lets me use full imuplse again but I still can't doubletap full impuse to get a short burst of speed.
Only the trade-in versions come with modules.
This was reported before on Tribble.
http://sto-forum.perfectworld.com/showthread.php?t=1049331
I also reported it again after Season 9 went live.
http://sto-forum.perfectworld.com/showthread.php?t=1090981
Are you sure about this? What I noticed is that you can become stuck in full impulse. Even though the toggle and throttle don't flash, your ship moves at full-impulse speed, and power is diverted to engines.
Yeah I've noticed some strange things with Full Impulse too. Until I read this though I just assumed I was imagining things or not hitting the button properly.
Like you said in your other post, I too like to do 'impulse bursts' especially with large cruisers because they have higher inertia so a burst lets you travel a fair distance without losing all power to your engines.
Sadly though, I can't deactivate it quickly any more, and sometimes it doesn't seem to deactivate at all even though the indicator implies it has. I have to re-activate it and then disable it again. Very annoying getting caught out in a fire fight with all of your power diverted to your engines.
Engineer Turret kit from the embassy has the flamethrower module already in it. The flamethrower module is also listed just under it. There are a couple of other kits that have a module in it as well. I have not found a trade in vendor, unless its the same vendor as the place you buy the kits/modules and it costs FC and dilithum to do the trade in. Unless they are display errors, I bought one of the turret modules to check if it burns provisions (it does) but I did not bother to also buy the kit frame.
I'm glad someone else also noticed the issue with full impulse. I like to do the short burst on cruisers as well khamseenair. It lets you have more control over those boats.
Oh, that. I reported that bug as well.
http://sto-forum.perfectworld.com/showthread.php?t=1085851
Yes, it's the same vendor, but in order to see the "Trade-In" tab, you need to have a kit that you can trade in. Note that the visibility of the tab is not working properly for all kits. See the thread below.
http://sto-forum.perfectworld.com/showthread.php?t=1089591