The SHOW will be starting on Wednesday at 10PM EST (Thursday 2AM GMT), and we will be taking some questions from the audience after the panel is done interrogating CrypticRock.
That second question is a good one. Engineers are a bit behind tacs and scis in space.
Perhaps we could also get some new offensive engineering abilities and some skill that boosts it.
One mechanic related question I would like to ask: are there plans to streamline the fast activation of different powers a bit? Right now, if you activate too many powers at once, some of them are ignored and some take a while to activate. Especially in intense fights this can make an huge difference.
And I'm not sure if he's the right person to ask this question, but are there any plans to update the AI of some older enemies like the Borg?
That second question is a good one. Engineers are a bit behind tacs and scis in space.
Perhaps we could also get some new offensive engineering abilities and some skill that boosts it.
One mechanic related question I would like to ask: are there plans to streamline the fast activation of different powers a bit? Right now, if you activate too many powers at once, some of them are ignored and some take a while to activate. Especially in intense fights this can make an huge difference.
And I'm not sure if he's the right person to ask this question, but are there any plans to update the AI of some older enemies like the Borg?
How's T6 looking for K'tinga and Vor'cha class battlecruisers? Also...is there any chance of adding additional canon Trek foods like Bregit Lung, Pippius Claw and Warnog?
To add to other posters---questions about Engineer Capt abilities. Is Rotate Shield Frequency going to be looked at? Maybe a debuff added to it to make it resistance to Tractor Beam? The way the ability is titled would seem to indicate that it should?? Also in regards to Miracle Worker are any adjustments planned to be made with regards to the % of hull it heals??
Don't know if this would come partly under his department or not. But are we going to see any more substantial patch notes concerning bug fixes. Because the last several weeks have been pretty poor concerning fixes.
Questions, topics, musings, blatherings, et al. ...
Mines NEED HELP.
No, seriously ... Mines are so far behind "the curve" on development that they've fallen off the tangent(!).
Proposals to help Mines "catch up" to the rest of the game.
Skills and buffs that affect Hangar Pets get extended to apply also to Mines "as if" Mines were also Hangar Pets.
All Mines that self-destruct to inflict damage (so Cloaking Tractor Mines not included) apply a +1 second debuff to Bridge Officer and Captain skills which are currently on cooldown (skills not on cooldown are not affected) on impact/detonation.
All Mines that self-destruct to inflict damage (so Cloaking Tractor Mines not included) interrupt "active" skills that take effect over a duration (Tachyon Beam, Tractor Beam, Na'Kuhl Plasma Cone charging, etc.) on impact/detonation, putting them on cooldown.
Increase Mine Aggro Radius to be the (current) Hot Pursuit radius BY DEFAULT. Repurpose Hot Pursuit Personal Space Trait completely to increase the animation speed for deploying AND arming Mines (reducing activation delay) AND increase their Flight Speed when "chasing" a selected Foe (so, you know ... "hot pursuit" ...?).
Add functionality to Thrill Seeker Personal Space Trait allowing it to affect not only the Impulse Speed of your ship, but also the Flight Speed of Mines and Hangar Pets as well!
Modify the +Torpedo and +Mine Damage Tactical Consoles (not the "damage typed" ones) to add half their value to the "other" form of Projectile (so +2 Torpedo/+1 Mine ... or ... +1 Torpedo/+2 Mine ... as a ratio of effect). Optional to extend such functionality to all Set Bonuses as well (looking at you Klingon Honor Guard 2-piece Set Bonus).
Questions, topics, musings, blatherings, et al. ...
Torpedo Flight Speeds Need Help.
In the "legacy" coding we have currently on Holodeck, it appears that the Impulse Speed used for Torpedo (and Mine and Cannon) projectiles is a fixed (capital K) Constant, rather than a variable. Is this assumption True?
If this IS True, what would be required to reprogram the game to reference a Variable instead of a Constant for this? In other words, would this be a major project requiring massive investments of Programmer Hunting, or would it be something relatively trivial? Inquiring Minds (of the Kinetic Kommunity) Want To Know(tm).
We currently have two ways to increase the Flight Speed of Destructible Torpedoes ... Romulan Space Set and Terran Space Weapon parts. These two options appear to reference the exact same modifier option, meaning that they can't be combined, since they effectively "overwrite" each other. Is this "intended" behavior? And if it is, we're going to need a pretty darn good explanation of the ... "intent" ... behind THAT decision ...
Tricobalt Torpedoes and Mines ... have been "punished" enough. Can we return them to their former "glory" as 1 minute cooldown Ultimate Spike weapons that pack a REAL wallop (and which actually Hold/Stun for more than an instant)? I forget which Season "nerfed" Tricobalts down to their current Not Really Worth It(tm) state from which they have never recovered, but they really ought to be restored to the place they held in the early days of the game as the One Shot Boom OF DOOM!!! (+3). Plus, if there's any type of projectile weapon that can/ought to be legitimately behaving as a "glide bomb" rather than a "rocket" in terms of Flight Speed behavior on launch, it should be these weapons ONLY!
