STO Injury System – Jupiter Broadcasting https://www.jupiterbroadcasting.com Open Source Entertainment, on Demand. Wed, 05 May 2010 03:16:06 +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 STO Injury System – Jupiter Broadcasting https://www.jupiterbroadcasting.com 32 32 Guide to STO Ship Energy Weapons | STOked 32 https://original.jupiterbroadcasting.net/1928/guide-to-sto-ship-energy-weapons-stoked-32/ Tue, 04 May 2010 07:47:31 +0000 https://original.jupiterbroadcasting.net/?p=1928 It's our guide to ship energy weapon types, along with how and when to use which weapons.

Then we share our thoughts on the new Season 1.1 update, including the death penalty system and the injury system.

PLUS We asked you just what ship Interior functionality means to you, and you told us!

The post Guide to STO Ship Energy Weapons | STOked 32 first appeared on Jupiter Broadcasting.

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It’s our guide to ship energy weapon types, along with how and when to use which weapons.

Then we share our thoughts on the new Season 1.1 update, including the death penalty system and the injury system.

PLUS We asked you just what ship Interior functionality means to you, and you told us!

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NEWS:


Season 1.1 is upon us!  https://www.startrekonline.com/season_one1

Complete Patch notes @ Link.  But here’s some major highlights:

    * Difficulty Slider and Death Penalty

    * Overhauls to “overpowered” abilities:  Feedback Pulse, Subnucleonic Beam and Viral Matrix (primarily a PvP change, but affects PvE too)

    * Skill highlighting drop-down (not fully functional – don’t trust it!)

    * AND SO MUCH MORE!


Veteran Rewards coming soonhttps://www.startrekonline.com/veteran_rewards

New uniforms, badges, titles and ships (Captain’s Yacht!)

    * Rewarded at 100, 200, 300, and 400 days.

    * First reward will be about May 13th.

    * A few Lifers up in arms over “Captain’s Table” being opened for 400-day Vets.

    * They WILL be rewarded to Lifers:  https://forums.startrekonline.com/showpost.php?p=2617330&postcount=92

Free Weekend, coming May 7th:  https://www.startrekonline.com/free_weekend

Prior subscribers will be auto-reactivated, to try out the game again with recent changes.

    * Beginning the same weekend:  Free Demo downloads and Refer A Friend bonuses.


MATH:

Damage Types!  

Energy Weapons:  

Phaser

2.5% chance per shot of knocking one subsystem offline for 5 seconds.

    * Cannot be relied upon, but is very annoying and very powerful in the right circumstances.

    * Tooltip says 5 seconds, but I’ve witnessed this outage last as little as 1second.  Could be lag?  Could be damage resistance?  UNKNOWN.

Disruptor

2.5% chance of placing a debuff on enemy which enhances the damage they receive by 10%.

    * Because this debuffs your enemy, your ENTIRE GROUP benefits from this debuff.

    * Refreshed with each application, does not stack.  Lasts 15seconds unless refreshed.

Tetryon

2.5% chance to deal extra damage to enemy shields (note: All 4 quadrants receive this damage, regardless of which you are facing)

    * Very nice for quickly tearing down shields, but worthless against Hull.  Once their shields are down, this special is useless.

    * It’s not obvious when this happens, but the numbers parse out to roughly match the tooltip.

    * Always -80 to all shields, unaffected by skills/abilities.  Does not scale well – more effective at lower levels than high ones.

Plasma

2.5% chance to apply a fire-dot DIRECTLY TO THE HULL.

    * This is THE choice for high-dps in a firefight.  Will apply to hull even at full shields, not affected by shields.

    * The chance to apply the dot is relatively small, but it STACKS if landed multiple times.

    * The damage from the dot scales with the Mk of weapon, making this a useful proc at all levels/ranks. (118/15sec @ LtC, up to 162/15sec @ Adm)

    * Can be cured in several ways, but NPCs don’t cure it.

Polaron

2.5% to drain 25 energy from ALL subsystems.

    * Could be considered a more consistent/potent version of Phasers.

    * Energy drain can completely cripple any enemy ship, on a lucky string of hits.

    * The drain reduces the enemy’s damage output, speed, shield regen and strength of aux-related abilities.

    * Keep in mind that players frequently run with 25 energy in weapons/aux.  ONE SINGLE HIT from a Polaron proc can knock those systems offline temporarily.

    * Note:  Drain does not affect power regen, and can easily be countered with EPS Flow Regulators, or EPS Power Transfer.

 

Antiproton

Special proc vs. Borg enemies.

    * Available only from Battle Group Omega via badges.

    * Purple ship weapons come with built-in high-crit stats that are very nice, but not worth the skill point investment.  You can get lower sp-cost weapons with the same +crit stats.

    * VERY handy vs. Borg (up to 1000 dmg extra on a proc – 7.5% chance).  So much so that owning them is worth it, if only for STF missions.

    

MAIL:

Woah, momma.


Unlike PvP, where almost everyone had the same ideas, “Ship Interior Functionality” is a HUGE range of interpretations.  Here are some noteworthy examples:

smbrenn suggests being able to set a destination in Sector Space, then enter your ship interior to do other things, primarily including crafting.

plunkett insists on “not flying around in a giant warehouse” (he categorized this as “Mood” but others also called this Functionality)

neotom52345 suggests the inclusion of mission objectives, including being boarded by enemies, renegade holo programs, ship mysteries and more.

    Also functioning layouts that don’t resemble randomly-placed corridors and non-functioning doorways.

darkpony50 has a good series of ideas that boil down to new interfaces to do existing functions. Examples: Boff skill purchases from your ready room via Starfleet commlink, purchase equipment via Cargo Bay, reassign ship gear via Main Engineering, assign Away Team at Transporter Room.

jon ross brought up the idea of an on-ship bestiary or kennel to keep non-combat pets (a la Porthos or Spot)

justin potts mentions the concept of player-created content, via the Holodeck, that could be experienced by groups or fleets as “training”

kevin davis proposes a crafting subsystem where non-assigned boffs can be sent to do research on ship subsystems (incentive to recruiting more boffs on bigger ships).  This research would provide an extra layer to crafting, which would be done on the ship.

kevin davis also mentions replacing loading screens with animated sequences including shuttle trips or transporter room interaction, that feature your captain & crew.

Also multiple requests for:

* Being able to fly your ship from the Bridge (a la “Bridge Commander”)

* Captain’s Ready Room to display Accolade progress and trophies from Accolades and possible rare Explore missions. (big one within Jupiter Force)

* Crafting functionality throughout the ship interior.

* Complete customization.  From the look of consoles, carpets and lighting, to the effect they have on your ship performance. (e.g., purchase an upgrade to your Sick Bay to improve crew regen rates, and it ALSO appears as a different console type when you visit Sick Bay.)

Items surprisingly NOT mentioned:

* Functioning viewscreens for communication.

* Inclusion of boarding parties as a PvP function.

* On-ship view of Astrometrics, as an optional replacement for Sector Space

Next Week’s Question:  Send us ONE non-combat mission idea.  The more detail the better.


MEDIA:

Introducing “Moist Gaming” (chuckle)

This video comes to us courtesy of Ellandess.  We may feature additional clips of theirs on future shows.  Here’s where the bar is SET.

https://www.youtube.com/watch?v=Diyt9FgYaQQ

Download on iTunes
OGG Vorbis Feed

The post Guide to STO Ship Energy Weapons | STOked 32 first appeared on Jupiter Broadcasting.

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