There are still some old kits that grant you abilities instead of having module slots.
The new season will bring a kit revamp, kit frames will be independent from modules and you'll get 5 universal module slots that don't require a kit frame to function.
So, what about the old kits after the revamp? Will they still grant abilities? Will we be able to upgrade them?
I tested in on tribble and they are useless items that lose all their abilities. That's why I'm asking, are they just gonna become deprecated items we should delete? or is there any plan for them?
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Answers
I tested it on tribble and those old kits and they lose all their abilities. that's why I'm asking.
Or is there a kit revamp for PC? I havent heard of this. We had a kit revamp like 2 or 3 years ago.
Is there a link to an official blog i can get updated with?
You are not gonna lose any kit module.
Thanks for the answer. This had me worried knowing Cryptic as I do, so this is relief to hear.
White is common, green is uncommon, blue is rare, purple is very rare, ultra violet is ultra rare (yeah that sounds weird just saying it), and gold is epic.
It's slightly annoying though that fleet modules apparently can not be upgraded in rarity. These modules will always remain lower in rarity than reputation and other modules although they are higher in level for some reason...
For example, my chroniton mine barrier MK 12 UR quality cannot be upgraded... so apparently I will still need to buy a better version from the fleet stores. Same for things like Shield recharge, MK 13 UR which cannot be further upgraded to epic quality. I don't really understand this difference, it seems illogical not to allow fleet modules to be upgraded in rarity, fleet gear should always be the best quality imo.
Anyway, perhaps it's for the best. Cause I really hope that this whole thing won't bring more power creep to the ground part of the game. Some of the new kit abilities on Holodeck already seem overpowered, we really don't need more of it. Seeing all these epic modules in my inventory got me a bit worried at the same time therefore.
Each item rarity has a color and a rarity designation.
White = Common
Green = Uncommon
Blue = Rare
Purple = Very Rare
Ultraviolet = Ultra Rare
Epic = Gold
So Ultraviolet is the designation for that weird look that Fleet equipment uses.
I think he was well aware of that, but this stuff used to be called 'violet' in the past, or ultra rare. They mixed both terms this time
Sure make them upgradable for those who get gratification from maxxing out their stuff unnecessarily, but the whole thing doesnt need revamping.
I guess its nice also to have all slots be universal so i dont have to play sofie's choice with my favorite modules.
You then listed two reasons why we need it
Have you looked at the prices for Very Rare kit modules on the exchange? I had a spare Mk XIII and sold it for I think 6 million.
I think the whole thing of making everything universal is a bit pointless though, or at least it shouldn't be the priority. It's all nice that you'll be able to use, say, 5 medic modules or 5 mechanic modules, but in reality it doesn't make a whole lot difference since most things like the different variants of chroniton mines that are available simply share their cooldowns.
So in the end we're still very limited on what we can and can not equip at the same time. I think it would make a much larger difference if they changed these shared cooldowns, rather than the universality (?) and types of the modules.
Oh well. As long as they try not to add more power creep and keep careers separate, I don't really mind what other changes they do or do not make.
Hm I guess that makes sense. To a certain degree. Cause I still think it's weird that we will be able to upgrade them to MK 14, cause if they really were designed to be the best of the best from the onset, then getting it to 14 wouldn't be (and, following the same logic, shouldn't be) necessary either.
My character Tsin'xing
One of my Federation Science Characters has 14 Kits with 65 Modules loaded, each with a different focus with some duplicate Modules. Upon transfer to Tribble, I had 13 Frames and 51 Modules with my Inventory completely filled and dozens of Modules in the Overflow Bag. All of my Characters have a few additional Frames loaded with Modules. This will not go well.
Now you just wait and see. On the day this Update goes live, expect a Services Sale in the C-Store.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I definitely don't look forward to the extra inventory clog... Looks like I'm going to have to start deleting some I just haven't found much use for in a long time, it's just going to be too much... But if they really want to be nice about things, I say give away one unlock of inventory/bank space as compensation for this change. But unfortunately what you say is probably going to prove true instead.
I don't see why they would -- kits were not intended to be free storage space, some people just figured out that trick.
Even if the stats were exactly the same, just labeling Fleet kit modules Mk 14 would remove the question form people's mind and save an explanation which they may or may not get (en mass.)
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Oh, let's create Mark Boxes. People are saving them up for Bonus Mark Weekends. Let's make them auto-open.
Cr*p, we used the older code for Delta Rising for the Delta Alliance Reputation Mark awards, we never fixed it, a Bonus Mark Weekend is coming up in two weeks and we can't implement the auto-open in time, Let's remove the Daily Bonus Mark award from eligibility for the Bonus Weekend because some out there may get nearly 1,200 extra Bonus Delta Marks. [Two weeks after the Bonus Weekend they implemented the auto-open.] Now even though those Daily Bonuses were 'earned' during the Bonus Weekend they won't get that Bonus.
People are saving their Tier V Reputation Mark Awards for cash-in during Bonus Mark Weekends. Ditto for the Dilitium Award for Tier V (though mutually exclusive as you don't get Bonus Mark and Bonus Dilitium Weekends at the same time). Take away eligibility for that.
People are saving up their extra Reputation Elite Marks for Dilitium cash-in during Bonus Dilitium Weekends. Let's make those turn-ins 'valuable' all year long by removing their eligibility for the Bonus.
Blah-blah for the Crystalline, Mirror, etc. Event awards. They are not putting the final special item into the Event Project until Bonus <Fill in the Blank> Weekend. Remove their eligibility.
Let's make Kits load Modules. People are using Kits to store the plethora of Kits we have showered them with. No more storing Modules in Kits.
I think you get the idea.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
My character Tsin'xing
They are clever tricks that most "normal" casual players wouldn't think to do.
Well the bonus weekends are apparently intended to be wholly irrelevant, any method of actually interacting with them is to be blocked. I don't really get it. Why then do they exist at all? In Cryptic's place, I would've removed the bonus weekends completely, long before going to the lenghts they have gone in nerfing them into irrelevance.
But I don't really see the kit issue to be anything like. Loading modules into kits was always a pain in the neck, and doubly so if you stored your spare modules in spare kits. Removing the need to do that is a plus as far as I'm concerned, even if that means I need a few extra bank slots for it.
Although I'd like them to look into giving boffs kits while they're at it. Some of those forever-banked modules might see some use, then.
Kit modules for doffs: training manuals has that covered. At least the regular kit modules are account bound, so you can put them on a new alt until it gets something better from rep or fleet.
So on bonus dil weekend any runs you do of the Voth BZ will grant bonus dil, mining will grant bonus dil, etc... Stuff you saved from months ago? not so much...
My character Tsin'xing
See current Kelvin Lockbox Cold Fusion Flash Kit Module and its Boff equivalent the Cold Fusion Flash Training Manuals.
How do you save Dilithium from Months ago? Marks are the better example. Now that those Mark Boxes self-open you have none left over from the before-times. The Marks you get, including the Daily Bonus, is earned DURING the Bonus Marks Weekend. What they have done has nerfed the Bonus too much. Now unless you do PVE Queues the types of rewards that are eligible for the Bonus are small potatoes.
As far as Kits go, I have a few loaded with Modules for most Characters and one of my Science Characters has 14 different ones loaded with 4 to 5 Modules each. Each Kit has a different focus, say Intelligence, or Command, or Healing, or Control, or Cold Damage, or Temporal, or.... A couple of the different Damage type Kits may have the Elachi Subspace Rift in it, etc. Swapping a pre-loaded kit is easier than juggling around Modules.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'