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ADVANCED R&D CONSOLES!

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    jslynjslyn Member Posts: 1,784 Arc User
    edited June 2023
    szerontzur wrote: »
    The loss of crit will be a significant impact. HOWEVER, these consoles do effectively allow you to convert non-tac console slots into tactical console slots. These consoles are, effectively, 'console slot re-engineering' for ships.

    In practice, this means you can convert traditionally low tactical console ships like a Voth Rampart or Nakuhl Acheros from a 3 tac console ship into an 8 tac console ship(before T6X).


    Universal Consoles fill that role already. Plenty have +Bonus Damage in some form or another. I am not sure that these new Consoles will make enough of a difference to be worth the expense. We'll have to wait and see how good they are.

    Not really, considering the builds these are intended for wouldn't use Spire tac anyway. Science builds and carriers don't at any rate, and a drain build would use these as an alternative, or opt not to, at their leisure


    Sci-Torps use both EPG and the Locator/Exploiter. That is something of an outlier, though.


    I hope the people who plan on farming these recipes won't just restrict themselves to ISE or pre-mades.


    According to the blog, the ingredients come from TFOs that give specific Crafting Component types:


    Space particles: Engineering pet console fragments
    Ground particles: Engineering weapon power console fragments
    Space metals: Science drain console fragments
    Ground metals: Science drain console fragments
    Space gases: Engineering weapon power console fragments
    Ground gases: Science exotic damage console fragments



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    fewzzfewzz Member Posts: 242 Arc User
    Please for once do something right, let the recipes drop from doing random advanced, just make them drop rarer than doing Elites, it would be soooo awesome to see the Random Ques etc really busy again, youve needed this for years and you go make a silly decision yet again.
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    mciannmciann Member Posts: 29 Arc User
    https://stowiki.net/wiki/Advanced_Consoles

    So it would seem that picking these components up via drops was never meaningfully intended. There is no way it's going to be possible to organize regular Vault Ensnared Elite runs among players capable of completing the TFO. It's clear that you guys never actually intended these components to be acquired via grinding.
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    tasshenatasshena Member Posts: 529 Arc User
    mciann wrote: »
    https://stowiki.net/wiki/Advanced_Consoles

    So it would seem that picking these components up via drops was never meaningfully intended. There is no way it's going to be possible to organize regular Vault Ensnared Elite runs among players capable of completing the TFO. It's clear that you guys never actually intended these components to be acquired via grinding.

    This. They REALLY need to look at the R&D mats awarded in TFOs. Unless you're really saying "f*** you, pet users" again by only having two little played ones for the hangar consoles.​​
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    lasoniolasonio Member Posts: 490 Arc User
    hmm i am making my first one right now, but so far it seems they don't work with spires, which might be fine, since they might work with colony tac consoles then that will truly change the meta
    Even god rested. No work ethic.
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    lasoniolasonio Member Posts: 490 Arc User
    alright i just slotted a phaser damage one and it def stacks with the tac consoles from colony world. So on the inquiry you can have 4 colony phaser and then 5-7 advanced phaser consoles. That's pretty much going to change the meta, specially if you stack 7 epic versions, these engineering consoles alone will make players have to reasses ships, and miracle worker ships have taken a lead, it will come down to miracle worker / what
    Even god rested. No work ethic.
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    lasoniolasonio Member Posts: 490 Arc User
    edited June 2023
    also, can add advanced tactical consoles aswell... if you place the advanced engineering consoles in the universal console slot so... yay?
    Even god rested. No work ethic.
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    cyberoiduscyberoidus Member Posts: 15 Arc User
    edited June 2023
    yap , figured it would be something like that , by forcing players to play elite , you will not get them to do so.

