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Author Topic: Star Trek Online (Cryptic's "other" new MMO)  (Read 98074 times)
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Blackjack
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« Reply #1800 on: January 13, 2011, 01:23:40 PM »

Aaaaand, a patch with many fixes and some improvements goes live today (I highlighted one key fix that makes a previously un-completable system control finally one you can finish):
Release Notes - January 13, 2011
http://forums.startrekonline.com/showthread.php?p=3280266#post3280266
Quote
General
    * Enable player chat updates for PvP maps. (Join and Leave chat messages)
    * Fixes to belt clipping with orion uniforms.
    * Added sound effect to play if interact window appears with details in sector space.
    * Moved the cooldown timer on the mission display to be smaller and in the bottom right corner; now the name should not overlap unless it is very long.
    * Fixed the "Rank" display of friends and Fleet members.
    * Fixed the display of offline Fleet members in the main Fleet window.
    * Added the ability to double-click on succeeded missions to turn them in.
    * Added sorting for ""Ready To Turn In"" missions. Put these missions in their own category at the top of the in progress mission list.
    * Entity Info popup - fixed problem with positioning Bridge Officer bios (fleet info does not exist for BOffs) and the overlap of information in space.
    * Fix for an issue with the chat window stealing mouse input from other windows that were in front and overlapping it.
    * Updated Catian species Trait, "Feline Instincts", description.
          o Description incorrectly claimed it granted a Dodge bonus to Ranged attacks.
          o The Dodge Bonus applies to all attacks.
          o Also, the description claimed the trait granted an Exploit Damage - this was not true. Feline Instincts never granted an exploit damage bonus.
    * Empty rows in the ship selection window will no longer display an "invalidentityname" tooltip.
    * Updated the "Maximum starships" tooltip in the C-Store to be more informative.
    * A minor typo in the Klingon Destroyer skill has been resolved.
    * The research UI will now display how many of each item you can 'buy'.
    * All Klingon Tier 5 skills have been updated to say "Klingon General" instead of "Klingon Admiral".
    * The bug that prevented some players from swapping between their regular and offduty costumes outside of the tailor has been resolved.
    * The maximum possible number of items the player can create of a selected item in the crafting store is now displayed.
    * The case where players would join a chat channel when they weren't supposed to has been resolved.

Missions
    * Fixed accolade for scanning asteroid in the Aelas system (Romulan hub).
    * Update to CRD deep space encounter maps:
          o Fixed several misfiring mission assignments.
          o Made sure that text matched ship types.
          o Made sure that all DSE missions had a reward scale.
    * Added a waypoint to the maintenance lift at end of "Ghosts and Shadows" mission in Drozana station environmental maintenance levels.
    * Added respawn points to patrol missions in Hfihar System and Ra'kholh System.
    * The Aido system patrol that could not be completed has been fixed.
    * Fixed issue with Failure condition on the KDF Eriksson Mission.
    * Fixing a texture swap on a moon that was causing issues with low end video cards.
    * Increased level of the Prophet in Strange Readings.
    * Updated animations on all qonos npcs to avoid popping between animation states.
    * It should now take 5 torpedoes to kill the Doomsday device instead of 3.
    * There's a small new accolade in the Azura rescue mission "Stranded in Space." Try your episode replay and see if you can find it!

Known Issues
    * Latinum Ship Tropies in the Latinum Store can be purchased, but the item will not be received. We're working on a fix now. For now, please do not attempt to purchase this item.
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Razgon
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« Reply #1801 on: January 13, 2011, 02:00:09 PM »

noooooo!! :-/

gods, I had hoped to finally try this out.

I'm beginning to think this wasnt meant to be.
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« Reply #1802 on: January 13, 2011, 04:24:52 PM »

Wow...a 524MB patch smile

At least it's downloading very quickly.  I'm already at 75% after about 5 mins.
« Last Edit: January 13, 2011, 04:30:24 PM by ericb » Logged
Razgon
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« Reply #1803 on: January 13, 2011, 08:22:04 PM »

Quote from: ydejin on January 12, 2011, 07:53:29 PM

Quote from: Blackjack on January 12, 2011, 06:04:37 PM

Quote from: Razgon on January 12, 2011, 05:12:53 PM

Well, I just bought the game, have my 30 days now.

Is there any sort of GT guild/kin/starbase or whatever I should join? and its single server right? Not EU and US based?
I think Ydejin can invite you into the GT fleet.

Yep, post or PM your full character name including the @ part and I'll get an invite out.

I'm in the game name, and as soon as I figure out what my full name is, I'll pm it to you!

