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The new trait Independent Wingmate might interesting for Carriers. Depending on how it stacks it might even make Frigates or heavy pets more desirable over fighters. I assume it means the first pet launched so 1 pet out of 3 fighters. I just hope massive bonus doesn't mean 50% or less. Frigates need a good 100% bonus if not 500% to get more competitive against fighters.
"Space: Independent Wingmate
The first Hangar Pet launched receives massive bonuses to survivability and damage. If it is destroyed, the bonus will be re-applied to the next Hangar Pet launched."
A few things stood out to me on reading the post...
First, the description of the environmental suit should have been properly proofread:
"The Environmental Suit can be activated, disabling the safeties, and putting it into a test mode..."
As written, one might think 'activation' refers to the current meaning (which was automated a few patches ago) where it actually refers to an integral ability (see also: Lorca's armor; Coalition armor). With that in mind, I put forward this possible alternative:
"The suit's 'test mode' can be activated to spawn a random, weaponized hazard tuned to affect enemies."
How describing the hazard as "modified to be created by Foes" got past even a cursory review puzzles me. And if it lacks a corresponding tailor unlock (see: Red Angel suit; Hirogen armor) that's a missed opportunity.
The description of the Courier-AP ordinance is a bit odd. If I understand it correctly, they have a crit multiplier greater than the +20% innate to their vanilla siblings... but it's reliant on a proc or exploit. So, if this weapon procs or exploits, it gets those bigger crits guaranteed for, say, the next 1-2 seconds? Is that enough of a plus to justify giving up the baked-in guaranteed CritD?
With respect to the contents themselves:
when you make a point of bringing up a weapon family's unusual form factor, why not show off all of them?
the sword looks interesting in terms of model and new animations in addition to its mechanics; I can see it being used to 'complete' the Romulan covert-ops set...
as with the EV suit, if that outfit being showcased (the Qowat Milat regalia) is not a tailor option, that's kind of a waste
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rattler2Member, Star Trek Online ModeratorPosts: 58,577Community Moderator
I have a feeling the Qowat Milat outfit is probably being added to the Lobi Store, like a lot of previous outfits tied to lockboxes. The fact we see 3 screenshots of it, one of which is holding one of the new heavy weapons... is probably good evidence it is coming. As for the weapons, we saw the weapons in Discovery s3, and... they only had the megaman arm buster gun in show. Seeing an adapted heavy weapon is interesting. Don't know if there is a rifle variant or not, but... I guess we'll find out.
As for the EV suit, yea I think it has an activatable clicky power that can be used like Feedback Pulse. Once activated, any attack on you from an enemy triggers the ability.
Might pick up one trait if i ever decide to update my carrier toon, but otherwise this lockbox hold little of interest for me.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
As for the actual contents of the box: there are some interesting things, some less interesting ones.
I don't really care for the sword, those are pretty much useless nowadays with all the spam on the ground.
Melee builds were always at a disadvantage of course, but
- after releasing many other shield-ignoring things
- and with armies of escorts/drones/etc, omni-directional turrets, obelisks, Pahvo crystals, Elachi walkers and so on swarming many of the small maps
I'm simply not able to enjoy my melee toons anymore in teamed content.
I'm not even sure why Cryptic keeps releasing these things as long as the underlying mechanics aren't improved and each new release puts melee playing at a further disadvantage.
The ship looks interesting, but I've got too many of those already, so I probably won't bother trying to get it.
Its most interesting feature is probably the moving hard point thing, I hope that design feature can one day be applied to other ships so we can customise the origin points of our beams (try firing dual beams from a Galaxy for example, or the Son'a intel battlecruiser - it looks quite ridiculous to be honest, with the beams firing only from a tiny part of the ship).
The weapons aren't really aesthetically pleasing.
The kit module, on the other hand, does look nice. If they were also added as pets, I would certainly get them on some toons.
The Doffs aren't interesting to me either.
I might get Independent Wingmate for my carrier toon. Meditative Calm and Absolute Candor could be interesting, I'd have to see their numbers first though.
Rogue Scientist Aboard looks good - I have a few toons with very limited tactical slots so getting a few more tac boosts without having to remove Sci's or Engineers from universal seatings is certainly a nice option to have.
