Yezar Gentak

yezar

Re: Useful Websites for GW2

November 11 2012
I would also like to add that IGN have a GW2 app with maps, news and other useful stuff.
Isaac Burrough

MrIzzy

Re: The Darwin Engine, Ep. 2

November 11 2012
Awesome Event! Looking forward to the next one!
DoctorDisaster

DoctorDisaster

The Darwin Engine, Ep. 2

November 11 2012
Freshly refitted and under new command, the USS Sally Ride left spacedock to patrol the border it had so recently crossed. Noting a strange energy field emanating from an unsettled M-class world, the ship investigated, discovering a crashed KDF vessel. Reluctantly, Captain Orenn contacted the stranded survivors and offered assistance.

[attachment=1167]2012-11-10_00014.jpg[/attachment]

The Sally Ride away team beamed down to the surface of the unsettled planet, where they met with two survivors of the KDF ship crash: Iall Yuvun, an Orion; and K'oleron, a half-Klingon, half-Trill. Or, at least, the Starfleet officers assumed they were survivors of the crash.

In fact, almost as soon as the transporter sheen dissipated, the KDF officers admitted that they hadn't been on the ship when it crashed: they had been on the surface as part of an away team. The mysterious energy field, which had drawn them to the planet just like the Sally Ride, had allowed them to transport down, but blocked their attempts to leave. The captain of the KDF ship fired on an ancient technological monolith that seemed to be the source of the interference. The monolith retaliated, destroying the vessel immediately with a devastating attack. No one aboard survived the crash.

In effect, this meant that the Sally Ride's away team was trapped on the surface. Instead of the KDF taking them hostage as they had worried, it appeared that the planet itself posed the real threat. The KDF had brought them to the surface to coerce their cooperation in finding a way off the planet.

Since the energy field was actively blocking transporter signals and had destroyed ships before, Captain Orenn and First Officer Seven decided that calling a shuttle was too risky until they had investigated its source. The KDF officers led them where they wanted to go: to a monolithic tower, surrounded by shining energy nodes. Scans indicated that the structures continued deep below ground, entwining and merging into a larger device, perhaps powered by geothermal energy.

Here, Seven noticed something odd: though he could detect the downed KDF ship nearby, he couldn't pick up any of the radioactivity or pollutants that would indicate a proximate crash. Investigation of the crash site itself revealed that radiation was somehow being absorbed, and spilled chemicals were spontaneously breaking down into non-toxic compounds. The Starfleet engineers also noted that the energy field was particularly active in the area.

Back at the monolith, a bit of bickering between the mutually suspicious KDF and Federation officers made Orenn think of something. He realized that there were elements of ancient Romulan, Vulcan, or even pre-schism design apparent in the monolith's architecture. When he touched the device and attempted to communicate with it, the local energy field became a datastream, reporting an unfathomable amount of data: detailed bioscans and ecological data for millenia of the planet's history.

Eventually, the crew managed to activate an interface. The monolith explained in curt terms that it was an evolutionary monitoring device, that it sought to defend its accrued knowledge... and that it had no intention whatsoever of allowing any of its visitors to leave when it could instead add them and generations of their descendants to its planetful of observable specimens.

How will the crew overcome this seemingly omnipotent machine? Tune in next week!

_________________
OOC notes:
What a fantastic turnout! It was great to see so many new faces joining the crew, and I hope you'll join us again at the same time next week. We will again be meeting on the surface of Defera, west of the city in the area pictured above. Be thinking of ideas how to overcome the ancient device. You can even discuss them amongst yourselves by doing your own scenes in small groups, or making in-character posts here.

We're still a bit short of KDF characters, so please join in! You might think it would get old, taunting Starfleet dweebs as they try to reason with inanimate objects. It doesn't.
Unknown Person liked this
Dave (Voleron)

Voleron

Re: Event: Fleet Trivia Challenge!

November 11 2012
lol, it was a lucky win :D

Thanks very much for hosting the event, Shay! I think it was enjoyed by all who attended, and I'm sure we'll see even more attend the next one. It was fun!

Cheers!

Edit: Oooo, badge!! Fancy :D

Edited November 11 2012 by Voleron
Stephen

Caeric

Re: Watch and marvel as Space Simulation returns!

November 10 2012
Just found this today, and have pledged. Very much look forward to it, but will need to get a new computer before I can even hope to install it. My old AMD dual core / nvidia gtx260 would choke before it finished loading.

