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Thread: Star trek online

  1. #1341

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    Quote Originally Posted by DevilDude View Post
    Quote Originally Posted by Omega Supreme View Post
    Wanting to know if this scheme will work or not. Basically I want to turn my excess dil into field generators, and sell them for lower than market prices. My estimate is it takes about 7k dil or so + on top of costs for Chronimetric particles. I get the dil from contraband turn in + STFing.

    Use the EC earned from that to buy lockbox keys to open Tholians looking for the Orb Weaver, sell it, continue cycle.

    Any flaws with the concept?
    you can buy keys for energy credits?

    Also what's your method for farming contraband klink side? I looked on the wiki and the only method I see different to fed side is running a carrier with orion slaver shuttles, which could work well but I don't know how much PvE opportunitys klink captains have.
    Carrier with Orion Slaver Shuttles? As a karfi owner, I am interested in knowing more. But Klingon is mainly getting via Marauding assignments. And yes, you can buy them off exchange. It's usually preferable to dil/Zen buying if you're not able to farm a fuckton of dil (as you need between 30-40k usually depending on price for one key)

    Edit: well holy shit, I think I gotta try this. http://www.stowiki.org/Hangar_-_Orion_Slavers
    Last edited by Omega Supreme; August 3 2012 at 05:22:41 PM.

  2. #1342
    DevilDude's Avatar
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    what's marauding though? I played back in beta, but it was long before any of this.

  3. #1343

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    Quote Originally Posted by DevilDude View Post
    what's marauding though? I played back in beta, but it was long before any of this.
    Marauding is the KDF version of Diplomacy, but gives you more useful stuff, follows the same progression. (IE at max rank you can go wherever you want)

    Also what's your IG name? Haven't seen you on yet.

  4. #1344

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    Finally got first place in SB24, lucky for me I found a Vo'Quv spawn and just happened to be the only one attacking it.

  5. #1345
    Movember 2011Movember 2012 Nordstern's Avatar
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    Quote Originally Posted by Omega Supreme View Post
    Vlad asked about my Defiant Retro fit, put it together with help from Nord and Sad Pandas.

    Doffs:

    Shield Distro x3 + Energy Weapons Officer + Warp Core Engineer
    Personally, I roll with bonus to ability cooldowns. 2 Tactical Team, 1 Engineering Team, 2 Science Team. Could probably drop one of the Science Team doffs for another Tactical Team one.

    Also, my method of attack:

    Cloak
    Full impulse
    Find target
    Approach Target
    Disengage Full Impulse (to bring up Weapon Power)
    Beam Array: Overload 3
    Tactical Fleet 2
    Attack Pattern Alpha 3
    Attack Pattern Omega 3
    Go Down Fighting
    Decloak
    Select target
    Fire On My Mark 3
    Tactical Team
    Tachyon Beam
    FIRE!!

    30-40k damage.

    Follow up with Cannon: Rapid Fire 2 and you've got them fucked.
    Last edited by Nordstern; August 5 2012 at 03:05:38 AM.

    roh roh, fight da mirror powah
    Federation Horticultural Corps

  6. #1346
    i can't find any boffs with attack pattern alpha 3

    so i run beam overload/attack pattern omega/rapid fire, tac team and something else which I can't remember at this moment in time damage is quite insane even just using xi weapons in stf's i can quite easily kill 2 spheres to everyone elses 1
    A programmer is just a tool which converts caffeine into code

  7. #1347

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    Apparently the way to beat No Win Scenario is literally by cheating. EliteSTF says foundry characters with kill target commands will do it.


