I don't even know if someone from Cryptic reads this page on the forum, but I would love if the Mirror Prometheus (in my case the Hestia T6 with the Mirror skin from the T5 Mirror Prometheus from the Mirror lockbox) and the Mirror Sovereign (in my case the legendary Sovereign with Mirror skin) would get the same updates as the other recent Terran ships releases (12th Anniversary bundle and Mirror Guardian) because the old Mirror skins for Sovereign and Prometheus feels so outdated now.
My wish list includes: * Borg ships to use Borg phasers from the Borg lockbox. * Borg, Borg, more Borg and Alice Krige VO * Uniform revamps including TNG Movie. * First Contact era dolphin phasers and phaser rifles with NO blue holographic parts!!! * More Picard Era uniforms * Revamp of older Cryptic designs such as star cruiser and deep space science vessels.
checkboxes in the inventory (or some other method to multi-select to mass salvage/sell the filters are nice but i want to click them and then salvage
Pet tab.
Fix the trait dump that happens ALL THE TIME
OP, I too would love to see red Terran material updates for ships. I suspect that this will only happen with future Mirror versions of those ships being released. Not an update to the existing skins.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
a shuttle to dyson sphere command. yes I'm lazy i want to pop into the sphere, click the shuttle and arrive in command. Ditto in command, shuttles to the battlegrounds
My wish list includes:
* Borg ships to use Borg phasers from the Borg lockbox.
* Borg, Borg, more Borg and Alice Krige VO
* Uniform revamps including TNG Movie.
* First Contact era dolphin phasers and phaser rifles with NO blue holographic parts!!!
* More Picard Era uniforms
* Revamp of older Cryptic designs such as star cruiser and deep space science vessels.
I'd love to see the Star Cruiser getting some attention.
checkboxes in the inventory (or some other method to multi-select to mass salvage/sell the filters are nice but i want to click them and then salvage
Pet tab.
Fix the trait dump that happens ALL THE TIME
Personally I think a full inventory/item overhaul would be a good idea. Instead of check boxes, I'd suggest allowing players to draw lines around or simply selecting by dragging your mouse across items to quickly select and then delete stuff (basically, the same way you'd select multiple items in a Windows folder).
And maybe add an option to delete all stuff below a certain quality or level.
I'd set it to everything below blue quality, or maybe even below purple. Even if that meant that a quite valuable MK XII blue module gets deleted, it's much less effort to check the discard tab once after a mission than having to delete everything manually.
-Dominion "Scout Ship" (Would be content with a copy-paste of the Equinox + Wingmen; would like to see Aux Polaron cannons. The entire faction has ZERO secondary deflector ship options.)
-2410/Mirror ("Regent's") Neghvar with the Lexington treatment(hangar, built-in spinal/wing disruptor cannons, 4 tac consoles, MW, etc.)
-Vulcan "Future Cruiser" from ENT (MMV Cruiser/FDC/Science Dreadnought)
-Peregrine Fighter Squadrons
-Removal of Delta Rising/First-gen T6 ship Universal Console restrictions(Phantom, Qib, Aelahl, etc.)
-Battery/Consumables stack size increased to 99+ (Or, just remove them from drop tables entirely; I HATE how they clutter inventory and are a pain to mass-sell!)
-Refactor(reduce) NPC drain resists to make the playstyle a more viable(accessable) alternative to current Science build archtypes.
the Orion scout/intruder from TOS, and more Orion ships like that with style instead of lumps like Harad-Sar's barge
more Lukari ships in the UFO mythos style they have (and with the Lukari bridge), but as c-store ships so they are account unlocks instead of single character
a T6 Emissary type Star Cruiser
a filter on the hotbar "P" menu to not show boff powers and gray out powers that are already placed in the hotbars
more ring-drive ships for Vulcan and Romulan fleets
more singularity core Romulan ships, or the ability to drop either kind of core in and the ship configure itself to use it
playable "alien" and Vorta for the Dominion
more Kobali ships with design language like the Samsar, but c-store instead of phoenix store
straight T6 (not the separate skin over 'future' style gouging nonsense) TOS style ships (hopefully ones that use the actual deisgn language of TOS such as googie style and golden-ratio (aprox. rule-of-thirds) proportions)
wider range of skin tones in 'Alien' generator so aliens like the dark copper-skin-toned Ithenites and others can be made that cannot be done with the current colors
-Refactor(reduce) NPC drain resists to make the playstyle a more viable(accessable) alternative to current Science build archtypes.
