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Official Warp Core Feedback Thread

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  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited April 2013
    So far DStore and max level is MK X in the store.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited April 2013
    Well I will post some feedback:

    -Tooltips for Core in the Dilithium Store are all the same.
    -No Category on the exchange for cores.
    -There are no Warp Cores available for crafting.
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited April 2013
    so wait if max now is 9.99 what about the old set engines like the assimilated sub-transwarp impusle engines? am i now forced back down to only warp 9.99?

    sorry for the stupid question tribble has been trying to patch and have yet to actually get on
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  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    Tooltip Bug: All Descriptions are the same.


    Switched characters and bought a whole bunch of Warp Cores from the Dilithium store. And really confused with all the stats.



    1) Base Type Warp Core Power (+5 to Shields, Engines, Auxillary)

    No change in power levels. I.E. Broken.


    2) SEP = Starship Engine Performance, but people can easily misread that as Seperation

    COI = Driver Coil, but people might mistake that for Science, recommend replace as DrC.


    3) Add spaces between the Powers on the Description, they blend together. Maybe add different color for the Maximum Warp (Warp 10 is inobtainable, make it warp 9.99).


    4) W-> S This reads that some of your weapon power is deverted to shield power, but it really ends up being +Shield Power, with no change in weapon power. So simpler just to say this type of core gives bonus to shield power.






    Also, you guys Broke Slipstream!!!! :mad:


    And when you get icons, I trust you make a difference between the Impulse Engine Icons (that look like Warp Cores)

    1) Unless you found a different warp core than I was looking at, it increases the Maximum value, not the current value, i.e. you can go up to 130 instead of 125 (or at least that's my interpretation)

    4) But the bonus it gives is based on the power level of the other. Just saying it gives a bonus to shield power would be slightly misleading. It's not intended to lower the power level of the "donating" system, it's just meant to use the value of that system as the basis for the bonus to the "receiving" system.

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  • sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    gpgtx wrote: »
    so wait if max now is 9.99 what about the old set engines like the assimilated sub-transwarp impusle engines? am i now forced back down to only warp 9.99?

    sorry for the stupid question tribble has been trying to patch and have yet to actually get on

    From earlier in the thread:
    neoakiraii wrote: »
    Nothing got replaced you have two engines now...one Warp one Impulse...and the MACO set for sector space still works in fact my ship its super fast...Ludicrous speed GOOO!!!!

    I can't try it yet either, but I don't believe you are any slower. They just changed the numbers being displayed.
  • captainwestbrookcaptainwestbrook Member Posts: 224 Arc User
    edited April 2013
    The Omega / MACO / KHG basic rep warp core projects sounds a good idea to me too, just as a basic warp core for people to have some sort of MACO/OMEGA/KHG set bonus.

    However the dropped warpcores should be made such a way, that though they don't bare the set bonus completion, it'd be much better.
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  • brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    I'm still trying to understand them, and can't help but wonder if/when set-piece warp cores will be introduced, or fleet warp cores, etc. , and what such boni they might have in addition to what we know of so far.

    I have noticed that my
    Field Stabilizing Warp Core Mk X [Eff] [S>W]

    +5 maximum shield power
    Maximum warp factor 10
    +15 starship warp core efficiency
    Adds 7.5% of your Shield power to your
    Weapon power as bonus power

    only increases my shield power by 1. How is the +5 maximum shield power meant to work?
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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    brigadooom wrote: »
    I'm still trying to understand them, and can't help but wonder if/when set-piece warp cores will be introduced, or fleet warp cores, etc. , and what such boni they might have in addition to what we know of so far.

    I have noticed that my


    only increases my shield power by 1. How is the +5 maximum shield power meant to work?

    Normally your power caps out at 125 shield power. The bonus means you can get up to 130 power. it does not actually provide any power itself though.
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited April 2013
    The power bonuses and stuff are cool, but I was hoping to see different mods for slip stream and trans-warps. Perhaps you guys could make fleet versions that include additional transwarp destinations or cool down reductions. Perhaps slip stream mods of some sort.

    Better yet, I guess you could come up with another slot for "Warp Coils" that could handle mods for that. The Excel, Oddy, Vesta and klink counterparts would come with their own special warp coils that would grant them their innate powers. Then you guys could drum up some new warp coils like you did with the warp cores where there are a mix and match of mods, but somehow keep the Excel, Oddy, and Vesta coils on a slightly higher plane or keep them special compared to the new ones.

