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The NEW ( HIDDEN ) R&D Tab - "Kits and Modules" (Tribble) is kinda meh ... so far

preikopreiko Member Posts: 316 Arc User
Hello fellow Players,

On Tribble in the R&D Tab, under "Projectiles"
i found this (already skilled to level 17):
e4e2ac-1483179334.png a436d4-1483179303.png


since januray the 11th, the Level 15 Trait came online
a591c5-1484256690.png

When reaching level 15 you unlock this Projects
d498e7-1484256831.png
this Kits "turn ON" as soon as combat starts


i really hope that all of them are still a *** work in progress ***
because at the time a Player is reaching Level 15 this Passiv skill is pretty useless
[ more informations further down the page]

For one thing ... besides the Trait ... i am really looking forward to
a5b853-1483180224.png
too bad it is only lasting 10 seconds, but it should be enough for powerful openings


Finally ! We are able to craft Kit Frames !

I got ahead and already crafted over 1000 Kit Modules,
unfortunately i don´t bring good news ....
but at first
here all the possible Modifications

[HP] .. [PSG] .. [Armor] .. [Regen] .. [Will] .. [PSGRes] .. [KPerf] .. [WpnDmg]

new Modifications:

[KCD] .. Kit Readiness
[WpnCrit] .. CrtH + CrtD
[WpnPen] .. CrtH + CrtD

.... you are confused ... look at this:
38f26e-1483182144.png


30 Weapon Pen = +3 Armor Pen
60 Weapon Pen = +6 Armor Pen

30 Weapon Criticals = 1,8 % and 6% CrtD
30 Weapon Criticals = 3,6 % and 12% CrtD


But now to the Downside,
i crafted a lot of Kit Frames and i have to notice that it was
not possible to get more than a " []x2 " ony any kit

Very disappointing, because the Holy Grail to many players
is the [KP/Wpn] [KPerf]x3 [Weapon]
(although ... most of us would rather have [KP/Wpn] [KPerf]x4 ... just saying)


Now lets talk about the new R&D Level 15 Kit Frames ...

they are the most ... "meh!" ... about the hole thing
very disappointing ... they are too weak , i did not see any reason to use them

808bf1-1484322580.png

Tactical Kit Module - (Passive) Persistent Suppression Mk XII = (half as strong as white Mk II) Tactical Kit Module - Suppressing Fire
Tactical Kit Module - (Passive) Ever Watchful Mk XII =======(half as strong as white Mk II) Tactical Kit Module - Overwatch

Engineering Kit Module - (Passive) Medical Field =========(kinda white Mk III) Engineering Kit Module - Medical Generator
Engineering Kit Module - (Passive) Shield Reinforcement Field =(kinda white Mk III) Engineering Kit Module - Shield Generator

Science Kit Module - (Passive) Dylovene Drip =========== (equals Mk III)Science Kit Module - Hypospray - Dylovene
Science Kit Module - (Passive) Vascular Maintenance ====== (equals Mk II, but less Res) Science Kit Module - Vascular Regenerator

[Edit] To craft them - Drozana - get Fleet Credits --> Fleet Research Lab --> Krenim Duty Officers have the "Kit R&D Researcher"

I really hope by putting it out here in the "General Discussion Area"
that the Development will go on and not put out there way to early with the "Tzenkethi" patch ...
Post edited by preiko on
«1

Comments

  • warpangelwarpangel Member Posts: 9,427 Arc User
    Crafting in general is kinda meh.
  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    @warpangel

    I have to strongly disagree .....

    + [TR-116B Rifle - Sniper Rifle]
    + [Console - Engineering - Conductive RCS Accelerator]
    + [Console - Science - Exotic Particle Field Exciter]
    + [Omni Directional Beams]
    + [Aegis Space Set - Engines ; Shields ; Deflector ]
    + [Hyper Capacity Corvariant Shield]

    > Money you can make with Upgrades in the exchange
    > very good "Traits" you get at R&D level 15
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    Can't read anything in those pics, resolution seems really low and when I zoom in its just a blurry mess
    Lifetime Subscriber since Beta
    eaY7Xxu.png
  • ash352ash352 Member Posts: 235 Arc User
    People complain that Cryptic is pushing out OP stuff and not wanting to fix any of it.

    Cryptic pushes out something that isn't OP and has small benefits that are always useful and someone complains that it's not "good enough."