    First:elite level tfo are bad for one big thing....the injury system......dam , kirk would have a heart attack if the enterprise would have stop working ,healing ,doing damage,just because one system is disable.

    fix the injury system on sto (hell , you can t even get (anywhere(that is for ground one)) a critical component to heal u in the tfo) then players might be willing to play more elite stuff.

    or you might consider giving us the mean to prevent those injuries with crafting materials that we can do. (most of crafting mat right now is mostly useless anyway)

    Thanks

    It is easy for the dev to forget that not everyone has a good internet connection , i have been playing this game for ages ,
    putting money into it , not giving me any right i know, i do it cause i want to , and i keep having to click ten times on a button for the powers to activate, then i get the timer (cd one) but no gravity well,or no plasma storm......powers make
    all the difference in a gameplay.
    But i never see the dam npc missfire on anything....!!!!!!


    Right now i do not think i will be able to play elite to get those particles.
    Post edited by cyberoidus on
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,793 Arc User
    cyberoidus wrote: »
    yap , figured it would be something like that , by forcing players to play elite , you will not get them to do so.

    First:elite level tfo are bad for one big thing....the injury system......dam , kirk would have a heart attack if the enterprise would have stop working ,healing ,doing damage,just because one system is disable.

    fix the injury system on sto (hell , you can t even get (anywhere) a critical component to heal u in the tfo) then players might be willing to play more elite stuff.

    or you might consider giving us the mean to prevent those injuries with crafting materials that we can do. (most of crafting mat right now is mostly useless anyway)

    Thanks

    Funny, cause I've completed like four Elite TFO's this evening alone. They definitely launch faster too, I was in the queue for Azure nebula elite for just under half a minute when it launched.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
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    duncanidaho11duncanidaho11 Member Posts: 7,867 Arc User
    edited June 2023

    Funny, cause I've completed like four Elite TFO's this evening alone. They definitely launch faster too, I was in the queue for Azure nebula elite for just under half a minute when it launched.

    They launch faster than they used to and are more encompassing but we're going to see that tail off as players get the consoles they primarily need. I think the need for elite RTFO's has been broadly exposed by this update. Cryptic's argument we need to team up for these for is more or less moot when you're heading in solo or in small groups under the current system. We're already living out the experience of the RFTO per team setup and it's DEMONSTRABLYfine. Not having it is doing far more harm to the user experience than helping it, as whether or not we have RTFO's doesn't matter an iota to whether we're being shielded from random team experience. That's what you get as is from the current system! You just make games much more difficult to find from an overly-centralized population without RTFO's. Nothing about match quality is harmed from random players being filed in from a hopper as opposed to queue choice, as your alternative is to go queue for a Borg STF where those players are currently aggregating. Same people either way.

    We've had this discussion on Ten Forward a lot over the years and I think Cryptic's position that pre-built teams are needed is well and truly void at this point, as removing RTFO's from the equation doesn't even help that aspect in the first place. The player population does not change here. The decision just makes matches more difficult to find which creates hard bottlenecks on advanced console progress, creating a quick point to check out from the hunt from those consoles. STO has had a lot of power creep over the years and even from the standpoint of where we were when RTFOs were introduced, the hill to elite-level performance has only grown shallower (especially with regular c-store ships coming with a lot of power these days.)

    I will record runs and post to youtube if we need documentation for how elite is fine to run with randos. And the alternative here isn't to magic up an elite social group from nothing (not everyone has that luxury). It's not engaging with this system. So PLEASE Cryptic add elite RTFOs. You are not helping things by not including it.
    mciann wrote: »
    https://stowiki.net/wiki/Advanced_Consoles

    So it would seem that picking these components up via drops was never meaningfully intended. There is no way it's going to be possible to organize regular Vault Ensnared Elite runs among players capable of completing the TFO. It's clear that you guys never actually intended these components to be acquired via grinding.

    I've had vault pop once STO Wiki posted that. it's an easy run so of the sources for advanced pet console bits I'd expect it to be the most available. However, don't wait too long on grinding that as you'll likely see activity drop over time as people get their consoles (easily crossing a threshold for viability, once matches become rare folks won't bother, which is what lead to most of the TFO system being dead before RTFOs).

