Hey folks, just found a neat use for the Tal'Kyr support craft other than having it blown up first by NPCs.
While waiting for the first wave in Federation Fleet Alert, sent the Tal'Kyr to support the Starbase. Did it twice now and didn't the little bugger survive the entire event both times! Even saw him swing out on my last run and take a few pot shots with his oh so scary plasma turret. Boy was I surprised! He then scurried back and started healing the base (SIF Transfer).
All you folks with the D'Kyr try it out and see. Should try it with No Win and other events and let us know how he made out.
I've been looking for an excuse to go back to my D'Kyr... I get very frustrated in Fleet Defence missions where I'm the only person healing the Starbase - having a second source of transfer shield might just keep me sane.
The base does pretty well on its own if you just hit it with Tactical Team now and then. In my experience it has more than enough hull to last the entire mission as long as its shields are being redistributed properly. But a few more people paying attention to healing the base would be a nice thing to see.
The base does pretty well on its own if you just hit it with Tactical Team now and then. In my experience it has more than enough hull to last the entire mission as long as its shields are being redistributed properly. But a few more people paying attention to healing the base would be a nice thing to see.
I have only seen it survive *once*, when two other Sci captains were helping me chain transfer shield and engineering team...
Hey folks, just found a neat use for the Tal'Kyr support craft other than having it blown up first by NPCs.
While waiting for the first wave in Federation Fleet Alert, sent the Tal'Kyr to support the Starbase. Did it twice now and didn't the little bugger survive the entire event both times! Even saw him swing out on my last run and take a few pot shots with his oh so scary plasma turret. Boy was I surprised! He then scurried back and started healing the base (SIF Transfer).
All you folks with the D'Kyr try it out and see. Should try it with No Win and other events and let us know how he made out.
Hm, I never wanted to blow the money on one before, but I'll have to think about it for fleet actions.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Hm, I never wanted to blow the money on one before, but I'll have to think about it for fleet actions.
Suggest waiting till we get some more feedback, as I'd hate to lead you on in any way.
I can see it is healing its target, but to what extent I don't know; nor it's unobtrusiveness to NPCs in other scenarios. On other occasions when I have had it focused on my health, it has drawn more aggro than I do for some reason, and doesn't last long under direct fire.
I have not tried it in Cure; other new FM events; or any other mission in which I have directed it to heal another player/NPC.
Federation Starbase Blockade would be ideal for this ability, but you cannot redirect it once launched like carrier pets. Believe someone posted in another thread for this ability to be granted... (Hello out there you wonderful devs! You look great today! Did I mention how wonderful you are????)
With this added control feature and its included vessel/base healing, it would make a unique and valuable addition to many fleets, and could persuade more people to purchase it.
Federation Starbase Blockade would be ideal for this ability, but you cannot redirect it once launched like carrier pets. Believe someone posted in another thread for this ability to be granted... (Hello out there you wonderful devs! You look great today! Did I mention how wonderful you are????)
With this added control feature and its included vessel/base healing, it would make a unique and valuable addition to many fleets, and could persuade more people to purchase it.
I'll keep using it and keep you posted...
Did not remember that, thanks for the heads-up.
Do you have the ability to dismiss these pets and then resummon them?
Being able to control them would definitely be a plus in my decision whether or not to invest in a D'kyr. Otherwise, I might be better off with worker bees on a different ship.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Do you have the ability to dismiss these pets and then resummon them?
Being able to control them would definitely be a plus in my decision whether or not to invest in a D'kyr. Otherwise, I might be better off with worker bees on a different ship.
Yes you can dismiss it (it will dock with your ship), but it is on a cool down timer (3-4 minutes I think??). That's why I wish Dev's would give us more control like fighter pets... Though I suppose in Starbase Blockade you could send it to one freighter while you throw heals at the other. Hopefully the cool down would not become too intrusive, plus with some crowd control abilities it might work ok.
Yes forgot about worker bees.... but they are more expensive as only available with the Odyssey Science or Odyssey bundle I believe. With them as per the description you can have some out and then send another set elsewhere, the first set just vanishes. No mention of cool down. They indicate that they will not be targeted, but will be destroyed by AOE events.
