combat – Jupiter Broadcasting https://www.jupiterbroadcasting.com Open Source Entertainment, on Demand. Mon, 22 Feb 2016 02:45:57 +0000 en-US hourly 1 https://wordpress.org/?v=5.5.3 https://original.jupiterbroadcasting.net/wp-content/uploads/2019/04/cropped-favicon-32x32.png combat – Jupiter Broadcasting https://www.jupiterbroadcasting.com 32 32 New Show! Part 1 | In Depth Look https://original.jupiterbroadcasting.net/18052/new-show-part-1-in-depth-look/ Fri, 16 Mar 2012 17:07:48 +0000 https://original.jupiterbroadcasting.net/?p=18052 We have a new show: TORked! A new podcast covering Star Wars The Old Republic from multiple perspectives. News, tips, tricks and game updates, and much more!

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We have a new show: TORked! A new podcast covering Star Wars The Old Republic from multiple perspectives. The show will provide the latest news, tips, tricks and game updates. Casual and hardcore players alike will find this show helpful as they deal with the potentially disorienting galaxy of SWTOR.

Direct Download:

HD Download | Mobile Download | MP3 Download | Ogg Download | YouTube

RSS Feeds:

HD Feed | Mobile Feed | MP3 Feed | Ogg Feed | iTunes HD Feed

Support the Show:

Show Notes

TORked Feeds

Friends Play Free

SWTOR Friends Trial and Free Weekend Pass Players

BIG Patch coming up.

A lot being added, going to be a big topic for TORked! Watch the patch trailer

Books:

  1. Star Wars: The Old Republic: Fatal Alliance
  2. Star Wars: The Old Republic: Deceived
  3. Star Wars: The Old Republic: Revan

Time Card

[asa]B001CWXAP2[/asa]

Game

[asa]B0067G55XS[/asa]

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GW2 and SWTOR | MMOrgue 1 https://original.jupiterbroadcasting.net/8156/gw2-and-swtor-mmorgue-1/ Sat, 14 May 2011 19:39:23 +0000 https://original.jupiterbroadcasting.net/?p=8156 A few upcoming titles go under the microscope to see if they stand up to scrutiny, and whether or not the hype being generated for GW 2 and SWTOR is warranted!

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Welcome to The MMOrgue!

In our inaugural episode, your host – Jeremy – will walk through thru the specifics of just what the heck this show is all about, as well as offer some insight as to the future content it will portray.

After that business is out of the way, we’ll be putting a few upcoming titles under the microscope to see if they stand up to scrutiny, and whether or not the hype being generated around Guild Wars 2 and Star Wars: The Old Republic is warranted.

MMOrgue iTunes Feeds:
HD Video
iPad & Apple TV Video
iPod Video
MP3 Audio

MMOrgue RSS Feeds:

HD Video RSS
Large Video RSS
Mobile Video RSS
MP3 Audio RSS

Show Notes:

What is The MMOrgue?

I am not an industry professional, but I play one on the internet.
– I have been playing and testing MMOs since 1997.
– Since that time, I have participated in over 30 closed and open betas, and subscribed to more than 20 different MMOs.
– Besides just playing the game, I also take an active role in the community whenever possible. Have also worked as a volunteer CSR on three different active MMOs.
– I have been every genre stereotype, from Trollish Griefer, to No-Nonsense Raid Leader, to Friendly Roleplayer, to Casual Part-timer. I have a good understanding of what motivates different portions of the MMO playerbase.
– As a co-host of a successful MMO-focused podcast (STOked), I have gained a significant amount of insight into the development process of MMOs, as well as numerous industry contacts.
Every story covered on this show will have an angle that addresses the industry in its entirity.
* How a certain feature/attitude (from players and/or developers) will impact the future evolution of the industry.
* What a game’s success or failure indicates about the current state of the industry.

* How lessons of the past are being learned from, or ignored.
WILLS and WILL NOTS:
* WILL:
– Focus on innovation and evolution within the MMO market
– Occasionally include developer interviews and commentary, whenever appropriate
– Maintain a focus on how certain game mechanics or developer attitudes impact their communities.
– Contain exclusively editorial content. Although news and announcements will be shared, they are only here to drive the opinions portrayed.
* WILL NOT:
– Cover every feature announcement and press release for every game in development
– Make a habit of dwelling on the minutiae of game mechnics, except where a thorough explanation becomes necessary in order to explain the larger impact of an innovation
– Play favoritism towards any particular developer or sub-genre.

