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Vaarna_Aarne

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Patching at the moment, will see if there's any problems for me.

You could force verify at your launcher once. I also recommend disabling on-demand patching if you haven't yet.
 

Multi-headed Cow

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Suggestions!
Eh. Being able to jump behind a ship doesn't sound like that big of a deal to me with my ridiculous escort build. Especially since what I do 99% of the time while playing is just buzz around and DOFF. If I had respecs I probably should've dumped as much as I could in to warp speed.

Fleet modules seem priced at 7 million each at the moment which seems like way too much for my blood. Fleet patrol escort looks like a fairly small upgrade over a regular one, not really worth 32 million in my opinion.

Considered buying keys (Look like 2.5 million each) but since I've never found a purple crate I'm not sure it'd be worth it. And even then if I won the lottery and got a rare ship from a crate I'm not sure I'd actually want to use any of them, so I'd just be winning more credits. A Ferengi ship might be sorta cool, but I dunno.
 

Vaarna_Aarne

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Suggestions!
Eh. Being able to jump behind a ship doesn't sound like that big of a deal to me with my ridiculous escort build. Especially since what I do 99% of the time while playing is just buzz around and DOFF. If I had respecs I probably should've dumped as much as I could in to warp speed.

Fleet modules seem priced at 7 million each at the moment which seems like way too much for my blood. Fleet patrol escort looks like a fairly small upgrade over a regular one, not really worth 32 million in my opinion.

Considered buying keys (Look like 2.5 million each) but since I've never found a purple crate I'm not sure it'd be worth it. And even then if I won the lottery and got a rare ship from a crate I'm not sure I'd actually want to use any of them, so I'd just be winning more credits. A Ferengi ship might be sorta cool, but I dunno.
I thought you were talking about a cruiser, those can get good things out of Subspace Jumper.

Anyway, basically the Fleet ship upgrade over a normal endgame ship is largely just putting that ship on par with the Odyssey (assuming it doesn't have a built-in speciality like the Guramba or Galaxy-X). It's not necessary.

http://sto-forum.perfectworld.com/showthread.php?p=5072451#post5072451

Seems like your chosen game is doing quite well vaarn, you feel that way too with the content output?
Well, the big thing is that there seems to always be server lag for some people, and Earth Spacedock always has queues for getting in. As far as content goes, well they've got a decent pace. I don't know about the pace in STO before F2P, but with Champions the pace for new content is considerably faster than ever before after F2P and Chinese Overlords.
 

Jarpie

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Eh. Being able to jump behind a ship doesn't sound like that big of a deal to me with my ridiculous escort build. Especially since what I do 99% of the time while playing is just buzz around and DOFF. If I had respecs I probably should've dumped as much as I could in to warp speed.

Fleet modules seem priced at 7 million each at the moment which seems like way too much for my blood. Fleet patrol escort looks like a fairly small upgrade over a regular one, not really worth 32 million in my opinion.

Considered buying keys (Look like 2.5 million each) but since I've never found a purple crate I'm not sure it'd be worth it. And even then if I won the lottery and got a rare ship from a crate I'm not sure I'd actually want to use any of them, so I'd just be winning more credits. A Ferengi ship might be sorta cool, but I dunno.

Eh? last time I checked, the keys were 1,5 million and fleet modules are usually 5-6 million, make sure you search stuff from the categories, not from the "All"-category which is broken.
 

Multi-headed Cow

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Oh, didn't realize all was broken. That... Might change things. I'll have to poke around on there a bit later. Thanks bros!
 

Vaarna_Aarne

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Good news everyone! By my highly logical calculations, we should be able to have ourselves at Tier 2 of Engineering and Starbase by the end of next week. Keep contributing the projects, we've only got Tac Officer to go for Upgrades and otherwise our current projects really just require Dil and doffs.

After this, we're going to rush Science next, with Military as the last to push to Tier 2. After that, we'll ponder which will be rushed to Tier 3 so we can get our hands on Fleet Costume pieces.


