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Incline Official codex Star Trek Online topic :salute:

Davidshky

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Oct 2, 2010
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265
"this Retrofit can only be earned by completing the mission during the three-year anniversary event"


I'm guessing this means that the tier 5 will only be avaliable the 2 anniversary weeks while the tier 3 will be avaliable later by some other means. Possibly as zen store ships with new consoles.

And I hope they fix their damn servers soon, was gonna grind the last dilthium I need for my new character slots.
 

Norfleet

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Jun 3, 2005
Messages
12,250
You have a source for this? I am not inclined to believe non-negative information without a source.
 

Norfleet

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Apparently, to avert the inevitable riot, they have decided to give out the ship after all. Naturally, in boxed form, it will not qualify for Fleet upgrade, so here again, they laugh at us, but at least we get an actual ship.

Also, after a few hours of intensive Mark Farming, we got everything on the KDF base rolling. Huzzah.
 

Vaarna_Aarne

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Well, always ready for the more intensive style Mark farming. It takes a while to do it by yourself.

EDIT: And nah, the free ship is expected, the first Odyssey was free too for last year's anniversary. Still, I'm going to wager they'll release a triple set of the ships with special consoles a week or so after the event, like they did with the Odyssey.
 

Norfleet

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Well, with all the Vaarnas you have, you'd actually be a better instance harvester, except you're lazy. Still, my recommended changes to Bloodsport means that rigorous pipelining is no longer necessary, so it's possible to do it with less windup and more burstiness.
 

Subject37

Educated
Joined
Aug 23, 2012
Messages
223
Hmm so the Ambassador is going to be a "Support Cruiser". I'm guessing that means sciencey but I suppose we'll see later today. Will this ship pull Talis out of her beloved Nebula?

On another note, have you all seen the chatter about that huge space battle in EVE that was caused by some dipshit Titan pilot hitting the wrong button and jumping unsupported directly into enemy territory? Makes for a good read, I wish STO could support 2800+ ship battles.

http://www.tor.com/blogs/2013/01/eve-online-2800-spaceships-clash-costing-over-thousands-of-dollars
 

Vaarna_Aarne

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EVE still has the major problem that it's the very definition of an Old Boys' Club on top of being a job. And even though a random serverwide war is neat and all that, slowing to 10% speed isn't nice. EVE's definately more fun and interesting to observe, participation seems closer to madness.
 

Subject37

Educated
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Messages
223
EVE still has the major problem that it's the very definition of an Old Boys' Club on top of being a job. And even though a random serverwide war is neat and all that, slowing to 10% speed isn't nice. EVE's definately more fun and interesting to observe, participation seems closer to madness.

Yes, I agree with the general sentiment that EVE is much more fun to read about than it is to play.

Also, just found this: http://sto.perfectworld.com/sto_may2013

Hover your cursor over the script at the bottom to translate the text.
 

Vaarna_Aarne

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Hohohoo, Romulan Faction choo choo.


You guys know what this means right? FUCKING THIRD STARBASE FFFFFFFFUUUUUU
 

Subject37

Educated
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Messages
223
You guys know what this means right? FUCKING THIRD STARBASE FFFFFFFFUUUUUU

Yes, but you know what it also means?

That it's D'deridex time, bros.

D'deridex.jpg


:bounce:
 

Subject37

Educated
Joined
Aug 23, 2012
Messages
223
Ambassador and Kamaraq specs have been posted.

http://sto.perfectworld.com/blog/?p=809331

This is for the T5 Ambassador retrofit:

  • Faction: Federation
  • Rank Required: Rear Admiral, Lower Half
  • Availability: Mission Reward (Limited Time)
  • Hull Strength: 39,500
  • Shield Modifier: 1.0
  • Crew: 700
  • Weapons: 4 Fore, 4 Aft
  • Device Slots: 4
  • Bridge Officer Stations: 1 Lieutenant Tactical, 1 Ensign Tactical, 1 Lieutenant Engineering, 1 Commander Engineering, 1 Lieutenant Commander Science
  • Console Modifications: 3 Tactical, 4 Engineering, 2 Science
  • Base Turn Rate: 7 degrees per second
  • Impulse Modifier: 0.15
  • +5 to All Subsystem Power
:hmmm:
 

Vaarna_Aarne

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Yea, not quite the kind of "oomph" the Odyssey had last year. Still, not a bad ship, I guess I would use one if my Odyssey was changed to a more Sci-heavy approach and I wouldn't mount the Chevron Separation console.
 

Jarpie

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LOL, Romulan faction? no way. It'll be the usual ridiculous overhyping from Cryptic/PWE and we get one very underwhelming five mission long featured series after lot of hype.
 

anus_pounder

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LOL, Romulan faction? no way. It'll be the usual ridiculous overhyping from Cryptic/PWE and we get one very underwhelming five mission long featured series after lot of hype.