That last point leads me to my next topic…
ArenaNet

I won’t mince words, I’m a HUGE fan. But, you should be, too. Let me tell you why…

Guild Wars 2: Why You Should Care

There is a video floating around the internet, made by ArenaNet. They call it their MMO manifesto, and within this short video they outline a number of reasons that their next product – Guild Wars 2 – is going to revolutionize the way that MMOs are perceived, and played.

RETHINK EVERYTHING: INNOVATION GALORE
“ArenaNet was founded to innovate.” – Mike O’Brien, President
– Awesome.
– But change for change’s sake is dangerous:
* Auto Assault, Fallen Earth, PlanetSide, even EVE to a certain extent.
* While many people want something new, MILLIONS still play only what is recognizable and easy to understand.
— (RIFT’s similarity to WoW has bred success, while still offering something new)
* ArenaNet is being changed in deliberate ways, to drive community interaction and gameplay immersion. Every innovation is being thoroughly examined for impact.

BE THE HERO: A PERSONAL STORYLINE
– From the moment of character creation, you have a personal story.
* WHO you are, not WHAT you are.
* Branching objectives, evolving story.
* Replayability for alts is incredibly high.
— Social aspects of shared knowledge may suffer.
— Lack of uniform player experiences may cause a rift among players that have grown accustomed to being able to share the same game experience with their friends/guildmates. (Look at sites like WoWHead as an example)

EXPERIENCE A LIVING WORLD: DYNAMIC EVENTS (NO QUESTS)
– Completely removed traditional questing, replaced with Dynamic Event Chains
* You will never be asked to kill 10 wolves, or collect 5 rare flowers.
* You will notice something in the distance, get closer and examine the situation, then choose whether or not to be involved.
— With this change, Exploration has become the POINT of the game, and not an extra pass-time or something that just happens along the way.
* Dynamic Events will have branching objectives – won’t always end the same.
* Scaling AI smart enough to adapt to all different types of involvement, not just population levels.

MAKE A FRIEND: SOCIAL INNOVATIONS
– Concept of the “golden triad” of classes has been eliminated.
* Every class can tank, heal, dps, control. Roles switch based on weaponsets and ability choices.- Automatic sidekicking, driven by environment instead of group mechanics
* No high-level griefers in low-level areas.
* No scaling issues with dynamic events.
* Allows high-level characters to seamlessly enjoy low level content if they choose to.
– Social mini-games in non-combat areas.
* Scorekeeping and leaderboards to encourage friendly competition.
– Mobile apps to keep you connected when not in-game.
* THIS IS HUGE, and an absolute NECESSITY for the next generation of MMOs.
WATCH THE ACTION: ACTIVE COMBAT SYSTEM
– Simplified hotbars, 10 buttons max.
– Cooldowns frequently controlled by fatigue system, which also ties to movement.
* Combat is balanced so that spamming a move is possible, but not recommended. If you use your Fatigue too quickly then you can’t move/dodge and will take more damage. Meaning that standing in place and swinging repeatedly is a recipe for failure.

– Heavy emphasis on movement and positioning.
– Power interactions and environmental effects (fire + arrows)
– Line of sight and collision mechanics

POSTSCRIPT: MMORTICIAN’s THOUGHTS
– If they deliver HALF of this HALF as well as they intend to, it will send ripples through the industry as player expectations will shift dramatically.
– The class system is likely going to undergo many, many tweaks during Beta. I find it unlikely that every class can truly tank, heal and DPS as well as every other, and some may shine in certain areas.
* It is the wont of MMO gamers to min/max in every scenario. If one class excels at a certain thing, then that IS THEIR ROLE, regardless of their ability to perform in other areas.
—————–

https://www.swtor.com/community/showthread.php?t=188836

The concept of evolving storylines is not unique to Guild Wars 2. In fact, it is a cornerstone of one of the most highly-anticipated MMORPGs of the current world: SW:TOR

