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Vaarna_Aarne

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Anyway, hopefully tomorrows patch (I hear there's one coming) will do two things:

1) Make it so you can contribute data samples en masse. Doing them one at a time is a huge pain in the ass.

2) Add in the still-missing assignments to convert 100k+ CXP to Fleet Marks. I just hope it doesn't have a retarded rate like 1000:1, even 100:1 is pushing it in terms of fairness to smaller Fleets.

What the patch is going to do though is apparently nerf the NPC Klingon Isometric Charge attack, which many of you have probably noticed is totally fucking overpowered at the moment.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
is it? i used it a few times but only saw it being somewhat useful against small craft squadrons, which admittedly it pops like popcorn.
 

Vaarna_Aarne

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Oh, there's a HUGE difference between the player Isometric Charge and the NPC Isometric Charge. Just like your plasma torpedoes and Romulan plasma torpedoes. I've been using the player console Iso for a while, and find it a useful addition to Skar's arsenal, it's like having a secondary torpedo spread for alpha strikes.

See, here's what the NPC Iso can do: At final bounce, it could instantly kill ANYTHING, including Odysseys at full shields and active defensive buffs. Hell, just two of them hitting simultaneously at bounce 2 can insta-gib anything. First shot knocks down any shield by raw damage and knocks cruisers to 70% hull from 100%. That's how ridiculous it is/was.
 

treave

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Sounds doable... but I'll only be able to afford to contribute after I max out my character. Which should take another month or so at current play-half-an-hour-a-day rates!
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
ah, overlooked the npc bit.
yeah, npc special/console attacks are friggin' ridiculous, though i haven't seen that many npc iso charges yet. npc klinks i encountered so far mostly spam the bio-neural warhead (which are not instadeath but bad enough).
 

Multi-headed Cow

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Hurray! Caught a starbase upgrade that was 30,000-odd dilithium short and was able to slap that in, and some DOFFs. And then as I was doing that I noticed a guy trying to sell a mirror universe assault cruiser for 1 million (Cheapest on the exchange is 10 million at the moment) so I snapped one up. No idea what I'll do with it but what the hell.
 

Vaarna_Aarne

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ah, overlooked the npc bit.
yeah, npc special/console attacks are friggin' ridiculous, though i haven't seen that many npc iso charges yet. npc klinks i encountered so far mostly spam the bio-neural warhead (which are not instadeath but bad enough).
If you mysteriously explode all of a sudden, you were probably hit by an Isometric Charge.
 
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Ulminati

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3928890309_3b44a2966f_o.jpg
 

Vaarna_Aarne

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Alright people, only 700 marks to go and our Starbase will be Tier I. After that, we'll start work on the Transwarp Conduit I (will require 20 Astrometric Scientists, keep note), and then see if we finally do the Duty Officer contact projects. I also funded both our Fleets the Interior Designer projects, so I would appreciate it if I wouldn't have to worry about Dil for a while. Anyway, the Officer Contacts, in addition to the usual demands, will require the following PURPLE quality doffs:

Tactical: Energy Weapons Specialist, Projectile Weapons Specialist, and Shield Distribution Officer. Out of these, only the third one will require active effort (first two can be bought from the catman). But in order to acquire the third one, we will most likely need someone to colonize Betreka Nebula at Beta Ursae, and Support it until Critical Success (unless they already have the Breen in question). Now, this is something you should do anyway, because the Shield Distribution Officers are hax motherfuckers that when paired to three (two other blues are acquired as Colonization chain rewards) essentially turn your Brace For Impact from a mildly above useless ability to the baddest motherfucking shield heal outside of Reverse Shield Polarity.

Engineering: Maintenance Engineer, Quartermaster, and Systems Engineer. All three can be bought from the catman.

Science: Doctor, Development Lab Scientist, Research Lab Scientist. All three can be bought from the catman.




Now, with that out of the way, time to rejoice, for we too shall soon have access to big fucking guns on the ground. As soon as the first set of provisions are provided by Requisition Personal Equipment From Engineering I (also a very good assignment for XP, no doff cost). Also, this is why donating Dilithium is useful: Those guns cost Fleet Credits, and Dilithium gives the most Fleet Credits.
 

Jarpie

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Alright people, only 700 marks to go and our Starbase will be Tier I. After that, we'll start work on the Transwarp Conduit I (will require 20 Astrometric Scientists, keep note), and then see if we finally do the Duty Officer contact projects. I also funded both our Fleets the Interior Designer projects, so I would appreciate it if I wouldn't have to worry about Dil for a while. Anyway, the Officer Contacts, in addition to the usual demands, will require the following PURPLE quality doffs:

Tactical: Energy Weapons Specialist, Projectile Weapons Specialist, and Shield Distribution Officer. Out of these, only the third one will require active effort (first two can be bought from the catman). But in order to acquire the third one, we will most likely need someone to colonize Betreka Nebula at Beta Ursae, and Support it until Critical Success (unless they already have the Breen in question). Now, this is something you should do anyway, because the Shield Distribution Officers are hax motherfuckers that when paired to three (two other blues are acquired as Colonization chain rewards) essentially turn your Brace For Impact from a mildly above useless ability to the baddest motherfucking shield heal outside of Reverse Shield Polarity.

Engineering: Maintenance Engineer, Quartermaster, and Systems Engineer. All three can be bought from the catman.

Science: Doctor, Development Lab Scientist, Research Lab Scientist. All three can be bought from the catman.




Now, with that out of the way, time to rejoice, for we too shall soon have access to big fucking guns on the ground. As soon as the first set of provisions are provided by Requisition Personal Equipment From Engineering I (also a very good assignment for XP, no doff cost). Also, this is why donating Dilithium is useful: Those guns cost Fleet Credits, and Dilithium gives the most Fleet Credits.

