I just finished "Broken Circle" and got the Reactive Armor Catalyst recipes on my main, and for the most part I'm quite pleased with their addition to STO.
A consumable hull heal is really something that should have existed for a long time. Hypos for starships. lol
Performance wise, they seem to be slightly better than Hazard Emitters I, a bit more hull healed and a bit faster too. (Unless aux power is 80+, then Hazard Emitters pulls ahead) The temporary HP, also makes the hull heal a bit better too, since enemy weapon's fire won't be impeding repair efforts for a short time, very cool!
Anyway, I've noticed that the recipe requires 3 Duranium, 1 Tritanium, and 1 Verteron particle, and is character bind on pickup.
I'd like to ask if we could drop the Tritanium requirement. Tritanium is one of the most (if not the most) over-utilized crafting material there is, and it doesn't drop at a terribly fantastic rate to justify its extensive use in R&D.
There are other over-utilized/under-dropped materials, but that's another topic.
Personally I feel that the 3 Duranium, 1 Verteron material requirement is sufficient, for a consumable item that is. (perhaps offset the loss of tritanium with some EC? Between 500-2500 would be appropriate I'd think...)
I'd like to thank you for using Verterons in this item, now there is actually a use for those abundantly common uncommon materials!
I'm also scratching my head a little as to why these items are character bind on pickup, I realize you want players to actually do the mission to get the recipe and craft one's own devices. But this does kinda limit these items to only level 60 players (once the Episode is no longer 'featured'), and then only to those players who actually do any R&D stuff.
Not everyone does R&D and those who do not will miss out on these nifty little items, perhaps we could remove the bind on pickup from the crafted versions? (I'd also ask this for the mission reward crafted training manuals, still wondering about that one, and why do those cost EC to make now? Or did they always cost credits to craft those manuals?)
Oh, one last thing, the R&D recipe uses a Hyper Injection warp core icon, I assume this was an oversight? lol
How do you get to craft them? I just finished the mission, for the second time and I have opened the crate of Catalysts. I don't see any gui to work with the Catalysts to make more of them.
When you open the box of them, the recipe is automatically added to your Engineering school category.
It doesn't appear to be for me. I have opened the box, but the recipe is nowhere to be seen. I've looked at all categories, with and without the filters.
I just crafted some of those new consumables added in the 8-6-15 patch, and I now don't mind the Reactive armor catalysts being bind-on-pickup. There is now a new hull heal consumable available for level 10 engineering crafters which is not bind-on-pickup, which performs in a similar way, but instead of temporary HP it gives a bonus to max hp. The numbers are comperable to an engineering Team I as well, slightly more heal but no subsystem repair, very nice.
I'm still a bit concerned about the Catalysts requiring Tritanium, but with a cheaper alternative that uses Verterons and Duranium (both fairly common materials, easily obtainable en masse for consumables) I'm not bothered by the slightly more expensive nature of the catalysts.
Oh, one thing though... The hull patch is named "Battery - Hull Patch", this was probably done for organizational convienience, but it is a bit of a misnomer, it's not really a battery...
Edit: Any chance of being able to make multiple 'bundles' of the new consumables? Like components can be made up to 5 at a time, maybe allow us to make up to 4 bundles of batteries? (A full stack at a time) Please?
Edit 2: Oh, as of yet the R&D icon for the Reactive Armor Catalysts is still a Hyper Injection warp core. Just a heads-up.
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How do you get to craft them? I just finished the mission, for the second time and I have opened the crate of Catalysts. I don't see any gui to work with the Catalysts to make more of them.
It doesn't appear to be for me. I have opened the box, but the recipe is nowhere to be seen. I've looked at all categories, with and without the filters.
I've posted this in the R&D thread: http://www.arcgames.com/en/forums#/discussion/1197403/reactive-armor-catalysts-pack-create-additional-catalysts-not-showing-up-in-r-d
OOPS - found it - mine shows up as a warp core icon.
I'm still a bit concerned about the Catalysts requiring Tritanium, but with a cheaper alternative that uses Verterons and Duranium (both fairly common materials, easily obtainable en masse for consumables) I'm not bothered by the slightly more expensive nature of the catalysts.
Oh, one thing though... The hull patch is named "Battery - Hull Patch", this was probably done for organizational convienience, but it is a bit of a misnomer, it's not really a battery...
Edit: Any chance of being able to make multiple 'bundles' of the new consumables? Like components can be made up to 5 at a time, maybe allow us to make up to 4 bundles of batteries? (A full stack at a time) Please?
Edit 2: Oh, as of yet the R&D icon for the Reactive Armor Catalysts is still a Hyper Injection warp core. Just a heads-up.