    But...this wouldn't be a problem if we had Elite RTFOs. Those *REALLY* need to happen and should have happened for this update in hindsight. There's no argument anymore for not having them, with the bump in population and inclusion of more borderline builds you still have functional matches. The biggest hurdle to Elite ATM is not being able to find a match, not the difficulty of the queue itself.
    Post edited by duncanidaho11 on
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    sovereign010sovereign010 Member Posts: 636 Arc User
    I was hoping to see some actual numbers for how effective they are, such as for the Plasma Distribution Manifold- how much extra weapon power does it provide?
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    lasoniolasonio Member Posts: 490 Arc User
    didn't take them long to patch the universal gimmick. oh well, lol prolly shouldn't have said anything
    Even god rested. No work ethic.
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    gabriel#3407 gabriel Member Posts: 5 Arc User
    I was hoping to see some actual numbers for how effective they are, such as for the Plasma Distribution Manifold- how much extra weapon power does it provide?

    I have currently both adv.eng and can give standard 39.4 %, if rolled damage.
    Next step: 5x hangar pet booster. Now with one are pets incredible. :)

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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,793 Arc User
    I was hoping to see some actual numbers for how effective they are, such as for the Plasma Distribution Manifold- how much extra weapon power does it provide?

    At epic level MK 15, they add 7.3 weapon power and, indeed, 39.4% extra damage (at least, when buffing one weapon type like phaser - it might be lower if it's for beams in general).

    Also:
    Very rare MK 14: 6.3 weapon power, 33.8% extra damage
    Ultra rare MK 2: 2.5 weapon power, 13.1% extra damage
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,793 Arc User
    edited June 2023
    So far, I'm neither very much impressed nor disappointed.

    What you miss out in CritD or CritH because you can't use Spire consoles, you gain in extra base damage and a higher weapon power setting (my new Constitution III class USS Ben Adler is at 155 atm, with some room for minor improvements).

    Personally, I don't really miss the CritD from the Spire consoles. Some of my other toons are well over 200% crit severity - whereas, before the Endeavour system and before we could unlock additional console slots, I only got close to 150 or so on my Romulan toon. Most other ones were somewhere between 125 and 140 or so. IIRC.

    So even without that 40 to 50% CritD from Spire consoles, one should still be able to get well over 150, or what would be considered high a couple of years ago. That's not too bad then, obviously. Especially since those consoles could be really annoying to get, at 50k fleet credits each (which is almost nothing on veteran toons, but newer ones tend to get their resources slower and, at the same time, they need many more of them for other stuff as well).

    In that regard, it's nice that there are now good alternatives (more of them, Bellum consoles weren't too bad either) to Spire consoles. On new toons, it means that you can reconsider most of your console slots, instead of basically losing half of them or so to Spire consoles and using the rest of the slots as filler. Now we have more options in the Eng slots, while there's less grinding needed for the Tac ones.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,793 Arc User
    I haven't used the Sci or hangar consoles yet. It's too bad that my only hangar character already has a full set of Spire consoles and I'm loath to make those redundant.
    My other, non-dedicated hangar pets users (those captains who are flying ships which just happen to have a hangar bay) are generally ones where I specialise in other stuff (EPG, energy torpedoes, or just a regular beam build). On those toons, the hangar consoles are probably not worth using because it's just not an integral part of the build, and thus not worth removing things for that actually make up important parts of the ship's build - like Spire torpedo consoles or universal consoles that boost EPG or EPG-attack consoles.

