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Official Feedback Thread for the Skill System Revamp

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    mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    a compromise is an agreement that no one is happy with but one that is agreeed to as everyone wins and looses something within the deal.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
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    phrgphrg Member Posts: 82 Arc User
    Question may have been answered elsewhere but...

    Is there a link between character career (Tac, Eng and Sci) and the skill trees (Tac, Eng and Sci)? Having had a bit of a play on Tribble last night it appears that my Engie can put all their skill points into Tac and Sci skills with zero in Eng.

    Aside from the character level / progression skills will this disconnect result in the majority of players moving to a 'standard' tac-centric build?

    The disconnect does not seem logical...
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    nightkennightken Member Posts: 2,824 Arc User
    phrg wrote: »
    Question may have been answered elsewhere but...

    Is there a link between character career (Tac, Eng and Sci) and the skill trees (Tac, Eng and Sci)? Having had a bit of a play on Tribble last night it appears that my Engie can put all their skill points into Tac and Sci skills with zero in Eng.

    Aside from the character level / progression skills will this disconnect result in the majority of players moving to a 'standard' tac-centric build?

    The disconnect does not seem logical...

    no link. and on both those point it seems nothing is gonna change with the revamp.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited February 2016
    nightken wrote: »
    > @nightken said:
    > sgtfloydpepper
    > first ship with hanger pet is t3.
    >
    >
    > though it seem like there isn't really a good place for these skills. the ship that need it the most are sci but thats pretty full as is and most sci ship would find it useless. and putting it later in one other path would make harder for those ships to use it... I'm starting to see why it was placed in such a nonsensical place.

    Nonetheless, I still don't see this change being a positive one. It really lacks the versatility and customization of the existing skills system. Now I just feel boxed into taking garbage skills that I don't want/need.

    1. not every choice is a good one. useless skills/empty levels have always been a thing and are not going anywhere it suck but then again life sucks.
    The current skill systems allows us to avoid useless skills. The new systems forces us to take useless skills and skip skills we would have wanted. The layout of the passive skills is really bad for players. For example the energy and projectile skills. It would be far better to mix the first choice as crit chance energy or crit chance projectile. Then the 2nd choice crit serv energy or crit serv projectile. At the moment it feels like we are being forced into taking a useless skill in exchange for not taking a skill that's useful.

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    isthisscienceisthisscience Member Posts: 863 Arc User
    This system is far more intuative, and requires far less reading through tooltips to plan out. The tooltops are also a lot easier to understand this time! It's good you've kept with a limit so we can't get everything and while I'd prefer to hit through one track then go back and do other tracks, I get why we have limits on each section to encourage more in the other careers.

    The only issue I have with it is the training manual unlocks spread out across the three branches. By this I mean if you are concentrating on tactical, you can only get some tactical manuals by trying to max out engineering.

    Now I don't mind not getting everything, becuase that encourages a different build next time you do that profession. I also don't mind someone maxing out Engineering getting a science power as a bonus, but in this system the only way you can get certain science unlocks is if you are a science character maxing out engineering. Now if I wanted to max out engineering, I would select engineering. The fact I've picked science indicates my motivation is to put more than 50% of my points into the science track. Exact distribution varies of course, I often go for a fair balance, so science skills low down on the other tracks are fine, but right at the top end?

    I'd prefer it you're 50% of the way through a career track, the rewards on that track are only related to that track so there is a reasonable chance of, across characters, collecting them all without having to create an Engineering character that has maxed out science and tac, a tactical character that has maxed out engineering and science and a science character that has maxed out tac and engineering. Sure. it is a nice option but it is rather counter intuitive to picking a career at the start

    (And generally, it seems like those starting choices of career, species and faction are worth less and less as we go on - traits are swapped, factions are now basically one, and the only carreer limit we have now seems to what kits we can use - which are also watered down with a lot of universals. It is cool in many ways, but I'd like there to be some weight attached to the choices I made when I started the character and this new system seems to encourage you to ignore them even more?)
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    sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    > @coldnapalm said:
    >
    > Oh no...the horrors of having to make CHOICES. Want that spiffy ultimate skill? Well you are going to have to balance it against getting other USEFUL thing. Want that third engineer node? Well you may have to give up on getting some of the REALLY nice sci abilities if you want the tact ultimate. This isn't boxing you in...it's making you actually CHOOSE. And you can get plenty of versatility if you don't bother getting any ultimates actually.