Btw - it seems kinda fun :-)

edit: Think I figured it out - Sent you a PM Ydejin!
« Last Edit: January 13, 2011, 08:37:54 PM by Razgon » Logged

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ydejin
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« Reply #1804 on: January 13, 2011, 09:34:17 PM »

Quote from: Razgon on January 13, 2011, 08:22:04 PM

Quote from: ydejin on January 12, 2011, 07:53:29 PM

Quote from: Blackjack on January 12, 2011, 06:04:37 PM

Quote from: Razgon on January 12, 2011, 05:12:53 PM

Well, I just bought the game, have my 30 days now.

Is there any sort of GT guild/kin/starbase or whatever I should join? and its single server right? Not EU and US based?
I think Ydejin can invite you into the GT fleet.

Yep, post or PM your full character name including the @ part and I'll get an invite out.

I'm in the game name, and as soon as I figure out what my full name is, I'll pm it to you!

Btw - it seems kinda fun :-)

edit: Think I figured it out - Sent you a PM Ydejin!

Okay, after I invited Razgon to the fleet, there was a button down at the bottom of the window which said "Leave" which I, half-awake, took as meaning "leave window" as in "close window" and I clicked on it.

So basically I screwed up and left the fleet.  I'm not sure there are any other active officers around  icon_confused  and I can't check, because I'm not in the fleet anymore icon_frown
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« Reply #1805 on: January 13, 2011, 10:33:36 PM »

Quote from: ydejin on January 13, 2011, 09:34:17 PM

Quote from: Razgon on January 13, 2011, 08:22:04 PM

Quote from: ydejin on January 12, 2011, 07:53:29 PM

Quote from: Blackjack on January 12, 2011, 06:04:37 PM

Quote from: Razgon on January 12, 2011, 05:12:53 PM

Well, I just bought the game, have my 30 days now.

Is there any sort of GT guild/kin/starbase or whatever I should join? and its single server right? Not EU and US based?
I think Ydejin can invite you into the GT fleet.

Yep, post or PM your full character name including the @ part and I'll get an invite out.

I'm in the game name, and as soon as I figure out what my full name is, I'll pm it to you!

Btw - it seems kinda fun :-)

edit: Think I figured it out - Sent you a PM Ydejin!

Okay, after I invited Razgon to the fleet, there was a button down at the bottom of the window which said "Leave" which I, half-awake, took as meaning "leave window" as in "close window" and I clicked on it.

So basically I screwed up and left the fleet.  I'm not sure there are any other active officers around  icon_confused  and I can't check, because I'm not in the fleet anymore icon_frown

I still have a game time card for STO, I can apply it and get you back in.  Of course I have to download the client again.... icon_frown
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ydejin
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« Reply #1806 on: January 13, 2011, 11:17:49 PM »

Quote from: USMC Kato on January 13, 2011, 10:33:36 PM

Quote from: ydejin on January 13, 2011, 09:34:17 PM

Quote from: Razgon on January 13, 2011, 08:22:04 PM

Quote from: ydejin on January 12, 2011, 07:53:29 PM

Quote from: Blackjack on January 12, 2011, 06:04:37 PM

Quote from: Razgon on January 12, 2011, 05:12:53 PM

Well, I just bought the game, have my 30 days now.

Is there any sort of GT guild/kin/starbase or whatever I should join? and its single server right? Not EU and US based?
I think Ydejin can invite you into the GT fleet.

Yep, post or PM your full character name including the @ part and I'll get an invite out.

I'm in the game name, and as soon as I figure out what my full name is, I'll pm it to you!

Btw - it seems kinda fun :-)

edit: Think I figured it out - Sent you a PM Ydejin!

Okay, after I invited Razgon to the fleet, there was a button down at the bottom of the window which said "Leave" which I, half-awake, took as meaning "leave window" as in "close window" and I clicked on it.

So basically I screwed up and left the fleet.  I'm not sure there are any other active officers around  icon_confused  and I can't check, because I'm not in the fleet anymore icon_frown

I still have a game time card for STO, I can apply it and get you back in.  Of course I have to download the client again.... icon_frown

I'm hoping Blackjack still has his Fleet Commander character.
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« Reply #1807 on: January 13, 2011, 11:26:15 PM »

I can invite people into the guild. Infact, I did so so I could get a friend that I'm duoing with another costume slot (as you get one for free). While I can't promote you very far (I think I'm only Tier 3 or whatever in the guild rankings), it's enough to get you in the front door.

PM me your name and I'll get you invited in tonight once I get off of work (assuming offline invites still work).
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« Reply #1808 on: January 14, 2011, 03:58:14 AM »

Applied my game card so I have 30 days.  Updated the Fleet message of the day to include vent info if you need it. 
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Razgon
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« Reply #1809 on: January 14, 2011, 11:06:23 AM »

Awesome- Thanks for the invite Ydejin! And sorry about your troubles, I hope it get sorted out. Gonna be fun to see you guys  around in space!