They have drawings (get stuff!) for recruiting too! After you have pledged you get a link for your recruits to use and they track new pledges by that. Get your friends to click your link!

Would be nice if I could win the main prize by getting the most recruits... that would be the computer I could play it on.
Dave (Voleron)

Voleron

Re: Do us a flow chart!

November 10 2012
Loved these! They're a really fun addition to the publication :D

I cheated, so I could be Porthos!

2 people liked this
Robert

Elquin

Re: Dungeon Runs

November 10 2012
I won't be around that early on Sunday most likely, but I would love to start running more dungeons.
Josh

epoch2100

Re: Dungeon Runs

November 10 2012
Hey, no problem pnuttbuttah! I had a great time also. The path we chose seemed epicly hard, but I think we did amazingly well considering how new we were to the dungeon. Awesome group of guild members.

My friend Ragnarez and I are planning to go on another run this coming Sunday, November 11 at 2pm Pacific. Would love to have you guys join again if you're free. Any other guild members are welcome also.

Unknown Person

Re: A Guide to the Weapon Types of Space Combat

November 10 2012
This is an awesome breakdown, thanks very much Sinner! :)

Unknown Person

Re: SWTOR going F2P

November 10 2012
Judging by what the amount of cartel coins I've got on the test server I think my 6 toons will be well provided for lol.
Seannewboy

Seannewboy

Re: BSG: Blood and Chrome

November 09 2012
Episode 1 and 2 are good, i cant wait for more. I wish i had been able to watch the rest of the remake series.
GeoM68

GeoM68

Re: BSG: Blood and Chrome

November 09 2012
OMG OMG OMG they SOLD me when I heard the ORIGINAL BSG music on the beauty pass of Galactica
Gaz

Ozy

BSG: Blood and Chrome

November 09 2012
First 15 minutes of Blood and Chrome has been released. SQQQQQUEEEEE!

(Invalid video video code)

How beautiful it is to see Galactica again.
3 people liked this
GeoM68

GeoM68

A Guide to the Weapon Types of Space Combat

November 09 2012
This guide will (hopefully) provide some insight as to the benefits of the different types of weapons used in space combat. Please note that any specific numerical values used to indicate damage are before your personal modifiers. Your damage rating will be different than that which I have placed here. Most of the numerical values found here were obtained from the STOWiki (http://www.stowiki.org), and the rest were taken from inside the game itself.

I have posted this because I cannot see a sticky that covers it, which means that newer players wouldn't see it immediately. I hope to rectify that.

Energy Weapons

The different types of energy weapons (In no particular order) included in Star Trek Online are as follows.

1 Phaser
2 Disruptor
3 Tetryon
4 Plasma
5 Antiproton
6 Polaron

Each of the different energy weapon types has it's own specific perk, while damage is about the same. Let's go into slightly more detail.


Phaser

The first, and possibly the most widely known of the energy weapons, is the Phaser.

The shipboard Phaser Beam Array's special 'proc' (The special ability that has a chance of activating under specific circumstances) is that it offers a 2.5% chance to disable a random subsystem (Weapons, engines, shields, or auxiliary) for five seconds. This is potentially a large advantage. Every time you fire your Phaser (Cannons or beams) at an enemy, you have a 2.5% chance of turning off a randomly chosen subsystem. Imagine your enemies shields dropping a second before your torpedoes hit. A nice perk, I must admit.


Disruptors

The Disruptor is the weapon of choice for Romulans, Klingons, Breen, and Cardassians, to name a few.

The disruptor provides a 2.5% chance to apply a 10% damage resistance debuff for 15 seconds. That basically means that if this proc activates, your weapons (And everyone else who shoots the same target) will do an additional 10% damage against the target during the fifteen seconds of the debuff duration.


Tetryon

The Tetryon energy weapons off you a 2.5% chance to drop 162 points from each shield on the target. Multiply that by four (Four shields - fore, aft, port, starboard) and that's a total of 648 points taken off of the shield grid for that one enemy (Not bad when you consider that a Mark X Tetryon beam array does 202 damage for a single shot).


Plasma

Plasma weapons are used by Vulcans as a main armament (Though the Romulans use Plasma in torpedo form).

Plasma energy weapons provide a 2.5% chance to apply 11 extra Plasma damage to the target. This may not seem like much, but it can add up over time with consecutive procs.