    I don't even care about the "ultimate" skills, they don't interest me. Having to take a skill I do not need in order to obtain what I do want isn't a choice. It's being forced to take something I have no use for. That's not versatility.
    1xe027q.png
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    nightkennightken Member Posts: 2,824 Arc User
    > @coldnapalm said:
    >
    > Oh no...the horrors of having to make CHOICES. Want that spiffy ultimate skill? Well you are going to have to balance it against getting other USEFUL thing. Want that third engineer node? Well you may have to give up on getting some of the REALLY nice sci abilities if you want the tact ultimate. This isn't boxing you in...it's making you actually CHOOSE. And you can get plenty of versatility if you don't bother getting any ultimates actually.

    I don't even care about the "ultimate" skills, they don't interest me. Having to take a skill I do not need in order to obtain what I do want isn't a choice. It's being forced to take something I have no use for. That's not versatility.


    mYVbhHP.png


    please stick to customization that was the correct word.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    > @nightken said:
    > please stick to customization that was the correct word.

    Way to troll, dude. /sarcastic claps
    1xe027q.png
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    paspinallpaspinall Member Posts: 290 Arc User
    - i think the energy weapons and torpedoes, critcal hit and severity should be combined into one.
    - there are too many shield strength, hardness and absorbsion like ship hull and repairs. they should also be combined.
    - accuracy is useless in PVE, it should keep its own placing and an additional note about it being more effective in PVP.
    - too many useful skill too late into the skill tree, criticals, warp core potential, subsystem potential.
    - too many shield based skills i think should be put into the engineering section instead of science, i mean engineering spec with an engineering boat is nothing more than a tank in space, shields are apart of that.
    - no driver coil skills, so now it will take forever to get to a target at warp 5.
    - i think there should be a few more skill points on offer so instead of missing half the tree, you could get more from it. make it a little more flexible.
    - the ground skills are fine.

    Combining that many skills is just gonna lead to even more samey builds surely, shield based stuff has always been traditionally science, the science ships also have the biggest shield mods, so that's nothing new.
    adding more points doesn't necessarily make this sort of tree more flexible all that much, it just means its even more likely to degenerate in to a few cookie cutter builds and nothing else and considering the majority of pre-existing builds can be replicated with points to spare more points still would be nuts.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited February 2016
    Had more time to spend on skill points today with mixed feelings. Hopefully it’s just a wording issue but it appears as though I lose out big on ground as I am built around Kinetic damage on ground.
    1. Current system gives me a 99 bonus to improve my Kinetic ground weapons. New skill systems gives me 0%.
    2. It’s not very clear what some ground skills do. Kit performance expert lists what it improves not by how much. How much damage will I gain? How much extra duration?
    3. The passive skills are very easy to miss and blend in. it’s not clear you can click that tiny button to choose a passive. It just looks like an XP bar moving up that’s energized.
    4. Offensive Mastery ground says boosts energy weapons or melee. What about Kinect weapons?
    5. Weapons proficiency ground says boosts energy weapons or melee. What about Kinect weapons?


      Space
    6. The ultimate selection weakening corruption and probability shell seems to be the wrong way around for Sci and Eng. Engineers are about healing, tanking and hull patches but that’s at the end of the sci tree. Sci are about tricks, weakening the enemy but that’s at the end of the Eng tree.
    7. The ultimate selection Engineer power feels wrong. I am an Engineer based around explosives with projectiles, mines and other explosions without energy weapons. The power Explosive Corruption which sounds like a fit does nothing. I seem to be at a large disadvantage for most of the EPS power. 3 skill points based around energy weapons.
    8. The ultimate selection for Tac is the same why do only energy users gain the benefits? The ultimate selections seemed to be based around one play style. Anyone else gets no real befit.