Anyways - got to Rank4 last night, and had fun. I actually kinda like the ground missions, which I didnt expect to.

I do have a few questions if anyone can help me:

1) How's the PVP in the game? Is it any fun to be a klingon?

2) What on earth is going on with research? I did the intro quest and made a schematic on my own, but its pretty much lost on what to do. Is it just to gather the anomalies and then make stuff from it?

3) The user created quest thingie comes up blank, as does a few other things(The bulleting, whatever that is). Are they still testing/adding things?

4) I picked a science officer - is there any bad chocies and does it matter down the road?

Thanks!
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ydejin
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« Reply #1810 on: January 14, 2011, 12:24:00 PM »

Quote from: Razgon on January 14, 2011, 11:06:23 AM

2) What on earth is going on with research? I did the intro quest and made a schematic on my own, but its pretty much lost on what to do. Is it just to gather the anomalies and then make stuff from it?

Yes, you need to gather anomalies and then bring them back to Memory Alpha, go to the crafting table and craft away.  As you craft you'll gain crafting points which will unlock additional recipes.  I haven't done any crafting since the schematics showed up, so I'm not sure if they ever drop.  But it looks like if you don't have a schematic, you can craft one and then use it in the main crafting recipes.



Quote from: Razgon on January 14, 2011, 11:06:23 AM

3) The user created quest thingie comes up blank, as does a few other things(The bulleting, whatever that is). Are they still testing/adding things?

Yes, still in testing.
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« Reply #1811 on: January 14, 2011, 01:25:50 PM »

They're testing some upcoming space combat tweaks on Tribble test server. While they impact PvE for sure, they seem largely in response to a lot of concerns/complaints in PvP that the Cruiser seemed overpowered in relation to everything else -- the changes are more to buff up other types of ship to cruiser "standards." The Klingon Carrier ship is also apparently considered a little over-powered in PvP so that's getting a bit of the nerf stick, as I read it.

Reload this Page Upcoming space combat tweaks headed for Tribble
http://forums.startrekonline.com/showthread.php?t=197182
Quote
Greetings all,

Headed to Tribble soon are a collection of space tweaks designed to adjust ship balance as well as fix a few exploitive elements. The general feel was that most ships needed a bump up to cruiser standards, while the Vo'quv was a bit too potent.

Escort / Raider / Raptor
    * Gain an additional 15% Defense. The bonus is tied to the ship’s speed, but even average speeds provide the full bonus.
    * Tactical Team has been improved. It is now a 10 second buff that improves weapon skills, removes tactical debuffs, and provides automated shield distribution (i.e. when hit on a shield facing, shields are distributed automatically to that facing). The shield distribution is more efficient than just clicking on a particular facing repeatedly.
    * Beam Target Subsystem version I of each (weapons, shields, engines, auxiliary) are now available as tactical ensign abilities.
[ADDENDUM: Some additional info:
Tactical Team and the Beam Target Subsystem I can be used with any ship. They were listed in the Escort / Raider / Raptor section because of the often voiced concern that the Tactical Ensign slots for those ships were not fully utilized.]

Science / Gorn
    * Gain the Sensor Analysis passive ability. While maintaining target selection on an enemy, this passive buff builds up to a maximum stack of 10. Each buff of the stack provides a 3.33% improvement to the science ship’s weapon damage and its Beam Target Subsystem abilities. The Sensor Analysis drops quickly after changing targets, so this buff only applies while keeping a single enemy targeted.
    * Now have a default +15 to Aux power levels, instead of +10.

Vo’quv Carrier
    * Reduced the To’Duj fighter numbers down to three wings of 3 per hanger.
    * Reduced the health on the Bird-of-Prey, but maintained their current max of 3 per hanger.
    * Shield strength reduced from 1.2x the average to 1x the average.

General
    * Shield resistance through the shield power setting has been improved up to 35% at 125 shield power (an improvement of 10% from the previous 25%). Likewise, shield resistance abilities have had their shield resistance values decreased by 6%, 8%, 10% for versions I, II, III respectively. This puts a bit more focus on shield power as a defense, rather than just the shield abilities.
    * Extend Shields has had its range increased from 5k to 7.5k. The Extend Shields buff will reapply if the target leaves range and then returns while the power is active.
    * Photonic Shockwave provides a Knockback resistance for 8 seconds upon the enemies it hits.
    * Tricobalts provide a Stun resistance for 15 seconds to the enemies they hit.
    * Gravity Well does not expire upon the death of the main target. It will expire upon duration end or if no targets are within its AoE. This change brings Gravity Well to its intented function as a potent pet swarm crowd control.
    * The Subnucleonic Beam SpeedRecharge debuff no longer stacks. Only the strongest debuff will apply at any given time.
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ydejin
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« Reply #1812 on: January 14, 2011, 01:40:38 PM »

Quote from: Blackjack on January 14, 2011, 01:25:50 PM

    * Beam Target Subsystem version I of each (weapons, shields, engines, auxiliary) are now available as tactical ensign abilities.
[ADDENDUM: Some additional info:
Tactical Team and the Beam Target Subsystem I can be used with any ship. They were listed in the Escort / Raider / Raptor section because of the often voiced concern that the Tactical Ensign slots for those ships were not fully utilized.]