    I know it would add to the complexity, but like the proposed armor slot and this new warp coil slot, it would just make our builds so much more unique and fun to put together. The warp coils would be an excellent match up with the voyager episode where they stole a borg transwarp coil. A lot of the bonuses that the impulse engines have could be moved off to the warp coil and the impulse engine could really just focus on non sector space type bonuses.
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    I somewhat dislike that escorts have same warp cores as cruisers as science ships. There should be Large warp cores and standard warp cores.
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  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    The power bonuses and stuff are cool, but I was hoping to see different mods for slip stream and trans-warps. Perhaps you guys could make fleet versions that include additional transwarp destinations or cool down reductions. Perhaps slip stream mods of some sort.

    Better yet, I guess you could come up with another slot for "Warp Coils" that could handle mods for that. The Excel, Oddy, Vesta and klink counterparts would come with their own special warp coils that would grant them their innate powers. Then you guys could drum up some new warp coils like you did with the warp cores where there are a mix and match of mods, but somehow keep the Excel, Oddy, and Vesta coils on a slightly higher plane or keep them special compared to the new ones.

    I know it would add to the complexity, but like the proposed armor slot and this new warp coil slot, it would just make our builds so much more unique and fun to put together. The warp coils would be an excellent match up with the voyager episode where they stole a borg transwarp coil. A lot of the bonuses that the impulse engines have could be moved off to the warp coil and the impulse engine could really just focus on non sector space type bonuses.

    The patch notes say that Mk XI and Mk XII warp cores will have travel-related bonuses, such as improving Slipstream or Transwarp...
    *snip*
    Mk XI and XII Warp Cores of all qualities gain one additional travel-related enhancement that increases the usefulness of your Slipstream or Transwarp abilities.
    *snip*

    Now here's what I'm curious about, although we'll likely have to wait and see: has anybody else noticed the Singularity Cores also available via the Dilithium Store? Has anybody read the description of the bonuses on them? They're obviously meant to be equipment for the Romulan ships, but there's reference to several gameplay elements that neither the Federation nor the KDF has seen before...

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  • sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    dalnar83 wrote: »
    I somewhat dislike that escorts have same warp cores as cruisers as science ships. There should be Large warp cores and standard warp cores.

    I tend to agree with this. It would fall in line with one of Geko's proposals for heavy armor for cruisers only. Cruisers/carriers/science should have larger/more versatile warp cores than escorts.
  • edna#7310 edna Member Posts: 21 Arc User
    edited April 2013
    so now people want science ships and cruisers as dps ships which is cool since gdf was killed and tactical initiative is somewhere between useless and not important :rolleyes:
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    Warp cores are lame, give us singularity cores! :D
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    tpalelena wrote: »
    Warp cores are lame, give us singularity cores! :D

    We just have to wait until we can fly the Romulan ships. ;)
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    jbmaverick wrote: »
    1) Unless you found a different warp core than I was looking at, it increases the Maximum value, not the current value, i.e. you can go up to 130 instead of 125 (or at least that's my interpretation).

    Tested on two characters, did not see any change.
    jbmaverick wrote: »
    4) But the bonus it gives is based on the power level of the other. Just saying it gives a bonus to shield power would be slightly misleading. It's not intended to lower the power level of the "donating" system, it's just meant to use the value of that system as the basis for the bonus to the "receiving" system.

    Then that needs to be clarified. Because the way it's explained, sounds like it's diverting power from one system to another, not improving the second system based on the first.


    dalnar83 wrote: »
    I somewhat dislike that escorts have same warp cores as cruisers as science ships. There should be Large warp cores and standard warp cores.

    That is the truth, there should be ship class-specific or ship-specific Warp Cores. Because you're not going to put a Galaxy Warp Core inside a Defiant. And some ships like the Intrepid actually have a secondary Warp Core.

    Be nice if Cryptic reflected this.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    Tested on two characters, did not see any change.

    Did you try actually going above 125? I equipped a Warp Core that provided +5 to Maximum Shield Power and got up to a displayed power level of 130, it took me all of 10 seconds to test this.

    The Warp Cores do NOT provide a power bonus, they allow you to exceed the normal 125 cap. That's why the modifier says Maximum power, not Current power.

    I do agree that the power transfer modifiers could be clarified somewhat, but I think the modifier indicators such as [W > S] are suitable once the modifier itself is understood.

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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    jbmaverick wrote: »
    Did you try actually going above 125? I equipped a Warp Core that provided +5 to Maximum Shield Power and got up to a displayed power level to 130, it took me all of 10 seconds to test this.

    The Warp Cores do NOT provide a power bonus, they allow you to exceed the normal 125 cap. That's why the modifier says Maximum power, not Current power.

    I do agree that the power transfer modifiers could be clarified somewhat, but I think the modifier indicators such as [W > S] are suitable once the modifier itself is understood.

    As I said, twice now. I didn't see any change. Sorry.

    I just logged back to double check, put in an +5 Aux Warp Core on my Science ship, with and without it, capped at 125 power.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    As I said, twice now. I didn't see any change. Sorry.

