Star Trek Online

Grim1

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I think I'm the only one who occasionally plays this here but I'll post it anyway. The Season 10 Iconian Story Arc is over and the Season 11 Mirror Universe arc has begun. They also introduced something called the Admiralty system. It's a mission system for ships that you have collected. For every ship you add to your roster you get the ship mission card to use on missions. You keep the ship card after you discharge the ship so you don't have to have it on your roster in order to use it for Admiralty missions. So they've basically added a reason for people to collect ships. I went through the Dilithium ship vendor last night and bought all the ships to get the card and dismissed them. Brought me up to about 23 ships, which isn't much but I'm not a very active player. People who have lots of Zen ships unlocked can redeem and discharge them on all characters so there's a lot of ships out there to collect. And ships(single use) on the exchange are up in price about 900%. A ship that went for 200k ec a few months ago now goes for 2 million. Pretty smart move on Cryptics part because now there's a reason to seek out and collect old ships whereas before I was happy to just have one good ship for a character.

Season 11 Announcement:
Star Trek Online: Season 11: New Dawn Now Live! | Star Trek Online!

Admiralty write-up:
Star Trek Online: Admiralty System | Star Trek Online
Appreciate the updates.

Need to try this again. It's been a while.
 

sukik

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Appreciate the updates.

Need to try this again. It's been a while.
I play it just enough to kinda remember what I'm doing when I come back. New Mirror universe even going the 5th-26th of November:

Star Trek Online: Mirror Invasion Event | Star Trek Online

The Mirror Invasion will be returning to Star Trek Online as part of a brand new limited time event starting on Thursday, November 5th, 2015, and ending on Thursday, November 26th, 2015 (when maintenance begins). This revamped event map will only be playable during this three week event timeframe.

In addition to earning a choice of marks for playing the Mirror Invasion queued event, players can run a new reputation project to earn a huge reward of Dilithium, Marks, and a unique Mirror Universe Agony Rifle (details below).

As the event begins, a number of rifts open around the map and ships from the Mirror Universe begin to cross over into ours. If left unchecked, the rifts will grow and launch more powerful ships. You must stop these ships before they can damage the station by either destroying the ships or by closing the rifts.

The station is not entirely defenseless, but many of its defenses have been knocked offline in the initial salvos. There are four power substations around the map. Activate them and they will restore power to the station, which will in turn bring station defenses back online.

After the initial stage of closing rifts, Vauthil Station emits an anti-tachyon pulse that sends the Mirror Universe ships back to their dimension. However, the Terran Empire launches one final assault, sending one of its special modified dreadnoughts through. These dreadnoughts have the ability to return to the Mirror Universe and will reappear through any open rift in the area.

Players can earn marks by closing portals, keeping the station?s health high, leveling up the defenses of the station, and defeating the Mirror Dreadnought within the time limit. The number of marks rewarded varies based on player performance.

Once a day, players will be awarded a Multidimensional Transporter for playing this event. By turning in 14 Transporters through the Reputation System, players will receive 50,000 Dilithium Ore, 500 Fleet Marks, 250 Marks of Your Choice and a brand new unique weapon: the Mirror Universe Agony Rifle! Each additional Multidimensional Transporter can be traded in for an additional 50 Fleet Marks, 2000 Dilithium Ore, and 35 Marks of Your Choice (Fleet, Romulan, Nukara, Omega, Dyson, Undine, Delta, Iconian, and Terran) through a secondary Event Reputation Project that will become available after the main Project is completed.

The Mirror Invasion is a 5-captain, cross-faction queue for level 50-60 players with Normal and Advanced Queues.

We hope you enjoy this event and look forward to seeing you take on the Terran Empire. See you in-game!
 

Parallel45

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Been playing this off and on lately. The space combat is still pretty damn fun. The PvE episodes have certainly improved since I last played. Ground combat is still pretty terrible though.

The new admiralty system is nice. Seems like the wow garrison with with spaceships. Though you don't really level the ships, they just have a set quality based on tier/rarity.
 

Friday

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I still play this from time to time. I have a lifetime sub and I check in occasionally.

My cryptic tag is @waoyff.

Hit me up if I'm online and we can blast some tribbles or some shit idk.
 

Dr Neir

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1000 needed, 40 per day, 25days to get, think the event is 40 days long? Not sure if they're bound to toon or account?

I just updated over the last sale. Not sure on my DPS now, but seeing a major improvement after I changed my setup to the Aux2bat style. I would like to get some dps tracker but some of the ones out there seem questionable.
Grinding Fleet unlocks is a pain.
 

sukik

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It's an account unlock so you can claim it on all characters. If it's anything like the summer event it shouldn't take anymore than ~15 minutes per day.

