Still also waiting for them to make Tricobalts usable again after having nerfed them into near-uselessness a decade ago and never given them a single buff. They've released TWO of these powerhouse torpedoes now, one freely available, they have no valid excuse not to massively buff Tricobalts.
Well, they better hurry the hell up - the way he sounds these days, I don't see him lasting much longer...I seriously hope he does, but that's a tall order.
There are many Triflouride compounds, but the only one I can think of that would actually be used in a weapon is Chlorine Trifluoride...which is a very terrifying thought, given that's a substance that is not only extremely toxic and corrosive but also explodes on contact with water and can ignite materials that are…
You know, if there would be one crossover I'd really like to see with Star Trek Online, it would be Starcraft...the Federation thought the Dominion, Borg, Undine, and Iconians were bad? Imagine facing a species that embodies all of their most dangerous features at once, all cranked up to 111.
Star Destroyers might've been imposing back when the game was relatively new and there were very few big ships in it...but now, there are so many ships with official, semi-official or Cryptic official lengths well in excess of 1600 meters (which is what Star Destroyers are - the Imperator/Imperial class, anyway) that most…
Yeah, that happens when they flush the spam trap every few months - old posts that got caught get restored with no accompanying alteration of position of threads or new post tags. Though, I could have sworn the mods claimed, years ago, they had a way to immunize accounts from ever getting affected by it and should have…
Well, even the Death Star (which I believe had one of the slowest hyperdrives in Star Wars) was able to keep enough pace with the Millennium Falcon that it wasn't very far behind once they arrived at Yavin - and the Falcon's trip can't have been that long since I don't believe the distance between Alderaan and Yavin is…
Yeah, but there isn't anything between TNG/DS9/VOY and DIS they can actually use...except KT, but even after the merger there are probably way too many legal briar patches that would need untangling for games set there if you want to actually use already-existing stuff and not have to make basically everything up aside…
They already did that for Stellaris - New Horizons, New Civilizations, pick your flavor...not actually sure what the actual differences are, but there seems to be bad blood between at least some of the team's members, so I assume one is a branch-off of the other.
Except they didn't change course IN hyperspace - they dropped out, reoriented, recalculated and then jumped back to lightspeed. Obviously it wasn't shown because that would've been a completely unnecessary scene, but that's how hyperspace worked when Lucas still owned it - Disney may have changed things as they loved to…
I get cramps in my right hand and wrist playing Diablo 3 because of the insane amount of button mashing and mouse clicking that game involves - not this one...even people with wrist problems shouldn't be having those issues with this game.
It was always 5 elite tokens for every rep that had them except Omega - and Omega is only 10 because D'Vak is a cheapskate and only gives you 9k dil instead of the 50k all the others give you.
The Expanse never seemed to have any trouble making things cinematic at long ranges, even if not entirely realistic long ranges (they were still longer than most other recent sci-fi genres, even B5) - of course, filming tech has also come a long way since even TWOK days, let alone TOS, so things can be far more cinematic…
It probably means it doesn't stack with copies of itself - so you can't have 5 players popping it off at the start and everyone gaining a massive boost.
Because, oddly enough, solid matter is way harder to resist than particles that weigh almost nothing. That's why Relativistic Kill Vehicles are so deadly.
I hope this second upgrade will just require another T6-X token and not something new. Trait slot isn't currently important to me because I still have nothing major to put in them (from a combination of the correct ships not ending up in Mudd's store and the massive pain involved in unlocking traits - not wasting time on…
I see your D'Derpidex and raise you one corpse barge - the Sarcophagus has a turn rate of FOUR...the only ship to have it, I might add, and for good reason.
And those two special-circumstances-required issues wouldn't have been an issue at all if all the nations and powers of Star Trek would stop having a collective stupid and just set up transport inhibitors (which we KNOW exist) all over their ships that can be activated by tactical teams as soon as combat begins - then it…
Not to mention actual underwater physics were a part of CO before STO was ever a thing, so the code for it SHOULD still be in the engine...though, Tacofangs said long ago that getting it to work for CO was a pain and a half and he never wants to repeat the experience.
And if you only just started gathering progress for the meta event this most recent eligible event, you're not going to get enough by the time it's over unless you buy out one of the remaining two once they start.
All the remaining non-playable ones are 2003 quality too - same with every other non-playable ship that doesn't have a playable version or was otherwise touched up on at some point (like the Borg ships).