I'll take care of Shield Distribution Officer. I can put at least some dil to the projects, but need to grind for more.
 

Vaarna_Aarne

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And keep trying to find new bros to recruit.

EDIT: And it pays to recruit a lot of good quality bros, since that way there will be more people online at a given time -> less bored people -> more staying power for the Fleet -> steady progression.
 

Multi-headed Cow

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:what:
What the fuck!? I just realized fleet ships require CP/zen items. That's a horrendous bummer.
 

Zarniwoop

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BASE UPGRADE IN PROGRESS!

Also, screw you guys for not telling me about the contraband-turning-in thing sooner, I could have saved many jewgolds on ships...
 

Multi-headed Cow

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Only the Fleet types, normal Retrofits of early game ships just cost Fleet Credits.
'cept they seem sorta... Not good. Escort retrofit looks to have worse stats than a regular patrol escort, which ignoring the fact that you can get the patrol escort for free when you level up, only costs 160,000 dilithium while the escort retrofit costs 200,000 fleet credits which are valued at 1:1 dil.

Haven't looked it up in-game to see what 4 fleet ship modules run in zen/real cash money dollars though.
 

Multi-headed Cow

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500 Zen a pop.
Jesus. That seems pretty ridiculous considering how minor the upgrade going to a fleet ship seems to be. At least going by my eyeballing of the patrol escort. Seems like you'd be way better off just buying ships from the c-store if you were so inclined.
 

Jarpie

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We have a new member! Anaris@acgabs2, he's already in our chatroom as well.
 

Vaarna_Aarne

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500 Zen a pop.
Jesus. That seems pretty ridiculous considering how minor the upgrade going to a fleet ship seems to be. At least going by my eyeballing of the patrol escort. Seems like you'd be way better off just buying ships from the c-store if you were so inclined.
The upgrade is putting the ship in line with the Odyssey and Bortasqu in the number of consoles (meaning, +1 console) and occasionally a Universal ensign. Other than that, mostly just useless crap like improvement in Hull HP and shit like that. Anyway, personally I think the really good thing about this system is that it will bring in more variety in the kinds of ships you'll see flying around, since most early game ships got an endgame variant too now (so it won't just be Defiant + Odyssey + Galaxy-X + Patrol Escort ad infinitum for Feds).

The Fleet versions of C-Store ships apparently have a discount for those who bought the C-Store version though, I heard it's something like dropping from 4 to 1 module. Also, the C-Store ships with a built-in unique ability (ie, the Guramba or Excelsior) are no getting a Fleet variant, as their extra ability counts as an additional console as far as the devs are concerned.
 

Vaarna_Aarne

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Achtung! Our Fed fleet's transwarp conduit will be finished in 24 hours, and all three of our current projects are progressing now.

For this tier, we will place full and absolute focus on Engineering, as the alternatives are getting all three at 500 XP per day (1000 XP assignments are simply too costly to have three of). This way, we can gain 2k XP for Engineering per day at best. It also bears mention that the Industrial Replicator upgrade II will put our Starbase up to Tier II AND will give us access to Fleet Space Weapons (mk XII ultra-rare weaponry). As for longterm goals, I think we should focus on getting to Tier III, that's when the Fleet costume pieces unlock.

EDIT: Assuming we keep rushing one type at a time to the next tier, the order of priority is: Engineering -> Science -> Military. Science gives a new transwarp project, and Eng + Science add a new crit heal capability to the starbase per tier (currently we can handle Minor injuries and damages, by Tier III they'll all be covered).
 

Vaarna_Aarne

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Achtung! Our glorious Transwarp Conduit has finished! We now need a Dilithium in general, and Fleet Marks for the Engineering Officer. We will also require three specific purple quality Duty officers that cannot be bound (so catman is out of the question for acquiring them), these being a Quartermaster, a Maintenance Engineer and a Systems Engineer.

EDIT: I shoveled up the credits for the doffs, I sincerely hope to see the project running soon.

screenshot_2012-07-30-22-09-59.jpg


MY DREEEAAAAAMMMMM has come true.
 

Multi-headed Cow

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Anyone happen to know what happens if you go over your credits-cap? I'm at something like 9,800,000 credits at the moment. If I sold something for 300,000 what would happen? Would that extra 100k be lost in the void, or go in to an overflow bag (Like how it handles items) where I could later retrieve it when I have room, or what?

Still not sure what I wanna buy, if anything. Got that mirror universe ship for my engineer captain but as far as I know there aren't any 10-million priced escort ships for my main guy. Could pick up one of those borg engineering BOFFs but eh. Not really sure there are any consoles or weapons I particularly need. Guess I could spend it all on dabo.
 

Vaarna_Aarne

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I have absolutely no idea. Still, the credit cap removal isn't very expensive, and I always found it worthwhile before going LTS.


But if you're looking for something to buy for your cruiser, get a Subspace Jump enemy faction console. They're in 1 mil range right now, and they're damn good. You may also want to buy Fleet Modules from the Exchange (post value here, I haven't yet looked if the Zen-Credits ratio at the Exchange has gone erratic, since if going by the rate Keys sell at you would sell Borg boffs at ~7 mil) in preparation for getting a Fleet ship.
 

Zarniwoop

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Well, today's patch completely fucked up my game. I can't contribute anything to the base (buttons are greyed out) and I'm getting random graphical issues like white flashes etc. Everything worked fine yesterday, I even kicked in about 15k dilithium, several doffs and industrial energy cells, but now NOTHING works. What gives?

B the dubs, fleet mark happy hour on the next hour, I'll be logging in then to see if the problem persists.
 

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