That's nice because IMO the Ensign Tactical skills were fairly useless.
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« Reply #1813 on: January 14, 2011, 03:33:23 PM »

Quote from: ydejin on January 13, 2011, 11:17:49 PM

I'm hoping Blackjack still has his Fleet Commander character.
I definitely still have my Science character, which I guess was Fleet Commander. I'll try to log that in next time I'm on and promote you, or pass the title on to you, whatever is most helpful.  icon_smile
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« Reply #1814 on: January 14, 2011, 04:25:02 PM »

Btw - I havent gotten any invite to the Fleet :-(

edit: What is the name of the fleet btw? I've recieved a few invites you see, but figured it was just spam like in any other MMO
« Last Edit: January 14, 2011, 04:42:48 PM by Razgon » Logged

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ydejin
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« Reply #1815 on: January 14, 2011, 05:52:53 PM »

Quote from: Razgon on January 14, 2011, 04:25:02 PM

Btw - I havent gotten any invite to the Fleet :-(

edit: What is the name of the fleet btw? I've recieved a few invites you see, but figured it was just spam like in any other MMO

Fleet name is "Galactic Task Force".  I was surprised that shortly after I accidentally dropped the Fleet I got spammed by someone to join their fleet, so you're right, definitely Fleet invite spam is out there.

I'm now back in (Thanks USMC Kato!).  But I'm now a Recruit instead of an Officer, so someone else will have to send you another invite.
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« Reply #1816 on: January 14, 2011, 06:06:52 PM »

Quote from: ydejin on January 14, 2011, 05:52:53 PM

Quote from: Razgon on January 14, 2011, 04:25:02 PM

Btw - I havent gotten any invite to the Fleet :-(

edit: What is the name of the fleet btw? I've recieved a few invites you see, but figured it was just spam like in any other MMO

Fleet name is "Galactic Task Force".  I was surprised that shortly after I accidentally dropped the Fleet I got spammed by someone to join their fleet, so you're right, definitely Fleet invite spam is out there.

I'm now back in (Thanks USMC Kato!).  But I'm now a Recruit instead of an Officer, so someone else will have to send you another invite.
Galactic Task Force? So my poll really was useless.  icon_lol
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« Reply #1817 on: January 15, 2011, 02:44:54 AM »

I logged in blakjok and promoted ydejin, destructor and USMCKato to Leaders, so you guys should be able to invite/promote as you need to.  icon_smile

It was funny. I guess it's accolades or something, but when I logged in my science character he got a zillion of these messages on screen about this and that, and rapidly leveled up about a half level without doing anything. Sometimes it pays to stay away, I guess.  icon_smile

Razgon, if you want to PM me a name, I'll add you. It requires the full deal, like:
joeblow@chuckschmuck

Only a few of us are still active, though the Fleet list (with the "show offline characters" box checked) will show quite a few people. Hopefully STO will keep regaining a little bit of 'mo as time goes on. And who knows? Soon we'll be able to have private Fleet Events; it would be nice to have enough players to able to realistically do that.  icon_smile
« Last Edit: January 15, 2011, 03:10:22 AM by Blackjack » Logged

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« Reply #1818 on: January 15, 2011, 10:11:56 AM »

Quote from: Blackjack on January 15, 2011, 02:44:54 AM

I logged in blakjok and promoted ydejin, destructor and USMCKato to Leaders, so you guys should be able to invite/promote as you need to.  icon_smile

Thanks Blackjack.

[Edit] Sent Razgon another invite.  Razgon, invite will be from Dejin@Dejin for Galactic Task Force.
« Last Edit: January 15, 2011, 10:19:10 AM by ydejin » Logged
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« Reply #1819 on: January 15, 2011, 02:12:16 PM »

Devs/community reps have been posting like mad last day or so. Some things of note:

Tentative time frame for loading screen cutscenes, and ground combat revamp
http://forums.startrekonline.com/showthread.php?p=3284615#post3284615
Quote from: dstahl
One of the awesome benefits to having multiple software teams working on different games in the same core engine is that you get the benefit of cool features that other teams added to the toolset... but only once you synch up your code. Typically projects branch away at different times to stabalize the code and focus on a release, and then synch up (merge) to the new common codebase after release (something we recently did after season 3 released).

