Star Trek Online Weekend Anything Star Trek Megathread |
- Weekend Anything Star Trek Megathread
- Preview for the new Star Trek: Picard comic. Not really sure about the uniforms I think the Oddessy ones look better. Also look for STO ships on La Forges desk. One appears to be the Enterprise F
- Old school 'physical' weapons
- PS4 - Last time i logged in, master keys were 3 million max. Now they're 5.
- My Dreadnought cruiser has 122k hull but I swapped ship and then went back to it and somehow now it drops down to 78k. I seem to have this happen constantly and it shows different stats each time I look. Wtf is going on.
- finaly was able to take pretty pictures thanks to this group. thanks!
- Fixing Injuries/Ship Damage System
- Onward to the Horizon...
- What counts as "destroying" a ship, and where's the Voth?
- I currently fly the Kelvin connie. One day the user interface stopped working when being hailed. All i get whenever i use ANY ship is the TOS view screen UI as seen in the picture. Anyone else having this issue?
- "New" time
- What creates the transwarp "bubble" visual?
- Storming the Spire: WTF?!
- Infinity weapon packs
- Fastest impulse engine for normal use?
- Anymore roleplay fleets in sto for ps4?
- Guess I have a while to do the universal endeavor
- Discovery and ToS Ship Visuals
- In Kobali...
- Better late than never... Endeavor rank 100
- Need Help Identifying a Skill
Weekend Anything Star Trek Megathread Posted: 23 Nov 2019 01:10 PM PST Talon is spending the day trying to assemble a desk from Ikea which he will inevitably fail at, so I am posting this instead.
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Posted: 23 Nov 2019 04:06 PM PST
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Posted: 24 Nov 2019 01:18 AM PST As a pet project, I thought it would be fun to create a bit more 'low tech' ship. With this in mind, I'm looking for weapons with more old school, 'physical' visuals. I'm aware of the Ferengi and Kentari missile launchers, and there's the Flak Shot artillery experimental weapon. However, that's just 3 out of 8 slots. So I was wondering if anyone'd have any advice for other weapons that's fit the them. Ideally, weapons that don't look like lasers or energy bolts. Does anyone know if any such weapon visuals exist? EDIT: Also, is there a vanity shield that (partially) hides the deflector? [link] [comments] | ||
PS4 - Last time i logged in, master keys were 3 million max. Now they're 5. Posted: 24 Nov 2019 09:13 AM PST Can someone get me up to speed. What caused the inflation? Ive noticed Zen is now 100+ more dilithium than it used to be also. [link] [comments] | ||
Posted: 24 Nov 2019 03:10 AM PST
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finaly was able to take pretty pictures thanks to this group. thanks! Posted: 23 Nov 2019 07:18 PM PST
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Fixing Injuries/Ship Damage System Posted: 23 Nov 2019 11:36 PM PST Honestly, STO has many problems, and everyone has their own ideas of solutions to them. I'll be sharing some of mine, what I think on a "would be nice" basis. This change is first because it's integral to many of my other ideas. The original purpose of ship injuries was to give some threat to death, and add challenge. As it is now, the system fails horribly. You need nearly 20 injuries before significantly loosing combat effectiveness. Since they are practically free to remove, even during mission through components, all they serve as is an annoyance to players. What's more, only getting injuries AFTER dying makes little sense in the context of Star Trek. Part of the fun of the battles in the shows is seeing the consoles blow up everywhere, getting reports of hull breaches, and having mysterious prop-rocks run into the faces of no-name bridge officers. In the game the only feeling you get is waiting for your respawn timer to run down and thinking to yourself "Ugh, an injury, great." So the solution is simple(-ish). Have injuries be applied mid-combat and have them have a significant impact on performance (while not ruining the experience). The method I propose involves significantly reducing the availability of critical hit boosts, removing them as modifiers for weapons, and make the impact accuracy has on critical hits greater. Then, simply cause a random injury when landing a critical hit. (Or chance to cause an injury on a critical hit.) To simplify the system, abridge injury types to only five categories: Weapons, Shields, Engines, Auxiliary, and Hull. Each power system injury will lower that power setting by 1 and a hull injury will lower damage resistance ratings by 1 (and potentially lower maximum health.) These injuries will stack with themselves, becoming dangerous if not addressed. Every minute however, a stack of each will be removed as the crew tends to repairs. (This time can be decreased by a re-purposed Sub-System Repair skill and perhaps by being out of combat.) For balance purposes, and to not completely invalidate the system in only a year of power creep, instant repairs should be either extremely rare or non-existent. Abilities such as Engineering team can give a temporary boost to Subsystem Repair, allowing an impact on the injuries without