Polaron

The Polaron energy weapons, when fired, provide a 2.5% chance to subtract 25 from all power levels on the target. This can result in dropping their shields (When used in conjunction with other energy/shield drains, such as Tachyon beam), or perhaps bringing weapons power down low enough so that the target cannot fire for a moment. In any case, lowering the enemies power levels by 25 (each) will reduce the combat capability significantly, until they can restore the power.


Antiproton

Antiproton energy weapons offer a higher critical strike severity. This means that each weapon strike will do more bonus damage (Which is dependent on your Critical Hit bonus, it varies from weapon to weapon, and your personal modifiers will also have something to do with it).


Projectile Weapons

The projectile weapons category includes several different types of weapons launched from special tubes in your ships weapons banks, the most common of which are torpedoes. Listed below (Again, in no particular order) are the different types of projectiles in Star Trek Online.

1 Photon
2 Quantum
3 Plasma
4 Chroniton
5 Tricobalt
6 Transphasic

As with each of the energy weapons, each projectile has a specific perk that is unique.


Photon

Photon torpedoes are (Much like phasers) the main torpedo weapon of the Federation. The photon torpedo has a lower reload time than that of other torpedoes. This means that you can fire the photon torpedo more often in combat. Photons also provide a 50% chance to apply a -20 to Able crew. This means that each torpedo fired will have a 50% chance to injure 20 crewman on the target, reducing working crew, thus reducing repair ability.

High Yield, when using Photons, fires multiple torpedoes in a single shot, to inflict heavy damage against a single target.

Mines

The photon mine weapon launches five single mines that disperse behind you in a square formation. This can be changed with the help of Dispersal Pattern bridge officer skills. I will be adding that info a bit later. I believe that the photon mine launcher also has a shorter reload time than that of other mines.

Quantum

Quantum torpedoes are a newer technology than Photons, and significantly more powerful. The unique ability of quantum torpedoes is that they offer a higher damage rating. In addition to the heavier damage rating, quantum torpedoes offer a 10% chance to apply a -10 to Alive crew. This means that each torpedo fired has a 10% chance to kill 10 crew on the target ship, and as with photons, that reduces repair ability.

Mines

Quantum mines also offer a higher damage rating, much like the torpedo.


Plasma

Plasma torpedoes offer a bonus damage: 598 damage over a period of 10 seconds. That's a tick of 59.8 damage per second. Plasma torpedoes also have the chance to set fire to your target's hull, resulting in damage over time, for a short period.

When using High Yield, the plasma torpedo launcher fires a single, slow moving, destructible torpedo. This inflicts heavy damage against a single target, but can be destroyed in-flight. For this reason, it is a good idea to fire this weapon at close range, to minimize the chance for reaction.

Mines

Plasma mines also provide an additional damage over time. Each mine that strikes a target provides an additional 53 damage per second for ten seconds. If all five mines strike a single target, then that target receives 265 damage per second for ten seconds. That damage is in addition to the damage caused by the mines' impact.


Chroniton

Chroniton torpedoes offer a 33% chance to 'significantly' reduce target flight speed and turn rate for 10 seconds. Reduced movement can be beneficial in several ways. The most apparent of which is that it gives you a better chance to run, should that be your choice. I'm sure that you can come up with some interesting things to do with this advantage.

Mines

Chroniton mines also provide the same 33% chance to reduce flight speed and turn rate, but for each mine that hits the target, that chance is renewed. I don't know if the effect 'stacks' or not (If someone can say definitively, I will correct it here).


Tricobalt

The tricobalt device has a very high damage rating, creates a large explosion, repels the target (+50, default) and disables the target entirely for 2 seconds. The drawbacks to this weapon is that it can be destroyed while in flight, and has a very long recharge time. You'll want to consider this before buying one (And possibly paying tons of credits for it).

Mines

The tricobalt mine launcher releases a single mine, which nearly doubles the damage of the tricobalt torpedo, in addition to disabling the target for 3.5 seconds, while providing +50 repel.


Transphasic

The transphasic torpedo, while doing less damage than any other torpedo, carries the added perk of 20% shield penetration. This means that 20% of the damage done to the target will carry through the shields, and strike the hull, despite any remaining shielding at the impact site. Very handy against vessels with high shields, but low hull armor.

There is a Breen 'Rapid Reload' Transphasic torpedo launcher available from the Breen missions. The reload time on this one is smaller than the others.


