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Official Feedback Thread for Skill Revamp (v2.0!)

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    quammenquammen Member Posts: 51 Arc User
    edited March 2016
    While i would appreciate such consolidation, you can spare some points because all energy management has been fused to 9 nodes. With 6 points in warpcore efficiency, potential and the 4 performance skills and with the assumption 3 points = 1 node, you get 3 extra points to distribute.
    The mirroring with the sci restoration and resistence skills is more annoying, energy skills should be available earlier.

    Subsystem and battery unlocks should be separated or perhaps there could be three unlocks per tier with some of them being available at multiple unlocks. This could solve some problems in engineering tree with subsystem repair/battery skills, missing points in energy performance, tactical tree with pet/threat and open possibilities to invest in some skills more than others.

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    battykoda0battykoda0 Member Posts: 959 Arc User
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced? I cannot survive his torpedo volley (that's what it is called) no matter how I approach that ship and I have fairly beefy kinetic resistances because torpedoes have always hurt low hull ships. Sometimes he takes me out in one volley but sometimes I survive only to die to the next one to warp in the next group. There's one in every group but the last wave. I'm not having those problems on Holodeck.
    Wow. There is a new KDF Science ship. I'll be!
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    genemorphgenemorph Member Posts: 404 Arc User
    samt1996 wrote: »
    LOL I got 70 second uptimes on scramble sensors and I spiked it near 100 seconds with the right abilities. This is just the best thing ever! Tricobalts are about to come back with a vengeance!

    How are you guys getting such high values? Do you have a flow caps build?

    Compared to Holodeck I'm only getting +4 secs uptime on Scramble Sensors.
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    tancrediivtancrediiv Member Posts: 728 Arc User
    meimeitoo wrote: »
    Yeah, Engineers are kind of meh as well. EPS Manifold Efficiency requires the Batteries unlock to maintain its duration, which (oddly) means that Engineers themselves are almost guaranteed to be more vulnerable against Subsystem Offline than other Professions. At the same time, the already mediocre Engineering Fleet no longer buffs hull regen because Starship Hull Repair was broken into Hull Restoration/Damage Control. Add to that an Engineering Ultimate that is pretty much unaffected by anything an Engineer has to offer, and the Profession is a bit less appealing under the new system.

    ^^ Exactly this!

    I still think Hull Restoration and Damage Control should be consolidated again into 1 single skill, as fully speccing into both (in order to lose nothing) has become twice as costly now as a result.

    I completely agree with this. It would then allow players 1-2 points to put in something else to broaden character build variety.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited March 2016
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Uh...I am not really trusting "numbers" in the stats, any more. And I am not sure what you mean by "3 ticks on Tribble and 100 points vs. 99".

    But I can tell you, I "fixed" my Risian corvette my Rom is riding in by adding to Damage Control and Hull Capacity. Not so much Hull Restoration and Hull Plating (and Hull Plating options)..though I am fiddling with those points, still.

    (Oh and my friend reminded me that resists, like Hull Plating, has "diminishing returns"...so more points in this skill will not translate to stronger hull per se in the game, depending on gear, like Neutronium Alloy consoles)

    I am going to assume that ships that had smaller crew got "helped" along with rebuilding hull health much more quickly than was obvious. So, in the new system, the extra regeneration from Damage Control covers the loss of the "crew" (mechanic) and the Hull Capacity is, well, gives me more leeway before death.

    Do another respec and try maxing "Damage Control" and "Hull Capacity" and see if you can feel the difference. Then fiddle with your points around that. If you don't notice anything....I am not sure what else to tell you.

    But remember....this stuff on Tribble is not final and may change as they try to fix things. I am just going to test everything on Tribble one last time just before going live.

    P.S. I forgot...my friend also mentioned...each class of ship used to have a "base hull repair rate" which is not on Tribble. I wonder if it was part of the "crew mechanic", and how difficult that would be to replace on each ship in the new system.

    "Spend your life doing strange things with weird people." -- UNK

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    dcpuserdcpuser Member Posts: 71 Arc User
    So I am among those that went all in on certain Science stats (Graviton Generators) and have gotten my pull radius of my Gravity Wells to right around 18km (rough guessing using pythagoreans between myself, target and the furthest ship). Any chance we can increase max radius on the new control skill for those of us that actually make the investment into crowd controlling? I don't think it's that "OP" on gameplay?
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced? I cannot survive his torpedo volley (that's what it is called) no matter how I approach that ship and I have fairly beefy kinetic resistances because torpedoes have always hurt low hull ships. Sometimes he takes me out in one volley but sometimes I survive only to die to the next one to warp in the next group. There's one in every group but the last wave. I'm not having those problems on Holodeck.
    Mogais will often use CRF or Scatter Volley before firing a torp spread.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    lsegnlsegn Member Posts: 594 Arc User
    edited March 2016
    genemorph wrote: »
    samt1996 wrote: »
    LOL I got 70 second uptimes on scramble sensors and I spiked it near 100 seconds with the right abilities. This is just the best thing ever! Tricobalts are about to come back with a vengeance!

