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Norfleet

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You sure? I made some very basic calculations and the Trade upgrade and Mine upgrade would not play well with the Research upgrade considering continuous XP gain as they would overlap.
Yes, but without going into details, that's Drakron Math. I don't work using Drakron Math.

haha yeah I'm out of sync with the fleet projects too, time is very tight for me these days and whenever I do get a chance to get online they're always already running. On the plus side I am building up a nice cache of FM to contribute whenever I get the opportunity.
There's currently no sync. Because we're aggressively trying to pound them out on the dot, the time creeps all over the map, falling back about 3 hours or so a day.
 

Vaarna_Aarne

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The best way to be present is to just check when the current batch completes, and see if you can be around for that.
 

Vaarna_Aarne

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Incidentally, the devblog on Carrier changes is up. So basically it's nothing but buffs to Carriers, and a notable buff to Vesta (which previously launched pets at a snail's pace compared to other Carriers I've tried).
 

Drakron

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Incidentally, the devblog on Carrier changes is up. So basically it's nothing but buffs to Carriers, and a notable buff to Vesta (which previously launched pets at a snail's pace compared to other Carriers I've tried).

Again, not its not.

The only ship that had a diferent Hangar launch time was the Vesta because of the animation, so unless you like seeing shuttles to give birth by Mitosis it had to be slower, it was 4 seconds now the other carriers had a launch of 1 second, now its "globally" 2 seconds that as I pointed out screws up the Vesta launch animation and DOUBLES the launch timer for everything else.

As Norfleet have explained, THIS IS A NERF because you need to cycle fighters since its the only way for them to actually use their abilities, otherwise they are untrained abilities meaning on they will only use the every 90 seconds.

Not to say -4% DPS hurts because they have to survive over 2 minutes in combat to get to rank 2 that puts them with a equal DPS, 25% health on a fighter is a god damn joke and +10% (read 6%) damage at a theoretical 5 minute in combat is simply not going to happen.

At no point this is buffing carriers, its a serious nerf and just continues with the tradition that Cryptic developers dont know their own game.
 

Norfleet

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The -4% is completely irrelevant. It's 4%. You're not even going to notice that. What you ARE going to notice is the considerably decreased frequency of torpedo launches.

And the fact that it takes 5 minutes of combat to achieve another minor boost is wholly irrelevant.
1. You don't want them to live that long. You want them to shoot their load and die so you can launch new ones.
2. In 5 minutes of combat, THE MISSION WILL BE OVER.
 

Drakron

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-4% is still -4%, it might be small but its still something.

And I am quite aware the time is too long, by the time they could get to rank 5 the encounter is pretty much over and that if they get to rank 5 because encounters that take over 5 minutes are usually Fleet Actions and no way they can survive with the usual encounter design that is "shitload of ships and even more ships", only inTau Dewa patrol maybe and its a big maybe and only for Frigates, fighters have the life expectation of a fruit fly.

Oh and you dont get it do you ... you see you cannot launch a new wing whenever you want ... no, no, no, no, every fighter of the wing have to die and since with the new AI they hang back so they use their abilities, became utter useless and then live for about 5-8 seconds each and I would say you have about 20-25 seconds before you can launch a new wing, until then you have a grey out button because it doesnt let you relaunch your craft and that have some implications even outside the usual "I want them to use their abilities because LOL 90 seconds" as if they fall behind (and they do) they will be alive and doing something I guess and so you cannot launch new fighters until they die or get back to the hangar (recall command makes then "dock", current it makes then vanish into ether and you have to launch new ships after it lets you since just because they vanished into ether does not mean they ceased to exist).
 

Vaarna_Aarne

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Seeing how you keep badmouthing the Scimitar, one of the most outrageously powerful ships in the game, I don't think you quite got the exact portents of the new carrier system right. For instance, it's stated that the first three ranks are faster to acquire than the last two, and the time needed for ranks gradually increases.

If you read the blog, the purpose of Recall now is to repair and protect the existing ships by docking them, by making them vanish into the ether until a new command is given.

One thing this patch also means is that fighters with heavier armanents instead of heavier abilities, such as Peregrines and their Quantum torps, are now considerably better.
 

