Posts by Whiskyrunners_Inc.

    Howdy All,


    a couple of days ago my first month of Gold subscription ran out, so i can finally report what you get to keep.


    as a Gold player you get a Bank and Inventory upgrade and an additional Bridge Officer slot with every promotion. these are unlocked retroactively on each character you play while being gold.
    every character that actually gets promoted while having an active subscription also gets a free respec token. for every character you completely level to 50 in that time that might be as much as 7 respecs worth 3500 zen.
    all of the above you get to keep after your subscription runs out.


    you also get another character slot, if you create a character there you can still use him after the subscription runs out, but you're practically at -1 available character slots (should you buy 2 more slots you'd be at 1 avaulable).
    same with the foundry char slot and 8 project slots.


    if you don't already have the EC cap unlock you'll get that as well while your subscription is active, but it will disappear when it runs out. what happens in case you have more than 10m on a char at that time i did not test.


    you also get a stipend of 500 zen near the end of the month.


    cost was 15€ for 31 days - cancelled subscription about a week before running out, has full bonuses until the full 31 days were over.


    i'll post a screenshot of a lvl 50 gold chars bank, inv, ... after mainenance is complete.


    personally i'll be going gold for another month when the romulans go live to get them the inv slots and free respec tokens.

    sure you're trying to log into Holodeck (and not Tribble)?
    the download size looks like a whole other game, and i din't experience anything like that logging on earlier.
    The LoR update on tribble last weekend was only ~1gig.
    Otherwise dunno.

    every foundry mission that has an average completion time over 15 mins rewards dill (480 / 15 mins). with the latest patch you can only get that reward once every hour. during the foundry event this reward give a 50% bonus. on top of that some missions award the spotlight reward once per day, this is a fixed 1440 dill.


    example my favorite spotlight mission "Betrayal of the Empire part 1":
    Base award ~700 dill
    spotlight 1440


    normally this mission provides 700 + 1440 = 2140 dill once per day
    during foundry event that comes out as 700 * 1.5 + 1440 = 2490 dill

    i never observed elite difficulty to provide better drops in foundry missions, it just takes longer. in fact i just read that it might provide worse drops in foundry missions.


    best to stick to normal difficulty for foundry farming imo.

    Howdy,


    finished the next 2 missions in the loot-O-matic series. this time with the full NPC rotation, a resulting minimum level of 46 and new invisible wall placement.
    Please check out loot-O-matic K-7 and the KDF equivalent loot-O-matic Ganalda. Both missions start in Sector Space in Eta Eridiani, K-7 at Deep Space K-7 and Ganalda at Ganalda Station.


    hope you like it and happy looting ;)
    Whisky

    Just made level 11, allied with the Klingons and about to get my first doffs.
    really enjoying the new interface & missions.
    unfortunately i won't be able to confirm whether or not the Plasmonic Leech will work on warbirds yet. ship purchases don't transfer to tribble it seems and i'm not prepared to spend 1000 zen just on tribble. ;)


    yea, update takes a while, did that yesterday while at a BBQ.

    just finished the last update for today (hopefully), removed the invisible walls on map 3 and changed NPC placement there. mission now qualifies for full rewards. created the secondary account i'm thinking of using for future foundry projects today. might just start the next one at K-7, with Borg ;)

    thanks Rex,


    just finished updating the "Timid Creature" behavior on all NPCs and changed placement on map 1, hoping to further reduce Warpcore Damage to NPCs. alsways suspected this might hurt loot quality.


    concerning NPC mix:
    the NPCs i chose for this mission should have no level restrictions, so this mission should qualify for all low level chars with access to the foundry, even the new fed-roms coming in a few days ;)
    i plan on making another one with high level NPCs once we get this one full released. already have some ideas on what i want to try differently (placement, invisible walls ...)

    Howdy Mates,


    i finally got around to realizing my vision of the perfect foundry EC grind mission for the FEDs, now i need your help in getting it fully released.


    If you feel like making some easy EC and helping me out at the same time please click on "become reviewer" on the Foundry Tab of your Mission Journal (J) and accept the conditions.
    Now you should have a third category ("Review Content") available on your Foundry Tab. There you can find the "loot-O-matic 3000" until (afaik) it gets 5 positive reviews. after that it should be moved into the general foundry section and receive the full (dill) rewards, EC drops work already.


    What's different compared to the "usual EC grinders"?
    - using 3 spawn-points per map, close enough togethter to allow for easy cannon fire but far enough apart to reduce the number of kills NPC warpcore breaches cause. hoping this will provide better loot by having a higher percentage of the damage caused by the player himself.
    - using asteroids & invisible walls to keep the NPCs within the killing-zone with their shields down


    Thanks in advance,


    Whisky

    I've been having so much fun with my new cruiser build, it's time to share that build with you all. :)


    Build at STO Academy
    sklikkpoint allocation not present in that build yet, will come later together with the respec i'm planning.