This opens up awesome stuff such as an awesome new cutscene editor which we can start using immediately for Feature Episodes [I guess starting with Episode 4-bj]. Other features such as combat tuning and performance fixes are in branch 15... so we are planning to put our ground combat features there so that we can take full advantage of that technology base, which is why it is a "Season 4" feature which will ship this summer.
Branch 15 he explains in an earlier post...

http://forums.startrekonline.com/showthread.php?p=3284578#post3284578
Quote from: dstahl
When I talk about Triannual feature updates, I'm really talking about when are we moving to a new "branch".

From the technical perspective, Star Trek Online will be moving to the next code-branch (which happens to be 15) sometime in June/July. Some features that we are working on REQUIRE that we move to a new code branch. Sometimes this requires massive amounts of coordination amongst all the other projects at Cryptic as we often share a common core codebase. You shouldn't really care about this, but I'm telling you nonetheless.

None of that prevents us from delivering other content in our current codebase on Holodeck.

So yes - there will be updates regularly just like there are always are. As far as "Season 4" also known internally as "Star Trek Branch 15" - it has a ton of new code in it - and we need to ship it in June/July.

From our perspective it doesn't mean we're taking a break or any nonsense like that. We aren't engineering a content draught for STO players. Quite the contrary - we're trying to amp up our content delivery.

So for anyone implying that we're cutting back - its a completely false rumor. We absolutely aren't. The schedule has more stuff in it than ever. We will get it to you as fast as we can.
So, the ground combat revamp seems like a major update/change that will require them to have the latest uber-codebase in June-July, but adding new content, Featured Episodes and less drastic changes are things they can continue to do.
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« Reply #1820 on: January 15, 2011, 03:36:02 PM »

The community rep asked what people's favorite Foundry Missions on Tribble test server are to date. The community guess is maybe they want to figure out which ones to try to bring over to the Holodeck (regular, live server) for players to sample in an update, before The Foundry itself is brought over. Or it could be something else.

What are you favorite Foundry missions?
http://forums.startrekonline.com/showthread.php?p=3284650#post3284650
You can only tell so much from a title, but some of the favorites listed so far have been...
  • The Syndicate Extraction by Galactrix
  • The Longing by RachelGarrett
  • Tipping Point by Altexist
  • Sword of Peace by Borysthenis
  • Stolen Glory by Altexist
  • Wayward Son by biohazrdxj
  • Dynamo Distress by Galactrix
  • The Celes Snare by RichardJ  
  • Empty Soul by SBcouto
fwiw, The Longing and The Syndicate Extraction seem to consistently appear in these types of lists and when you do searches for the most popular Foundry stuff on Tribble test server. It doesn't guarantee you'll like them, but people seem to responds to those more than most.

I dabbled, but my cable connection seems to balk at the Tribble Server in some way it never does with Holodeck.
« Last Edit: January 15, 2011, 03:43:48 PM by Blackjack » Logged

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« Reply #1821 on: January 15, 2011, 03:50:07 PM »

Does anyone know where to put the music files to play in the ingame music player?
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« Reply #1822 on: January 15, 2011, 06:21:49 PM »

Quote from: Razgon on January 15, 2011, 03:50:07 PM

Does anyone know where to put the music files to play in the ingame music player?

Fire up Winamp before starting STO, then hit the dropdown arrow once you get in game and select Music. It'll read the Winamp playlist and give you controls onscreen. If you use something other than Winamp, there's an option under the Options to change what player info it should be looking for. Winamp is just the default setting.
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« Reply #1823 on: January 15, 2011, 06:47:22 PM »

Quote from: Destructor on January 15, 2011, 06:21:49 PM

Quote from: Razgon on January 15, 2011, 03:50:07 PM

Does anyone know where to put the music files to play in the ingame music player?

Fire up Winamp before starting STO, then hit the dropdown arrow once you get in game and select Music. It'll read the Winamp playlist and give you controls onscreen. If you use something other than Winamp, there's an option under the Options to change what player info it should be looking for. Winamp is just the default setting.

oh, why not just have it running in the background? ah, its just a way to control external music, and not a music player - I see...thanks!
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« Reply #1824 on: January 16, 2011, 03:03:10 PM »

I was Googling something about torpedoes in STO (My Captain-level cruiser has tow forward torpedo launchers, but when I fire "all torpedoes" it only seems like one is firing), and stumbled onto this interesting thread about torpedoes at something called the 169th Gaming Community:

Photons vs Quantums vs Transphasics vs Chronitons
http://www.169gc.com/forums/m/335531/viewthread/126706-photons-vs-quantums-transphasics-chronitons
*Though his take can basically be boiled down to "Everything sucks but Quantums."  icon_razz

I have a Quantum facing forward and otherwise tend to just use Photons. I try to get some from Exchange that at least have decent modifiers, though people seem to insanely overprice a lot of things.