One bonus in the D'Kyr column is for a single purchase you do get two usable vessels, no other offering available that can say that...
Couldn't you also use it to heal the Kang in the STF, I wonder?
Though in my experience - the Kang dies quickly, when it dies, so perhaps it would be too little healing.
I have not tried that yet but will next time I run Cure. Don't see why it wouldn't as it certainly heals a Starbase, and I'm sure every bit helps.
One thing I did notice after my last few runs of Starbase Alert is that if you stray more than 10 km away, the Tal'Kyr gets lonely and comes looking for you (plasma turret of death blazing away, hence my worry it will draw unnecessary attention). While glued to the side of the Starbase I saw it let loose with a shot or two at a passing enemy craft.
The work bees (sorry for crossing posts) have an indicated 15km range and I'm not sure if they have the same habit. Remember reading that some fighter pets get wacky once you get far enough away from them, so wondering if work bees have any similar bad habits.
I have been leery about taking the D'Kyr into the Cure as have read/found that DPS is a must. Perhaps with some more time behind the wheel so to speak I'll be brave enough to try on Elite and hope my co-captains are kind. I'm allergic to flames and break out something awful.....
Hull
TK - 18,515 (value as based on my skills, etc.) Shields indicated. If heavily damaged redocking required.
WB - Not targetable but destroyed by AOE attacks. Quadruplets resent at any time, previous set vanishes.
Weaponry
TK - Plasma Turret, scales with level? Attacks targets of opportunity. DPS ???
WB - None
Skill Modified
TK - Yes (STO Wiki is out of date and is still listing old skills)
WB - Yes?
Shared Cooldown
TK - No
WB - ???
Repairs
TK - As required. If ally destroyed will automatically redock.
WB - Once targeted hull below 75%, one repair and done. Next bee takes over until all 4 gone.
Launch cost
TK - 25 able crewmen
WB - None (???)
Price Tag
TK - 2000 Zen
WB - 2500 - 5000 Zen
Launch Animation
TK - Awesome. (Subjective I know.... especially if you blink when the ring hiccup occurs...)
WB - Meh... never saw one. Guess thats the point. Wonder how they hold up in Gravity Well.... Charged particle burst....
I guess the small one (5 person) Federation Fleet Alert (FFA), verses the 15 to 20 person Starbase Fleet Defense (FFD).
Everytime I've done FFA, someone is healing the base, is it not required? I know it starts smoking like a barn if nobody heals it...
For Fleet Alert (the 5-man), the criteria is that you defeat the invading forces within the allotted time frame. While I do heal the base out of principle, it is not really necessary. The base can be a smoldering hulk that cannot even be targeted any more, but as long as the invaders are defeated before the timer runs out, you still win.
Fleet Defense (the 20-man) likely has different criteria. I could not say as I have only run it a couple of times. However, for Fleet Alert, all that matters is that you defeat the invaders before the timer runs out.
Comments
I have only seen it survive *once*, when two other Sci captains were helping me chain transfer shield and engineering team...
Hm, I never wanted to blow the money on one before, but I'll have to think about it for fleet actions.
Link: How to PM - Twitter @STOMod_Bluegeek
Suggest waiting till we get some more feedback, as I'd hate to lead you on in any way.
I can see it is healing its target, but to what extent I don't know; nor it's unobtrusiveness to NPCs in other scenarios. On other occasions when I have had it focused on my health, it has drawn more aggro than I do for some reason, and doesn't last long under direct fire.
I have not tried it in Cure; other new FM events; or any other mission in which I have directed it to heal another player/NPC.
Federation Starbase Blockade would be ideal for this ability, but you cannot redirect it once launched like carrier pets. Believe someone posted in another thread for this ability to be granted... (Hello out there you wonderful devs! You look great today! Did I mention how wonderful you are????)
With this added control feature and its included vessel/base healing, it would make a unique and valuable addition to many fleets, and could persuade more people to purchase it.
I'll keep using it and keep you posted...
Did not remember that, thanks for the heads-up.
Do you have the ability to dismiss these pets and then resummon them?