IMMERSIVE STORYTELLING: The “Fourth Pillar”
Progression, Exploration, Combat, and STORY
– Every class (16 total, so far) will have their own storyline, complete with branching objectives allowing for your individual choices to drive the content that you will experience.
* Each of these stories is said to be as large and fully-featured as a single game.
* Unlike a singleplayer game, there’s no Save/Reload to allow you to explore alternative choices. Experiencing something other than what you choose will require an alt character, or hearing about it second-hand from another player.
YOU ARE NOT ALONE: Companion Characters
– Companions have factored into every BioWare game. And are also a part of Star Wars (Chewbacca, R2D2, etc).
– Each companion will have their own stories and interests. Players can choose to help, or corrupt them. Companions may even turn on you in some outcomes.
– Companions also act as the crew of your ship, and assist you in crafting items and obtaining resources.

HEAR AND SPEAK: Voice acting
– More lines of voice-acted dialogue than every other BioWare game PUT TOGETHER
– Including YOUR character! Hooray for no more mute leaders.
– This level of voice acting simply cannot happen in any genre other than an MMO. Even in PC Gaming, developers are urged to keep resource usage low, and if they intend to sell a console port then it becomes an absolute NECESSITY to keep resources to a single disc.
* Look at Dragon Age II and the re-use of the same 20 maps over and over. This was done because of voice acting, and limited console resources.

* Since this type of feature can only effectively happen in an MMO, it is my opinion that ALL “Triple-A” class MMOs must strive to include it in the future. It can become a defining characteristic of a genre that frequently lacks a unified identity.
Bioware’s efforts on SWTOR are already catching the eye of prominent players in the MMO industry, including Mike Morhaime – CEO of Blizzard Entertainment. His published point of view is that a successful high budget title under the Star Wars IP can only mean good things for the population level of the MMO industry across-the-board.
While I agree, I doubt he’d be saying the same thing if Bioware was publishing a fantasy RPG that was in direct competition with World of Warcraft.

Download:

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Fly Her Apart! | STOked 65 https://original.jupiterbroadcasting.net/4517/fly-her-apart-stoked-65/ Tue, 11 Jan 2011 07:37:38 +0000 https://original.jupiterbroadcasting.net/?p=4517 It’s all Engine math this week! Learn the tips and tricks to get the most out of your ships little engine that could!

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It’s all Engine math this week! After shunting our optical sensors through the auxiliary signal buffers, we were able to heroically save this week’s subspace transmission of STOked! While the transmission was partially damaged, we managed to save the best!

Direct Download Links

HD Video | Large Video | iPod Video | MP3 Audio | OGG Audio | YouTube

Our STOked App:

STOked App Grab the STOked iPhone/iPod App and download STOked plus bonus content on the go!

Show Notes:

NEWS

DSthal comments on Guramba

  • Happened while he was out sick

Commentary from DStahl on Mission Remastering
https://forums.startrekonline.com/showthread.php?p=3269588#post3269588

  • KDF missions will get remastered, too.
  • Only 12% of players have active KDF toons.

“Decommissioned” Accolades // Mission Remastering
https://forums.startrekonline.com/showthread.php?p=3262925#post3262925

  • As a result of the upcoming remastering of missions (headed up by Gozer) some old accolades will no longer be accessible.
  • One that has so far been confirmed, is the “SS Azura” (being replaced)

January’s Ask Cryptic
https://www.startrekonline.com/node/2237

  • Craftable Refit Ship Costumes
  • Season 4 will include the Fleet Action Queue system, allowing fleets to team up easier.
  • Confirmed that the Foundry is being used by the Neverwinter team – likely a big reason the tech is getting so much attention.
  • First Officer system may include an extra Universal Boff slot on your ship!
  • Both the Captain’s Yacht (400-day reward) and Delta Flyer (omgomg) are coming soon.
  • DSEs getting “replaced with something new” in Season 4.

MATH

Engines!

Standard engine variants come in three flavors:
Impulse — A standard engine, baseline
Hyper Impulse — Efficient at high energy (meaning when you are above about 60 engine power, you start gaining extra engine energy)
Combat Impulse — Efficient at low energy (meaning when you are below about 40 engine power, you start gaining extra engine energy)

Impulse engines — the baseline variety — should not be used.  They seem to have the exact same stat scaling as the other two types, but never grant additional energy.