invalidating them. Some abilities or items could have "chance to repair random injury" or "ignore incoming injury every ___ seconds" without breaking the game. This would also add a new purpose for targeting subsystem abilities. (With the new addition of Target Subsystem: Hull) The ability can apply to all weapons and, while lowering their damage by an amount, makes it so every weapon hit has a, say 15%, chance to cause that kind of injury (critical hit or not). This chance will go up with ability level and weapon accuracy. A benefit of this system, aside from being able to live out the drama of Voyager in "The Year of Hell," would be opening up a new strategy for players. Currently, there are only two strategies. Deal enough damage to one-shot a Borg cube at 10 paces or tank well enough to make intergalactic torpedo caches run dry. Injury systems like these will allow "bruiser" builds to pop up. They could whittle down the strongest tanks, given enough time, or create openings on priority targets. New console abilities could be made as well, that instantly inflict certain injuries. (Sparingly) TL;DR: Injuries in the game right now, only serve to annoy players. Adding mid-combat injuries could "spice up" combat and open new strategies for players. [link] [comments] | ||
Posted: 23 Nov 2019 02:59 PM PST
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What counts as "destroying" a ship, and where's the Voth? Posted: 24 Nov 2019 09:29 AM PST Trying to get my endeavors out of the way. I'm trying to kill some Voth in the dyson sphere, so why's it filled with undine instead? Does it alternate and I just have to wait it out? Also, what counts as "destroying" a ship? Do I have to completely destroy it by myself? What if someone else gets a shot in? Is it not my kill anymore? Do I need to kill at least 51% of it? In the badlands, the other players were vaporizing ships pretty fast, but I helped. Also, what if I scratch and dent like 100 ships? Does that count as one kill? [link] [comments] | ||
Posted: 23 Nov 2019 05:06 PM PST
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Posted: 24 Nov 2019 05:07 AM PST | ||
What creates the transwarp "bubble" visual? Posted: 24 Nov 2019 06:50 AM PST Years ago I noticed some ships transwarping not with the regular "tunnel" visual but a much cleaner and almost shiny bubble surrounding the ship. I haven't seen it in literally years and with the current game mechanics of free mission transwarps, I never will. Still, I am curious: what was that? I think it was a reputation set visual, but I'm sure as hell not going to buy them just to see. If anyone knows, let me know. [link] [comments] | ||
Posted: 23 Nov 2019 08:32 PM PST So it's my first time running this TFO because it was the Endeavour goal, and at the end of it I had a major issue with it: why the <bleep!> are Federation ships okay with firing on unarmed Escape Shuttles?! I don't care how bad the Voth are, that's just wrong. [link] [comments] | ||
Posted: 24 Nov 2019 12:22 AM PST I really wish they'd change these so we can post them on the exchange with out choosing a specific energy type first. Devs if your reading try and make it happen pleaaase [link] [comments] | ||
Fastest impulse engine for normal use? Posted: 23 Nov 2019 05:29 PM PST Like it says in the title. I'm feeling pretty sluggish, even in an escort, during the trench run. I'm usually doing pretty good, since I just cloak and go, but I've seen folks going even faster than me, blazing through everything. I know the Competitive engines are quite fast, having used them to great effect myself, but you have to trigger them. So, just asking for more speed for a constant basis, because gotta go fast. [link] [comments] | ||
Anymore roleplay fleets in sto for ps4? Posted: 23 Nov 2019 10:31 PM PST Hey all I'm new and seeking roleplay communities out there that are still active and seeking help building up if not I'm willing to start one up if I can get help from you amazing people hope to hear from yall soon stay happy and positive. [link] [comments] | ||
Guess I have a while to do the universal endeavor Posted: 23 Nov 2019 06:20 PM PST
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Discovery and ToS Ship Visuals Posted: 23 Nov 2019 08:45 PM PST Is there a list somewhere, or an easy way to see all the federation T5-T6 ships that have Discovery models and ships with ToS type 0 materials? [link] [comments] | ||
Posted: 24 Nov 2019 02:30 AM PST
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Better late than never... Endeavor rank 100 Posted: 24 Nov 2019 04:57 AM PST Started late, got really lazy in between... got some great perks, some less useful perks too. Can't complain at all though, as you can see. Still got a lot of work ahead though. :) [link] [comments] | ||
Posted: 23 Nov 2019 04:26 PM PST I've mostly only seen this on my discovery toon, one of my boffs uses this ability which traps an enemy in some kind of an orange shroud and renders it immobile and untargetable for x amount of time, does anyone know what this is? It's not a skill they're loaded out with so I don't know where it's coming from but it's driving me batty. Thanks [link] [comments] |
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