Explain why Destructible Torpedoes must be slower than non-Destructibles of the same type(s). Player experience says that the extra vulnerability afforded by slower Flight Speeds is an excessive weakness, since it actually "prevents Damage from arriving on $Target" when shooting at ranges longer than point blank by offering more opportunities to destroy over time (particularly by "accuracy cheater" Beam Fire At Everything Forever spam in the game today (re: Voth, et al.)).
And last but not least ... a BEG ... (or few) ...
I've been using the new Temporal Operative "special" Chroniton Torpedo on my Sci-Kor build, mainly for the cooldown proc it offers. Could we get a counterpart MINE version of the same, which offers a -1 second cooldown reduction to the caster (100% reliable) per Mine that detonates on an enemy? I'd seriously consider dropping my Nukara Web Mines for that, just for the cooldown reduction alone.
Likewise, Quantum Phase Mines that do the same "job" as the Quantum Phase Torpedo? Heck being able to get the 3 piece set with Console, Torpedo and Mine(!) instead of needing to slot an Energy Weapon would be glorious for those of us in the Enhanced Battle Cloak Science Bomber Kommunity!
Neutronic Mines ... drawing on the Neutronic Torpedo for inspiration?
Particle Emission Plasma Mines ... drawing on the example of the Particle Emission Plasma Torpedo? Maybe even with a Coolant Ignition special effect drawn from the Pilot skills, making the Mine version "drag a hazard" of area denial to their $Target (in addition to looking damn cool!) and THEN detonating on impact.
Comments
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Pre-emptive Strike ...
Sadly, I won't be able to listen to you Live (at least, not at first?) but I should be online in STO shortly after you start ...
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
He's a game designer there, so rules and mechanics questions are his wheelhouse.
Ask the right questions and you'll get some great stories...
Anywhere, just in case anyone cares ,here are my questions:
Q: Did he know there would be dev barbecue?
Q: Any plans to make Engineer Captain abilities more useful and interesting?
Q: What power in STO do you think is the best designed overall?
Q: Which power would you like to rework the most?
Perhaps we could also get some new offensive engineering abilities and some skill that boosts it.
One mechanic related question I would like to ask: are there plans to streamline the fast activation of different powers a bit? Right now, if you activate too many powers at once, some of them are ignored and some take a while to activate. Especially in intense fights this can make an huge difference.
And I'm not sure if he's the right person to ask this question, but are there any plans to update the AI of some older enemies like the Borg?
Great Q's. I'll be sure to get them in, as two of them are similar to other questions, but I think they do need to be asked in this way. Also, BBQ?
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
On the agenda!
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
The link goes nowhere
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
coughKORcough
The Kor artwork is already being handled. We're now working on the armament. |=)
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
If he's getting grilled?
Argle, bargle, fargle, gargle, nargle!
/fixed
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Any chance you could ask about further TOS style missions ? They were really great. And would love to see more of them.
Mines NEED HELP.
No, seriously ... Mines are so far behind "the curve" on development that they've fallen off the tangent(!).
Proposals to help Mines "catch up" to the rest of the game.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Torpedo Flight Speeds Need Help.
If this IS True, what would be required to reprogram the game to reference a Variable instead of a Constant for this? In other words, would this be a major project requiring massive investments of Programmer Hunting, or would it be something relatively trivial? Inquiring Minds (of the Kinetic Kommunity) Want To Know(tm).
And last but not least ... a BEG ... (or few) ...
I've been using the new Temporal Operative "special" Chroniton Torpedo on my Sci-Kor build, mainly for the cooldown proc it offers. Could we get a counterpart MINE version of the same, which offers a -1 second cooldown reduction to the caster (100% reliable) per Mine that detonates on an enemy? I'd seriously consider dropping my Nukara Web Mines for that, just for the cooldown reduction alone.
Likewise, Quantum Phase Mines that do the same "job" as the Quantum Phase Torpedo? Heck being able to get the 3 piece set with Console, Torpedo and Mine(!) instead of needing to slot an Energy Weapon would be glorious for those of us in the Enhanced Battle Cloak Science Bomber Kommunity!
Neutronic Mines ... drawing on the Neutronic Torpedo for inspiration?
Particle Emission Plasma Mines ... drawing on the example of the Particle Emission Plasma Torpedo? Maybe even with a Coolant Ignition special effect drawn from the Pilot skills, making the Mine version "drag a hazard" of area denial to their $Target (in addition to looking damn cool!) and THEN detonating on impact.
Graviton Mines ... please?
You get the idea.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
For everyone in this thread, thank you!
https://youtu.be/H9vgYlLI7Ag
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.