      Overall it seems like there are extra skills just for energy weapons, but nothing just for projectile weapons. Lots of skills that benefit both but projectile based pilots seem to lose out.

      Perhaps we could have some Mine skills in the Engineer tree. After all the Engineers tends to be associated with mines and the Engineers class mentions how good Engineers are with mine fields yet we have zero enhancements in the space skill tree. I always disliked how after choosing the Engineers class based the mine description and after flying Cruisers associated with Engineers I end up worse with mines then Tac pilots in Escorts. This is a good opportunity to fix that.

      EDIT: Perhaps do the above for all class's. Mines and something else in the Eng tree, skills for deflectors and something else in the sci tree and cannons plus something else in the tac tree?
    Post edited by pottsey5g on
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    sinn74sinn74 Member Posts: 1,149 Arc User
    The impression I got with this system is that it's built so Tactical captains can have varied builds. The auxiliary change isn't so hot for sci captains. The respective tac/eng/sci bridge officer cooldown reductions don't come until the very end. Wouldn't those be better as unlocks? Odd. To me, at least.

    All of the warp potential skills would be welcomed sooner.

    The ultimates really don't look like they are worth building towards. I can see people not knowing what they're doing, and thinking that they aren't doing it right if they don't unlock them for their profession, which doesn't look very optimal to me.

    I'm worried that the combining of some skills is just a way to get everyone to take skills that are worthless for what they want to do.

    I was hoping that all torpedo and energy weapons would be deemed "weapons" in the new system. If the criticals are for both, why are they separated at all in the beginning?

    I don't even know why increasing sector travel speed should still be in there. Just buff travel speed?

    Are any NPC power changes coming with this? Are there going to eventually be new stats in the stats window? How are the powers themselves buffed/negated by the new skills? It's very hard to tell with new characters.

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    sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    edited February 2016
    At this point, I'm just gonna wait til I can copy my main character over and that will give me a much better indication of how well this system can perform. Having my ship, my gear, etc, will be a much bigger help.

    For the moment though, I'd say 45 points for space and 10 for ground feels a bit too limiting. I think 48/12 would be more suitable.


    > @sinn74 said:
    > I don't even know why increasing sector travel speed should still be in there. Just buff travel speed?

    Yeah, they really should just buff travel speed in general. Traveling across the huge maps at low levels is mind-numbing.
    1xe027q.png
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    saber1973asaber1973a Member Posts: 1,224 Arc User
    edited February 2016
    Hm... looks like turning of my other toons make the game forget, that i got all events ship unlocked in reputation store - oh well, no special ships for me :(
    For testing Sci KDF or Romulan of course
    Post edited by saber1973a on
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    peqleghpeqlegh Member Posts: 43 Arc User
    Okay, my new toon is up to level 13. I admit, I really like the new clean interface vs the old skill point's system. The progression that the new skills system bring feels very nice and even for space combat - although I'm on the very heavy side of Tactical so far. Ground combat... I feel that as of this moment I'm ridiculously overpowered for episode ground missions (with the two ground unlocks so far going into Weapons Training I & II). Could be the experience, and could also be play style as I've always played ground missions with a fairly in the NPC's face aggression.
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    peqlegh wrote: »
    Ground combat... I feel that as of this moment I'm ridiculously overpowered for episode ground missions (with the two ground unlocks so far going into Weapons Training I & II).

    no, that's normal experience for low-level ground combat...it only starts getting TRIBBLE at higher levels​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    ltminnsltminns Member Posts: 12,569 Arc User
    mrtshead wrote: »
    Are we really concerned that temporary doff mission buffs aren't going to survive the transition properly? I mean, heck, it seems like the only situation where that's even an issue is one where you trigger them before the season 11.5 patch, but don't run the duration out before the update, and then the "loss" to you is only whatever length of time was left on those buffs that you didn't use. I'd imagine any of those buffs you earned but didn't trigger (by not claiming the mission rewards) would certainly work "correctly" after the new system drops, and my guess would be that currently running buffs would probably (but not definitely) get converted over as well, but I certainly don't think it's an issue if the running buffs went away.