I hit Captain and moved up to the next Cruiser class. I have almost too many weapons now. It's tempting to just put in 7 beam arrays and see how I do with that.

I haven't quite figured out with the "front" four weapon slots which one is "left", which one is "right" etc. I kinda wish that was labeled a bit more clearly.
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« Reply #1825 on: January 16, 2011, 06:43:29 PM »

Blackjack, here's how Torpedoes work:

When you fire a Torpedo of any kind, you incur not only a cooldown on the torpedo itself, but a global cooldown on all torpedoes you have period.

With regular ones, I think it's 3/8. Which means you get a 3 second global cooldown and a 8 second cooldown on the weapon itself.
Quantum is 4/10. Transphasics I don't know off hand, and the Chronitons are 15/15 (because they're so powerful). Of course, I'm not quite sure on the numbers (but they're on the boards somewhere no doubt), but that's generally how they work.

As far as beam weapons go, there is no 'left or right' weapon. You only have forward and back. Your basic beams have a 210ish degree firing arc, which means you'll not only hit anything in front of you, but there's a spot on the sides where you'll be able to hit both forward and rear beams.

Quick tip: If you're in space, highlight your beam weapon - you'll see the firing arc displayed on your screen. This holds true on all weapons.

As the firing arc shrinks, the weapons will do more damage. The dual beam banks I think are only 90 degrees, but do higher damage. But you also can't do the 'fire from the side to hit with both sides' trick.

Also, you'll quickly hit diminishing returns on beams. Yes, each beam added will do more damage, but each one will fire with less 'weapon energy' due to how the weapons are designed. Each standard beam takes 10 weapon energy to fire, which doesn't recover until a bit before the beam is about to fire again. The less weapon energy you have, the less the weapon does for damage.

For fun, load up on a bunch of generic beams (bought from a vendor), and set all but one of them to autofire. When you're in battle, highlight the weapon that isn't firing, and notice how its DPS changes based on how many other weapons are currently firing.

Oh, and about your link - yeah, from what I've read on the STO boards, Quantums are the best DPS torpedo over time. The regulars shoot faster, and the Chronotons do tons of damage, but over time, you want Quantums, especially with the higher levels of High Yield Torpedo.
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« Reply #1826 on: January 17, 2011, 02:42:11 AM »

Account finally created.

downloading patch

edit: patch is up to 84% and the server's gonna go down in about 5 minutes  icon_confused
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« Reply #1827 on: January 17, 2011, 02:47:59 AM »

anyone know if there is a come back and try us trial?
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« Reply #1828 on: January 17, 2011, 03:10:39 AM »

All I read when signing up was that returning customers will be charged immediately
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« Reply #1829 on: January 17, 2011, 05:50:54 AM »

Quote from: MythicalMino on January 17, 2011, 02:47:59 AM

anyone know if there is a come back and try us trial?

If you're subscribed to their newsletters (and it hasn't glitched out on you), they'll occasionally send out a 'come back and play for a few days on us' thing. And with their 1 year anniversary coming soon, I expect it to happen shortly.
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« Reply #1830 on: January 17, 2011, 03:35:17 PM »

Quote from: Destructor on January 16, 2011, 06:43:29 PM

Blackjack, here's how Torpedoes work:

When you fire a Torpedo of any kind, you incur not only a cooldown on the torpedo itself, but a global cooldown on all torpedoes you have period.

With regular ones, I think it's 3/8. Which means you get a 3 second global cooldown and a 8 second cooldown on the weapon itself.
Quantum is 4/10. Transphasics I don't know off hand, and the Chronitons are 15/15 (because they're so powerful). Of course, I'm not quite sure on the numbers (but they're on the boards somewhere no doubt), but that's generally how they work.
I guess the main appeal of having two up front is using a different torpedo for diff situations. For the time being, I replaced one of the front torpedoes with a phaser cannon turret.

I didn't think I'd want to use Eject Plasma II (which sort of leaves a huge, toxic flume behind your ship that damages, slows down and can de-cloak enemy ships that fly through/near it), but I've come to find it quite useful. Unlike the mines, it doesn't take precious seconds to set up, it just goes woosh out the back and I can see it doing substantial Damage over Time.  icon_smile
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« Reply #1831 on: January 17, 2011, 05:52:08 PM »

Never put turrets up front in your Cruiser. You're far better off with another beam instead (or maybe a dual beam).