    The problem here is if they make them too good people will use them over anything else making everything else useless meaning they'll have to make the next things they put out "better" to appease people like you. Some of what you posted actually seems interesting. Passive, and understandable weaker, versions of current skills is a neat thing as it lets you customize in various ways. Not everything needs to be blow your socks off powerful to be useful so maybe get out of that mindset?
  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    @evilmark444
    you can click on the little pictures, they linked to another Website
    i loaded up the pictures

    @evilmark444
    I agree with you
    BUT at this very moment they are weaker
    copies (a white Mk I version -- dressed in purple Mk XII) of:

    Ability: Hypospray - Dylovene
    Ability: Vascular Regenerator

    Ability: Shield Generator Fabrication
    Ability: Medical Generator Fabrication

    Ability: Battle Strategies
    Ability: Suppressing Fire
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    preiko wrote: »
    @evilmark44
    you can click on the little pictures, they linked to another Website
    i loaded up the pictures

    Ahh ok, didn't realize that, thanks
    Lifetime Subscriber since Beta
    eaY7Xxu.png
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    I kinda agree with the OP :/
    especially the "does anyone actually use Dylovene?"
    tumblr_mr1jc2hq2T1rzu2xzo1_400.gif
    tacofangs wrote: »
    STO isn't canon, and neither are any of the books.
  • lnbladelnblade Member Posts: 410 Arc User
    I kinda agree with the OP :/
    especially the "does anyone actually use Dylovene?"
    As a kit ability no, but for a while I always had it on at least one BOff. Came in handy back when Gorn would run around biting everything and make you vomit all over the place.
  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    way back ... when the
    [Zefram Cochrane Shotgun]
    http://sto.gamepedia.com/Zefram_Cochrane_Shotgun

    was NEW and not nerfed
    Dylovene could be used to push the Physical Damage of this thing
  • ltminnsltminns Member Posts: 12,572 Arc User
    Well if they are going to allow crafting of Kits, they ought to get off their duffs and fix the problem with the Starter Frames bring stuck to Characters.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    ltminns wrote: »
    Well if they are going to allow crafting of Kits, they ought to get off their duffs and fix the problem with the Starter Frames bring stuck to Characters.

    That fix was in this morning's patch.
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    ltminns wrote: »
    Well if they are going to allow crafting of Kits, they ought to get off their duffs and fix the problem with the Starter Frames bring stuck to Characters.

    That fix was in this morning's patch.

    Unfortunately, upgraded 23c. Kit Modules (That is, upgrading the 'starter' modules) are still broken, not appearing in the powers tray when slotted, so it's almost pyhrric...
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • ebonsonebonson Member Posts: 34 Arc User
    WpnCrit isn't new, one of my Herald kits has it. It showed up when they changed Captain skills and had to replace some mods on things. I haven't seen WpnPen or the kit readiness one before though.
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    This does sound fascinating. I do wonder, given the Tzenkethi's noted tendency to work in groups, if they themselves use analogues of those passive modules...

    It also, in my opinion, opens an alternative means of acquiring certain kit modules usually associated with lockboxes. For instance, hitting T3 in the Delta Alliance rep would unlock the two Vaadwaur drone kit 'recipes'. Aside from those, it also means that there is room to diversify the standard turret module... imagine being able to pick a weapon type for it, just like with personal weapons. And yes, this would also extend to the energy types associated with the various rep stores...

    On a related note: again, the ground weapons school is long overdue to get melee weapon blueprints. In such a case, the Ferasan Weapon Manufacturing Techniques doff assignment would no longer be a repeatable; it would instead be a one-off that grants a permanent bonus for the purposes of crafting melee weapons
  • This content has been removed.
  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    @agoogleuser

    Acutally i tried to hurry to finish this
    because it was time to go bed , 5 hours of sleep are not enough ....

    i already had the screenshots ready for the tactical Abilities
    so i could give you the exact words and names

    I will edit that now :-D the weekend has arrived :-D

    [ Edit complete ]
    I thought about the hole weired Level 15 Kits ... maybe this kits will also have a random activatable .... like the Consoles of all the T6 ship ....
    Post edited by preiko on
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    There are some concerns I have, and perhaps they were fixed:

    On some kits currently, if you have an [Armor] mod you actually LOSE resistance. In some cases taking off then re-applying the kit will give you the correct value. This may just be a display bug. Aside from that, the boost does TRIBBLE all. it adds like what, 3-5 points, maybe? Avoid.

    On some other kits [HP] doesn't give you any boost. At all.

    [Will] is pretty useless in the current meta. Avoid with prejudice. (It would need a HUGE, noticeable buff to be worth a damn, imho)

    [PSGRes] *could* be handy, but there's no way to see where your current PSG resistances are boosted to with the mod active. My pops told me to NEVER buy something you can't see.

    [WPnCrt] Also could be handy, but you can't *see* the added bonus but yes OP, it is supposed to act like a neutered version of CritX= that applies only to your weapons. It would be nice if we had a way to see such bonii/benefits.

    Hey CrypticSpartan - I think at one point wasnt it the case that when upgrading kits, you could NOT get any additional [KPerf] mods? That is, what you started with is what you got? I coulda swore there was some stuff about this at the ST:O reddit. Could you be so kind as to clarify?
    T93uSC8.jpg
  • warpangelwarpangel Member Posts: 9,427 Arc User
    preiko wrote: »
    @warpangel

    I have to strongly disagree .....

    + [TR-116B Rifle - Sniper Rifle]
    + [Console - Engineering - Conductive RCS Accelerator]
    + [Console - Science - Exotic Particle Field Exciter]
    + [Omni Directional Beams]
    + [Aegis Space Set - Engines ; Shields ; Deflector ]
    + [Hyper Capacity Corvariant Shield]

    > Money you can make with Upgrades in the exchange
    > very good "Traits" you get at R&D level 15
    Of which the omnibeam and the sniper rifle are good and the consoles are maybe interesting if you like chasing DPS records. The aegis set is old news and the traits have nothing to do with crafting just another level grind.