Probably. But damn, what do I care ? I've been waiting for this since day 1. :oops:

On a side note, what should I spend my skill points in as an Engineer ? I'm wondering whether I should just reroll as security since I'm more interested in shooty than buffs or anything like that. On the other hand, dem engineer cruisers are the iconic looking ones...hnnggg
 

Vaarna_Aarne

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Well, there's not really THAT much of a difference between Engineer skill point spending and the skill point spending of other classes. In fact, the Engineer has the least excess fluff on their skill needs in Space.
 

Norfleet

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Messages
12,250
After another day of intensive mark farming, I got everything running on the Klink base and everything BUT the marks on the Fed base. WE REQUIRE MORE VESPENE GAS. Show up more, people!
 

anus_pounder

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Well, there's not really THAT much of a difference between Engineer skill point spending and the skill point spending of other classes. In fact, the Engineer has the least excess fluff on their skill needs in Space.

Good to know, but I've for all intents and purposes never played this game before I wouldn't know the point spend for any of the classes.
 

Vaarna_Aarne

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Well, there's not really THAT much of a difference between Engineer skill point spending and the skill point spending of other classes. In fact, the Engineer has the least excess fluff on their skill needs in Space.

Good to know, but I've for all intents and purposes never played this game before I wouldn't know the point spend for any of the classes.
Well, then I'll post a write-up later today, or you can hook up with our private chat channel and ask there.
 

anus_pounder

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Well, there's not really THAT much of a difference between Engineer skill point spending and the skill point spending of other classes. In fact, the Engineer has the least excess fluff on their skill needs in Space.

Good to know, but I've for all intents and purposes never played this game before I wouldn't know the point spend for any of the classes.
Well, then I'll post a write-up later today, or you can hook up with our private chat channel and ask there.

Thanks. I appreciate it. Will follow up in the chat if I have any more problems.
 

Vaarna_Aarne

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Well, there's not really THAT much of a difference between Engineer skill point spending and the skill point spending of other classes. In fact, the Engineer has the least excess fluff on their skill needs in Space.

Good to know, but I've for all intents and purposes never played this game before I wouldn't know the point spend for any of the classes.
Well, then I'll post a write-up later today, or you can hook up with our private chat channel and ask there.

Thanks. I appreciate it. Will follow up in the chat if I have any more problems.
Alright, the basic thing is that you'll want to be sure about what ship you'll be using. Ground skills are generally the same class-specific basics, with only Science having a bit of extra.

Now, there are certain skills that you'll always want, regardless of the eventual ship. Most of the first three tiers in Space are skills you'll want from 6-9 (for example, all the weapon and healing skills), with only certain (Attack Patterns for non-Escorts). Batteries and Driver Coil are not vital, but due to how cheap and convenient they are I recommend having at least 3 in them. Particle Generators and Graviton Generators are more iffy, the latter being useless without access to Gravity Well (the anniversary ship has) and the former being a very peculiar case that works here and there. These two are the ones in 1-3 that require more thought. Warp Core Potential, Warp Core Efficiency, Targeting Systems, Shield Systems, Hull Repair, Shield Emitters, and the three Weapons skills should be up to 9 if you don't have screaming need of XP by the end.

The last two tiers differ from the first three in the much heavier diminishing returns due to XP costs. I rarely go over 3 in any of them, and leave several (debuff specials) at no ranks. Specialization on both weapons is recommended at 3 (though if you skip one, skip Projectile due to smaller DPS increase it gives), and most subsystem Performance skills are generally desirable (Engine being the odd boy out if any). Non-cruisers shouldn't bother with the Damage Resistance skills (Hull Plating and Armor Reinforcements), as damage resistance on the hull isn't a big deal to begin with, but can mean things to Cruisers. Sensors are only really used by Science and Tactical captains, who have a built-in skill for them. As mentioned, the T5 debuff and placate skills are too expensive for most to consider, considering their effect.

Threat Control and Stealth are the extremely specific skills. On Fed, only two ships have Cloak, and it's a regular Cloak instead of a Battlecloak. KDF has more use for this skill. Threat Control on the other hand is special. If you take it in Space, you are essentially bound to a Cruiser, as the skill (3 points, no more or less) is the main ingredient of tanking, netting a whole lot more aggro than normally. Non-cruisers should never take it, but Cruisers should never be without it.

On Ground, you generally spend a lot less XP due to the minor effect it tends to have. However, certain things, such as the first tier of skills (Weapon Proficiency and something universally important like Demolitions or Medic) are at 6 or maxed. The second tier is generally at 6 on both skills (depending on the class specific skill, PSG adds a little bit of survivability). The 3-5 tiers are different tho. Generally only 3 or more in Willpower are needed, and otherwise should be fitted around the main needs of your kit, but rarely above 3. Combat Armor has varying degrees of kinda useful, mostly being important to Science (who are the mega-tanks on Ground). As in Space, Threat Control is also tied to a specific role, that of the Medic Science Captain, whose job is to tank like there's no tomorrow. No other class should ever take Threat Control on ground.

You can make use of this site for checking out (and asking us about your ideas) different builds:

http://www.stoacademy.com/tools/ski...arch&faction=Klingon&career=Engineering&ship=
 

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