And of course, keep looking for fresh meat.
 

Wild Slop

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OK, Master Commander Vaarna, I've joined. It gave me trouble after creating an account and after a while I all but gave up ... was finally able to join perfect world. Does cryptic require anything special, such as real life gold?
Right now I'm just learning the ropes and being a new comer to this sort of game it feels overwhelming (initial impression). When I feel better about whats what I'll start a new character- which means I might have to delete this test character; something I'm totally ok with, in fact I want to, as I just randomly selected abilities without much thought.

If your in need of some nice new red shirts my first question is what kind of class of character would you prefer I be? I'm here to serve any if your lacking in any areas I'd be eager to help fill. I thought maybe the standard grunt might be a fine way to go so that's what my test guy is. If given your choice of class/ abilities what would you prefer/suggest a new addition to your fleet be? I tend to like the human touch so would prefer my 'real' choice be that, but would like to hear want you think. And I know "just play how you like" might be a response, but like I say I feel out of my element and would like some guidance plus I'm mainly just doing this to kill some time by joining up with some Dexers.

I was worried my PC wouldn't be up to it as my video card fried some time ago and I never bothered replacing, its seems to be doing alright minus the occasional graphical artifact in the hallways.


*My test character (hope I'm doing this right) is: Gobbles@wildslop DECEASED of the U.S.S. Snack Time

no real point in contacting yet as I full intend on scrapping
 

Vaarna_Aarne

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Okay, the thing is that you really don't have to pick a class and ship just to fill a spot, since some of us have alts doing that. It's rather about what you'd want your role to be in any given team, since things only become a problem if there's too many of the same class (if said class is Tactical, as then it'll be glass cannons) on the Ground.

Keep in mind that you have a dual choice for your character, since you have your Class and your Ship that both determine how you play (the only restriction on ships is really that non-Tacticals shouldn't fly Escorts due to lacking Attack Pattern Alpha class ability, other class/ship combos almost always work).
 

Wild Slop

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I thought 'well I'm as ready as I ever be, might as well just start' and so deleted my test Gobbles to make room for the new human. I even started to regret the decision after freshly making the new guy...eh oh well I see how this pans out. Going tactical on Perfect World server name is:

Wild Slop@wildslop

again on the U.S.S. Snack Time ( Gobbles committed suicide by ejecting himself from an air lock ).

So I still have a lot to learn but I was just wasting more time doing all the same shit on the test guy.
 

Vaarna_Aarne

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Anyway, for your Traits you'll just need Accurate, the remaining trait is largely just up to you, but I'd recommend either Elusive, Lucky or Peak Health.
 

Vaarna_Aarne

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Rammingspeed.jpg
 

Vaarna_Aarne

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Bros, we have a new goal: Beating No Win Scenario.

Turns out that the rewards on it are MASSIVE if you can beat it. Basic reward for winning (10 waves) is FIFTY FIVE Fleet Marks, with happy hour it might be over 100 Marks per run. Now, there's some things I read and have observed that we need to consider:

1) We need a custom team for this, no outsiders. And we need a loadout tailored for this. I would say that the ideal would be to have two or more Cruisers that can heal the Maru (either on Oddy level with two Transfer Shield Strength or with Extend Shields spam with a normal cruiser) as well as tank. At least one Carrier (or Science ship, but I think Mary's Recluse Carrier would be better) that can heal the Maru a lot more and provide strategic support and hunt down Bio-Neurals flying at the Maru in later waves. Finally, we need 1-2 Escorts that can eliminate enemy DPS ships at high rapidity so the Carriers can focus on the less damaging large ships.

2) Everyone knows the score beforehand. A good example is saving up one large ship in a wave if the Maru is damaged, and then using the time while it fruitlessly shoots the Maru for the whole team to heal the Maru to 100%.