Norfleet

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Seeing how you keep badmouthing the Scimitar, one of the most outrageously powerful ships in the game, I don't think you quite got the exact portents of the new carrier system right.
Well, he's Drakron. He is not big on understanding-of-ramifications.

One thing this patch also means is that fighters with heavier armanents instead of heavier abilities, such as Peregrines and their Quantum torps, are now considerably better.
I wouldn't say "better". "Less Worse", perhaps. Carrier pets that do not depend on spike abilities are largely unaffected.
 

Drakron

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Seeing how you keep badmouthing the Scimitar, one of the most outrageously powerful ships in the game, I don't think you quite got the exact portents of the new carrier system right.

Yes because its not as if I can just go to Tribble and see what they actually done.

For instance, it's stated that the first three ranks are faster to acquire than the last two, and the time needed for ranks gradually increases.

This is utter bullshit, why do you believe a developer, especially Cryptic developers were they even LIE on the Patch notes?

It takes TWO MINUTES in Combat to reach rank 2, I fucking tested that ... fighters cannot even reach rank 1, I send a wing of Scorpions to fight 3 Mirandas and the only thing they did was getting themselves killed, fighters will never ever see rank 5 because they are puny and weak, are you saying you are going to go into engagement and try to heal 6-12 fighters on a carrier? even Aux2SIF that is fast is not fast enough to do that.

Frigate pets are a different matter because they can actually take it but still, they will take too long to reach rank 5 for it to a actual factor and they are still pets ...

If you read the blog, the purpose of Recall now is to repair and protect the existing ships by docking them, by making them vanish into the ether until a new command is given.

Instead of reading the Blog I actually gone into Tribble the day before and TESTED IT.

Recall means they fly back from whatever they are in a strait line, being open to damage and dock, currently they cease to exist after they dock and your precious rank 5 fighter will no longer exist the moment it docks, it does not repair them as they will cease to exist (reason why this wasnt shoved down is because currently it doesnt work).

Also let me ask you this ... you do realize fighters default to rank 0 the moment they did, map transition or when the game forces a reset (last one is a rare occasion, or so I have been told) meaning why are you bothering with rank 5 fighters that the moment you LEAVE the map cease to be rank 5?

One thing this patch also means is that fighters with heavier armanents instead of heavier abilities, such as Peregrines and their Quantum torps, are now considerably better.

They still suck.

On the subject of Peregrines, you dont understand really ... Quantum are bad because launcher time is longer and this is unchanged, Photon is faster and that is why Quantum is a downgrade, "heavier armanents" means crap if they actually dont use then and if the Peregrines sucked before they will continue to suck after this because they arent fixing the underlying problem that is PETS HAVE THEIR SKILLS UNTRAINED, meaning 90 seconds timers

In fact lets go further, Elite Peregrine: Phaser Turret, Dual Phaser Cannons, Quantum Torpedoes, Rapid Fire I ... so what exactly this changes on torpedo side? NOTHING because you are stuck with a slower torpedo launcher, you actually LOSE because the Peregrines rely on RF for their Cannons and Turret meaning ... it relies on abilities, the fighter Fed side that isnt affected is the Stalker as it doesnt depend on abilities as it lacks any outside Anti-Proton Sweep.

Now this is the part you didnt understand, Quantum vs Photon ... they are the same until we start to factor DOFFs and lowering the launcher timers (this is why Law is a nice DOFF) to the point Quantum timers will be as low as Photon and so the DPS will be higher since Quantum higher damage and equal reload time, since Pets arent affected by your skills or DOFFs Quantum on Pets is about equal to Photon except the WILD FLYING AROUND were they dont line up for runs so when it comes to opportunity there is a higher chance they will fire Photon Torps that Quantum because launcher reload timers.

Of course this is a pointless argument unless you have a dedicated Carrier Fed side that is the Atrox.

Only Frigates can function because they can survive until rank 5, I managed to painfully level my Drones (and that was a Borg Section patrol I had to do TWICE for that) and this favor them because they can survive long enough for that and are not terrible dependent on their abilities, since only the KDF carriers and the Scimitar have them this means Fed hangar ships are bring hit very hard with a nerf bat because they are abilities dependent.
 

