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

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  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    Damn it .... they don´t changed anything .... that is too bad ....
    https://www.arcgames.com/en/games/star-trek-online/news/detail/10355453


    I really really hoped we get something like the
    Versatile Tactical / Science / Engineering Kits from Fleet Research Lab.

    with additional [random] abilities like:

    [BattleStr]
    [MotionAcc]
    [VascReg]
    [SonicP]
    [ShRecharge]
    [WpnMalf]

    ... plus all the other Abilies of course

    not perfect .... i know ...
    BUT it would make them much more desirable


    Tactical Kit Module - (Passive) Persistent Suppression Mk XII
    Tactical Kit Module - (Passive) Ever Watchful Mk XII


    [Ambush] ...... [Battle Strategie] .... [Draw Fire] .... [Lunge] .... [Motion Accelerator]
    [Overwatch] ........ [Photon Grenade] .. [Plasma Grenade] ............ [Really Cry]
    [Smoke Grenade] ... [Stun Grenade] ... [Suppression Fire] ... [Sweeping Fire]



    Engineering Kit Module - (Passive) Medical Field
    Engineering Kit Module - (Passive) Shield Reinforcement Field


    [Beam Turret] ... [Chroniton Mine Barrier] ... [Combat Supply] ... [Equipment Diagnostic]
    [Force Field Dome] ... [Fuse Armor] ... [Medical Generator] ... [Quantum Mortar]
    [Quick Fix] ... [Seeker Drone] ... [Shield Recharge] ... [Transphasic Bomb] ... [Weapon Malfuntion]



    Science Kit Module - (Passive) Dylovene Drip
    Science Kit Module - (Passive) Vascular Maintenance


    [Anestheszin Gas] .... [Biofilter Sweep] .... [Electro Gravitic Field] .... [Hyperonic Radiation]
    [Hypospray: Dylovene] .... [Hypospray: Melorazine] .... [Medical Tricorder] .... [Nanite Health Monitor]
    [Sonic Pulse] .... [Stasis Field] .... [Tachyon Harmonic] .... [Triage] .... [Vascular Regenerator]



    that would be a great reason to craft that stuff


    I had plenty of time to test that Kits and it is very disappointing , not worth it :-1:
    but at least we have a new device and a new Ground Trait.


    Thank you all for your comments, stay awesome guys (and girls)
    Post edited by preiko on
  • ash352ash352 Member Posts: 235 Arc User
    preiko wrote: »
    I had plenty of time to test that Kits and it is very disappointing , not worth it :-1:
    but at least we have a new device and a new Ground Trait.

    Alright, here's a question. You're hating on the entire thing, and most pointedly on the passive kits. Why would you expect something that is constantly on in battle would be better than an activated ability that is reliant on a cooldown? Seriously, please explain it to me. Passives will always be weaker than actives, and in this case they're boosted by [KPerf] meaning they'll be better than the base standard passive as long as you have a couple of those mods. (And most people do) They were never going to be stronger than an activatable so why are you so up in arms about it going out as it is?
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    preiko wrote: »
    I really really hoped we get something like the
    Versatile Tactical / Science / Engineering Kits from Fleet Research Lab.

    with additional [random] abilities like:

    [BattleStr]
    [MotionAcc]
    [VascReg]
    [SonicP]
    [ShRecharge]
    [WpnMalf]

    ... plus all the other Abilies of course

    not perfect .... i know ... but it would make them much more desirable...
    That does seem a logical progression from their introduction via the Fleet Research Labs, with the nature of crafting meaning that the 'OV' kits won't necessarily be obsolete. This said, it occurs to me that an argument can be made for all of the grenades being universal modules...
  • caycepollardcaycepollard Member Posts: 12 Arc User
    edited January 2017
    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.
    Yayyyyyy!!! *runs off to equip fancy new kit-frame received from a lockbox*

  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    I actually really like the passive medical field! I hate using fabrications with a passion. Makes my engineers so much less mobile than my tac and sci characters. The only change I could think to add to it is to make the effect last for a few seconds (maybe 5) after combat ends. As for the shield reinforcement field, no real need, since we have shield recharge, shield pulse, and reroute power to shields.
    I kinda agree with the OP :/
    especially the "does anyone actually use Dylovene?"

    My Ferasan uses it, since she's a melee sci. Honestly, this passive kit module is kind of tempting for her too, though I may actually run the numbers for once and see which performs better.
    FaW%20meme_zpsbkzfjonz.jpg
    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • storulesstorules Member Posts: 3,286 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

    I thought this was just for "GROUND" stuff. Are space consoles or space shields, beams being altered as well on this Season?
    tumblr_ncbngkt24X1ry46hlo1_400.gif
  • ltminnsltminns Member Posts: 12,572 Arc User
    No, the point of that post was to indicate what great stuff you can craft in the new Crafting System.
    '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
    ltminns wrote: »
    No, the point of that post was to indicate what great stuff you can craft in the new Crafting System.