3) Luck. Simply put, hope for no Klingons (Isometric Charges) or Breen (power drain everywhere + transphasic damage on the Maru). If this comes true, the first two should enable victory (which in turns nets lots of Marks and the Kirk's Protege title).
 

Vaarna_Aarne

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Achtung!

This week's central planning has devised the following Five-Day Plan!

1) We shall earn 4000 Engineering XP, this can be done in two days if 100% efficiency is reached. However, 4 days is a good window.

2) Construction of Industrial Replicator Upgrade II will commence on the fifth day, but earlier would be nice.

3) Construction of Starbase Upgrade II will follow.

The purpose of this plan is to provide quick access to the mighty Fleet space weapons (ultra-rare Mk XII)! These weapons are bought with Fleet Credits + Dilithium, so it's advisable to contribute!

The next Kodex Kentral Kommittee has consensus that next central planning will involve focus on the wonders of science and weaponry provisioning!



Pleasant news for loyal citizens! We have a large number of personal provisions in store, so if you thought about acquiring an ultra-rare Mk XII ground weapon, now is a good time. Pulsewave Rifles recommended!

(PS: Should further Fleet status reports also be written in this style?)
 

Aldebaran

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I started playing this about a month ago and I have just noticed that critical hit chance modifiers only apply to their specific weapon, which makes your overall critical chance a rather static skill. I had passed over the Lucky trait initially because I thought that a three percent increased critical hit chance would be negligible once properly itemized. As it turns out, it almost doubles any reasonable percentage for me. I guess this is what happens when you go into a game blind. So what is the critical hit chance for a typical tactical build? And can the accuracy spillover have an appreciable effect on any potential critical hit deficiency?

Also, whoever wrote the story for this game has missed the point/appeal/everything of Trek by such a wide margin that they make Voyager look halfway decent. I vaguely recall the developers boldly claiming that they had secured a deal where this game would be canon for the original timeline. Fortunately, no true Trek fan will ever consider Cameo the Video Game to be canon unless they wish to face Discommendation. They will be banished to having real lives and hobbies of empirical, material worth. This would only be to spare them from the most horrifying fate imaginable, which verily is reading Trek books and enjoying them. Thankfully, Gene Roddenberry was born into this world to save us all with his word. For is it not written, "Trek books suck and are not canon?"

The writing itself is really bad and the missions are highly derivative as well. To be honest, I think I prefer collecting ten rat teeth (with a ten percent drop rate, of course) over most of these missions. Though I did not mind the first few Klingon missions where the plot was essentially House politics.

So anyways, critical hit chance, how much do I need?
 

Vaarna_Aarne

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The base critical chance is around 3%. At best it's possible to climb it up to 10% for non-melee attacks (with melee attacks it's possible to go over 40% chance), which is then heightened further by Tactical abilities and Combat Specialist skill (a Tac should have at least 6 in this skill). However, the real method of Tactical gameplay is divided into two aspects: Flanking and Exploits. See, the Tactical has the largest number of abilities that increase the chance of Exposes happening, which in turn is the source of the largest damage spikes. Flanking is also important, as it significantly increases base damage of all your attacks and is necessary for good teamwork, though often the method we use is for Valkar to run past the encounter and start aggroing it from the other side (or start punching the shit out of it).

So in the end, you can makedo just fine without Lucky, but it's good to have a weapon with 2-4 bonus %. In fact, I'd argue Tacticals benefit more from Acute Senses, Telepathic or Covert in order to maximize their Exploit potential (similarly, all Tacticals who aren't using sniper rifles or pulsewaves are often bad news for the team).

As for accuracy, the surprlus effect on critical chance is not enormous, IIRC it caps at around 5%. HOWEVER, it's still important to have the Accurate trait and maxed out Targeting Systems. This is because it's vital to hit with as many attacks as you possibly can. Falling short of this can be a major detriment to your DPS.


PS: Most of us don't like the stories beside a few sections of Klingon War, and Romulan Mystery because of BRObisek (Romulan Mystery in general is pretty much the high point of the story missions). However, the stuff is generally better written than most MMOs get.
 