Cruisers IMHO work best with loads of overlapping phasers (as their side attacks get deadly) and a front and rear torpedo. That way you can toss a torpedo in a failing shield arc (hopefully augmented with High Yield), and then turn back to pounding on your target from the side of your ship.

Also, it doesn't matter which way a more maneuverable ship might 'pass' you (front or back) as you have a torpedo ready either way.

Turrets are better designed for Escorts, as they do 0 DPS if their main high-DPS front cannons aren't pointed at their target (in other words, if they aren't in the process of making a pass). A batch of turrets in the rear solves that issue, giving minor DPS and help keeping shields down as they veer around.

Another reason not to take Turrets - odds are as a Cruiser captain, you have no skill in them whatsoever, as your Cruiser can't use Cannons (and both are in the same skill tree). So why take any ranks in learning how to fire them?

Of course, I'm just min/maxing here, so as the saying goes, you do whatever you want. biggrin
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« Reply #1832 on: January 17, 2011, 06:00:09 PM »

Yeah, when you say "never," it makes me wanna.  icon_lol

I still don't quite grasp where the front 4 cruiser weapons lots are positioned. If I visualize it as:

1>2>3>4

It seemed like maybe 1 and 3 are sort of stacked on the left ("port side," for you navy types), and 2 and 4 are sort of stacked on the right ("starboard"), from your chase camera rear view of your starship (not facing it).

Something like (left to right, from your chase camera view of your starship)
1    2
3    4

But I couldn't really tell you if 1 is "higher" on the ship than 3, etc. That's just how it visually looked to me when I fired weapons in combat. In a way, I was happier with the lower tier ship that had 3 weapons up front -- I just put a torpedo in the middle and beam arrays in the left/right slots, and i was good.

Something like (slots, L-R, from chase camera view):
1      2      3

I just wish they labeled the slots a bit more so I understood their physical location.

I'm constantly outmaneuvered unless I'm using special ship skills (I have a 22% turn rate improver console slotted, but I don't feel like I can afford to slot more than one, at the cost of other modifiers), so I've found dual-beams don't tend to work so well for me. Certainly at some point I'll try the Escort type ships, probably when I roll an engineer next time.

I'm enjoying sort of "crossing the T" with my cruiser or just running parallel to an enemy, so that all the beam arrays can fire (albeit, maybe it's reduced DPS but it seems effective when I do these), while using some beam attack and ship weapons buffs skills; along with using the Eject Plasma on my pursuers, and getting occasional front and back torpedoes in.
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« Reply #1833 on: January 17, 2011, 09:32:00 PM »

The front and rear weapons just aren't positioned anywhere. Technically (according to Star Trek lore) you have 'beam arrays' that can fire anywhere within an arc of your ship (up, down, side to side). Said arrays are on both the front and back of the ship, allowing total defensive coverage. In STO, slotting more beam weapons means that you have more generators or a higher power capacity or something that just allows you to just shoot more and more often. Slotting more torpedo launchers means that you can fire them more often as well due to more torpedo chambers, faster reloads, whatever floats your boat.

As far as STO goes, you just sorta fire from a few 'fixed points' of your ship, placed by the designers so you don't do something visually silly like shoot through your own ship to get to your target. The game picks one at random whenever you fire, after making sure you won't hit yourself with it.

Finally, there is no 'port' or 'starboard' side in STO. It's always called 'left' or 'right' shield. The playerbase went nuts when the computer used those terms instead of the FAR more traditional navy terms that even the shows have used for years.

EDIT: If memory serves (and I need to visit the forums on this one to be sure), slotting more than one of the same console drastically decreases the effectiveness of said console. Another reason to stick with the traditional 250 degree beams on a Cruiser - you can't turn worth a darn at all.
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« Reply #1834 on: January 17, 2011, 09:52:16 PM »

Quote from: Destructor on January 17, 2011, 09:32:00 PM


Finally, there is no 'port' or 'starboard' side in STO. It's always called 'left' or 'right' shield. The playerbase went nuts when the computer used those terms instead of the FAR more traditional navy terms that even the shows have used for years.


This was one of my gripes. Cryptic was essentially saying "we think you are to stupid to understand port and starboard, so we are using left & right".  I also love the "we want cavernous interiors because we aren't smart enough to code the camera to react to walls" and "we want armies on your bridge" excuses they made.  Fun times...

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« Reply #1835 on: January 17, 2011, 10:10:28 PM »

Yeah, I wasn't a fan of the giant bridges at all, and I still aren't. I mean, you have to yell and then some just to talk to your officers. It's just not right.
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« Reply #1836 on: January 17, 2011, 10:20:32 PM »

Quote from: Wargus on January 17, 2011, 09:52:16 PM

Quote from: Destructor on January 17, 2011, 09:32:00 PM


Finally, there is no 'port' or 'starboard' side in STO. It's always called 'left' or 'right' shield. The playerbase went nuts when the computer used those terms instead of the FAR more traditional navy terms that even the shows have used for years.