Tyken's rift has no problem draining enemy ships' system powers to nothing in a few seconds -- it's just so small in radius that they can usually fly right out of it before said power drains can stack that high. So the problem isn't drain resists. It's that enemy *ships* have 10x higher shield capacities than players, while shield drain abilities are based on player-ship shield capacities. It makes our shield drain effects practically useless, while they're are practically god-level powerful. Like a few shots of an energy-weapon volley from our ships will do more shield damage than the entire duration of a rank 3 tachyon beam, so aside from triggering a deteriorating SecDef, what was the point of the tachyon beam? Meanwhile, a rank 1 Particle Burst from a friggin voth cruiser (which is **not** a science ship) will easily strip 100% of our shields off in an instant. Also, it's not even an ability they're supposed to have, despite using it literally the instant a player ship is within 5km.
You might be right about requiring a different solution, but there does need to be.. something.
I've run a drain ship for years(they were actually amazing back in Delta Rising, much to most peoples' underestimation). It's definitely frustrating to run a drain ship these days with just how much you have to sacrifice to reach a point where they're 'functional'... and completely invalidated by a handful of zero-investment universal consoles(like the Titan's mass disable or ones that otherwise shut off subsystems). It's also kind of ironic that the best use of Tachyon Beam these days is as a 20km mass shield heal via Improved Tachyon Beam. Tyken's Rift is honestly more of an exotic damage skill than a drain skill these days(you'll generally kill stuff with the sheer damage output before actually taking any subsystems offline).
With all the recruit characters I've been catching up on, it's reminded me of how nice Tachyon Beam(and other drains) used to feel and actually make sense pre-level 40.
I fly a drain toon. Or actually, a drain/disable toon.
It may not be the most effective way of destroying enemies all by yourself, but you can definitely help the rest of your team by weakening shields.
My tachyon beam and charged particle bursts are, by themselves, enough to almost entirely remove shields from mid-powerful enemies (like Spheres). With subsystem targeting, the right Doffs and so on you usually get a few seconds of full disable. Which should be enough if everyone fires at that same enemy - or my own high yield III torpedoes hit in time.
And that's possible without even further help from things like the Somerville's trait or the new starship trait that modifies tractor beam, or consoles like the Titan's Opening Salvo.
I fly a drain toon. Or actually, a drain/disable toon.
It may not be the most effective way of destroying enemies all by yourself, but you can definitely help the rest of your team by weakening shields.
My tachyon beam and charged particle bursts are, by themselves, enough to almost entirely remove shields from mid-powerful enemies (like Spheres). With subsystem targeting, the right Doffs and so on you usually get a few seconds of full disable. Which should be enough if everyone fires at that same enemy - or my own high yield III torpedoes hit in time.
And that's possible without even further help from things like the Somerville's trait or the new starship trait that modifies tractor beam, or consoles like the Titan's Opening Salvo.
Or you can just skip over all of that and completely destroy the ship all by yourself faster and more effectively using pretty much any not-drain build.
Yes, but if you already have builds that can do that, using a drain build can be a fun additional way of playing.
Hence why I began with stating that 'it may not be the most effective way...' - it's not the only thing that matters.
It's a viable way of playing and effective enough to be enjoyable if getting only as effective as possible isn't your main concern. In fact, only one build can be the most effective so if that's someone's concern, then all their builds should be the same.
rattler2Member, Star Trek Online ModeratorPosts: 58,577Community Moderator
I feel like that at times the only time a Drain Build is effective is when its combined with a Crowd Control build to draw them in. If Tyken's Rift doesn't have the range to really do its job, you'd need a Gravity well to pull them in.
One of the problems with NPCs is their resistances to drain/offline. Feels like the Phaser proc is pretty much useless as it doesn't take long for NPC systems to come back online so stunning subsystems kinda means nothing. Its barely noticable, and if you offline their Aux... its pretty much unnoticable at all.
As for Drains... They're more effective against players than they are NPCs. I remember being drained almost instantly in Core Assault to the point of "why am I even here". But with NPCs it takes longer or they get out of range. And as someone mentioned earlier, NPC Shield Drain is crazy, while Player Shield Drain barely feels like it makes a dent.
But that could also be based on the fact that Player stats differ from NPC stats. You might be able to drain a frigate's shields, but good luck trying to do that to a Battleship or Dreadnought.
> @corinthalas said: > Most effective isn't the point. How close to maximal effectiveness is, and drain builds aren't anywhere near it. You're not helping your group by running a drain build. Compared to what you could be doing with practically any other build, you are hampering your group's potential. And if you're on your own, then I don't care what you do to amuse yourself. Just don't expect me to support your suggestion that drain builds are effective. They aren't. Not even remotely.