I just updated over the last sale. Not sure on my DPS now, but seeing a major improvement after I changed my setup to the Aux2bat style. I would like to get some dps tracker but some of the ones out there seem questionable.
I've used combat log reader before. It's just an out of game log parser. Everyone uses ISA as the baseline for parsing so I never ended up using it much since I rarely seek out advanced queue groups.

https://www.sto-league.com/combatlogreader/
 

sukik

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The event started with the patch today. Patch notes below which included a couple QoL additions.

Patch Notes:
Star Trek Online: Release Notes: December 3rd, 2015 | Star Trek Online

  • Added a "Delete Multiple" feature to the Mail UI.
  • Project sliders for Reputation, Guild, and Alliance contributions will now start at the maximum slider value instead of the minimum, excluding Dilithium.
As nice as the delete all button is beware:
Today's patch introduced a nice little feature to make mail management easier. You can now select multiple mails for deletion. Unfortunately, they managed to forget something very important.

The checkboxes aren't cleared after clicking "Delete Selected".

After deleting one batch of mail items, you may find some more that you want to delete, and if you didn't happen to notice this tiny programming oversight, there's a chance you could end up deleting an "Exchange Sale Expired" message with a very valuable item in it. I imagine this could be somewhat frustrating.

Come on guys.. Speaking as a programmer, this is some fucking simple shit.
PSA: Be careful with the new Mail selection feature : sto
 

Parallel45

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I just updated over the last sale. Not sure on my DPS now, but seeing a major improvement after I changed my setup to the Aux2bat style. I would like to get some dps tracker but some of the ones out there seem questionable.
Grinding Fleet unlocks is a pain.
STO Combat Meter (SCM) from the dps channels is a good parser.

Aux2bat it still decent, but it is falling out of popularity a bit now. All the new starship traits that reduce cool downs (All hands on deck, reciprocity, etc) make it less needed. Plus the Nukara traits and some consoles (Temporal Disentanglement Suite) buff DPS quite a bit based on high aux power.

The free winter even ship looks pretty damn nice. If you are starting out, definitely grind out the winter event to get the Breen Razreth Dreadnaught Cruiser for a very solid free T6 ship.
 

Dr Neir

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Been playing around with the Phantom Intel Escort, will be awhile before I can get any of the Fleet Vul Target consoles. Grinding out the marks for the Iconian sets now.
http://sto.gamepedia.com/Phantom_Intel_Escort

Interesting site, will read up on it. I have been playing off and on since beta, lifetime since release. Just havent cared too much about DPS till recent. Most of my RL buddies long since bailed on playing, so it leaves me with a low lvl fleet grinding out unlocks. Just getting random members here and there along with Armada invites. Since the fleet doesnt grow much, its a constant cycle or dump/join. Once I get the next group of fleet marks, I will have everything unlocked at teir 1 finally.

When the Armada thing hit, I ended up having to rename the fleet. It had Armada in the name. Boy was that confusing ppl when I was recruiting. It was just easier to rename than explain.
 

sukik

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Been playing around with the Phantom Intel Escort, will be awhile before I can get any of the Fleet Vul Target consoles. Grinding out the marks for the Iconian sets now.
http://sto.gamepedia.com/Phantom_Intel_Escort
I love my Intel Escort, but I've been using the valiant/defiant t6. I don't know that it's any better but it's fun. I finished off the Iconion set last month on the 3 characters I occasionally play(1 tac, 1 sci, 1 eng), and it's a nice upgrade. Although I may go back to the kobali on my eng who's more setup to tank. Haven't really had time to mess with sto this month besides doing the holiday ship daily.
 

sukik

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Star Trek Online: Anniversary Krenim Ship | Star Trek Online

During Star Trek Online?s 6th Anniversary event you will be able to obtain 6th Anniversary Prize Vouchers by participating in the event. These 6th Anniversary Prize Vouchers can be spent on an Event Reputation project to obtain the Krenim Science Vessel! This project requires 1000 6th Anniversary Prize Vouchers.

Once this starship is obtained by any character on your account, any characters on this account can claim the Krenim Science Vessel from the Account Claim tab within the Event Store (in the Event Reputation window).

Items and Abilities

Console

The Krenim Science Vessel comes equipped with the Timeline Stabilizer universal console. Activating this console will stabilize any temporal anomalies around your starship. This has the side effect of briefly increasing the flow of time within and around your starship. Enemies affected by this console will suffer a penalty to their recharge times, flight speed and turn rate. Your starship will receive a boost to both recharge times and weapon activation times, per affected foe.

This console also provides a passive reduction to all Science Bridge Officer abilities.

This console may be equipped on any starship.

