Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Incline Official codex Star Trek Online topic :salute:

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,149
Given that they've made it a 5 module ship, the cost doesn't change whether you skip the non-Fleet Catbox or not. And frankly, I'm not seeing what advantages the Fleet Catbox offers. It doesn't actually fix any of the deficiencies of the original Catbox at all, as it adds no Uni options, nor does the additional console enhance the ship's original core functionality.

So basically the only difference is a bit more hull, a slightly better shield modifier, and an extra console... In a ship with no more purpose than being a siege healboat, and they expect us to pay 2500z more for it.

Cryptic is officially retarded.

Does it at least add one or two stations for more heals/control or not even that?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
If you have the normal Catbox purchased, the Module cost is reduced to 1.

Also, have the Fleet Catbox's stats even been revealed yet?
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,149
If you have the normal Catbox purchased, the Module cost is reduced to 1.

Ah, that's much better. Thank you for correcting me.

I thought they were trying to pull some weird Ferengi shit. It's kind of sad the thought of they doing so did not even faze me enough to doubt it.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Also, have the Fleet Catbox's stats even been revealed yet?
Same Catbox, +1 Engi Console. No slots became universal, so it's the same ship with all the same flaws that made it unpopular. Like before, it's slow, clumsy, has a dysfunctional Engi layout, and too much Sci on a ship that cannot turn to aim them.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Yes, its very much a tank heavy debuffer/support ship.

And it can aim since deflector abilities angle were changed to 110º, the main problem with the Atrox still is the lack of Frigate Pets, asking 5 modules for this ship thats pretty much a Vo'Quv with a station swap with no unique consoles and with just one inferior exclusive pet is pretty much a joke (especially as the Vo'Quv costs 4 modules), apparently they think that because this is at T2 holding they can milk people for a extra Fleet Module, too bad of the Fed ships the Atrox is pretty much the worst one they could had picked, they would had better luck with Flagships Fleet versions.

Those ships should have been added to the Shipyard and not put on a Holding because they clearly run out of ideas, I say this ... Embassy with 3 holdings? OK BUT the Mine already pushing it because they are pretty much doing this "T1:Advanced/T2:Nothing/T3:Elite" because there is simply not enough things to put since nobody buys Mk X or Mk XI but they even removed Mk X from the Fleets, there is no "lame version that costs just FCs", its either Vendortrash (Mk XI) or Real Deal (Mk XII), when they ad to pad this with freaking faction ships that says all.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Doesn't really tank all that well, really. Lacks a proper paired Engi rotation capable of running good EPTSen, etc. It's much like how the Mirror Voq is superior to the Prime version specifically because of the balanced slotting.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
What you want me to say? I already said it was a Vo'Quv with a seating swap (Lt Cmdr from Tactical to Science) and its a heavy science ship, its support role is pretty much dropping TFs and healing as it throws fighters and being capable of defending itself.

Its obsolete because it was the only Fed carrier ... them come the HEC and then come the Recluse and then come the JHDC, Recluse is better at everything that the Atrox as its more versatile, have better base stats and comes with a superior pet and console as the JHDC is pretty much a more tactical oriented version with superior stats but equally shitty pets, it can tank worst because of its heavy tactical station layout as it cannot pull the same stuff as the Atrox with TSS and PH.

The Atrox is the worst carrier because it comes with NOTHING but a lousy pet and its a version of the Vo'Quv lacking what makes the Vo'Quv a good choice, the BoP hangar.
 
Last edited:

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
I didn't actually want you to say anything, I was merely disputing the point that it is particularly tanky.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Ding dong auras go live today!

Also, something that surprised me, Odyssey gets all auras (I expected it to be a Dreadnaught), and Bortas'qu gets three auras (same thing as previous).
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Ding dong auras go live today!
ding dong wat?
Cruiser type ships get aura powers that come right with the package. Depending on ship, they get between two to four types to pick from, which are -25% to weapon power drain aura, a shield hardness and regeneration aura, a +2 base turn rate aura, and an aggro aura.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Ding dong auras go live today!

Also, something that surprised me, Odyssey gets all auras (I expected it to be a Dreadnaught), and Bortas'qu gets three auras (same thing as previous).

Not really strange, the Odyssey always was named "Cruiser" as the Bortas'qu was ... well it could been Cruiser or Battle Cruiser, Dreadnought is just stupid crap because of the Galaxy-X, it should either been Cruiser or Battle Cruiser.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
You know me. It's up to you miserable slackers to declare a time and then appear at it.

But consider. If you're available 90% of the time, then chance for 5 such people with 90% availability to be available is only about 59% (0.9^5). For a group of people available only 30% of the time, the probability of the group being available is worse than winning a lockbox ship: 0.24%.
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
you can count me as 50% on weekends if my verification email ever goes through.
though i'd have to grindan for a no win setup first.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Seriously, enough faffing about the organizing part of No Win, here's the thing:

We need at least three guys (since two are a given) to show up at specific times across the week. Now what are good times, in GMT?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Alright, enough incompetent dick-wrangling, we are going to stop this half-hearted shit and actually get the show together for regular No Win runs.

We need to decide a time on which *every day* it's possible for people to run No Win at least *once*. To this end, *everyone* should have at least one alt Fed and KDF that has a ship capable of No Win, details provided by Norfleet in clarity and excrutiating detail in this thread in a single post so that anyone can follow the instructions and pick a budget. Once *everyone* finally has a damn No Win ship, we can decide on the daily No Win hour during which everyone logged in should be prepared for No Win, and during which most people are logged on anyway.
 

Mary Sue Leigh

Erudite
Joined
Aug 31, 2012
Messages
415
Location
Mysidia
Good thing I'm exempt from this then since neither will I read or follow any instructions by ff'n Norfleet again, nor do I have any hour on any day where I always am going to be free since my work days cycle every week :D

You Sir need a thicker skin.
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
do colonist reward assignments pop up everywhere? i need some for the b'tan chain.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Yea, and more importantly you should keep in mind that all your alts can run them, AND mail the colonists around. That way you can easily gather all the colonists you need in a single day.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom