There's something out there...
The Tal'Shiar lockbox revamp is on the horizon, and thanks to the console blogs we've got DATA! This is a quick look at the stat changes and possible new gameplay offered by the jump to T6.
NEW SKINS:
Tamatoa hasn't always been this glam:
I was a drab little crab once...
Our beloved "battle crab" has evolved into the "battle squid" and it looks gorgeous
. The new lacy primary hull structures are exotic, while the longer prongs and squid-like paddles on the ends give it a more full bodied and organic look. Really looking forward to flying this (with my Elachi-Turrets-Everywhere build
).
I shall name it "Pugsy"
While sharing the delicious new skin styling and lacy detailing, the T6 destroyer's bulbous nose really doesn't appeal to me. The imbalance between body and the 'sleigh runners' is made worse by the lower arms having gotten even longer while the primary hull got stubbier. The old primary hull very much evoked the Narada's development sketches - enough so to bring me back to STO after a 5 year absence. The extended cluster of side and top spines helps the overall sense of menace, but than punched-in nose... I think it's telling the article opens with an image of the T5 skin. Too bad, given how nice the rest of the hull looks now. Thankfully it can still wear its old outfit if that change really does kill its predatory silhouette. I'll know more after I can freely look at it from all angles... and probably wish there were more kit bashing options on lockbox ships.
Old School
HULL:
TSAD - Old busted: 44,850. New hotness: 52,000 (+15.9%)
TSABC - Old busted: 48,300. New hotness: 56,000 (+15.9%)
Yeah. They got bigger buckets of HP. A LOT bigger.
SEATING:
•TSAD:
●, ●●●,
○●●, ●●
(pilot), ○●●
(Intel)
•TSABC:
●●(Intel),
○●●,
○●●(Command), ●,●●●
Great googley moogley. Both of the TSA T5s were unsung sharks of the space lanes with flexible and powerful builds available to them. Upgrading a universal slot on the TSAD from lieutenant to LtCmdr just makes a damn good thing
better. The TSAD gains Intel on its upgraded LtCmdr seat (OSS3 or SS1? Don't mind if I do...), and the other Lieutenant Universal slot gains Pilot (!!). I'm looking forward to trying out pilot abilites on this already nimble hull- Lock Trajectory might not be tactically great but it sounds like a ton of fun! The destroyer's new specialization seats are embarrassment of riches and you may find yourself running no-engineer abilities
at all if you're up for a little fly-or-die gameplay. Just name it "Toretto" and you'll be invincible!
The TSABCs sees a lieutenant Engi slot grow to LtCmdr - maybe not as sexy, but still welcome (and the ship
already had a full Commander universal slot). The lieutenant tactical seat gains Intel... not an enormous upgrade but still workable if you are fitting your tactical needs into the Universal slots. The LtCmdr Science seat gains Command, which has the potential for being very interesting, slipping a single concentrate firepower or overwhelm emiters into the mix. Again, if you feel like that's costing you needed low rank science staples, you can make up some of the difference via the ensign universal slot.
GEAR:Enhanced Shrapnel Torpedo Launcher
Interestingly the TSAD(t6)'s console only adds one passive effect (most of the revised consoles have had two effects). Hopefully this is because the single bonus is fairly large - CrtH is certainly expensive in design terms. Doubling down on that should be quite a tasty upgrade if you're already used to using the T5 version. Yelling "Fire Everything!" at your monitor when clicking it is still required
.
Enhanced Indoctrination Nanite Dispersal System
The Battle Squid's update takes the already delightful 'you can all stop shooting at me now... and shoot each other while you are at it' console and adds Aux Power and Turn Rate... Beefy. Aux power fits beautifully with the almost-a-science-ship vibe of the adapted ships (because you don't
really miss the target subsystem abilities, do you?). While the squid has a serviceable 7 degrees per second turn rate, the Turn Rate bonus should be a pleasant upgrade. On the 11 degrees per second TSAD, this is just that much more "I have you now".
TSA Warp Core?
Somewhat curiously, the blog doesn't give the stats for the TSA warp core. This has always been something of a weak link in the TSA technologies set for me. The Upgraded warp core's [Eas] tag (1% chance when hit with energy weapons to grant + 10 Auxiliary Power) continues to play into the exotic damage theme of these ships. The base stats (+15 Hull Repair, +2.5 Aux Potential, +5 Maximum Auxiliary Power, A>W, Engine Capacitor) feed space magic builds but the sector space bonuses (Warp 10, 50% reduced Cooldown on Transwarp) do chew into the design budget. If the core saw any updates things could be looking very bright indeed for this pair of ships.
