To answer a couple questions that've recently come up: * Colony Coffers are working internally, so I'm hoping that any difficulties ya'll are seeing on Tribble will soon be cleared up with future patches, as more data and UI fixes are included in Tribble's builds. It's worth reminding everyone that your Fleet Leader must…
Hey folks, I'm afraid I don't currently have the cycles available to answer all of your individual concerns. But on a general note, I wanted to let you all know that we're still very much in the process of tuning the numbers for the new Fleet Commodities, both in terms of project requirements and activity rewards. We're…
Hey folks, I'm afraid I don't currently have the cycles available to answer all of your individual concerns. But on a general note, I wanted to let you all know that we're still very much in the process of tuning the numbers for the new Fleet Commodities, both in terms of project requirements and activity rewards. We're…
While your discussion of this feature is appreciated, I'd like to remind everyone that this feature is still in testing on Tribble, and the involved developers are focused on looking to the Tribble sub-forums for feedback and bug reports. If you have suggestions and feedback, it would be helpful to post it there. Tribble…
The Console layouts on the non-fleet versions were incorrect when this blog first was published. We've fixed the error. They should all have the following: 3 Tac, 5 Eng, 2 Sci Fleet versions of each get an additional Tac console slot. Sorry for any confusion!
Sorry guys, trying to get a confirmation on the Mark/Quality for this new equipment, but it's after-hours now. Fairly certain it's not Mark FOUR though. That just seems silly. **EDIT: As far as I can tell, everything being offered is Mark XII Ultra-Rare, other than Kit Frames and Modules which are Mk XIII Ultra-Rare.…
Hey guys! Figured I'd pop in to respond to a few specific requests. Remember that a complete Stats/Details Blog will follow this announcement within the next day or two. As has been covered by a few other responses, this is the screen-accurate material. However, we're also including a more subdued material (which has a…
It's described in the blog: "These extremely nimble small craft are designed for both space and atmospheric assault. Outfitted with Isolytic Plasma weapons, they can also use a limited version of Energy Siphon, and will passively leech Hull from enemy ships within a short distance of themselves, causing a small amount of…
To respond to the two most common questions: Weapon Slots This is not a "Cruiser w/ 2 Hangar Bays" but rather a "Carrier with an Eng-Cmdr seat." Carriers are typified as having 3/3 weapons layouts, with the expectation that their two full hangars of pets will help bridge any combat effectiveness gap. There is only one…
More info on the subject can be found here: https://www.arcgames.com/en/forums/startrekonline/#/discussion/1231741/coming-soon-energy-credit-cap-adjustments-pc-and-console
As posted here: https://www.arcgames.com/en/forums/startrekonline#/discussion/1231604/no-facilities-on-the-amarie-bridge Thanks for asking about it. It helps to catch this stuff quickly.
If these are indeed missing, then I must apologize for the oversight. I can only guess that there may have been a miscommunication internally as to what amenities were expected to be present on the Amarie's new interior map, or that they somehow didn't make it into the build that went live. We'll get this straightened out…
Hey folks! Sorry I didn't notice this thread yesterday, but I can confirm that we're not only aware of this bug, but have already instituted a fix for it. The stats shown in the Dev Blog are correct, and the in-game number of Science Consoles will soon be brought in line in a future patch.
When I said "tried it in combat" I meant "looked at your damage output to verify if it's applying a boost or not." We've done some extensive internal testing on this during the day, and have only found this to be a tooltip issue. It won't reflect the damage increase on your tooltips, but does increase your damage output…
Did you try it out in combat, or just relying on the tooltips? Because of how this ability was rebuilt, I think I can safely say that it's unlikely to show correctly on your weapons' tooltips.
The gameplay challenges associated with Damage Immunity are not directly related to GDF. The two interact, for certain. But our focus needs to be on figuring out the best way to address the situation as a whole, rather than tuning individual abilities around it. At least for now. We've already made changes to Damage…
All that "A Good Day To Die" does now is allow the ability to be activated while >50% Hull capacity. The ability itself will always adjust to your current Hull%, or 50%, whichever is less at any point in time. I can't really comment on what the wiki says, but that's the current functionality. Remember that the wiki is…
Deflector Overcharge was created as an attempt to solve a problem which we've decided to try and address in a different way. It may never, ever return. And we're OK with that.
The GDF buff is still highest at ~0% Hull. Any interpretation to the contrary is incorrect. Editing for further clarification: This note: "Relative to the previous state, it is a higher buff at 50% Hull and a lower buff at 0% Hull" Should be read as: "Relative to the previous state, it is a higher buff at 50% Hull than it…
... and here it is! Much of this has already been astutely noted by a few members of the community, but consider this a "from the horse's mouth" sort of confirmation on those subjects. Here's hoping it clears a few things up... Now, typically, we don't go out of our way to explain every change we make, but we knew that…
How about a bit more civility in here, eh? All of the insults and vitriol aren't going to make your voices heard any louder on the very divisive subjects we're dealing with. If you would like to share feedback that offers helpful information that can be used to inform our future decisions, we're more than willing to…
Outgoing Healing: Heals that you activate (including those that target self) Incoming Healing: Heals that you receive (including from yourself) Yes, you read that right - you can double-dip if all that you're doing is healing yourself.
The idea of a system/feature that ties into Vanity Pets has been seriously considered multiple times over my tenure on the STO team. It's likely to happen at some point, but not a complete guarantee. And as for when? I couldn't even begin to guess.