umm probably for the next spec tree... seems like you need to cap out command to get that trait since they mentioned it last... that would imply it is the capstone trait.
As of now you need 16 points to unlock this specific passive. So 16/30 in Command Specialization before you start getting a small boost.
This is good, glad your redoing and making this even better.
I see it will be a long time before I fill out these trees. As it will be a while before I even hit Lv60. But I see Lv60 being our max for a good long time, so over time the trees will be filled out.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
I like most of the traits I have seen in the Command Specialization, however, I am unsure about the ability to have "Fleet Support" reduced by 5 minutes, making the cool down 10 minutes, instead of the regular 15 minutes.
For All captains this is a great trait. However, for the lowly science officer, this means all captains can bring in more fleet support (including yourself, granted) compared to being the only Captain able to bring in extra ships, Photonic Fleet, every 4 minutes. Before the science Captain could bring in extra Photonic ships, 3 times (1 minute remaining on 4th use) to the 15 minute cool down of Fleet Support, however, at 10 it is only 2 times (2 minutes remaining on 3rd use).
Personally, I think this reduction in Fleet Support time is great, for all class of captains, when using the Command Specialization. However, I would personally like to see the Photonic Fleet cool down reduced, from 4 minutes to 3 minutes.;)
The Captain Specialization system that came with Delta Rising has offered players a new purpose for their continued efforts, even after reaching the new level cap of 60.
Only if one considers grinding mostly the same bloody content over and over again for a fraction of the experience gain to be a new purpose. Personally I consider it to be the same purpose, except with fewer rewards for the effort put in, as well as drastically more in terms of running costs (gear upgrade, starbases, R&D, reputation system, Fleet gear purchases among others all being heavy on resources, especially Dilithium.) The addition of another specialisation tree is going to do nothing to change the fact that aside from the trees there is no real progression to speak of. Yes, you could point to the new difficulty levels in Queued events to be such, but that doesn't get around the fact that the vast majority of said content is the same as that which we have been running for some years now- adding a new layer of difficulty and non-optionals to IS does not assuage my general boredom of the place (though i realise i may be alone in that.) The Spec. trees are really a glorified talent system, which is an odd choice for endgame progression, at least in my opinion.
With the exception of a few abilities in the new tree, the command tree doesnt seem as good for the content as the current Intelligence tree. and from what I've tested on Tribble, the new training padds for space and ground BOFF abilities each cost 400 dili, take 4 hours to finish making, and are consumed on use...so BOFF training has gone from something we could do for free to help each other out to something to flood the Exchange with or something to raise dili/zen conversion rates
So....whats the new Command type Federation starship for the anniversary event and what are its perks because my interest in the new boff training and specailization tree are dead.
So we continue to grind out more specializations, so we can handle the next set of grinds for the next set of specializations...so we can handle the grind for the next set :P Circle of causality complete, Might this be considered a D'Angelo paradox? :rolleyes:
I do like this, and the fact I don't have to let my-self almost die just to call in backup when Science Captains can spam Photonic Fleet at any health.
Although, I do question why they made STO sound like an RTS game with how they described Command. :P
Ok, I'll admit it. The Command Specialization looks good... Very good. Legacy of Romulus good even. This may be the only good thing to come from Delta Rising since T6 ships(debatable) and Talaxians (Don't even start.. I love 'em! >:[ )
But, there's also the issue of uh...the repetitive Argala grind... and dilithium costs for bridge officers.... But, let's not point out the obvious putrid TRIBBLE in the oatmeal, shall we?
Uh.... you are here to spend time, aren't you? Keeping you entertained is the point of a game.
You'lll just have to be a bit more creative about the things you do in game to earn XP.
...but, you will only run the same stfs (missions) over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over... STO is an endless repetitive circle.
Players 'don't need' these skills.
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
So, what are you actually accomplishing?
No end goals. No player character story development.
While you may be unlocking new skills, the reality is that you are running in place.
*shrugs*
Everything at the end of the game is a meaningless treadmill.
rut (rʌt) n
1. a groove or furrow in a soft road, caused by wheels
2. any deep mark, hole, or groove
3. a narrow or predictable way of life, set of attitudes, etc; dreary or undeviating routine (esp in the phrase in a rut)
vb, ruts, rutting or rutted
4. (tr) to make a rut or ruts in
...and, that is why "Star Trek: Online" has more in common with work than with entertainment and fun.
Now the real question is this: What will the next ships be that take advantage of these new bridge officer abilities. It makes me feel good to know that the anniversary ship, which will likely be free at first, is going to have a command officer seat. Anxious to see if there will be a new surgical strikes for this specialization, or if it focuses more on team passives like the rest. Probably the later which makes it perfect, in my opinion for a big cruiser.
I AM THE HARBINGER OF HOPE!
I AM THE SWORD OF THE RIGHTOUS!
I think this is a great first step to encouraging healer support and aggro taking roles in pve.