SET BONUSES:
No changes, but worth noting what you're getting.
2 piece: Tal Shiar Augmented Repair Systems – Passive
•Increased Hull Regeneration
•Increased Shield Healing
3 piece: Multi-Spectral Particle Generator – Enhancement
•Exotic Damage Abilities, Charged Particle Burst and Tachyon Beam cause radiation damage over time
You get a taste of Borg-flavored durability, followed by an interesting DoT for dishing exotic damage. The black space magic theme remains as strong as ever.
STARSHIP TRAITS:
Synergistic Tactical Systems (Starship Trait)
After reaching level 5 in Tal'shiar Adapted Destroyer [T6] Starship Mastery, you will unlock the Synergistic Tactical Systems starship trait. While this trait is slotted, activating Cannon: Rapid Fire, Surgical Strikes and Reroute Reserves to Weapons will provide a large boost to Starship Particle Generator skill and Starship Control Expertise for a short time.
The TSAD can use its new LtCmdr universal/intel seat to pick up surgical strikes (though OSS3 is a real contender for the lovely new slot). It's a little odd this trait triggers off of Reroute Reserves to Weapons... a Pilot ability too high in rank for the TSAD to slot. My TSA ships have both steadily evolved towards exotic damage dealers (thanks to the TSA Tech consoles, the 3-piece set bonus, and a Delphic Tear console) and this trait further cements that capability. I don't think I'll run it on my destroyer (dual beams and Omni's so not enough skills on my tray triggering it), but the Battle Squid's strong exotic damage undercurrent should benefit from the new trait nicely.
Assimilated Power Conduits (Starship Trait)
After reaching level 5 in your Tal'shiar Adapted Battlecruiser [T6] Starship Mastery, you will unlock the Assimilated Power Conduits starship trait. While this trait is slotted, activating Emergency Power to Auxiliary will grant a boost to Exotic Damage Critical Chance and Exotic Damage Critical Severity for a short time.
While not giving a lot of ways to access the effect, this is pure Exotic damage dealing glory. Press EPtA and watch your enemies melt.
Comments
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
Plus they show the T5 destroyer in the Console blog... Which wouldn't exist in their version of the game any other way than a T6 wearing it without the player owning the T5.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
It has fluffy, perfumed toilet paper in the restrooms and twinkies pattern at the replicators now.
My only concern is with the mastery trait. It's not a bad trait, mind you, but I run beams in my build and found that cannons are rather problematic for this ship. Nor do I have any interest in running Surgical Strikes or Reroute Reserve to Weapons, as neither one of those skills plays nice with BFAW. I probably will use OSS and Hold It Together (along with the related DOFFs for that skill) on the T6 TSAD when/if I finally get it.
And, given that I'm not too impressed with the Elachi upgrades, these two ships will complete my (surprising short) list of needed upgrades... thank goodness, LOL.
I NNEEEEEED the TSA T6s.
After that I'd like a T6 Xindi Narcine ...that actually works with the Xindi Lobi Store set.
Yes. For whatever reason they just left it out of the blog post instead of making a note that the Warp Core is the third part.
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Happy to serve. I've cleaned up the layout a little bit (should have named the consoles - fixed!) and added a short section mentioning how much the Hull points also went up with the Tier change (hint: a lot!).
Do these have unique bridges? Is the warp core usable on other ships? Do T6s come with the warp core? Do we have access to T5 skins on the T6 if not owning the T5s? Still no kit-bashing between the old and new?
I also have zero idea anymore for which character (Fed-Sci main, Rom-Tac main, maybe even Rom-Sci because Tac-DPS is boring) to bind these ships (or any ship really) considering the indecisiveness about what they're doing to our science officers with the removal of that boring deflector overcharge and reinstatement of PvP-only SNB.
And now I have to log onto Tribble to check that out. :P LOL
Edit: My T5U Adapted Destroyer didn't get a railgun after all. Sadness.
Edit 2: And then I relogged and it did. Odd. Also: SQUEEE!!!!
Also, may I suggest reducing the size of the ion stream heavy weapon FX? The visual effect is massive, even on average-sized ships.