I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships). I keep hearing mention of meaningful choices, but this is just asking me to choose between do not want and do not need. The same applies to the choice between two things affecting hangar pets since none of my ships have hangar bays.
Threatening stance isn't a choice, it's a new captain clicky, you get it instead of Abandon Ship.
Without threat control it just increases threat. With it it increases more, and actually reduces it if you're not using it. So, you'll get something out of choosing threat control even if you want less threat.
I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships).
The Threat Control unlock actually reduces the amount of Threat you generate while the Threatening Stance toggle is disabled.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships).
The Threat Control unlock actually reduces the amount of Threat you generate while the Threatening Stance toggle is disabled.
Thanks. I must have missed that, and will have to look for it tonight. Decreased aggro is what I need.
I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships).
The Threat Control unlock actually reduces the amount of Threat you generate while the Threatening Stance toggle is disabled.
It's a little high up the tree though, Bort. I think that one would do better as the first unlock. And engi or a sci going for their ultimate ability would have no way of getting it. Engi cruiser is the classical tank and would want that threat. Sci tends to make things very angry (which is good in a lot of cases IE feedback pulse and bad in others).
I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships). I keep hearing mention of meaningful choices, but this is just asking me to choose between do not want and do not need. The same applies to the choice between two things affecting hangar pets since none of my ships have hangar bays.
Also, as I understand it, Threat Control was supposed to lower your threat if you do not activate Threatening Stance. So it seems it's not a bad choice for squishy ships, either.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
It's a little high up the tree though, Bort. I think that one would do better as the first unlock. And engi or a sci going for their ultimate ability would have no way of getting it. Engi cruiser is the classical tank and would want that threat. Sci tends to make things very angry (which is good in a lot of cases IE feedback pulse and bad in others).
But what would you sacrifice on your Cruiser to put in a later step? Something will have be unlocked late in that tree - is Threat Control really that much more useful to a tank than something that buffs his damage output and in turn will also raise his threat?
The later threat control is in the tree, the earlier other picks will be. Picks that might help make your build more rounded.
Edit:
Oh, and are you certain that you will need so much points in other trees? The heal buffing unlocks are all low tier, and are quickly covered, assuming you don't try to max everything out (you don't gain that much by the 3rd point usually). The energy related buffs are not that relevant for keeping your ship alive. It's usually more to enable more offensive power - but you can get that from the tactical tree anyway, since as a tank, you're likely a weapon user.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships).
The Threat Control unlock actually reduces the amount of Threat you generate while the Threatening Stance toggle is disabled.
It's a little high up the tree though, Bort. I think that one would do better as the first unlock. And engi or a sci going for their ultimate ability would have no way of getting it. Engi cruiser is the classical tank and would want that threat. Sci tends to make things very angry (which is good in a lot of cases IE feedback pulse and bad in others).
So I went and looked and made a quick chart:
2e: EptS3, HE3, and MDP:B3
2s: ES3, PS3, B:TS-W3
2t: DEM3, TachB3, MDP:A3
5: choose a bonus skill
7e: EptE3, FBP3, AP:O3
7s: RSP3, GW3, B:TS-S3
7t: EWP3, JS3, CSV3
10: bonus skill set 2
12e: EptW3, PH3, AP:B3
12s: A2SIF3, TR3, B:FaW3
12t: BoardP3, TractorB3, CRF3
15: bonus skill set 3
17e: EptA3, TSS3, APD3
17s: Aux2ID3, TBR3, B:O3
17t: AcetonB3, VM3, TS3
20: bonus skill set 4
25: ultimates:
26-28? improved ultimates
which level do you think it should go at, and what should it replace?
Someone brought up the point about the passive hull/shields healing. On Tribble I don't have it high because the boffs powers are better. But can anyone tell me if that has now changed with the new skill setup and removal of the crew mechanic? Is hull/shield gen now more viable? That's important, because that 6 (3 shield 3 hull) valuable points that have to be invested.
Someone brought up the point about the passive hull/shields healing. On Tribble I don't have it high because the boffs powers are better. But can anyone tell me if that has now changed with the new skill setup and removal of the crew mechanic? Is hull/shield gen now more viable? That's important, because that 6 (3 shield 3 hull) valuable points that have to be invested.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
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A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
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I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
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I would like to know more about the Threat Control. It says it applies while in a threatening stance, but I am uncertain if that just means any combat, or if it's something else.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
I am also unsure why, as an escort captain, would I need to choose between Threat Control (which in the Holodeck version I need to avoid like the plague because of the increased aggro) and Stealth (which does not apply to my ships).
The Threat Control unlock actually reduces the amount of Threat you generate while the Threatening Stance toggle is disabled.
It's a little high up the tree though, Bort. I think that one would do better as the first unlock. And engi or a sci going for their ultimate ability would have no way of getting it. Engi cruiser is the classical tank and would want that threat. Sci tends to make things very angry (which is good in a lot of cases IE feedback pulse and bad in others).