Vaarna_Aarne

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I guess now is a good time for all of us to remember the only rule we've got in the Fleet:

Let's not start fighting over stuff, it's un-bro. Let's all just chill.
 

Drakron

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Alright, on unrelated new The Legacy of Romulus pack was added to the C-Store.

And on slightly more related news, Romulan Veteran stuff is on Tribble.
 

Subject37

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So is the ship just like the Fed and KDF ships, or a BoP style variation?


From the STO forum:

Identical stat-wise to the Pegh'Qu except for the Singularity stuff and the Romulan version of battle cloak. (The Pegh'Qu has battle cloak, but not the advanced rommie version).

So only real difference between the three is lotus type (phaser, disruptor, plasma), the Chimera having slightly beefier shields to offset no cloak, and the KDF/Rommie cloaking devices.


There are some more pictures of it floating around now too. It's a very graceful-looking ship. The Feds really got screwed here. The Daeinos is pretty, the Pegh'Qu is purposeful and businesslike (it reminds me of a WW2 heavy bomber), but the Chimera is just gross.

http://imageshack.us/a/img41/3665/yucu.jpg
http://imageshack.us/a/img29/7972/6zlr.jpg
http://imageshack.us/a/img196/5604/0f8k.jpg
http://imageshack.us/a/img23/6328/ao37.jpg
 

Norfleet

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It takes TWO MINUTES in Combat to reach rank 2, I fucking tested that ... fighters cannot even reach rank 1, I send a wing of Scorpions to fight 3 Mirandas and the only thing they did was getting themselves killed
I'm not seeing the problem here. They shot their loads and died, thus allowing you to respawn them. This is a bad thing?
 

Drakron

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I'm not seeing the problem here. They shot their loads and died, thus allowing you to respawn them. This is a bad thing?

So we are on the same page.

You launch a wing of fighters, that is 3 fighters ... now you can launch another leaving 6 and now you cannot launch anymore from that hangar.
They enter combat, one dies ... you cannot launch a replacement either, 2 die and you cannot launch a replacement either ... you can only relaunch until 3 die and the system put them on the same wing, this takes a while ... I dont recall offhand but its about at least 5-10 seconds before the system allows you to launch fresh wings.

Because of AI changes they dont kamikaze into the target, they will circle around it, being overall ineffective (this is going to change as they are "updating" the AI so it uses its forward weapons but ... its Cryptic) and they will not die for a while, I estimate you have about 25-30 seconds of within combat before they die and the system allows you to respawn them.
 

Vaarna_Aarne

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Achtung! Important future concerns!

So, we're facing a Fleet Mark shortage on Fedside, and currently our completion time is incompatible with trading schedule so it's up to use for the time being to gather enough Marks. To this end, I'd like to suggest that everyone put in at least the effort to run CEE once per day with one Fed character. It'd help quite a bit, and we can work up from that.

Mastering No Win is obviously an option, but as stated yesterday too much luck is involved in getting five people online at the same time and with getting an enemy that's workable. Active and liberal running of Defera Hards is still recommendable.
 

Norfleet

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I'd say it's less a future concern, and nore an immediate "now" concern. We have maybe today's ration left, and at that point construction grinds to a dead halt.
 

Vaarna_Aarne

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Currently since it seems quiet and I need to keep myself only semi-occupied with the game, I'm just going through my alts and having them idle dinosaur.
 

Vaarna_Aarne

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Well then, has anyone thought of a plan for getting rich in FM quick?

Also, how much reserves do each of you besides me and Norfleet have?
 

Szioul

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Codex 2012 Serpent in the Staglands Project: Eternity Torment: Tides of Numenera Codex USB, 2014 Divinity: Original Sin 2 Bubbles In Memoria Pathfinder: Wrath
None. I haven't played(Well, afk'ed) Feds since the Officer Reports gave both FM and Dil. And even then, only because my KDF chars maxed out on dil.

And apparently doing the Fleet Alert waves 1,2,3 and bailing out, switching chars and doing them again is pretty fast. Wave 4 only gives like 5 Marks. You might want to make a group of 5, with the intent of running them, instead of using public queues, since ditching the rest on wave 4 is a pretty dick move.
 

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