This seems more than appropriate for this forum, it should be a sticky, and since it is a system we literally pay for, it should be complete.
There seems to be a lot of questions/concerns as to WHAT the new crafting mods do, how they work and if they even DO work. Any info I can find is spread out and pretty much limited to when a dev is nice enough to pipe in and eludicate. In addition, the tooltips on the modded/crafted weapons themselves don't add much clarity, either.
Can we get something detailed, concrete and vetted stickied up here? I mean heck - we still have the Xindi Doff stuff stickied.
More questions:
1.) Is there a special mod available for Mines? I have not come across any crafting mods specific to mines yet. (There is a [Radius] mod for the CC rep gear)
2.) Is it possible to have more than one special mod on any piece of gear (crafted or upgraded)? i.e. something like a cannon with a [Rapid]x2
Yes but that only lists one per school. Could we get a little more info if time permits?
Not only is the list incomplete, but the descriptions are too brief to understand the mechanics of the modifiers. For example:
[Over] This mod gives all of its weapons attacks a small chance to trigger a free Beam Overload for the next beam weapon that fires.
What is a "small chance"? What is the exact probability? Is the chance per shot or per firing cycle? Does the BO from [Over] trigger a cooldown on beam abilities?
Comments
1.) Is there a special mod available for Mines? I have not come across any crafting mods specific to mines yet. (There is a [Radius] mod for the CC rep gear)
2.) Is it possible to have more than one special mod on any piece of gear (crafted or upgraded)? i.e. something like a cannon with a [Rapid]x2
http://www.arcgames.com/en/games/star-trek-online/news/detail/6001993-crafting-systems-part-2
Yes but that only lists one per school. Could we get a little more info if time permits?
Facebook Page: Don Burrito
Twitter: @DonBurrito143
Nope, broken still.
Not only is the list incomplete, but the descriptions are too brief to understand the mechanics of the modifiers. For example:
What is a "small chance"? What is the exact probability? Is the chance per shot or per firing cycle? Does the BO from [Over] trigger a cooldown on beam abilities?
Far from complete and lacks detail. C'mon man, even you can see that. :mad:
Ffs if the mod descriptions would be in the tool tips for the modified weapons that would be a start...