So your choice should be based on what you typically fly with your Engine energy set at.  If it’s low, go Combat, and if it’s high go Hyper.

Exception = Efficient Impulse Engine
Can obtain from episodic content in the Lt Commander range (Past Imperfect), and it adds 5 energy to weapons, shields and aux.  So awesome!  And totally viable all the way to VA.  Even if you’re ship’s a little slower, the extra energy is tasty.  And speed rarely impacts PvE tactics.

As you go up in Marks of engines, the only thing that changes is the speed and sometimes turning rates. So if you have a lower Mk engine with a fatty bonus that you adore (like the aforementioned Efficient engine), and don’t mind the reduced maneuverability, don’t feel like you have to give it up.  The choice is yours.

Engine modifiers come in 3 standard variants as well:
[full] — increases your Full Impulse speed
[spd] — increases your standard flight speed
[turn] — slightly buffs your turn rate

Speed VERY rarely matters in PvE combat.  I know there are times in PvP where running away is a good tactic, and if that’s one of yours then by all means go for [spd] — especially since this modifier can be further multiplied by buffs such as Evasive Maneuvers.  For most folks however, I think I’d be safe to recommend an engine with Turn Rate bonuses.  Even if you’re in a highly maneuverable ship, like an Escort or something, a higher turn rate is always good.  Also, if the numbers are right on the tooltips, engines with turn rate improvements have a more profound impact on your turning, than an RCS engineering console would.

Now, let’s talk about an Engine-based tactic that is primarily used in PvP.

It’s a common buff-stacking approach that is sometimes called “Ludicrous Speed” … because it is crazy-fast.

To execute this maneuver fire off RAW SPEED BOOSTS first, then follow that up with PERCENTAGE-BASED BOOSTS.

Raw speed/energy boosts:
Aux to *** (use EngTeam + Aux to Engines)
Engine Battery
Energy Siphon

Percentage boosts:
Attack Pattern Omega
Evasive Maneuvers

As an added bonus to this tactic, there’s a new consumable item known as a “Deuterium Surplus” that can be obtained by completing a daily mission in the Alhena system in Eta Eridani. These are pretty much Evasive Maneuvers batteries.

COMMUNITY FEEDBACK

“What features would be necessary in a STO Community Portal site?”

We’ve mentioned before having RSS feeds to popular STO sites like STO-Wiki, StarbaseUGC or even Memory-Alpha.
Also mentioned having a browsable Foundry database.

What’s YOUR feature request?

Download:

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Ship Energy Levels and YOU! | STOked s02e09 https://original.jupiterbroadcasting.net/1784/ship-energy-levels-and-you-stoked-s02e09/ Tue, 30 Mar 2010 08:03:42 +0000 https://original.jupiterbroadcasting.net/?p=1784 We cover all the news around the Season 1 content update, chat about a hilarious PVP bug, and then MATH your face off with a our segment: Ship Energy Levels and YOU!

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STOked Season 2 Episode 9: We cover all the news around the Season 1 content update, chat about a hilarious PVP bug, and then MATH your face off with a our segment: Ship Energy Levels and YOU!

PLUS – Our first look at the new C-Store items, the tribble Borg pet, and our first look at The Big Dig mission!

And much, much more

Direct Download Links

HD | Medium | Small | OGG Video | MP3 | YouTube

[ad#shownotes]

Our STOked App:

STOked App Grab the STOked iPhone/iPod App and download STOked plus bonus content on the go!

This Week’s Show Notes:

Season One: “Common Ground” has landed! 
A billion changes!
    * Respecs! WOO!
    * Additional starship skills, and a 25% carry-over rate for T3 and T4 ship skills.
New Content!
    * Fed vs Fed pvp maps
    * Off-duty space pajamas
    * Klingon T2 Cruiser + additional KDF ship customization
    * “Big Dig” and DS9 Fleet Actions
    * THE CURE (STF)
C-Store items
    * Bridge Variants
    * Fed ship variants (+more coming soon)
More Lifetime Sub perks
    * Captain’s Table private social zone
    * Special Title (“Career Officer”)
    * Blue Name on forums with special rank
 