    How are you guys getting such high values? Do you have a flow caps build?

    Compared to Holodeck I'm only getting +4 secs uptime on Scramble Sensors.

    I believe scramble sensors is modified by Control expertise now and a lot of different equipment is being combined to boost it. So beyond the usual science consoles, crafted ones and the right secondary and primary deflector there are quite a few universal consoles from the reputations and lobi store that boost it.

    Let me think:

    Science console with control x5
    Crafted RCS with Control
    Borg Console
    Elachi Lobi Console
    Hirogen Apex Lobi Console
    Temporal Lobi Console
    Jem'hadar deflector at UR
    Herald Lockbox Console
    Secondary Deflector with [Ctrlx]x3
    Delta Reputation Engines
    Dyson Shield and Warp core 2-piece
    Psychologic Warfare space trait from Undine Lockbox (EXTREMELY useful now)

    That should yield ~640 which is the current max possible I believe except Romulans who may be able to go higher if they have a core that's better than the Dyson 2-piece.

    Keep in mind folks that Gravity Well is now capped at 12km.

    Jam sensors and Phaser procs still suck.
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    battykoda0battykoda0 Member Posts: 959 Arc User
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced? I cannot survive his torpedo volley (that's what it is called) no matter how I approach that ship and I have fairly beefy kinetic resistances because torpedoes have always hurt low hull ships. Sometimes he takes me out in one volley but sometimes I survive only to die to the next one to warp in the next group. There's one in every group but the last wave. I'm not having those problems on Holodeck.
    Mogais will often use CRF or Scatter Volley before firing a torp spread.

    I do believe it is exactly this. It's happening very fast and what they are doing is breaking the shields then slamming me with a torpedo. "Scrape shields" might not be a good tactic vs Mogais. :-P
    Wow. There is a new KDF Science ship. I'll be!
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    samargathasamargatha Member Posts: 75 Arc User
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced?

    I had the same problem with the Mogai and I usually have some lack of survivability at hull. I try to put at the points I can at hull, which is not a problem unless I want to get the science ultimates and still keep some minimal tactical firepower. Lately I'm trying a more balanced setup forgetting ultimates. Sometimes seems a better choice, sometimes not. I need more test. By now I'm having fun. I'm trying new stuff and I have a kind of a goal. I try gear that I wouldn't get on holodeck to see if I should add it on the "to buy" list. Yes, then I loose the holodeck vs tribble comparison, I know. But keeps me motivated :) Then I should switch back to the holo config and try again, applying what I learnt.

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    samargathasamargatha Member Posts: 75 Arc User
    I wanna mean "all the points" , sorry.
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    ussinterceptussintercept Member Posts: 627 Arc User
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced? I cannot survive his torpedo volley (that's what it is called) no matter how I approach that ship and I have fairly beefy kinetic resistances because torpedoes have always hurt low hull ships. Sometimes he takes me out in one volley but sometimes I survive only to die to the next one to warp in the next group. There's one in every group but the last wave. I'm not having those problems on Holodeck.

    Try investing in Hull Plating and Shield Hardness. Itll up your ships Hull and Shields
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    captxpendablecaptxpendable Member Posts: 127 Arc User
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced? I cannot survive his torpedo volley (that's what it is called) no matter how I approach that ship and I have fairly beefy kinetic resistances because torpedoes have always hurt low hull ships. Sometimes he takes me out in one volley but sometimes I survive only to die to the next one to warp in the next group. There's one in every group but the last wave. I'm not having those problems on Holodeck.

    Try investing in Hull Plating and Shield Hardness. Itll up your ships Hull and Shields
    I have to agree, I actually dropped hull and shield cap to 1 point each and skipped the heal boosts entirely so that I could invest in the regens and resists in the next level. So far it's had the overall effect of making my ships feel much less squishy and I have to use my heals much less often.
    "Let me guess, my theories appall you, my heresies outrage you, I never answer letters and you don't like my tie" - The Doctor

    "Any sufficiently analyzed magic is indistinguishable from science!" -
    Agatha Heterodyne
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    You know Bort, I just remembered. Have you remapped to the new skills all the doff assignments that give +25 X skill on crit?
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    he said he did that weeks ago...either in the old feedback thread or the one in GNN announcing the revamp​​
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    battykoda0 wrote: »
    Is anyone else having survivability issues in raptors/escorts? I have (slightly) better numbers on Tribble than on Holodeck (due to 7 points on Holodeck is now 3 ticks on Tribble and 100 points vs 99) but my hull is like paper.