Starship Trait

After achieving level 5 in the Krenim Science Vessel starship mastery, you will unlock the Improved Feedback Pulse Starship Trait. While this trait is slotted, Feedback Pulse will deal additional damage. Each time you are hit while Feedback Pulse is active you will gain a buff that boosts your Critical Hit Chance and Critical Severity. This buff stacks up to 10 times.

Look for a follow-up blog in the near future that will detail the stats on this awesome new Tier 6 starship!

Phil ?Gorngonzolla? Zeleski
Lead Systems Designer
Star Trek Online
 

sukik

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Star Trek Online: Skill System Revamp | Star Trek Online

As you gain levels and ranks in Star Trek Online, you are exposed to a vast array of choices in how you progress your character, and how you choose to improve your effectiveness. The core way this is accomplished is by improving one of the many, many Skills made available to you.

For some time now, we have been looking to improve this progression system. We know that new players often have a difficult time coming to understand the many options presented, what they do, and what the ?right? choice for them might be at any time. And, even more fundamentally, mechanics such as the Ground/Space point split ratio and what controls when each Tier of skills unlocks, have never been thoroughly understood or explained.

When faced with the daunting task of overhauling and improving such a core aspect of the Star Trek Online experience, it was important to carefully decide what we wanted to accomplish. What we arrived at were the following guiding principles:

Simplify / De-Mystify ? More detailed tooltips, better mechanic explanations, and fewer mysteries.
Eliminate Sub-Optimal Choices ? Where possible, prevent players from making bad choices, and raise the performance ?floor.?
Players Lose Nothing ? As much as possible, everything available in the current system will be made available under the new system, and investments in equipment and ships retain full value.



With those concepts guiding the way, we have set out to create a more streamlined experience that makes gaining levels and skills more enjoyable and impactful.

Core Mechanic Changes

To facilitate the new process of leveling up and purchasing Skills, we started with simplifying some core concepts of the game.

First, we are eliminating the idea of ?Skill Points? as the numeric you earn from completing actions. In its place, the standard RPG numeric of ?Experience Points? will now be given out. This change makes it more obvious that what you?re earning is attributed to increasing your Level, and not your Skills.

Players will no longer earn bits and pieces of progression by gathering small chunks of Skill Points which are then spent on a granular progression system. Instead, new Space Points and Ground Points are earned at the time you gain a level, emphasizing that earning a level is a momentous event.

While the current system includes 315 different skill ranks that can be purchased, for costs that vary from 1,000 to 3,000 Skill Points each, every single one of the 50 ranks that exist under the new system cost either 1 Space Point or 1 Ground Point to purchase, with entirely separate Skill Trees and costs based on region. No more feeling as though you?re forced to sacrifice performance in your Starship for the sake of Ground Skills, or vice versa!

We are also introducing the concept of both Active Progression and Passive Progression. Active Progression is earned by the act of choosing where to spend your Space Points and Ground Points, and purchasing abilities, while Passive Progression is slightly different in Space and Ground.

Passive Progression in your Space Skills is tracked by a series of Unlock tracks, separated by skill category (Engineering, Science, or Tactical), offering additional passive benefits based on the number of points spent within that category. For example, Active Progression via the purchase of a skill under the Science Category will apply Passive Progression to the Science Unlock Track.

If a player invests at least 25 of their Space Points into a single profession-themed category of Skills (Engineering, Science, or Tactical) they will unlock a new ?Ultimate? ability. These powerful new options offer additional tactical choices during combat situations, without overriding or replacing your existing suite of abilities, and are presented as additional incentive for those players interested in spending deeply in a single thematic category of Skills.

Ground Skills don?t have separate profession-themed categories, and instead present only a single Unlock Track. However, each Unlock presents a choice between two options, allowing every Captain to progress in their own way as they gain levels.

Lost, But Not Forgotten

But, if 315 skill ranks are becoming 50? what happened to ?Players Lose Nothing?? Well, I?m glad I asked.

We had a difficult time arranging a new Skill Tree that would eliminate sub-optimal choices, re-balance the skills offered by all 3 different profession categories, and still keep all options available to players. In the end, the answer ended up being a combination of Skill/Mechanic Consolidation and moving some Skills into the Unlock paths, rather than having them cost Space Points or Ground Points to purchase.

A list of Skills that were turned into Unlocks includes:

Batteries
Perception
Driver Coil
Threat Control
? and more!



The most notable example of old Skills that received a consolidation come into play in the Science category, with the creation of two new Skills:
Drain Expertise and Control Expertise

Drain Expertise combines the mechanical benefits of what used to be Flow Capacitors, Power Insulators and Subsystem Repair. In other words, this single Skill now oversees both the offensive potential, and the player?s resistances to, all Shield Drains, Energy Drains, and Subsystem Offline effects. A potent combination!