    Thank you :)
    ash352 wrote: »
    preiko wrote: »
    I had plenty of time to test that Kits and it is very disappointing , not worth it :-1:
    but at least we have a new device and a new Ground Trait.

    Alright, here's a question. You're hating on the entire thing, and most pointedly on the passive kits. Why would you expect something that is constantly on in battle would be better than an activated ability that is reliant on a cooldown? Seriously, please explain it to me. Passives will always be weaker than actives, and in this case they're boosted by [KPerf] meaning they'll be better than the base standard passive as long as you have a couple of those mods. (And most people do) They were never going to be stronger than an activatable so why are you so up in arms about it going out as it is?

    Ohh sorry .... i really tried to be objective and professional
    thats the reason i put up all the Screenshots and invested so much time to put them all together for the Community to see
    ... i guess i faild ... I am really sorry


    I guess the "not to be able to craft the Kit of my Dreams" (disapointment) without paying a fortune got to me


    [Offtopic]

    I really like the Ground Combat ... yes ... everyone tells the ... "urg ... no ... it could be so much better"
    but i like it, the voth Ground Combat Zone is one of my Favorits
    soloing the entire map on my own is really fun


    i even created (totally by excident) an almost unkillable (by NPC`s) Character
    which has (600% Regeneration ) just by experimenting "what works in the Winterwonderland"
    then i found out that the Character was still alive after 45 minutes of AFK in the middle
    of a firefight with 6 Voth constantly firing on me ...
    ( I even have a Combat Log file of that ^_^ )


    @kjwashington and YES the (Passive) Medical Field help with that

    Ohh !!!
    By the Way:

    The Skill: [Armor Expertise] does not work .... okay it works a tiny little bit
    http://www.arcgames.com/en/forums/startrekonline#/discussion/1227160/bug-character-stat-armor-expert-does-not-work
  • ash352ash352 Member Posts: 235 Arc User
    preiko wrote: »
    Ohh sorry .... i really tried to be objective and professional
    thats the reason i put up all the Screenshots and invested so much time to put them all together for the Community to see
    ... i guess i faild ... I am really sorry


    I guess the "not to be able to craft the Kit of my Dreams" (disapointment) without paying a fortune got to me

    It came off as you hating on the entire thing because every part was "this isn't good enough." While I do appreciate you trying to put the info out there so I could go in and poke and prod at it myself by seeing what the baselines were, it really didn't seem like you wanted to like it at all and that lead to your overall tone. Overall passive kits are something I've been wanting because it'll be a way to fill in a blank slot I haven't found a use for. Now I can slot one or two across my characters and get an always on rather than having to have a Boff drop something like a Med Gen and 3 seconds later run away from it making it useless.


    As for the not being able to craft the kit of your dreams, I'd wait till they put the "reroll" back in place as that may help to fix a lot of issues people have with equips in general by letting us get rid of things like [Acc]. It might be expensive but being able to roll beams and kits to get the right setup will hopefully bring people onto a more level playing field without having to pay millions of EC for one beam array. You'd get 8 rolls a day if they keep the 1k Dil charge that someone mentioned before which means, statistically, you could fix an entire loadout in about a week barring horrible luck. A week versus months of EC farming sound WAY better to me.
  • preikopreiko Member Posts: 316 Arc User
    edited January 2017
    yeah for sure, to be mobile with the Passive Engineering Kits has its advantages
    and they can,
    if a Player decides to equip the
    Medical Generator Fabrication or the Shield Generator Fabricationas,
    with the Engineering Kit Module - (Passive) Medical / Shield Field they can,
    they don´t lock each other out


    I am also big Fan of this:

    Etak'Kas Duty Officer
    Creating a Medical Generator has a chance of also creating a Shield Generator,
    while creating a Shield Generator has a chance of creating a Medical Generator.
    http://sto.gamepedia.com/Etak'Kas

    also a big disadvantages of the Generators they get instant aggro and they will be destroyed very quickly

    Evertime you put down a full (Fabrication) *B*U*N*K*E*R
    they Damage Resistance are amazing almost 70% Damage Resistance to everything your Personal Shields
    almost never drop ... but one Grenate und *puff* every Generator transforms into Garbage


    I'll keep my fingers crossed for the Re-Roll feature.
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