    Or, is it just that Mogai in Carrera Advanced? I cannot survive his torpedo volley (that's what it is called) no matter how I approach that ship and I have fairly beefy kinetic resistances because torpedoes have always hurt low hull ships. Sometimes he takes me out in one volley but sometimes I survive only to die to the next one to warp in the next group. There's one in every group but the last wave. I'm not having those problems on Holodeck.
    Try investing in Hull Plating and Shield Hardness. Itll up your ships Hull and Shields
    I have to agree, I actually dropped hull and shield cap to 1 point each and skipped the heal boosts entirely so that I could invest in the regens and resists in the next level. So far it's had the overall effect of making my ships feel much less squishy and I have to use my heals much less often.
    Yeah most skills have minimal return at rank 3 and for many things I'd rather get two rank 1s than a 1 and 2.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    lsegn wrote: »

    I believe scramble sensors is modified by Control expertise now and a lot of different equipment is being combined to boost it. So beyond the usual science consoles, crafted ones and the right secondary and primary deflector there are quite a few universal consoles from the reputations and lobi store that boost it.

    Let me think:

    Science console with control x5
    Crafted RCS with Control
    Borg Console
    Elachi Lobi Console
    Hirogen Apex Lobi Console
    Temporal Lobi Console
    Jem'hadar deflector at UR
    Herald Lockbox Console
    Secondary Deflector with [Ctrlx]x3
    Delta Reputation Engines
    Dyson Shield and Warp core 2-piece
    Psychologic Warfare space trait from Undine Lockbox (EXTREMELY useful now)

    That should yield ~640 which is the current max possible I believe except Romulans who may be able to go higher if they have a core that's better than the Dyson 2-piece.

    Keep in mind folks that Gravity Well is now capped at 12km.

    Jam sensors and Phaser procs still suck.

    Romulans always getting more. Damn them.

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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    While we're at it, can you make it so, that the old remnant of unslotting all your Traits upon a respec is removed?! Unslotting them is now completely unneccesary.
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    spc1spc1 Member Posts: 20 Arc User
    [–]Borticus-Cryptic:

    Space Points = 1 per level for levels 5-50 = 46 points
    Ground Points = 1 per 5 levels for levels 5-50 = 10 points

    I am wondering why do we only get points from level 5 - 50 ? why don't we get points from level 1- 60 ?
    After all we are level 60.
    Level 50 was highest level in the old days now we're level 60.

    I'd also like to see that we can get all the skill points in the tree in time, so every time i get a specialization point or 10 specialization points beyond level 60 i could get a skill ? that would be good because people will have more reasons to "level up"..

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    samt1996samt1996 Member Posts: 2,856 Arc User
    At level 50 specialization become available and take over as the primary method of leveling. At level 5ish is when you finish the tutorial.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    one thing that seems odd to me is the location of the skill for reducing full impulse power drain. Getting it requires speccing both ranks of EPS. It's the only skill like that. everything else that requires a 1 and 2 is a 3. It kinda feels like an anomaly, but not in a good way.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    samt1996samt1996 Member Posts: 2,856 Arc User
    edited March 2016
    Um no several of the science powers have ranks 1-2 and a special one for 3.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    Those have a fork though., it's not a straight line. You don't need Drain Expertise 2 to get Drain Infection, you only need 1.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Well its a very useful skill so it's their prerogative to make it hard to get.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    samt1996 wrote: »
    Well its a very useful skill so it's their prerogative to make it hard to get.

    I don't see the problem with making it fork. It's only a slight EPS skill difference. Then again, I see it as a DPS centric build must-get.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    FYI, has anyone checked if they remapped all the doff assignments that give temp boosts to skills?
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    lucho80 wrote: »
    FYI, has anyone checked if they remapped all the doff assignments that give temp boosts to skills?

    We did. But of course feel free to check for errors/oversights.


    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    nikeixnikeix Member Posts: 3,972 Arc User
    I love the Doff system, so why have I never seen these assignments?

    Is this (another) one of those "Only if you're in a fleet" things?
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    battykoda0battykoda0 Member Posts: 959 Arc User
    nikeix wrote: »
    I love the Doff system, so why have I never seen these assignments?

    Is this (another) one of those "Only if you're in a fleet" things?

    They are under your Personal missions. Power Tip: Don't turn them in until you are ready to do your runs as they do little good while touring sector space. :smile:
    Wow. There is a new KDF Science ship. I'll be!
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    nikeixnikeix Member Posts: 3,972 Arc User
    Oh wow. I've probably done tons of them then. I'll have to re-read them as I didn't notice any icon in the mission rewards block suggesting that's what they give. Neat!
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