Control Expertise plays a similar new role, combining the previous mechanical effects of Graviton Generators, Countermeasures, Subspace Decompiler, Inertial Dampers and Sensors. With investment into a single Skill, players can become a Control powerhouse. Ignore the Skill at your own peril, lest you remain vulnerable to these same effects!

Ground Combat has also received a significant streamlining through the introduction of a powerful new consolidation of existing skills: Kit Performance

Kit Performance, simply put, takes the place of all of the profession-specific skills that used to improve different kit modules in different ways. Now, investment in this single skill has the same effect as previously spending in all of your profession-specific skills would have had. The skills being replaced by Kit Performance are:

Engineering: Demolitions, Repairs, Generators, Turrets & Drones and Modification Specialist
Science: Medic, Physiology, Scientist, Probability Logistics and Particle Physics
Tactical: Grenades, Special Forces, Squad Command and Advanced Tactics



The new skill behaves the same as the old ones did, except that you no longer have to make the choice between improving the duration of your Weapons Malfunction debuff vs. the amount of Shields your Phaser Turret has, or the damage of your Chroniton Mines.

One profession-specific skill missing from the above lists is Combat Specialist, which is getting a slightly different treatment. It will be granted automatically to all characters (not just Tacticals), but no longer improves critical hits. Its effectiveness has been restricted to melee combat.

Other consolidated Skills exist, such as combining both existing ?Weapon Specialization? skills into superior choices that improve both Energy and Kinetic weapons, rather than encouraging players to ignore one or the other.

In the end, the list of Skills that ended up on the cutting room floor is extremely short:

Attack Patterns:
All abilities that previously benefited from this Skill have been re-balanced to behave as if the player had fully invested in the old Attack Patterns skill.
Threat Control (Ground):
We recognize that Threat Control has been a poorly understood skill option for some time, and most players did not invest in it. While cutting skills was something we tried to avoid in this revamp, we felt that removing this particular option could make room for more potent options that can have a more understandable impact on gameplay.



But Wait, There?s More!

With all of this consolidation occurring, there must be empty places in this new Skill Tree that require filling in, right? Of course you?re right!

New options are being introduced that will allow players to invest in Skills that will increase Shield Hardness, Hull and Shield Regeneration, Armor and Shield Penetration, or provide cooldown reductions for certain Bridge Officer Abilities.

We are also introducing entirely new mechanics as options players can purchase from their Skill Tree:

Coordination Protocols

This 3-point Skill allows players to increase the effectiveness of their Hangar Pets, by gaining passive bonuses to their hull capacity, shield capacity, damage output, damage resistance, defense and accuracy.



Shield Mastery

Purchasing the first rank in this 3-point Skill allows you to automatically negate the damage from one incoming Critical Hit every 20 seconds. Additional investments can be made to also have this negation trigger a Shield Heal and/or Reflect the damage back at the attacker.



Long-Range Targeting Sensors

Each rank purchased in this 3-point Skill will reduce the damage penalty experienced by being far away from the target of your energy weapons.



With these new options spread across all Engineering, Science and Tactical sections of the Space Skill Tree, we anticipate players feeling many compelling reasons to step outside of their usual comfort zone and perhaps even exploring new ways of progressing their captain and starship.

In Summary?

We are extremely excited about the changes we?ve made to leveling up and earning skills by overhauling this core feature. With strong guiding design principles and a thorough understanding of how our players interact with the existing system, we believe that progressing your character is going to become a far more enjoyable and interesting experience for all of our existing players, as well as removing a significant barrier to entry that previously existed for new players.

Obviously, with such an enormous amount of change happening simultaneously, it would be hard to imagine that everything involved is seen as perfect by everyone, or meets everyone?s needs and expectations. So get your feedback heard early! We will do our best to answer further questions as they arise within the community, and provide more detailed explanations of any mechanical changes, in an effort to keep everyone well-informed and excited about this revamp.

We?re also going to be keeping a very close watch on feedback from our Tribble Test Server over the coming weeks, while this new system undergoes its final tuning and tweaking. We greatly encourage all existing players to try out the changes, both with new and existing characters, and offer whatever feedback you can before the new Skill System becomes a permanent part of the Star Trek Online experience with the launch of Season 11.5 later this Spring!
 

meStevo

I think your wife's a bigfoot gus.
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Some needed changes.

Now bring it to consoles somehow
 

Dr Neir

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I stopped playing around the 5th or 8th when they rage quit the MAC client. Think I will wait awhile before getting back to the game.
 

Erronius

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I wonder how well the game would have done if they'd done some of this 6 years ago. Instead they were too busy screwing people over on things like the Lifetime sub and Beta access, LOL