    I just logged back to double check, put in an +5 Aux Warp Core on my Science ship, with and without it, capped at 125 power.

    Maybe you just naturally sit at a displayed value of 125 even with the modifier. Try equipping something that adds more Aux power or using EPtA and see if it goes up.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    jbmaverick wrote: »
    You're not going to see a change if you don't adjust your power levels and/or use something to boost power to the modified system. I literally equipped the warp core, set my shield power basic level to max, and watched my shield power rise to 130. That was all I had to do to test this.

    Seriously, I just tested it with my Intrepid Refit and I didn't see my power go beyond 125 power (with an Aux Warp Core). With and without the Warp Core, it capped at 125.

    I tested on my Cruiser captain and did 130 with my Regent with Engine and Shield Warp Cores, so not sure if this is a ship trait issue or what. Likely a bug.




    Honestly, I find this stat system STUPID with warp cores. Given we got Warp Cores now, different Warp Cores should have different performance, like charging weapons is better with some warp cores, while some are better at shields than .........oh we just increased the shield power by 5. :rolleyes:

    And why powers caped at 130? Lets have max power at 100 like it should be and these warp cores allow you to "overload" and hit caps of 125 with these unique cores.
  • duaths1duaths1 Member Posts: 1,232 Arc User
    edited April 2013
    warp cores..

    seems too simle, but efficient.
    let's see how singularity drives will work out

    how about letting us have a 3set bonus (not adding a 4 set bonus powerd) with 2 old pieces and a warp core?
  • nyniknynik Member Posts: 1,628 Arc User
    edited April 2013
    Question: If your ship does not have a warp core / singularity drive equipped, will there be a secondary core explosion upon ship death?
  • seekerkorhilseekerkorhil Member Posts: 472
    edited April 2013
    A core with

    +5 Max Aux
    +15 EPS
    +7.5% of Aux added to Weapons

    is available.

    Science ships getting some much needed love.

    Good call holding back the +5 max weapons cores. :)
  • naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    tpalelena wrote: »
    Warp cores are lame, give us singularity cores! :D

    You can see Singularity cores in the dilithium store on Tribble, btw.

    As a side note...it appears an escort would always want [W->x] cores, since they get the most benefit from them (assuming they have W set to max.)
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  • glados122glados122 Member Posts: 109 Arc User
    edited April 2013
    robdmc wrote: »
    I only have one question. Will warp cores be added to existing ship sets for additional set bonuses? (Ex.: Adapted M.A.C.O. Warp Core, Aegis Warp Core, Ect)

    So what you mean are custom warp cores as a item?
    like Standard mark x warp core? or a Combat warp core rare mark ix? ( whit some modifiers)
  • kevkla1269kevkla1269 Member Posts: 16 Arc User
    edited April 2013
    i found a bug with one of the warp cores from the dilithium store one warp core every so often my controls goe all nuts and doesn't respond this one [Overcharged Warp Core Mk X [SEP] [E->S]] makes that hapen so far i hope that helps and nice work with the warp cores i like them allot
  • naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    naevius wrote: »
    The boost seems a bit odd... my 125/100 weapon power contributes 6 to engines on a [W->E] core which claims it should do 7.5% (so at least it should add 7.5 power). What is the calculation here?

    EDITED: I meant weapon power was set at 125/100.

    My mistake, the core I had equipped only had a 5% boost. So a boost of 6 means I got 5% of 125. (Which also implies the cap is still 125, since my weapon power would otherwise be higher.)
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    I've seen it pop up a couple of times in the thread so far, but I'll just second it: add warp cores to existing space sets (Romulan, Reman, Maco, KHG, Omega etc.).

    Secondly, maybe I had unrealistic expectations (especially given the need to retain some semblance of balance, which I completely understand) but I was expecting warp cores to do...more. Giving a minor power boost and a bonus to one skill seems more like something a console would do as opposed to the beating heart of your ship.
  • abrahamjohnson83abrahamjohnson83 Member Posts: 72 Arc User
    edited April 2013
    What do you think about warp cores? Do you like how they work, what they augment, how they fit as rewards?

    Have you found a bug, or just have some general feedback? Please leave it here!

    Really nice feature. Ships gets more possibilities for the builds. I like this. What next? Modification of the primary and auxiliary sensorphalanx? Expand more of this features would be great. This also should be visual effects on the ship interior, like in your main engineering room or your science lab ;)
  • antrenosantrenos Member Posts: 1 Arc User
    edited April 2013
    I think the power boost (e.g Aux to Engines, Engines to Shields etc), should be a scalable value based on your current Power setting. Not a fixed value like current (7.5%). At 100 Power, it would give 7.5%, while at 75 Power it might only give 5%. Thoughts?
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