Being able to control them would definitely be a plus in my decision whether or not to invest in a D'kyr. Otherwise, I might be better off with worker bees on a different ship.
Link: How to PM - Twitter @STOMod_Bluegeek
I've found that putting Attack Pattern Delta on the SB, or the Freighters helps a lot too.
Though in my experience - the Kang dies quickly, when it dies, so perhaps it would be too little healing.
Yes you can dismiss it (it will dock with your ship), but it is on a cool down timer (3-4 minutes I think??). That's why I wish Dev's would give us more control like fighter pets... Though I suppose in Starbase Blockade you could send it to one freighter while you throw heals at the other. Hopefully the cool down would not become too intrusive, plus with some crowd control abilities it might work ok.
Yes forgot about worker bees.... but they are more expensive as only available with the Odyssey Science or Odyssey bundle I believe. With them as per the description you can have some out and then send another set elsewhere, the first set just vanishes. No mention of cool down. They indicate that they will not be targeted, but will be destroyed by AOE events.
One bonus in the D'Kyr column is for a single purchase you do get two usable vessels, no other offering available that can say that...
I have not tried that yet but will next time I run Cure. Don't see why it wouldn't as it certainly heals a Starbase, and I'm sure every bit helps.
One thing I did notice after my last few runs of Starbase Alert is that if you stray more than 10 km away, the Tal'Kyr gets lonely and comes looking for you (plasma turret of death blazing away, hence my worry it will draw unnecessary attention). While glued to the side of the Starbase I saw it let loose with a shot or two at a passing enemy craft.
The work bees (sorry for crossing posts) have an indicated 15km range and I'm not sure if they have the same habit. Remember reading that some fighter pets get wacky once you get far enough away from them, so wondering if work bees have any similar bad habits.
I have been leery about taking the D'Kyr into the Cure as have read/found that DPS is a must. Perhaps with some more time behind the wheel so to speak I'll be brave enough to try on Elite and hope my co-captains are kind. I'm allergic to flames and break out something awful.....
Glad to be of help.
Thanks for sharing the Attack Pattern Delta info, it will sure come in handy.
Cooldown
TK - 180 sec
WB - 57 sec (46 sec with all 3 consoles equipped)
Healing
TK - Hull and shields
WB - Hull, subsystems, removes Engineering Debuffs
Range
TK - 10 km
WB - 15 km
Hull
TK - 18,515 (value as based on my skills, etc.) Shields indicated. If heavily damaged redocking required.
WB - Not targetable but destroyed by AOE attacks. Quadruplets resent at any time, previous set vanishes.
Weaponry
TK - Plasma Turret, scales with level? Attacks targets of opportunity. DPS ???
WB - None
Skill Modified
TK - Yes (STO Wiki is out of date and is still listing old skills)
WB - Yes?
Shared Cooldown
TK - No
WB - ???
Repairs
TK - As required. If ally destroyed will automatically redock.
WB - Once targeted hull below 75%, one repair and done. Next bee takes over until all 4 gone.
Launch cost
TK - 25 able crewmen
WB - None (???)
Price Tag
TK - 2000 Zen
WB - 2500 - 5000 Zen
Launch Animation
TK - Awesome. (Subjective I know.... especially if you blink when the ring hiccup occurs...)
WB - Meh... never saw one. Guess thats the point. Wonder how they hold up in Gravity Well.... Charged particle burst....
which mission are we talking about here? the big fleet alert or the small fleet alert?
I guess the small one (5 person) Federation Fleet Alert (FFA), verses the 15 to 20 person Starbase Fleet Defense (FFD).
Everytime I've done FFA, someone is healing the base, is it not required? I know it starts smoking like a barn if nobody heals it...
For Fleet Alert (the 5-man), the criteria is that you defeat the invading forces within the allotted time frame. While I do heal the base out of principle, it is not really necessary. The base can be a smoldering hulk that cannot even be targeted any more, but as long as the invaders are defeated before the timer runs out, you still win.
Fleet Defense (the 20-man) likely has different criteria. I could not say as I have only run it a couple of times. However, for Fleet Alert, all that matters is that you defeat the invaders before the timer runs out.