    So yeah, personally, I don't really see the value of the hangar consoles. For captains who don't have a 'pure' carrier captain yet or who plan on creating an additional one, they're certainly an interesting addition. But for the rest of us, they're less interesting I think.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
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    cookiecrookcookiecrook Member Posts: 4,524 Arc User
    Fleet consoles make elite space content easy enough but are totally not necessary to successfully complete elite content. Is this really anything more than just a resource sink for the average player that doesn't care about the DPS chase?
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    jslynjslyn Member Posts: 1,784 Arc User
    edited June 2023
    I haven't used the Sci or hangar consoles yet.


    On my Sci with 478 EPG in a Science Ship, the fully upgraded Advanced Particle Amplifier Console gives +5.27% to the Exotic BOff Abilities and 14.1% Bonus to Non-BOff Exotic Abilities.

    Of course, this goes in the Sci Console Slot, so each one takes away from an EPG Sci Console. Removing one Particle Focuser drops the effectiveness to +4.84 and 13% Respectively. An empty ship with nothing equipped, it gives +1.73 and +4.6%.

    In practice, the one console changes the Spore-Infused Anomalies from 11K to 14K per burst. That comes at the price of having to remove all of the Weapon Consoles in order to keep the Universal EPGs. It is a buff for AOE, and a 1/5 Loss for single target (Torpedo Boat in this case).
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    I replaced almost all my lab consoles with advanced EPG ones (keeping one in a uni slot) - after juggling things around to try and counter the loss of 100 CtrlX...still can't tell if it made things better or worse.​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    jslynjslyn Member Posts: 1,784 Arc User
    I replaced almost all my lab consoles with advanced EPG ones (keeping one in a uni slot) - after juggling things around to try and counter the loss of 100 CtrlX...still can't tell if it made things better or worse.​​

    I am right there with you. It kind of seems like it balances, neither better nor worse overall. It is like squeezing a tube balloon: one side will get fatter but the other flattens in your hand.

    You can Re-Engineer +Control on the EPG Consoles. It would be be expensive given the number of potential mods. The one that I crafted came with Control.

    The Hangar Consoles are pretty great, though. Carrier Captains: Rejoice.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited June 2023
    Loving the energy power consoles as one of my builds is a Plasma Burn DoT projectile build with Complex Plasma Fires which scales with max weapon energy even though its all Projectile weapons. The carrier consoles are just as expected, great.

    Still working out the best pets to use, seems like Scorpions and Droneships are still king of pets though its early days in testing.

    Shame the market and exchange changes are putting a dampener on things. I still hate how trading QOL is so much worse now with the new item to mail changes from a few patches ago.
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,793 Arc User
    pottsey5g wrote: »
    Loving the energy power consoles as one of my builds is a Plasma Burn DoT projectile build with Complex Plasma Fires which scales with max weapon energy even though its all Projectile weapons. The carrier consoles are just as expected, great.

    Still working out the best pets to use, seems like Scorpions and Droneships are still king of pets though its early days in testing.

    Shame the market and exchange changes are putting a dampener on things. I still hate how trading QOL is so much worse now with the new item to mail changes from a few patches ago.

    If you decide to stick with the Scorpions, don't forget to tell them: I'm still loving you.

    It may be clear to them, but it can't hurt saying it. Or, even better, singing it.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
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    baddmoonrizinbaddmoonrizin Member Posts: 10,329 Community Moderator
    pottsey5g wrote: »
    Loving the energy power consoles as one of my builds is a Plasma Burn DoT projectile build with Complex Plasma Fires which scales with max weapon energy even though its all Projectile weapons. The carrier consoles are just as expected, great.

    Still working out the best pets to use, seems like Scorpions and Droneships are still king of pets though its early days in testing.

    Shame the market and exchange changes are putting a dampener on things. I still hate how trading QOL is so much worse now with the new item to mail changes from a few patches ago.

    If you decide to stick with the Scorpions, don't forget to tell them: I'm still loving you.

    It may be clear to them, but it can't hurt saying it. Or, even better, singing it.

    Nice. 😉
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    smokebaileysmokebailey Member Posts: 4,664 Arc User
    I use scorpions myself a lot.
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