This was one of my gripes. Cryptic was essentially saying "we think you are to stupid to understand port and starboard, so we are using left & right".  I also love the "we want cavernous interiors because we aren't smart enough to code the camera to react to walls" and "we want armies on your bridge" excuses they made.  Fun times...


When I was a kid, I learned at some point "P-O-R-T has the same number of letters (4) as L-E-F-T." Which leaves Starboard as "right." World's easiest mnemonic ("learning technique that aids memory"). Is that so hard to remember?  icon_smile

I guess I could have some fun at the Foundry with it...
"Helmsman! Hard to starboard!"
"What?"
"STARBOARD!"
"What does that mean?"
"It doesn't have the same number of letters as 'left' so what's left?"
"Oh. SO hard to LEFT?'
"NO!!!!!!!! STARBOARD!"
"So 'port' means 'left'?"
"You got it! That's right!"
"Port means 'right'?"
"NOOOOOOOOOOOOOOO!"
 icon_lol

I guess from a cosmetic standpoint I just find it weird to see my phasers all firing out of the left front side of my ship (at least, that's how my forward firing seems to be sometimes). Maybe it's just more noticeable to me once I have that many slots up front. Maybe I'd be happier with a simple flying saucer with 360 degree hardpoints all around.  icon_razz
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« Reply #1837 on: January 17, 2011, 10:23:53 PM »

Quote from: Destructor on January 17, 2011, 05:52:08 PM

Never put turrets up front in your Cruiser. You're far better off with another beam instead (or maybe a dual beam).

Cruisers IMHO work best with loads of overlapping phasers (as their side attacks get deadly) and a front and rear torpedo. That way you can toss a torpedo in a failing shield arc (hopefully augmented with High Yield), and then turn back to pounding on your target from the side of your ship.

That's the way I'm running things.  3 fore beam arrays, 3 rear beam arrays, 1 forward Quantum torpedo, 1 rear Quantum torpedo.
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« Reply #1838 on: January 17, 2011, 10:25:49 PM »

Quote from: Destructor on January 17, 2011, 10:10:28 PM

Yeah, I wasn't a fan of the giant bridges at all, and I still aren't. I mean, you have to yell and then some just to talk to your officers. It's just not right.

I hate the giant bridges and the giant ship interiors.  They look really stupid IMO.  If the choice is more realistic ship interiors or the ability to do missions in ship interiors, I'll take more realistic ship interiors.  And as for making space for visitors and their bridge officers, I say (1) dump the visiting bridge officers and (2) have large guild meetings occur in the ship lounge.*

* I suppose in Cryptic's defense there were no ship lounges when the bridges were first built.
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« Reply #1839 on: January 17, 2011, 10:44:16 PM »

I pointed out in the SWTOR thread that Bioware is giving roughly some of the same reasons (camera viewing issues) for making Star Wars ship interiors way bigger, with taller doorways, than you'd expect from the movies.

People forget that you can zoom your camera view waaaaay back from your character, and in pretty much every direction. If it was an FPS game (which I don't want, motion sickness wise) on the ground or even a "fixed perspective" 3rd person view closely zoomed into your character's back (like, say Dead Space), I don't think we'd have these cathedral-size bridge interiors and some of the mission interiors wouldn't be so cavernous. If you play City of Heroes indoor instances, you'll see much of the same thing (crazy high ceilings, mostly very wide entry ways).

I don't know anyone who meets with anyone on the bridge, so accommodating mass meetings there does seem like a moot point. Maybe in essence what they should do is take the zoomability of the player view camera away when you're on the bridge and switch to whatever works with a "normal" size bridge.

Since now they the ability to add cutscenes, it would be nice to see cutscenes set on a more to-scale bridge, even if it didn't match player-size bridges, imho.

Since people always worship Bridge Commander (I never got the hang of it and don't really share the sentiment others have for it) so here's their take on the bridge:
http://pc.ign.com/dor/objects/14245/star-trek-bridge-commander/images/bridgecommc007.html
http://pc.ign.com/dor/objects/14245/star-trek-bridge-commander/images/bridgecommander_02-12-02_09.html
http://pc.ign.com/dor/objects/14245/star-trek-bridge-commander/images/stbridgecommand2.html

In the end, I'd rather they focus on Featured Episodes, The Foundry and improving ground combat for now. The bridges designed for apparently giants who don't like to be near each other are goofy but not a deal-breaker for me.  icon_smile I would like some day to see "less 'out of scale' bridges" on the to-do list.
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