    Are you using the 'We' in the Imperial sense, at least I was. However, after reading your comments, I see that these 'buffs' were temporary in nature, though no where does it explicitly state that. The Mission states you get a buff, but nothing about temporary and for how long. STOWiki states nothing either. One would, incorrectly on my part, assume that when your crew makes adjustment to whatever, it wasn't just a slipshod job that lasts for a day or so; they tuned them for the better period.

    Sorry if my false assumptions wasted everyone's time.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
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    gentrashgentrash Member Posts: 5 Arc User
    Only thing I can overly say is that since to fully unlock an ult is actually 28 points instead of 25 it seems that the the class choices should be 4,9,14,19& 24.

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    peqleghpeqlegh Member Posts: 43 Arc User
    peqlegh wrote: »
    Ground combat... I feel that as of this moment I'm ridiculously overpowered for episode ground missions (with the two ground unlocks so far going into Weapons Training I & II).

    no, that's normal experience for low-level ground combat...it only starts getting TRIBBLE at higher levels​​

    Funny, I don't remember being feeling this overpowered at any point on ground with any of my previous toon's. I never felt under powered either - well, the only stand out exception would be one Romulan ground mission (which tripped me up really good my very first play through), and one Borg Foundry mission (it was quite the freight train of Borg and was totally unprepared for it (as in no re-modulators)).
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    nebfabnebfab Member Posts: 672 Arc User
    ltminns wrote: »
    mrtshead wrote: »
    Are we really concerned that temporary doff mission buffs aren't going to survive the transition properly? I mean, heck, it seems like the only situation where that's even an issue is one where you trigger them before the season 11.5 patch, but don't run the duration out before the update, and then the "loss" to you is only whatever length of time was left on those buffs that you didn't use. I'd imagine any of those buffs you earned but didn't trigger (by not claiming the mission rewards) would certainly work "correctly" after the new system drops, and my guess would be that currently running buffs would probably (but not definitely) get converted over as well, but I certainly don't think it's an issue if the running buffs went away.

    Are you using the 'We' in the Imperial sense, at least I was. However, after reading your comments, I see that these 'buffs' were temporary in nature, though no where does it explicitly state that. The Mission states you get a buff, but nothing about temporary and for how long. STOWiki states nothing either. One would, incorrectly on my part, assume that when your crew makes adjustment to whatever, it wasn't just a slipshod job that lasts for a day or so; they tuned them for the better period.

    Sorry if my false assumptions wasted everyone's time.

    More like half an hour or so, and you can see it when mousing over the actual buff... But, actual duration aside, it's not really as illogical as it might seem. If things could've been tuned up once and then stay tuned up forever, 90% of car mechanics would be out of jobs... (And aircraft mechanics, and ship crews, and... You’ve got the idea.)
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    alphahydrialphahydri Member Posts: 391 Arc User
    pottsey5g wrote: »
    Had more time to spend on skill points today with mixed feelings. Hopefully it’s just a wording issue but it appears as though I lose out big on ground as I am built around Kinetic damage on ground.
    1. Current system gives me a 99 bonus to improve my Kinetic ground weapons. New skill systems gives me 0%.
    2. It’s not very clear what some ground skills do. Kit performance expert lists what it improves not by how much. How much damage will I gain? How much extra duration?
    3. The passive skills are very easy to miss and blend in. it’s not clear you can click that tiny button to choose a passive. It just looks like an XP bar moving up that’s energized.
    4. Offensive Mastery ground says boosts energy weapons or melee. What about Kinect weapons?
    5. Weapons proficiency ground says boosts energy weapons or melee. What about Kinect weapons?
    What "kinetic weapons" are you talking about exactly? Anything we have now that deals kinetic damage, like grenades and the like, are kit modules. Therefore, their damage output will be modified by the new Kit Performance skills. Also, buying both ranks of the Kit Performance skill is the equivalent to maxing out every kit module-augmenting skill we have now. So for Tacs that would be Grenades, Special Forces, Squad Command, and Advanced Tactics.