  8. #1348
    Movember 2011Movember 2012 Nordstern's Avatar
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    Quote Originally Posted by hinch View Post
    i can't find any boffs with attack pattern alpha 3

    so i run beam overload/attack pattern omega/rapid fire, tac team and something else which I can't remember at this moment in time damage is quite insane even just using xi weapons in stf's i can quite easily kill 2 spheres to everyone elses 1
    That's because Attack Pattern Alpha 3 is a tactical captain ability.

    roh roh, fight da mirror powah
    Federation Horticultural Corps

  9. #1349
    Movember 2011Movember 2012 Nordstern's Avatar
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    Check your fleet mail. Let's make it happen.

    roh roh, fight da mirror powah
    Federation Horticultural Corps

  10. #1350
    Ezekiel Sulastin's Avatar
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    Quote Originally Posted by Omega Supreme View Post
    Also picked up Defiant Retro, HOLY SHIT. Nord told me a lot about it, but since Zeke is never on, maybe he'll chime in on what he knows.
    I've been away from my PC for two weeks; I'll post later. TL;DR load up on alpha, shield distro doffs, and be ready to gtfo as you're a lot squishier than stuff like a (fleet) patrol escort >.>

  11. #1351

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    Reddit chat blurb about Starfleet Dental (the Goon STO fleet) versus the cyberers in Drozana:

    [8/5 7:12] [RedditChat] James@shapey: a few weeks ago those sex rpers on drozana, were issuing death threats etc against dental and others that "troll" them
    [8/5 7:12] [RedditChat] Bullseye@chris10023: really?
    [8/5 7:13] [RedditChat] James@shapey: yesterday/today, they were offering real $ to people via paypall for any infromation/real names/address etc for them
    [8/5 7:15] [RedditChat] James@shapey: these "rpers" call what people do to them "rape" etc, and want the trolls arrested etc
    If that's true....I don't know what the fuck to say honestly.

    I remember reading the Goon thread about it, this is entirely believable.

  12. #1352
    Ezekiel Sulastin's Avatar
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    Premade vs our 4 pug escorts (started with 5, but one had to go. Why did he have to go?)

    Their top healer had 5.3 MILLION heals, with most of the others over 2 except for their one escort. I had 1.2m dmg and 1.5m heals in my fleetpatty. The only reason it ended at all was because a) one of our guys had net issues/left/whatever and b) our sci-armitage didn't have local tac teams running, and our tt/apd/etcing him could only go so far (he died 10 times, I died once when I went off to get some snacks).

    The best was when they started smacking us because one guy equipped his theta console.

  13. #1353

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    Free Zen if you go to the PW site -> earn zen under charge zen. Do the video ones when they pop up, usually 23 a pop.

  14. #1354

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    Designing the Regent Class

    Star Trek Online STO MMORPG F2P Sc-Fi MMO game


    When I was tasked with the creation of the refit version of the Sovereign, I knew I had to draw from other 2409 ships seen in STO. The standards were set pretty high, seeing the Venture class refit of the Galaxy, the Thunderchild and Armitage refit of the Akira, among others. All of these ships had something in common, namely, selling the idea that they are an advanced version of their original counterpart, while keeping true to the basic design features. The Sovereign is already a gorgeous ship, so I knew it would not be an easy task to make it even cooler.

    I took design features seen in an assortment of ships, from the Defiant, to the Odyssey, and everything in-between. Most importantly, I had to make sure it paid its dues to the Sovereign, so it kept the overall shape and size. A few key features were changed to help make it stand out, namely the forward swept pylons, and the grand arms stretching across the ship, from the front of the saucer to the rear shuttle bay. The top of the hull was ideal ground to do something to help it stand out. It's a mixture of what is seen on the Sol, Venture, and Sovereign. Creating negative space from different perspectives was massively important to making the Regent what it is today. From the side, there is no negative space between the Nacelles and the hull of the ship, akin to the Venture class. The inward facing windows on the rear of the semi-split hull is akin to the Odyssey and Sol. Some of the details under the saucer are not only directly inspired from the Constitution, but also from the Defiant and Intrepid.

    Star Trek Online STO MMORPG F2P Sc-Fi MMO game


    In the end, keeping familiar elements from other ships, and merging them together into one glorious vessel, results in the Regent. While the Sovereign will always have a special place in my heart, I'm very happy with the end result of the Regent. I feel that it will perform quite well as Starfleet's primary assault cruiser.