    2 maybe 4 good items in a system...I'll stick with kinda meh.
  • preikopreiko Member Posts: 316 Arc User
    edited February 2017
    @warpangel

    And i respect your oppinion ;)

    I hope the "Modification Re-rolling" System will be implemented aswell .... whenever that might be ....
    that feature could be the backdoor for getting the [Mods] we want .... we will see


    P.S.:
    I need R&D and the Tribble server for pure nonsense and personal entertaiment :D
    45beae-1484325500.png47b706-1486069797.png
    Post edited by preiko on
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    edited January 2017
    preiko wrote: »
    @warpangel

    I have to strongly disagree .....

    + [TR-116B Rifle - Sniper Rifle]
    + [Console - Engineering - Conductive RCS Accelerator]
    + [Console - Science - Exotic Particle Field Exciter]
    + [Omni Directional Beams]
    + [Aegis Space Set - Engines ; Shields ; Deflector ]
    + [Hyper Capacity Corvariant Shield]

    > Money you can make with Upgrades in the exchange
    > very good "Traits" you get at R&D level 15

    And don't forget:
    + Particle Emission Plasma Torpedo Launcher
    + Wide Arc Dual Heavy Cannons
  • bossheisenbergbossheisenberg Member Posts: 603 Arc User
    I agree with the OP, those tac kits are absolutely rubbish. There are several kits out there that give like -50 dmg resist and a huge damage bonus, for example. With such limited real estate for kit modules there's no reason at all to slot these. As traits they might be worth playing around with though.
  • bossheisenbergbossheisenberg Member Posts: 603 Arc User
    [HP] .. [PSG] .. [Armor] .. [Regen] .. [Will] .. [PSGRes] .. [KPerf] .. [WpnDmg]

    So many RNG based combinations that this will be a vendor trash nightmare.
  • kyle223catkyle223cat Member Posts: 584 Arc User
    I actually like the look of those passive engineering kit modules. Equipping both means constant hull and shield healing for yourself and your allies. Pretty nice in my opinion. :)
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • ltminnsltminns Member Posts: 12,572 Arc User
    Thanks for the Kit Frame fix. I will check it out later today.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    If you bring enough [ Kit Performance ]
    You can scale the engineering passives up a bit.

    Stats at 300 Points in Kit Performance

    Medical Field = Ultra Rare = 26.9 HP / sec
    Medical Field = Very Rare = 21.3 HP / sec

    Shield Fiele = Ultra Rare = 13.5 Reg / sec
    Shield Fiele = Very Rare = 10.1 Reg / sec
    (Damage reduction to Shields stay 11%)

    Vascular passive = VR = 12.6 HP / sec
    Vascular passive = UR = 18.9 HP / sec
    +5 all res to 7 all res

    Dylovene (passive) = VR = 34.4 % Physical + 16.5 HP
    Dylovene (passive) = UR = 45.6 % Physical + 19.8 Maximum HP

    Ever Watchful = VR = + 26.4 All Res
    Ever Watchful = VR = + 1% Chance , Expose
    Ever Watchful = VR = -26.4 All Res, enemy

    Persistent Suppresion = -66% Run (5sec)
    Persistent Suppresion = -24.8% All Res (5sec)
    Persistent Suppresion = 10% for Root (5sec)


    @kyle223cat
    kyle223cat wrote: »
    I actually like the look of those passive engineering kit modules. Equipping both means constant hull and shield healing for yourself and your allies. Pretty nice in my opinion. :)

    But you would give up 2 very preciousKit Module Slots you only have 5 and the fact that they only activate in Combat is not always practical

    By the Way

    I FINALLY FOUND DoFF´s for crafting this Kits .... Fleet Research Lab - - buy (on tribble) a bounce of the Krenim Doffs they got the needed trait for crafting the Kit stuff

    NO additional Ability ... so my little Theory goes down the Drain ....
    Post edited by preiko on
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    preiko wrote: »
    I hope the "Modification Re-rolling" System will be implemented aswell ....
    The hypothetical analogue might well be this... but without the limitations noted therein.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Enh, a passive that is always active in combat is pretty sweet, IMO.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • risian4risian4 Member Posts: 3,711 Arc User
    That trait seems very interesting, might be good for my engineer who mostly deals damage directly through his kit abilties.
  • kyle223catkyle223cat Member Posts: 584 Arc User
    edited January 2017
    @preiko
    LOL love that shield capacity.

    I also didn't think about having to remove an active module for a passive one. Using something like shield recharge would probably be better than that passive shield regen effect.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    ...

    the whole layout of R&D is rather... *leans her chin on a fist and twirls a finger on the other hand in the air*

    It's not exactly interactive, nor is it very well developed... when compared to an actual R&D system used by a number of other games. It's really only a 'mini-game'.
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