Strange, cause usually in PUGs I'm doing just fine with my drain toon. In fact, it's usually me carrying the team.
And yes, any other build might be more effective, meaning you're not fully exploiting your potential with a drain build.
But as said, it's not the only thing that matters. There will always be lost potential if you don't use the single most effective build.
That, by itself, therefore isn't really a decisive argument against drain builds, simply because you could say the same about all other types of builds that aren't merely focussed on destroying things as quickly as possible.
Confuse builds, torpedo builds, tanks and so on would then all be ineffective. Some of those builds will (and probably should) never be as effective in killing enemies as other builds. That only makes them ineffective if you judge their merit by destructive potential (probably as a proxy for 'completing content as fast as possible) - which obviously isn't even the goal of some of these builds and therefore a strange criterion to pick to assess them.
Also, note that there are plenty of missions nowadays where just killing stuff isn't even the main objective. Killing enemies faster won't even make a difference in many pieces of team content anymore.
The massive imbalance between player and NPC drains is precisely why all drains need to be %-based - then it doesn't matter; both groups have exactly the same effectiveness against each other.
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
-Refactor(reduce) NPC drain resists to make the playstyle a more viable(accessable) alternative to current Science build archtypes.
Tyken's rift has no problem draining enemy ships' system powers to nothing in a few seconds -- it's just so small in radius that they can usually fly right out of it before said power drains can stack that high. So the problem isn't drain resists. It's that enemy *ships* have 10x higher shield capacities than players, while shield drain abilities are based on player-ship shield capacities. It makes our shield drain effects practically useless, while they're are practically god-level powerful. Like a few shots of an energy-weapon volley from our ships will do more shield damage than the entire duration of a rank 3 tachyon beam, so aside from triggering a deteriorating SecDef, what was the point of the tachyon beam? Meanwhile, a rank 1 Particle Burst from a friggin voth cruiser (which is **not** a science ship) will easily strip 100% of our shields off in an instant. Also, it's not even an ability they're supposed to have, despite using it literally the instant a player ship is within 5km.
I mean this is very correct, Tyken's Rift is very good yet highly limited and very situational as the 3km radius is too limited. I'd say it should also reduce impulse speed by 50% out to 5km of enemy ships, even if the Drain to subsystems only takes effect within 3km, even then I'd argue it should be 4 km at least.
I'd love them to change up Tyken's Rift a little bit for sure.
T6 Dakota/Cheyenne/Stargazer
New swimwear/NO new baseball uniforms, for the summer event
I would delay my grind progress for the Terran bundle for that ship.
As for the swimwear and baseball uniforms... why not both honestly? We're running out of teams to make uniforms for anyways if we look at the banners on DS9. And honestly I can see them using that hat model for other things as well... like an NX-01 hat.
Comments
* Borg ships to use Borg phasers from the Borg lockbox.
* Borg, Borg, more Borg and Alice Krige VO
* Uniform revamps including TNG Movie.
* First Contact era dolphin phasers and phaser rifles with NO blue holographic parts!!!
* More Picard Era uniforms
* Revamp of older Cryptic designs such as star cruiser and deep space science vessels.
Pet tab.
Fix the trait dump that happens ALL THE TIME
I'd love to see the Star Cruiser getting some attention.
Personally I think a full inventory/item overhaul would be a good idea. Instead of check boxes, I'd suggest allowing players to draw lines around or simply selecting by dragging your mouse across items to quickly select and then delete stuff (basically, the same way you'd select multiple items in a Windows folder).
And maybe add an option to delete all stuff below a certain quality or level.
I'd set it to everything below blue quality, or maybe even below purple. Even if that meant that a quite valuable MK XII blue module gets deleted, it's much less effort to check the discard tab once after a mission than having to delete everything manually.
-2410/Mirror ("Regent's") Neghvar with the Lexington treatment(hangar, built-in spinal/wing disruptor cannons, 4 tac consoles, MW, etc.)
-Vulcan "Future Cruiser" from ENT (MMV Cruiser/FDC/Science Dreadnought)
-Peregrine Fighter Squadrons
-Removal of Delta Rising/First-gen T6 ship Universal Console restrictions(Phantom, Qib, Aelahl, etc.)
-Battery/Consumables stack size increased to 99+ (Or, just remove them from drop tables entirely; I HATE how they clutter inventory and are a pain to mass-sell!)
-Refactor(reduce) NPC drain resists to make the playstyle a more viable(accessable) alternative to current Science build archtypes.