    Keep subspace frequencies open as more details about the Regent Class will be revealed next week, including its release date. I can’t wait for you all to fly it in-game, and I hope everyone is enjoying Season 6: Under Siege!

    Ian “JamJamz” Richards
    Ship Artist
    Star Trek Online
    Other than saucer separation (which Sovereign allegedly was designed to handle) I don't know what the Regent could provide over the regular Sovereign class.

  15. #1355
    Glyken Touchon's Avatar
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    So, next featured project adds tribbles to the starbase...

    Aren't they regarded as vermin?

  16. #1356

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    Pretty much.

    Also:

    General:

    Resolved an issue that caused weapons to stop firing.
    Resolved an issue that caused long delays when starting up new queue maps
    The Fleet Basic Uniforms are now available after completing the Starbase Tier 3 Tailor project.
    Updated the Fleet Mark rewards for the Tholian and Defera Invasions.
    They now reward as follows:
    When fleet hour is OFF: easy = 3 FM, medium = 6 FM, hard = 20 FM.
    When fleet hour is ON: easy = 6 FM, medium = 12 FM, hard = 25 FM.
    Updated the Fleet Event info text to mention the Defera Invasion as a source of fleet marks.
    Updated the visual appearance of the interact FX.
    Updated the FX for adapted floater so that it only displays one floater at a time.
    Fleet events:
    Resolved an issue that prevented some fleets from creating new events.
    Fleet events should now properly take local and server time into account.
    Fleets should no longer be spammed with fleet event messages.
    The Follow Target keybind will now toggle between the chosen camera type and Follow Target, rather than toggling between Follow Target and Free.
    This means it should be working as intended.



    Duty Officers:

    Added "Officer Exchange" assignments to Personnel Officers at Starfleet Academy and Klingon Academy.
    These officers will allow you to take assignments that will exchange a single Green, Blue or Purple Duty Officer for 3 of one rarity level lower.
    e.g.: 1 Green for 3 Whites
    New fleet duty officers are now available!
    The Personnel Officer in your starbase's Ops area can provide these new Duty Officers.
    Each officer is commissioned individually.
    You must have at least a tier 1 starbase to commission a general Duty Officer.
    As you unlock higher tier starbases, better guaranteed quality officers become available.
    Unlocking facilities at tier 2 and above also allows purchase of officers for specific disciplines.
    These officers may have new active roster powers and new arrangements for fleets.
    As with all Duty Officers, the type received is random.



    Systems:

    The Plasmonic Leach console can now stack up to 8 times again.
    Most random drops of Uncommon or better quality are now Bind to Account on Equip.
    Previously, they were Bind to Character on Equip.
    This means they can be put in the Account Shared bank even after equipping them.
    Operational Assets:
    Added more information about shared cooldowns to all Operational Asset descriptions.
    This is a text change only.
    Updated the tooltips for Operational Asset ships to provide more detailed information about the ships summoned.
    This includes the ships' armaments and abilities.
    Corrected tooltip text for Turret and Torpedo Platforms.
    New Operational Assets were created with more ship types.
    Ki'tang, Negh'var, Bortasqu', Guramba, Kar'Fi, Armitage, Galaxy, Prometheus, Luna, and Galaxy Dreadnought.
    Atrox and Vo'quv Operational Assets have changed to display as Dreadnoughts, for rank.
    This is purely a text change.
    Consumable To'duj and Peregrine fighters will no longer display as being usable by ships from the opposing faction.
    Fleet Advanced Antiproton Beam Arrays now specify "Advanced" in their names.
    Single Cannons now properly specify the correct energy type in their description.
    Fleet Elite Phaser Wide Beam Pistols now specify the correct power name in their descriptions.
    Advanced Fleet Polaron Sniper Rifles no longer have fewer damage mods than other Advanced Fleet items.
    Phased Tetryon Dual Cannons and Dual Heavy Cannons can now be equipped on the Escort Carrier.
    Season 6 changed the based HP and Shield modifier of the T5 Excelsior.
    This was not working as intended and is fixed now.
    The Excelsior's HP and shield modifier is now reverted to its pre-season 6 values.
    Increased the damage of Galor Spiral Wave Disruptors so they are competitive with Mk XII weapons at level 50.
    Engineering Quantum mortars can no longer be created in social ground maps.
    Mine Revamp:
    Removed the Shield Healing Debuff from Transphasic Mines.
    This proc may be replaced at a future time, but was found to be too effective at PvP while having very little effect on PvE.
    This imbalanced approach was not part of our design goals.
    Fixed cooldown error on Dispersal Patterns when used with Tricobalt mines.
    Tricobalt Mines and Torpedoes no longer share a cooldown timer
    Corrected description on Chroniton, Quantum and Photon basic mine launch powers.