    I do agree that those tooltips could be clearer with telling us exactly what it boosts our kit modules by, but the real issue at this point is that there are no new ground skills that boost the effectiveness of captain abilities (Target Optics, Dampening Field, Cover Shield, to name a few). Currently on the live server those captain abilities are augmented by the same skills that augment kit modules, but now the Kit Performance skills only improve kits modules themselves and captain abilities are left in the dust.

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    farshorefarshore Member Posts: 353 Arc User
    edited February 2016
    Is the reason you're making Hangar Pet perks available early in the tact bonus tree because not every carrier or cruiser is tact oriented? Because it makes sense to me. Good perks should be a reward for going deep into the tree.

    Was Shield Power nerfed? Currently it reduces damage by .5% per point of power in it. Having to use skill points and still falling short of breaking evening sucks.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    alphahydri wrote: »
    pottsey5g wrote: »
    Had more time to spend on skill points today with mixed feelings. Hopefully it’s just a wording issue but it appears as though I lose out big on ground as I am built around Kinetic damage on ground.
    1. Current system gives me a 99 bonus to improve my Kinetic ground weapons. New skill systems gives me 0%.
    2. It’s not very clear what some ground skills do. Kit performance expert lists what it improves not by how much. How much damage will I gain? How much extra duration?
    3. The passive skills are very easy to miss and blend in. it’s not clear you can click that tiny button to choose a passive. It just looks like an XP bar moving up that’s energized.
    4. Offensive Mastery ground says boosts energy weapons or melee. What about Kinect weapons?
    5. Weapons proficiency ground says boosts energy weapons or melee. What about Kinect weapons?
    What "kinetic weapons" are you talking about exactly? Anything we have now that deals kinetic damage, like grenades and the like, are kit modules. Therefore, their damage output will be modified by the new Kit Performance skills. Also, buying both ranks of the Kit Performance skill is the equivalent to maxing out every kit module-augmenting skill we have now. So for Tacs that would be Grenades, Special Forces, Squad Command, and Advanced Tactics.
    Guns come in two types energy based and Kinetic based. The old skill tree boosted both ground weapons but the new tree only boosts energy guns at least by the wording. As I cannot transfer my character over I cannot try either of my two Kinetic based guns.
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    nikeixnikeix Member Posts: 3,972 Arc User
    I wanted to add that I very much DO NOT WANT to see the choice between "Starship Vigilance" vs. the Hanger bay bonus moved to a higher gate in the tactical line.

    While we don't have hanger pets at level 9 when this choice first becomes available, that's not why it's positioned so early in the path. By requiring only 5 points in Tatical skill choices, it's placed to allow predominantly Engineering or Science-based carrier captains to reach this benefit with only a tiny investment into tactical skills.

    Carriers come in all flavors. If you have to go deep into Tactical skill choices to get this basic carrier benefit, we lose a lot of potential for engineering-ish and science-y carrier builds.

    It not all about where you're at for half an hour of play down at level 15 (or whatever). Some design choices must respect that the majority of a your play time in a build comes after reaching the skill cap.
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    aphantasmaphantasm Member Posts: 51 Arc User
    sinn74 wrote: »
    I don't even know why increasing sector travel speed should still be in there. Just buff travel speed?

    I have to agree with this. Even though the current skill tree has buffs for sector travel (and as part of my builds I did slot some points in it), I always pictured how fast you traveled in sector space should be based on what tier of ship you have. A tier 1 should be slower then a tier 6. Just as a $10,000 car doesn't have the ability to meet the highest possible speed of a $100,000 car. Our ships should get faster and faster in sector space as we get new higher tiered ships.

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    alphahydrialphahydri Member Posts: 391 Arc User
    pottsey5g wrote: »
    Guns come in two types energy based and Kinetic based. The old skill tree boosted both ground weapons but the new tree only boosts energy guns at least by the wording. As I cannot transfer my character over I cannot try either of my two Kinetic based guns.
    Ah, nevermind then! I just remembered we have the Zephram Cochrane Shotgun and the TR-116 rifle, which both deal kinetic damage. I see what you're worried about now. Unfortunately we'll just have to wait until later this week to import characters over.

    I understand why Cryptic disabled character imports for a week, but like I've said before, there's going to be a lot more fine-tuning needed with regards to gear stats and traits and such than there will be with the leveling process. I can't count how many times I've seen someone post "I want to test X and Y out but I guess I have to wait 'til imports are active again" or something along those lines. It is a tad frustrating for the majority of players, as we really care more about how this change will affect our current characters rather than how they'll affect possible future characters down the road.

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    paspinallpaspinall Member Posts: 290 Arc User
    nikeix wrote: »
    I wanted to add that I very much DO NOT WANT to see the choice between "Starship Vigilance" vs. the Hanger bay bonus moved to a higher gate in the tactical line.

    While we don't have hanger pets at level 9 when this choice first becomes available, that's not why it's positioned so early in the path. By requiring only 5 points in Tatical skill choices, it's placed to allow predominantly Engineering or Science-based carrier captains to reach this benefit with only a tiny investment into tactical skills.

    Carriers come in all flavors. If you have to go deep into Tactical skill choices to get this basic carrier benefit, we lose a lot of potential for engineering-ish and science-y carrier builds.

    It not all about where you're at for half an hour of play down at level 15 (or whatever). Some design choices must respect that the majority of a your play time in a build comes after reaching the skill cap.

    Quite, and likewise I could maybe see a reason for the stealth being low for the Romulan and Klingons (though I cant say I take great advantage of the skill myself) but having them as opposing choices is the issue.
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    nebfabnebfab Member Posts: 672 Arc User
    aphantasm wrote: »
    sinn74 wrote: »
    I don't even know why increasing sector travel speed should still be in there. Just buff travel speed?

    I have to agree with this. Even though the current skill tree has buffs for sector travel (and as part of my builds I did slot some points in it), I always pictured how fast you traveled in sector space should be based on what tier of ship you have. A tier 1 should be slower then a tier 6. Just as a $10,000 car doesn't have the ability to meet the highest possible speed of a $100,000 car. Our ships should get faster and faster in sector space as we get new higher tiered ships.

    That was exactly the system the game had pre-LoR (only with Driver coil buff.) And it was torturous. Now you get an intermediate upgrade as you level with a higher MK warp core. I already made a suggestion to make warp cores sector speed stat to be a bit "steeper" than it's now, although back then I haven't actually played with the unlocked speed boost and didn't know it allows subtranswarp... But even then, I see absolutely nothing wrong with transwarp 12 being among available options roughly by the time the story expects you to start quadrant-hopping, which is lvl 35+...
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    ortsimortsim Member Posts: 89 Arc User
    The Aux power and exotic particle pass combined was a bit too hefty in some areas I think.

    Live
    (206 partg/epg skill, 129 aux power)
    920 Tyken’s Rift 2
    1256 Destabilizing Resonance Beam 2
    1421 Gravity Well 3
    1280 Tractor Beam Repulsors 1

    13,000+ Hazard Emitters 1 w/99 hull repair skill

    Tribble
    (201 partg/epg skill, 125 aux power)
    467 Tyken’s Rift 2
    1089 Destabilizing Resonance Beam 2
    1473 Gravity Well 3
    1154 Tractor Beam Repulsors 1

    7,000+ Hazard Emitters 1 w/100 hull repair skill

    Tyken's Rift and Hazard Emitters were hit pretty hard, both being about 50% less effective.
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    tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    peqlegh wrote: »
    Ground combat... I feel that as of this moment I'm ridiculously overpowered for episode ground missions (with the two ground unlocks so far going into Weapons Training I & II).

    no, that's normal experience for low-level ground combat...it only starts getting TRIBBLE at higher levels​​

    It is indeed normal for ground combat to seem easier at lower levels, because it takes into consideration the lack of gear, powers and the like at that stage.
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    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
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