It probably needs to be increased to actually see these builds in pve, as 2% per teammate is unlikely enough.
Especially true since someone focusing on keeping team at full health is not going to be doing much damage themselves as their attention is not on the targets.
Plus using boff skills ,even healing ones, interrupts weapon firing.
Not to mention this would give a role for new players or builds where players have not invested in end game gear and upgrades.
Tank builds could train in threat gen and use attract fire (2x threat gen,-50% ally threat) to help keep rest of team at full health by drawing fire. They have no doubt sacrificed firepower for tanking abiltiy and this could be a valuable addition to the team. but not at 2%
Having tank to draw fire and a healer to heal the tank, allows the rest of the team to focus on damage.
Comments
http://sto-forum.perfectworld.com/showthread.php?t=1345111
Lifetime Sub since June 2010
As of now you need 16 points to unlock this specific passive. So 16/30 in Command Specialization before you start getting a small boost.
They do, all of them..... You might want to take a closer look on your spec tree UI. :P:)
I see it will be a long time before I fill out these trees. As it will be a while before I even hit Lv60. But I see Lv60 being our max for a good long time, so over time the trees will be filled out.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
You should have named it "Victory is Life! Cry"
Original Join Date: January 30th, 2010
I like most of the traits I have seen in the Command Specialization, however, I am unsure about the ability to have "Fleet Support" reduced by 5 minutes, making the cool down 10 minutes, instead of the regular 15 minutes.
For All captains this is a great trait. However, for the lowly science officer, this means all captains can bring in more fleet support (including yourself, granted) compared to being the only Captain able to bring in extra ships, Photonic Fleet, every 4 minutes. Before the science Captain could bring in extra Photonic ships, 3 times (1 minute remaining on 4th use) to the 15 minute cool down of Fleet Support, however, at 10 it is only 2 times (2 minutes remaining on 3rd use).
Personally, I think this reduction in Fleet Support time is great, for all class of captains, when using the Command Specialization. However, I would personally like to see the Photonic Fleet cool down reduced, from 4 minutes to 3 minutes.;)
Only if one considers grinding mostly the same bloody content over and over again for a fraction of the experience gain to be a new purpose. Personally I consider it to be the same purpose, except with fewer rewards for the effort put in, as well as drastically more in terms of running costs (gear upgrade, starbases, R&D, reputation system, Fleet gear purchases among others all being heavy on resources, especially Dilithium.) The addition of another specialisation tree is going to do nothing to change the fact that aside from the trees there is no real progression to speak of. Yes, you could point to the new difficulty levels in Queued events to be such, but that doesn't get around the fact that the vast majority of said content is the same as that which we have been running for some years now- adding a new layer of difficulty and non-optionals to IS does not assuage my general boredom of the place (though i realise i may be alone in that.) The Spec. trees are really a glorified talent system, which is an odd choice for endgame progression, at least in my opinion.
So....whats the new Command type Federation starship for the anniversary event and what are its perks because my interest in the new boff training and specailization tree are dead.
Actually it will cost a lot of time as it is such a hassle to get these spec points anyway
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
Will the devs finally fix the Stealth parts of Intelligence team from the last Specialization?
Or just boldly forge ahead with new stuff while leaving broken stuff in their wake like usual?
See the last line in your post? You answered your own question...
I get the same message and was referred back to Arc Games.
Although, I do question why they made STO sound like an RTS game with how they described Command. :P
Ok, it's findable now.
But, there's also the issue of uh...the repetitive Argala grind... and dilithium costs for bridge officers.... But, let's not point out the obvious putrid TRIBBLE in the oatmeal, shall we?
Yeah... <
Players 'don't need' these skills.
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
*grind through same exact missions a 1,000 times*
*obtain skill*
So, what are you actually accomplishing?
No end goals. No player character story development.
While you may be unlocking new skills, the reality is that you are running in place.
*shrugs*
Everything at the end of the game is a meaningless treadmill.
...and, that is why "Star Trek: Online" has more in common with work than with entertainment and fun.
Link: Worf and Riker playing "Star Trek: Online"
I AM THE SWORD OF THE RIGHTOUS!
nothing... no refunds... grind more points and boost their metrics.
I think this is a great first step to encouraging healer support and aggro taking roles in pve.
It probably needs to be increased to actually see these builds in pve, as 2% per teammate is unlikely enough.
Especially true since someone focusing on keeping team at full health is not going to be doing much damage themselves as their attention is not on the targets.
Plus using boff skills ,even healing ones, interrupts weapon firing.
Not to mention this would give a role for new players or builds where players have not invested in end game gear and upgrades.
Tank builds could train in threat gen and use attract fire (2x threat gen,-50% ally threat) to help keep rest of team at full health by drawing fire. They have no doubt sacrificed firepower for tanking abiltiy and this could be a valuable addition to the team. but not at 2%
Having tank to draw fire and a healer to heal the tank, allows the rest of the team to focus on damage.