    UI:

    It is now possible to contribute a stack of data samples and particle traces to a Fleet project at the same time.
    It is now possible to choose a list of Duty Officers to contribute to a Fleet project.
    Duty Officers will be contributed in the order they are selected.
    Duty Officers will be numbered in the order they will be contributed.
    In the event that only part of the selected Duty Officers are contributed, the result display will list the Duty Officers that were contributed.
    Ship Store: Buttons as well as current currencies are now only displayed when they are needed for the current ship.
    Resolved an issue that could cause some equipment to not have the "Unequip" option in the context menu when equipped.
    Opening the character status window will now correctly display the ship when in space and the captain while on the ground.
    The stack count chooser popup in the mail will now correctly report the name of the stack.
    Mail details will no longer persist after all messages have been deleted.
    Data samples will now appear in the duty officer Cargo Bay.
    The Mouse4-Mouse8 buttons have returned as available options in the Keybinds window.
    THANK FUCKING GOD they fixed the data samples on fleet projects. No more inputting 1 at a time.

  17. #1357
    Glyken Touchon's Avatar
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    that's the short patchnotes.
    Here are extras:
      Spoiler:

    The list of patch notes provided to branflakes was too short. Here's the full version.

    General:
    • Updated bio-neural warhead launchers in No-Win Scenario so that the warheads are not as powerful in the first few waves after they appear.
      • Difficulty does increase rapidly in successive waves.
    • Updated the KDF Officer of the Watch mission Escort Dignitary to Starbase so that the target ship is always interactable.
    • Updated all stores to move all Pulsewave weapons to the Assault category, rather than Rifle category.
    • Starbase assignment update:
      • Explained how to get deployable phaser/disruptor turrets for the starbase Engineering assignment; now elucidated in tooltip for that item.
      • Added ability to craft 20-stacks of heavy phaser/disruptor satellite turrets on Fed/KDF crafting respectively.
    • The Follow Target camera option will no longer change to Free Camera when using the mouse and tabbing through enemies


    Duty Officers:
    • Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets.
      • KDF already had access to Marauder assignments of the same nature.
    • Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.
      • "Phaser" and "Disruptor" versions of these assignments may also appear in Federation and Klingon space, in addition to their existing locales.
    • The Species, Specialization, and Trait filters will now only show options that are available in the player's roster.
    • Added filtering to duty officer assignment chains.
    • Assignment chains now start collapsed by default.


    Missions:
    • Crack in the Mirror:
      • Added waypoints to devices on the ground portion of the mirror system
      • Added waypoints to the clues in the mines.
    • Seeds of Dissent:
      • Added waypoints to machines and lilies in the ground portion of mission
      • Added waypoint to spatial charges and Orra Val on colony ground portion.
    • Cage of Fire: Added waypoints to the ground portion of mission.
    • Collateral Damage: Adjusted existing and added new waypoints to the ground map.
    • State of Q: Added waypoints to the Borg devices.
    • One of the player's Bridge Officers will now appear in the dialog window after winning or fleeing a sector space encounter.
    • Accidents Happen: gave Andorian console to type on