Mines

Transphasic mines, as with the torpedo, do less damage than other mines, but also carry 20% of the damage through the shields, and to the hull of your target.


Cannons and turrets

Each type of energy weapon also comes in a cannon, dual cannon, and turret. Each of these has the same perks as the beams, but with different firing arcs.

The dual cannons fire forward in a 45 degree arc. To use this weapon, you must be directly facing your enemy. These weapons have the highest damage rating of any one energy weapon.

The single cannon can fire in a 180 degree arc, which covers the entire front half of your ship, from your midship (center). These weapons have higher damage ratings than beams, though not as high as the dual cannons.

The turrets can fire in any direction, 360 degrees. These weapons have the lowest damage ratings, but as stated before, can be fired in any direction, no matter where your enemy is, so long as he is within 10km.

The dual beam bank is considered a beam (hence the name), but has higher damage, and a smaller firing arc. The firing arc for DBBs is 90 degrees.


Author's Notes

Please keep in mind that each of these weapon types is susceptible to resistances, buffs, debuffs, and other modifiers. Your individual damage, critical chance, critical severity, and reload time will be different than any specific notations here. All of these weapons can be further modified through the use of Bridge Officers (Boffs), and even Duty Officers (Doffs).

I hope that this guide has helped you to a better understanding of the different weapons types, and the various pros and cons of each. I assure you that this is the single longest post I have ever made on the STO forums, and I hope it doesn't go off in vain.

For the record, if any information in this guide is incorrect, please correct me (either by PM, or by replying). I wish to convey full and complete, accurate information. I am not privy to the secret specifications of the game mechanics (nor do I have the intelligence or the patience to figure it out alone).

Thank you for reading.
14 people liked this
Edited September 03 2013 by GeoM68
Linda Layne

Ltervlet

Re: SWTOR going F2P

November 09 2012
Yes, F2P is going live November 15th across all areas where the game is currently available. The F2P option information article also states that anyone that unsubscribed can benefit if they resubcribe before 12/20/12. They will get free Cartel Coins as well, just not as many of course. :)

Re: Voting day in the USA

November 09 2012
The Washington Ballot measure to approve same-sex marriage passed with 52.3% of the vote! And in Minnesota a proposed amendment to the states constitution banning same-sex marriage was voted down!

That was a historic night for LGBT Americans. It was the first time ever that same-sex marriages won at the ballot box and paints a wonderful picture for the future. Public opinion is swaying and gay rights aren't the hot button issue they use to be.
2 people liked this
Linda Layne

Ltervlet

Re: Help!

November 09 2012
I'll make it a point to bring the topic up whenever I see someone else online Ali. Right now, activity level is really down. I think everyone is waiting for F2P to go live. I am NOT a writer in any way shape or form. When do you need submissions by for the next issue of the Stonewall Times?
Ali M

alimac30

Help!

November 09 2012
This is a call for help with our online magazine, the Stonewall Times.

In August we brought the Times back after a long hiatus. But my big regret with the most recent issues is that we've struggled to include content related to SW:TOR, and I'd like to put this right.

I need to find SW:TOR players willing and able to contribute content for the Times.

If you're willing to help, please let me know by messaging me on this site or by emailing times@stonewallgaming.net

First of all, I need you all to give me ideas for SW:TOR content. I don't play the game, so I need the ideas to come from you.

Then I need people to write:
  • articles/features/interviews about the game and about Knights & Lords of Stonewall
  • original fiction / roleplay stuff
  • 'Meet a Guildie'
  • or anything else you can think of!


We'll do the layout, so all you need to do is email us a draft, preferably with some screenshots we can use to illustrate it, and we'll do the rest :)

If you'd like to get involved in layout/design, that's great too - we need layout artists!

Please get in touch. Reply to this thread or email times@stonewallgaming.net

Thanks,
Ali
Editor-in-Chief, Stonewall Times
Unknown Person liked this
Seannewboy

Seannewboy

Re: SWTOR going F2P

November 08 2012
November 15, get ready.
2 people liked this
Linda Layne

Ltervlet

Re: Voting day in the USA

November 08 2012
Yes, YAY for Maryland and Maine. We've FINALLY won via the ballot box! :woohoo: Washington State is still too close to call apparently as they are still counting mail-in ballots. They are still expecting to win there as well though. Here's crossing everything I own in the hopes it wins there too! ;)
Edited November 08 2012 by Ltervlet