Monthly targets added to items “in development” including the following listed for April:
– Difficulty Sliders
– Death Penalty
– Memory Alpha / Crafting revamp
– Joined Trill for KDF
 
BIG BAD PVP BUG:  Several maps deleveling people to level one (Captain -29, RA -39)

Jack Emmert interview @ thebigfreaks.com:  https://thebigfreaks.com/?p=276
Also an audio interview:  https://thebigfreaks.com/?p=263
    * “Well over 100,000 subscribers”
    * He comments a lot on how WoW has shifted the MMO audience into an “immediate satisfaction” state of mind, rather than the pre-WoW environment where people judged them on their potential / scope.

    * “Season Two” will be based 100% on the surveys and forum responses they have gotten over the past month+ since release.

MATH:
 
Ship Energy Levels and YOU!
 
UI Explanation:
Postures:  Attack, Defend, Speed, Balanced
Type I:  Current Energy / Energy Setting
Type II:  Visual representation, updated live
Type III:  Same as II, but with customization and Save/Reset buttons for presets
 
What They Effect:
WEAPON ENERGY:  Energy Weapon damage output (Torpedoes and Mines are unaffected by current level, but unable to fire when at 0 power)
SHIELD ENERGY:  Shield regen rate (note:  Does NOT affect total shield strength)
ENGINE ENERGY:  Movement speed
AUXILIARY ENERGY:  Hull Repair, Turn Rate, Stealth Detection, and many “Sciencey” abilities’ amplititude (e.g. Tachyon Beam, Tyken’s Rift, etc.)
 
WEAPONS SYSTEM:
Power Level = % of affect
100 – 200
75 – 150
50 – 100
25 – 50
 
In other words = 2% difference (up or down) per point of Power above or below a setting of 50.
 
This only affects the power of the weapon when it leaves your ship, and not when it impacts the enemy.  All energy weapons are also affected by the distance between yourself and your target, to varying degrees and will deal more damage the closer you are to your target. (cannons seem to be more affected than beams)
 
Your current available Weapon Energy is drained each time you fire an energy weapon.  The amount of drain depends on the type of weapon you are firing, and the number of weapons firing simultaneously.  Watch your power level in combat, and make sure you’re not over-draining your weapon power, as you will end up doing LESS damage over time if your Weapon Energy dips too low on a regular basis.  If you regularly see your Weapon Power dipping well below the level it is set at, it may be a good idea to swap in a lower-power weapon type.
 
Weapon Power Drain amounts per shot:
Beam Arrays and all cannon types = drain 10 power (beams drain more frequently than cannons, allowing less time to regen)
Turrets = drain 8 power 
 
You can offset the drain of Energy Weapons by investing in EPS Flow Regulator (Engineering Consoles).  You can also use batteries or Emergency Power abilities to quickly recharge.
 
SHIELDS SYSTEM:
Power Level = % of base regen
100 – 300
75 – 200
50 – 100
25 – 0 (!!)
 
In other words = 4% difference (up or down Bryan’s Penis) per point of Energy Level above or below a setting of 50.
 
Unlike weapons, shield tooltips do not update on the fly along with your Shield Power.
 
SUB-TOPIC: Rebalancing Shield Quadrants, to maximize Regen…
 
Shield regeneration is applied to all four quadrants of your shields, every 6 seconds (aka, per tick).  Let’s say you have a regen rate of 100.  If you have 3 maxed out quadrants, and one that is damaged, you are only regenerating 25 shield power / tick.  However, if you rebalance your shield power so that all 4 are slightly damaged, you will regenerate essentially 25*4 = 100 shield power / tick.  Obviously it’s not always a good idea to weaken ALL of your shields.  However, doing so when you are not under direct fire is ALWAYS recommended.  Especially before using an ability that increases your Shield Regen (e.g. Emergency Power to Shields, Science Team, etc).
 
ENGINE SYSTEM:
The math to figure out your exact speed is complicated and involved, and I don’t have time to go into all of it right now.
 