    Systems:
    • Klingon Honor Guard Space Set - 2pc Bonus:
      • Corrected the bonus and associated tooltip for "Crew Regen Rate" to more accurately reflect an understandable figure.
      • This will now display on your character sheet.
      • Added an additional bonus that will slowly bring "Dead" crewmen back to a "Disabled" state, allowing them to be slowly regenerated to "Active" even during combat
      • This was the original intend of the 2pc bonus, but was not functioning correctly.
    • Force Field Dome will once again Repel all enemies within its radius while keeping them at bay for the duration of the ability.
    • Updated all Mines:
      • Reduced basic launches of Mines from 5 mines to 4 mines.
        • Adjusted core power variables up by 5% to compensate.
      • Each mine previously accounted for 20% of intended damage, now accounts for 25%
        • This change did not affect Tricobalt Mines, which already launched 1.
        • Nor did it affect Cloaked Tractor Mines, which already launched 4.
      • Number of mines launched by "Dispersal Pattern Alpha", Mine Trail, and "Dispersal Pattern Beta", Mine Spread, have been reduced:
        • Rank 1 = Reduced from 8 to 7
        • Rank 2 = Reduced from 12 to 10
        • Rank 3 = Reduced from 16 to 14

        • Recharge Times on Mine enhancing abilities have been altered.
        • Category recharge times have been reduced from 30 seconds to 15 seconds.
        • Individual ability recharges have also been reduced by 15 seconds.
          • At Rank 1 this results in the cooldown changing from 85 sec to 70 sec.
          • At Rank 9 this results in the cooldown changing from 45sec to 30sec.
        • These changes bring them in-line with Torpedo enhancement abilities.
        • Recharge time on individual Mine Launchers have not been modified.
        • This may result in a situation where your Dispersal Pattern refreshes before you can launch more mines, if you have only a single launcher equipped.
      • Adjusted damage for all Detonate powers to 125% of previous values.
        • This increase is in addition to the aforementioned 5% increase to offset fewer Mines per launch.
        • Tricobalts only adjusted to 110% of prior.
        • Transphasics balanced separately to account for increase in Shield Penetration.
          • New damage is approx. 70% of previous; see below for Shield Penetration changes
      • Photon Mines:
        • Increased agro/follow range from 2km to 3km.
        • Increased stealth value from 4825 to 4875.
        • This is about a 0.5km perception distance change.
      • Quantum Mines:
        • Increased flight speed from 25 to 45.
        • Increased explosion triggering distance from 0.4km to 0.7km.
        • Increased explosion radius on Detonation from 1.0km to 1.5km.
      • Plasma Mines:
        • Increased duration of DOT from 10sec to 15sec.
        • Periodic damage of DOT has slightly decreased, but total damage dealt is increased due to longer duration.
        • DOT can be cleared with Hazard Emitters.
      • Transphasic Mines:
        • Increased shield bleedthrough from 40% to 80%.
        • IMPORTANT NOTE: Breen Transphasic Cluster Torpedo does not benefit from this change. See below for separate changes related to this weapon.
      • Chroniton Mines:
        • Increased chance to apply slow from 33% to 80%.
        • Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
        • Duration of debuff can be enhanced with Graviton Generators skill.
        • Magnitude of debuff decreased to 25% of previous, but debuff can stack.
        • Standard minefield = 25% x 4 = 100% of previous magnitude.
      • Tribobalt Mines:
        • Reduced Repel magnitude per hit by 50%.
        • Tricobalt Mines and Torpedoes no longer share a cooldown timer
        • Added a 20% chance to spawn a Subspace Rift which Disables enemies that are within its radius, same as High Yield Tricobalt.
          • This rift has a slightly random spawn location so that multiple mine explosions, i.e. Dispersal Patterns, are unlikely to spawn directly atop one another.
          • These rifts do not last as long as those created with High Yield Tricobalts.
            • 3-4.5 sec, instead of 3.5-12sec, scales with Subspace Decompiler skill.
        • Altered Disable duration range from 2.66-4sec, 2.5-5sec.
        • This scales with the Subspace Decompiler skill.
        • Tricobalt Mines can now make use of Dispersal Patterns.
        • Dispersal Pattern Alpha:
          • Rank 1: Two launches of one mine each.
          • Rank 2: Three launches of one mine each.
          • Rank 3: Four launches of one mine each.
        • Tricobalts have a 5sec delay between each launch, instead of the standard 2.5sec of other types of mines.
        • Dispersal Pattern Beta:
          • Rank 1: Launches two mines - one right, one left.
          • Rank 2: Launches three mines in a triangle formation - one top, two bottom.
          • Rank 3: Launches four mines in a square formation - two top, two bottom.
      • Breen Transphasic Cluster Torpedo:
        • This weapon now only spreads out into 10 Mines instead of 12 Mines.
        • Despite being Transphasic, these Mines only possess 40% shield bleedthrough instead of the upgraded 80% of other Transphasic weapons.
        • To compensate for this, the damage of Mine's each explosion remains higher.
        • They also do not apply the Shield Healing debuff present on other Transphasic Mines.
        • Modified the behavior of this torpedo:
        • It now explodes more reliably on its target, rather than immediately upon being fired.
        • The Mines launched by the initial explosion are more likely to chase their target correctly instead of fly past them.
        • Both the Torpedo detonation and the Mine detonation distances have been decreased in order to ensure greater reliability in their behavior.
        • If the Torpedo's initial target is destroyed before impact, it will now seek out the nearest enemy target instead of becoming dormant.
        • NOTE: The behavior, relative power & utility of this weapon are still under scrutiny to ensure they are properly balanced. More changes may be forthcoming.