I'll almost certainly be getting the console - I like exotic stuff and the more anomalies I can create, the better.
Besides turning the kit module into a pet, I have another question:
When will the Infinity boxes be updated? We're a few behind already, both Far from Home AND Emerald Chain haven't been added yet.
For Emerald Chain that makes sense since it's the most recent one, but its should be included in the infinity box upon release of the new one - since that is how things used to work before its updating started lagging behind a while back. Far From Home should already have been included in Infinity boxes.
Might have to buy another character slot, just for the Romulan stuff alone and as for lobi store stuff I can just wait until Event Campaign V, since I'm already getting myself a Constitution-class Temporal Light Cruiser this year.
"The Scientific Method and the pursuit of truth are almost identical...." Hmm.... "The Scientific Method and the pursuit of facts are identical...." Ah!
Comments
"Space: Independent Wingmate
The first Hangar Pet launched receives massive bonuses to survivability and damage. If it is destroyed, the bonus will be re-applied to the next Hangar Pet launched."
First, the description of the environmental suit should have been properly proofread:
"The Environmental Suit can be activated, disabling the safeties, and putting it into a test mode..."
As written, one might think 'activation' refers to the current meaning (which was automated a few patches ago) where it actually refers to an integral ability (see also: Lorca's armor; Coalition armor). With that in mind, I put forward this possible alternative:
"The suit's 'test mode' can be activated to spawn a random, weaponized hazard tuned to affect enemies."
How describing the hazard as "modified to be created by Foes" got past even a cursory review puzzles me. And if it lacks a corresponding tailor unlock (see: Red Angel suit; Hirogen armor) that's a missed opportunity.
The description of the Courier-AP ordinance is a bit odd. If I understand it correctly, they have a crit multiplier greater than the +20% innate to their vanilla siblings... but it's reliant on a proc or exploit. So, if this weapon procs or exploits, it gets those bigger crits guaranteed for, say, the next 1-2 seconds? Is that enough of a plus to justify giving up the baked-in guaranteed CritD?
With respect to the contents themselves:
As for the EV suit, yea I think it has an activatable clicky power that can be used like Feedback Pulse. Once activated, any attack on you from an enemy triggers the ability.
Both names are used within the blog post and the environmental suit uses 'unlikely'.
I don't really care for the sword, those are pretty much useless nowadays with all the spam on the ground.
Melee builds were always at a disadvantage of course, but
- after releasing many other shield-ignoring things
- and with armies of escorts/drones/etc, omni-directional turrets, obelisks, Pahvo crystals, Elachi walkers and so on swarming many of the small maps
I'm simply not able to enjoy my melee toons anymore in teamed content.
I'm not even sure why Cryptic keeps releasing these things as long as the underlying mechanics aren't improved and each new release puts melee playing at a further disadvantage.
The ship looks interesting, but I've got too many of those already, so I probably won't bother trying to get it.
Its most interesting feature is probably the moving hard point thing, I hope that design feature can one day be applied to other ships so we can customise the origin points of our beams (try firing dual beams from a Galaxy for example, or the Son'a intel battlecruiser - it looks quite ridiculous to be honest, with the beams firing only from a tiny part of the ship).
The weapons aren't really aesthetically pleasing.
The kit module, on the other hand, does look nice. If they were also added as pets, I would certainly get them on some toons.
The Doffs aren't interesting to me either.
I might get Independent Wingmate for my carrier toon. Meditative Calm and Absolute Candor could be interesting, I'd have to see their numbers first though.
Rogue Scientist Aboard looks good - I have a few toons with very limited tactical slots so getting a few more tac boosts without having to remove Sci's or Engineers from universal seatings is certainly a nice option to have.
I'll almost certainly be getting the console - I like exotic stuff and the more anomalies I can create, the better.
When will the Infinity boxes be updated? We're a few behind already, both Far from Home AND Emerald Chain haven't been added yet.
For Emerald Chain that makes sense since it's the most recent one, but its should be included in the infinity box upon release of the new one - since that is how things used to work before its updating started lagging behind a while back. Far From Home should already have been included in Infinity boxes.