Suffice it to say that your energy level directly impacts your speed, but the following are also factors that will always figure into it:
 
– 0 Engine Power (system offline) will cause you to stop, AND cut your turn rate to almost nothing.
– For Feds, each ship type has a different variable that causes them to go different speeds, with the same engines (Cruisers and Science are slower than Escorts)
– For KDF, check the “Impulse Modifier” listed in the ship stats at the Shipyard consoles.
– Engine types have different base modifiers.  Fastest to Slowest = Hyper Impulse, Combat Impulse, Impulse
– Your max bonus is controlled and normalized by the Tier of ship.
– Engine Power does not appear to have any affect on your Warp Speed (in Sector Space).
 
AUXILIARY SYSTEM:
TURN RATE – Just like Engine speed, it’s very complicated.  But here’s a few quick tips:
 
– 0 Aux Power (system offline) will cause you to be almost completely unable to turn.
– Tier 1 and 2 ships are easier to get to turn faster.  Tier 3+ ships have a built-in modifier that is meant to normalize the “high-end” ship bonus skills.  (In essence, they force you to invest points in the ship type, to get them to move comparably to lower-tier ships).
– Turn Rate is calculated in “Degrees per Second” which is unaffected by your Engine SPEED.
– Turn Rate modifiers (such as those on consoles and engines) are % bonuses to your ship’s turn rate, and are not directly additive.
– The total possible bonus (or penalty) of a high (or low) Aux power level is never going to turn a Cruiser into an Escort (or vice versa).
– Escorts will benefit far more from Aux, due to a higher innate Turn Rate.
 
HULL REPAIR – Bryan’s Penis Calculations unknown.  Sorry! 
 
– Also affected by Crew Levels, and passive skills.
– The longer the battle, the more Hull Repair will matter.
– Hull Repair is always % based, so larger/beefier ships will repair more per tick than smaller ships, with the same Captain.
 
STEALTH DETECTION –
 
– Base is determined by ship type:  Escorts/Cruisers are 33% that of Science Ship detection rate.
– Also based on all of the following:  Starship Operations Training, Starship Sensors stat (from items + skills), Starship Sensor Array stat (from items + skills)
– After the “base” detection rate is found (using the above + innate based on ship type), MULTIPLIED BY AUXILIARY in same manner as Weapon Power.
 
ABILITY MODIFIER –
 
– Determined on a per-power basis.  Can affect Duration and/or Magnitude.
– Does NOT always affect abilities.  To check:  Tooltips will update on-the-fly if they are affected by Aux (but not always in Sector Space)
 
 
MEDIA:


Pics of one of the new C-Store ship skins:  https://forums.startrekonline.com/showpost.php?p=2438996&postcount=6
 
Tribble of BORG:
Was rewarded to people that participated in a Dev event on the Tribble server during the weekend prior to Season One release.



Download on iTunes
OGG Vorbis Feed

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Space & Ground Tactics | STOked S01 E12 https://original.jupiterbroadcasting.net/1475/space-ground-tactics-stoked-s01-e12/ Tue, 24 Nov 2009 10:42:03 +0000 https://original.jupiterbroadcasting.net/?p=1475 We cover the massive amount of new details for game tactics, we discuss a surprise glimpse at full on Galaxy Class saucer separation in game, and just how it might work in game.

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STOked Season 1 Episode 12: We cover the massive amount of new details for game tactics, we discuss a surprise glimpse at full on Galaxy Class saucer separation in game, and just how it might work in game. Then we go over the best details in our interview round up with Cryptic staff, plus we reveal a few more beta details sent to us from our anonymous tipsters.

Then – We cover some of the all time best screen shots, and pick out the details that we think are important.

Plus so much more!

This Week’s Links & Notes:

Episode 12

News:

-Cryptic launches brand new interactive web design
https://www.startrekonline.com

-Open Beta date announced, Starting January 12, 2010 thru January 26, 2010
https://www.massively.com/2009/11/19/star-trek-online-open-beta-dates-announced/

Beta Leaks:
-Multiple confirmations that STO works just fine under Bootcamp on Macs.
-Received some screenshots of a work-in-progress on a game manual.
-Latest patch improved graphics. New screenies just look like they added a glow or filter.
-Still no playable Klingons or Bridges

Panel Question: Micro-Transactions

-Are you ok with paying for in-game upgrades/mods
-NCsoft is selling Super Booster IV and Hero-Con Re-Cap in City of Heroes, $9.99
-All characters on the account get the upgrade/boost

-Would you be ok with these kinds of upgrades in STO?
-Does it make the game unfair because people with spare money can get an un-fair advantage?
-Do you think if STO takes off, Cryptic might consider this? — Note from Jeremy: These are already confirmed to be present in STO.
-Quote from Zinc: “Star Trek will have micro-transactions, but most of those will be cosmetic things. Some will augment gameplay, but won’t replace any gameplay.”