They had both pets and threat lower in the tree. Of course these passives are now pretty much useless to all but a small group. A sci captain with a sci based carrier like the Vo'Quve, Atrox, and Jupiter, will need points in other places and usually wont put 15-20 points in tac. If they do its either a very specialized build or they don't know the game. Tanking eng's are in the same boat with Threat but not as bad off, I could easily find 15 points in tac with an eng. Even with the new pet skills in the tac tree I only managed 12 points in tac with my kdf sci in the paradox, bumping that up by another 8 points severely gimps the ship and its build in most cases. The 20 point passives can be used without gimping a tac/eng in an HEC maybe. If your gonna put the bulk of your points into tac you might as well just be a tac in an escort or battlecruiser, which pretty much makes the pet passive useless anyways. They need to be split up in order to make the 10, 15, and 20 point choices somewhat useful to people without pets.
Now I understand you want the training manuals on the bar's but at least gives useful skills to train. Mine dispersal is on probably 85 percent of the BOFFS out their already and we have more useful skills to train such as HY3. If mines are as useless as everyone says(I believe they are) then why are we wasting time training the mine dispersal skills, especially since mines are getting no love anyways.
Comments
Threatening stance isn't a choice, it's a new captain clicky, you get it instead of Abandon Ship.
Without threat control it just increases threat. With it it increases more, and actually reduces it if you're not using it. So, you'll get something out of choosing threat control even if you want less threat.
As detailed in the original Dev Blog, there is a new toggle ability that has taken the place of Abandon Ship, called "Threatening Stance." While this toggle is active, you generate increased Threat.
The Threat Control unlock actually reduces the amount of Threat you generate while the Threatening Stance toggle is disabled.
Cryptic - Lead Systems Designer
"Play smart!"
Thanks. I must have missed that, and will have to look for it tonight. Decreased aggro is what I need.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
It's a little high up the tree though, Bort. I think that one would do better as the first unlock. And engi or a sci going for their ultimate ability would have no way of getting it. Engi cruiser is the classical tank and would want that threat. Sci tends to make things very angry (which is good in a lot of cases IE feedback pulse and bad in others).
Also, as I understand it, Threat Control was supposed to lower your threat if you do not activate Threatening Stance. So it seems it's not a bad choice for squishy ships, either.
But what would you sacrifice on your Cruiser to put in a later step? Something will have be unlocked late in that tree - is Threat Control really that much more useful to a tank than something that buffs his damage output and in turn will also raise his threat?
The later threat control is in the tree, the earlier other picks will be. Picks that might help make your build more rounded.
Edit:
Oh, and are you certain that you will need so much points in other trees? The heal buffing unlocks are all low tier, and are quickly covered, assuming you don't try to max everything out (you don't gain that much by the 3rd point usually). The energy related buffs are not that relevant for keeping your ship alive. It's usually more to enable more offensive power - but you can get that from the tactical tree anyway, since as a tank, you're likely a weapon user.
2e: EptS3, HE3, and MDP:B3
2s: ES3, PS3, B:TS-W3
2t: DEM3, TachB3, MDP:A3
5: choose a bonus skill
7e: EptE3, FBP3, AP:O3
7s: RSP3, GW3, B:TS-S3
7t: EWP3, JS3, CSV3
10: bonus skill set 2
12e: EptW3, PH3, AP:B3
12s: A2SIF3, TR3, B:FaW3
12t: BoardP3, TractorB3, CRF3
15: bonus skill set 3
17e: EptA3, TSS3, APD3
17s: Aux2ID3, TBR3, B:O3
17t: AcetonB3, VM3, TS3
20: bonus skill set 4
25: ultimates:
26-28? improved ultimates
which level do you think it should go at, and what should it replace?
My character Tsin'xing
i actually have a question related to the removal of Abandon Ship...what effect did the Doff that used to improve Abandon Ship (as seen here: http://sto.gamepedia.com/Specialization:_Explosives_Expert#Abandon_Ship_variant ) get in its place? i presume something that improves Threatening Stance instead
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Not yet decided, but most likely.
Cryptic - Lead Systems Designer
"Play smart!"
They had both pets and threat lower in the tree. Of course these passives are now pretty much useless to all but a small group. A sci captain with a sci based carrier like the Vo'Quve, Atrox, and Jupiter, will need points in other places and usually wont put 15-20 points in tac. If they do its either a very specialized build or they don't know the game. Tanking eng's are in the same boat with Threat but not as bad off, I could easily find 15 points in tac with an eng. Even with the new pet skills in the tac tree I only managed 12 points in tac with my kdf sci in the paradox, bumping that up by another 8 points severely gimps the ship and its build in most cases. The 20 point passives can be used without gimping a tac/eng in an HEC maybe. If your gonna put the bulk of your points into tac you might as well just be a tac in an escort or battlecruiser, which pretty much makes the pet passive useless anyways. They need to be split up in order to make the 10, 15, and 20 point choices somewhat useful to people without pets.
Now I understand you want the training manuals on the bar's but at least gives useful skills to train. Mine dispersal is on probably 85 percent of the BOFFS out their already and we have more useful skills to train such as HY3. If mines are as useless as everyone says(I believe they are) then why are we wasting time training the mine dispersal skills, especially since mines are getting no love anyways.
http://www.arcgames.com/en/forums/startrekonline#/discussion/1212701/official-feedback-thread-for-skill-revamp-v2-0
Cryptic - Lead Systems Designer
"Play smart!"