This is a buff, especially for big slow ships. Even the attack fighter small craft only have 100 base Inertia Rating. For a Scimitar, which has only 20 Inertia Rating, the [Inertia] modifier goes from giving +2 Inertia to +10, a whole +50% to its acceleration rate.
It's actually a fairly significant nerf to GDF. The current optimal strategy on Holodeck is to drop your hull extremely low (as close to 0% as you can manage), activate GDF for the maximum damage bonus, and then heal up and enjoy the full GDF bonus regardless of health. With this change, you have to remain at low health to…
I have noticed the following issues with the KDF TOS outfits:* Only the short mesh sleeves are currently available for female Klingon characters. * The mesh sleeves use the wrong color block for tinting (they display the first color block, but the tint is based on the hidden fourth block, only accessible if you have…
It's been a long road, gettin' banned from here... Going by the intended nationalities of the crew (regardless of the actual nationalities of the actors), Picard is supposed to be French, not British. Miles O'Brien is as Irish as his actor. Chakotay is descended from a mashup native American tribe supposedly from Central…
A different issue: Shield Subsystem Performance is terrible. All of the "+3.2 power to one subsystem" skills are (and the +4.8 to two or +3 to all are maybe worth taking because they cover more than one system), but SSP is the easiest one to use as an example without going into engine mechanics and why SEP is even worse…
I do like some of the implications of this change: like the rest of the skill revamp, it would mean that you could choose to keep your current setup that's focused on your own ship, or you could sacrifice current performance parameters to try a new setup that wasn't previously available.
Here's a different idea for moving Batteries... what if we put it back into the tree proper? Put the Full Impulse shunt node in to replace it as an Unlock, then put Batteries in its place as the side node on the EPS tree? A one-node skill tree bonus isn't much different from an Unlock except for the relative opportunity…
Here's my perspective: Engineering is primarily about durability and power levels. Why not make the Engineering ultimate similar to Secondary Subsystems (T6 Dreadnought pack console) and Override Subsystem Safeties? For 20 seconds (or whatever), the ship gains massive power level bonuses (both to current and Maximum…
My only problem with Shield Mastery is that NPCs don't do a lot of critical hits in my experience, and it's not where most of their damage comes from, with the exception of the handful of NPCs with Beam Overload, like the Voth Citadel. Negating one crit every few seconds, then, is largely useless.
I'm seeing a discrepancy in space on a Cruiser character: without actively speccing into the new Damage Control skill, my Endeavour's regen dropped from 283% on Holodeck to 128% on Tribble, and is only improved to 178% by investing in the skill. Furthermore, the uninvested in-combat regen rate is 47.8% on Tribble, which is…
It's actually quite simple: your base turn rate is the one listed for the ship in the shipyards, on the wiki, etc.. Your impulse skill boosts your final turn rate by up to 40% of that (0.4% per point of skill, each node gives +50/85/100 total skill), regardless of power level (for any B'rel, with a base turn of 23, this is…
I agree with this choice, but I'd like it moved up a bit on the unlocks: Hangar bonus unlocks are irrelevant for new players until they get into the Admiral levels, but while leveling, torpedoes can actually be really good since the stacking bonuses to power management and damage output that make all-energy builds strong…
The 5/3 Battlecruisers are the outliers, not the 4/4s. There are three Battlecruisers with the 5/3 weapon arrangement, the Avenger, the Mogh (plus their T6 and Fleet variants), and the Vaadwaur Astika. Every single other Klingon T5 or T6 Battlecruiser has 4/4 weapons, from the Vor'cha and Negh'var to the Qib and Bortasqu',…
I'm also seeing this, but it's more than just the Borg: the character I have is a Level 60 Klingon, K'lara@MandoKnight. The issue occurred after I got the board shorts.
The funny thing is, B'Eler was already a character, who already referred to her (female) mate. She's been standing around in Ganalda Station for as long as I can remember, and probably longer than that. This mission did not introduce the concept of TRIBBLE Klingons to STO, it just added the other half of the existing…
Same bug with my fleet, Black Op Armada Div I. Pic for reference: the bugged items have the bluer background: they can be selected like items, but can't be moved and have no information attached. All of the "old-style" items (that is, those that weren't already dynamic/upgrading items) seem to have been bugged when changed…
There's also the Vandal Destroyer, which is a single 1000 Zen purchase to unlock Plasmonic Leech for every KDF or KDF-allied character on the account (plus a T3 ship besides). For Fed-side characters, the console goes for 40 million or more on the Exchange, per character.
They likely have access to at least some of the old RSE shipyards, even if they haven't yet constructed orbital shipyards around New Romulus yet (or moved them there). Also, the vast reaches of Allied space in the Solanae and Jenolan Spheres probably include areas retrofitted as Romulan (and Federation and Klingon)…
By opening up my stat sheet while in combat, it seems to be a display issue. While I'm actually taking enemy fire, the shields seem to jump to about where they should be, but if there's nothing shooting at me it drops back to the base level for that ship + shield item combo.
I had the Trill Science Officer from the old Fed progression, before T'vrell became the player's first Science Officer, lose her changed ground powers (as far as I remember), but the Space powers were kept, though the defaults were still switched to the old ones. The Andorian Tactical Officer (again, the one from before…