Aldebaran

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Okay, so I get the feeling from your answer that Lucky is a ground only trait. That would explain why I passed it over. Thanks. Although it is saddening to know that I missed those other important skills.

One final question, does critical severity affect exploit attacks in anyway?
 

Vaarna_Aarne

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Not as far as I know.

EDIT: Also, charnames and user handle plox, I'll send you fleet invites and chat channel invite.
 

Aldebaran

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Kolor@troggles. My Federation character is alBomba, but he is scheduled for deletion as he was only created to get me into the KDF. Due to this, his trait selection is completely retarded.
 

KoolNoodles

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I might think about joining the group, but I'm not hardcore in any way, and hate the idea of quotas and all that bullshit. I won't take advantage of any perks, won't be on all the time, but wouldn't mind teaming up on missions or whatever it is you guys are doing. I have three characters, two Klink and one Fed, one each at max level with basically just anti-borg/elite STF gear and the various sets from missions. I can contribute some but I don't play enough to be throwing 5k dilithium a day or whatever into a starbase. I've been playing for a while now, but usually just log in to run STFs, update duty officers, and occasionally PvP. Very casual.
 

Vaarna_Aarne

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Well, the quotas are more like "if everyone would do this we can have nice things faster" that I tried to think would be easy to fulfill, generally it was like mentioned 2k (most less) Dil a day. Generally the main thing we do in regards to the Fleet is run Fleet events when the "happy hour" is up (there's a two hour period when 1.5-2x number of Fleet Marks granted, twice a day). Other than that, the most that was done was set up alts that exist solely for recruiting duty officers at the Academy in order to help with the requirements of the projects we run (naturally this is merely a good idea to do if you have free character slots, no reason to buy such just for this).

And really, having elite STF gear isn't exactly casual you know :P So just chuck in a charname and handle, and you'll get a chat channel, friend and fleet invite.


Just a few things to know:

1) White quality doffs are worth their weight in gold now, and shouldn't be reassigned or otherwise done away with. They're materials for Starbase projects and upgrades now.
2) If you want to put in commodities (for Fleet Credits, which you need for Fleet equipment and ships, generally anyone can fill these though) it's good to check the vendor list and go buy the commodities from them, as it saves you a bundle of credits.
3) Fleet Marks are likely to be your primary source of Fleet Credits, they give 50 Credits per Mark. Dilithium, commodities and Expertise (boff XP) are also likely to be important, as they are used in such numbers.
4) For reference, all Fleet ships (whether Fleet Fleet ships or just retrofits of early game ships) cost 20k Fleet Credits. Fleet variants of ships (upgraded to be on par with Odyssey and Bortasqu in terms of console slots, some are given a Universal boff, and all of them are given boosts to hull and other less relevant stats) also cost 4 Fleet Modules, which are 500 Zen "currency" items that people are currently selling on the Exchange, haven't checked the credit-Zen ratio.
5) We're currently focusing on the Fed Fleet, as we simply lack the manpower to make real progress if we'd split the efforts between two Fleets (at first we did that, but the demands jumped up after we hit Tier 1).
 

Fens

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I might think about joining the group, but I'm not hardcore in any way, and hate the idea of quotas and all that bullshit.
nah... don't worry... we're not all min maxers and every bit you can contribute is appreciated
 

Vaarna_Aarne

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Besides, it isn't a time-consuming thing to optimize your ship, it's mostly a question of boffs.

EDIT: Also, I'll send your KDF alts and all your other alts Fleet invites too as they pop up. We are eventually going to start working on the KDF fleet too.
 

Vaarna_Aarne

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Btw bros, our doff problems are coming to an end (well, almost) today:

Soon you shall be able to also trade in doffs of a higher quality to three lower quality ones. This in turn will be great for those who have the kind of purple-blue crew they need, as the greens from recruiting will mean more white doffs for Fleet needs.
 

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