You might be right about requiring a different solution, but there does need to be.. something.
I've run a drain ship for years(they were actually amazing back in Delta Rising, much to most peoples' underestimation). It's definitely frustrating to run a drain ship these days with just how much you have to sacrifice to reach a point where they're 'functional'... and completely invalidated by a handful of zero-investment universal consoles(like the Titan's mass disable or ones that otherwise shut off subsystems). It's also kind of ironic that the best use of Tachyon Beam these days is as a 20km mass shield heal via Improved Tachyon Beam. Tyken's Rift is honestly more of an exotic damage skill than a drain skill these days(you'll generally kill stuff with the sheer damage output before actually taking any subsystems offline).
With all the recruit characters I've been catching up on, it's reminded me of how nice Tachyon Beam(and other drains) used to feel and actually make sense pre-level 40.
It may not be the most effective way of destroying enemies all by yourself, but you can definitely help the rest of your team by weakening shields.
My tachyon beam and charged particle bursts are, by themselves, enough to almost entirely remove shields from mid-powerful enemies (like Spheres). With subsystem targeting, the right Doffs and so on you usually get a few seconds of full disable. Which should be enough if everyone fires at that same enemy - or my own high yield III torpedoes hit in time.
And that's possible without even further help from things like the Somerville's trait or the new starship trait that modifies tractor beam, or consoles like the Titan's Opening Salvo.
Yes, but if you already have builds that can do that, using a drain build can be a fun additional way of playing.
Hence why I began with stating that 'it may not be the most effective way...' - it's not the only thing that matters.
It's a viable way of playing and effective enough to be enjoyable if getting only as effective as possible isn't your main concern. In fact, only one build can be the most effective so if that's someone's concern, then all their builds should be the same.
One of the problems with NPCs is their resistances to drain/offline. Feels like the Phaser proc is pretty much useless as it doesn't take long for NPC systems to come back online so stunning subsystems kinda means nothing. Its barely noticable, and if you offline their Aux... its pretty much unnoticable at all.
As for Drains... They're more effective against players than they are NPCs. I remember being drained almost instantly in Core Assault to the point of "why am I even here". But with NPCs it takes longer or they get out of range. And as someone mentioned earlier, NPC Shield Drain is crazy, while Player Shield Drain barely feels like it makes a dent.
But that could also be based on the fact that Player stats differ from NPC stats. You might be able to drain a frigate's shields, but good luck trying to do that to a Battleship or Dreadnought.
> Most effective isn't the point. How close to maximal effectiveness is, and drain builds aren't anywhere near it. You're not helping your group by running a drain build. Compared to what you could be doing with practically any other build, you are hampering your group's potential. And if you're on your own, then I don't care what you do to amuse yourself. Just don't expect me to support your suggestion that drain builds are effective. They aren't. Not even remotely.
Strange, cause usually in PUGs I'm doing just fine with my drain toon. In fact, it's usually me carrying the team.
And yes, any other build might be more effective, meaning you're not fully exploiting your potential with a drain build.
But as said, it's not the only thing that matters. There will always be lost potential if you don't use the single most effective build.
That, by itself, therefore isn't really a decisive argument against drain builds, simply because you could say the same about all other types of builds that aren't merely focussed on destroying things as quickly as possible.
Confuse builds, torpedo builds, tanks and so on would then all be ineffective. Some of those builds will (and probably should) never be as effective in killing enemies as other builds. That only makes them ineffective if you judge their merit by destructive potential (probably as a proxy for 'completing content as fast as possible) - which obviously isn't even the goal of some of these builds and therefore a strange criterion to pick to assess them.
Also, note that there are plenty of missions nowadays where just killing stuff isn't even the main objective. Killing enemies faster won't even make a difference in many pieces of team content anymore.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
I mean this is very correct, Tyken's Rift is very good yet highly limited and very situational as the 3km radius is too limited. I'd say it should also reduce impulse speed by 50% out to 5km of enemy ships, even if the Drain to subsystems only takes effect within 3km, even then I'd argue it should be 4 km at least.
I'd love them to change up Tyken's Rift a little bit for sure.
This would be nice. It should be included as a lifetime benefit though, or it would devalue the Android Boff for lifers too much imo.
New swimwear/NO new baseball uniforms, for the summer event
I would delay my grind progress for the Terran bundle for that ship.
As for the swimwear and baseball uniforms... why not both honestly? We're running out of teams to make uniforms for anyways if we look at the banners on DS9. And honestly I can see them using that hat model for other things as well... like an NX-01 hat.