    UI:
    • C-store items now have a confirmation prompt when attempting to discard them.
    • There is now a button for the Dilithium Exchange in the Dilithium section of the assets tab.
    • Updated the tooltips for Fleet Assets and Dilithium to indicate their limits.
      • Fleet Credits, Refined Dilithium, and Dilithium Ore are limited to 10 million each.
      • Fleet Marks is limited to 1 billion.
    • Clicking on a holding tier on the Fleet overview screen will now go to the tier information on the holdings tab.
    • Set items will now display correct tooltip items in stores.
    • There is now a button to delete a saved costume.
    • Removed the non-functional Mouse4-Mouse8 buttons from bind window.
    • Resolved an issue that would prevent the Wear, Rename, Modify, and Create buttons from refreshing properly after creating a new uniform.
    • The character input for the fleet map invitiation popup will now be focused when the popup opens.
    • Resolved text alignment issues for fleet map invitations

  18. #1358
    Movember 2011Movember 2012 Nordstern's Avatar
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    So our interior designer stuff arrived, and it's...a bit disappointing. But it does improve the appearance.

    Fuck tribbles. Don't select the project.

    Looked over that 5 tac slot fleet Defiant. :dowant: and at only 500 zen, am willing to just sink a little more money into the game.

    We also have fleet personal shields, which look pretty sick, but don't offer root/knockback resist.

    roh roh, fight da mirror powah
    Federation Horticultural Corps

  19. #1359

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    If anybody's wondering where that Accx3 Plasma Turret went, I took it and sold it, deposited the credits into the fleet bank since it was originally the fleet's turret.

    Thinking of cleaning it all out tbh, most of that is shit none of us will ever use unless Cryptic decides to make transphasic/plasma a viable alternative damage type to photon and quantum. IE never. Question is, keep it for myself the EC or dump it into the fleet bank? Unlike EVE, it doesn't pay to be a twat to your fleet, so.

  20. #1360
    Ezekiel Sulastin's Avatar
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    The fleet ship mods go for around 6m on the exchange (got 3 off the exchange + 1 with dilith for my fleetpat), and with the doff market the way it is ...

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