Articles:

-Ship Q&A @ Massively
https://www.massively.com/2009/11/16/ships-star-trek-online-community-qanda-answers/
-All ships of the same class/tier have the same stats. (T4 Escorts = identical, except cosmetics)
-Confirmed plans to add more ships
“Escorts are the quick-moving, precision-striking ships of the fleet. They’re not as hardy as other ships, but they’re tough to hit and can fit cannons, which are high-damage, almost sniper-style weapons. Cruisers are big ships with a big crew and huge engines that provide them lots of power, so they can fit a lot of guns, send big boarding parties and repair their hull and subsystems very quickly. And Science ships can detect cloaked vessels, use tractor beams to hold other ships in place and expose a weak side, take out shields with powerful tachyon beams, and lend aid to other ships in need. “

-Ground Combat Q&A @ TTH
https://www.tentonhammer.com/node/76794
-“Each episode is a 5 act instance. Within those five acts, 3-5 ground maps.”
-Flanking confirmed.
-Episodes (60/40) // Patrol Missions (almost 100% space) // Star Clusters (50/50, and contains many non-combat areas to explore)
-Most melee attacks ignore shields
-All weapons have 3 attacks: Primary (steady dmg), Secondary (special effects) and Melee (usually w/ knockback).
-“Replay Mechanism” — helping someone do a mission you’ve already completed, will give you a secondary reward.

-Maximum PC interviews Zinc
https://www.maximumpc.com/article/web_exclusive/star_trek_online_interview

-There are surrenders, in main storylines. (no ship explosion)
-Death in space = return to spawn point w/ “some damage to your systems”
-Crew level affects hull regeneration. You can USE crew as boarding parties against enemies, or repair (healing) parties to allies.
-Each boff can get up to 4 abilities (1 per rank) on top-rank stations.
-Maximum abilities is 6 boffs, 12 abilities available (station limits).
I-f <5 players, team leader assigns boff slots for ground combat. -There ARE large away missions with multiple teams - all captains (no boffs) -"Security Escort" ability (from a kit) beams in a team of "highly aggressive redshirts." mwahaha -"We don't have levels..." but there are 5 ranks w/ 10 subranks each... so really, they DO have levels. -There will be some randomly generated content (Genesis), but most seems to be handed off to designers to finish. -4 Sector Hubs: Fed, Klingon, Romulan, Borg (4 seasons coincide)
Videos:

-New video @ official site: “Starship Tactics (part one)” https://www.startrekonline.com/videos
Note: Look how much smoother the footage is!
-AoE torpedo explosion!
-Floating combat text confirmed

-New video on IGN: “Starship Tactics (part two)”
https://pc.ign.com/dor/objects/14270158/star-trek-online/videos/startrekonline_trl_starshiptacticspt2_111909.html
“Resourceful captains will also be able to utilize and recognize the different classes of starships: Cruisers for tanks, Science vessels for Support, and Escorts for lightning strikes.”
-TNG Enterprise bridge shot! (@0:50sec)
-Boarding parties: Launch shuttles, which then work internally on the enemy ship to disable systems and decrease efficiency of repairs/shield regen.
-But then the ship blows up? Those better have been worthless redshirts…
-Saucer separation? Glitched, but shown @ about 2:55… a Galaxy class without a saucer, and a nearby ship that might be the detached saucer.

Vertical Slice.tv — Eurogamer footage
https://www.youtube.com/watch?v=uF_uhGz4PY8

Screenshots:

MMORPG.com — Part 4
https://www.mmorpg.com/gamelist.cfm/game/352/feature/3734

IGN.com – 8 new shots
https://uk.media.pc.ign.com/media/142/14270158/imgs_1.html

Curse.com – 5 new shots
https://www.curse.com/articles/sto-en-news/611128.aspx

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