    Active DOffs (Space):
    2x Conn (TacTeam)
    3x Technician [1 purple, 2 blue atm] (these are what really makes this build work by reducing the cooldown on all bridge officer abilities (by 26% atm) each time i activate Aux2Bat)


    Flying this build feels somewhat like directing an orchestra, with all the different cooldowns and reductions, but if done right it does pack quite a punch for a cruiser. you won't beat an escort of equal skill in DPS, but you can get close as long as there are enough enemies to kill. From what i could observe from playing together with Ango's Kumari it seems this build can dish out enough damage to hold the attention of enemy mobs even with capable escorts around.


    Time to watch this build in action (Carraya Elite): [please excuse the quality, the next one will be better ;)]
    [video]

    [/video]
    in case the vid is blocked, here the version w/o audio


    For those of you interested in numbers and statistics: please have a look at the attached ACT screenshots.


    Keybinds used:

    thanks :)


    other than the 3 points in Starship Flow Capacitors i wouldn't change much at the moment.
    The Driver Coil is relatively useless, but convenient (Transwarp 15 with better turn without slip-stream) - might just keep them / give Jack those 3 points as well.


    EDIT: once i can afford another purple TacTeam-Conn officer i will re-add a Warp-Core Engineer to the mix (got a blue one standing by). the flat bonus to all power levels for just Running Emergency Power to Shields is pretty nice (~20 for 30s with 20% i think)

    Howdy Mates,


    with the new additions to STO Academys Skill Planner i've finally gotten around to posting my first char. (been wanting to do it as nice and pretty as OP for a while, never got around to it ^^)


    link to build (Glen Morangie)
    Active DOffs (Space):
    3x Conn (TacTeam) [1 purple, 1 blue, 1 green atm]
    2x Projectile Weapons (each torpedo shot has a chance to reduce cooldown on all torpedoes)


    I already have a few things i'd do different once i'll invest into a respec, but that's still gonna be a while.
    For now i'd be happy with some advice on how to spend my last 3k space and the rest of the ground skills.


    Thanks for taking a look,


    Whisky

    After some testing yesterday, i gotta say: i really like Mine Trap now 39 Fleet Marks and ~30 Romulan Marks and the mission itself is some of the best fun i've had on the ground in this game so far.
    and no cooldown on this mission ;)

    from todays patch notes:


    Fleet Marks:
    No-Win Scenario:

    • Increased the rewards for rounds 4, 5 and 6 from 5/8/13 to 10/18/28 respectively.
    • This increases Fleet Mark rewards by 30.


    The following events now grant an additional 30 Fleet Marks.

    • Colony Invasion
    • Starbase Blockade
    • Starbase Fleet Defense
    • Starbase Incursion


    Starbase Alert now grants an extra 10 Fleet Marks each time an enemy wave is defeated for the first 3 waves.
    Azure Nebula rescue now grants twice as many Fleet Marks.
    Defera invasion missions:

    • Easy missions now grant 13 Fleet Marks.
    • Medium missions now grant 35 Fleet Marks.
    • Hard missions now grant 60 Fleet Marks.


    Nukara missions:

    • Easy missions now grant 13 Fleet Marks.
    • Medium missions now grant 35 Fleet Marks.
    • Hard missions now grant 60 Fleet Marks.


    Mine Trap now grants an extra 30 Fleet Marks upon completion.
    Added 50 Fleet Marks to each of the PVP daily wrappers:

    • Raze Enemy Headquarters (Daily)
    • Raze Enemy Secret Headquarters (Lt. General - Daily)
    • Dominate the Heroes of the Enemy (Daily)
    • Dominate the Leaders of the Enemy (Lt. General - Daily)
    • Claiming Enemy Reserves (Daily)
    • Claiming Enemy Emergency Reserves (Lt. General - Daily)
    • Reclaim the Neutral Zone (Daily)
    • Restore the Neutral Zone (Vice Admiral - Daily)
    • Into the Fray (Daily); To the Front Lines (Vice Admiral - Daily)
    • Pacify Enemy Heroes (Daily)
    • Pacify Enemy Leaders (Vice Admiral - Daily)


    this should make earning Fleet Marks much easier, didn't really expect that move, even if everyone was begging for it.


    well i'm happy, meet me at Quarks to celebrate with some Aldebaran Whiskey and a round of Dabo!

    From what i've read the "No Win Scenario" can go up much higher in the later stages, but for that we will need to do a lot more training ;)
    still i belive it might be worth it in the long run, i'll try to level my sci captain up together with some lowerl level captains, then we can try again. tractor repulsiun and stuff might be very helpul to keep the enemies away from the freighter.