![]() There are several factors that can affect performance of space weapons. Tetryon weapon will have a 2.5% chance (some higher) for each shot to apply a shield drain which can take effect only once per firing cycle. There is greater damage with increasing rarity. Īll values given are for Common Turret at 100 Weapon Power. Re-engineering options: these modifiers cannot be re-engineered.Īll energy weapons upgraded to Epic quality receive:.: to self: +5% Speed and Turn Rate when firing.: to target: -5% Speed and Turn Rate on hit.: 2.5% Chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds.: All attacks with this weapon ignore 10 Armor Rating.Deals massive Energy Damage, but drains your Weapon Power. : 2.5% Chance: Upgrades your next beam attack.These modifiers can appear once on crafted Tetryon weapons (space) of Rare quality and higher: Standard Modifiers: Can appear multiple times (e.g. Since the Klingons must make use of their cloaking technology to create a combat advantage, they seem to suffer an immediate disadvantage in games that require them to sit and capture a zone in full view.Uncommon Tetryon weapons will have one modifier suffix, Rare will have two, Very Rare will have three, and Ultra Rare will have four. ![]() I've found that the Federation side has a much easier time with Area Control than the Klingons do. Area Control is your typical "domination"-style game, where you fight for control of five locations, gaining more points the longer you keep them. The deeper you go into heavily guarded areas, the more points you get. Assault is about managing resources and delivering them safely to planets. In addition to the straight-up deathmatch-styled engagements, STO offers objective-based scenarios as well, like Assault and Area Control. Challenges can take place in private instances for team-based competition, or in arena maps that you can join via a global queue system. That doesn't mean the game lacks a good selection of different PvP options, though. Star Trek Online is not the sort of game for those who thrive on open-world PvP situations for better or worse, PvP only happens when you want it to. Similarly, in Star Trek Online, Klingons have very limited access to PvE content - with little to do besides queue up for PvP battles - while the Federation gets to enjoy all the fun of galactic exploration. In that game, "evil" characters are limited to specific Monster Play zones, and gain power only by beating up on the pesky hobbits and elves who dare step into their domain. Klingons in Star Trek Online can be compared to The Lord of the Rings Online's Monster Play system. Players gain access to the Klingon faction once they've reached a minimum level of progress on their Federation characters (currently set at level 6 in the beta), but from what I've seen, the Klingon faction is a stripped-down, PvP-focused counterpart to the more feature-complete Federation. In Star Trek Online, this conflict arrives in the form of an ongoing war between the Federation and the Klingons. ![]() The key to any healthy PvP environment is the concept of conflict. While the game features both, for now I'm only interested in the space combat side of STO PvP, as it's what I've been able to check out firsthand. Star Trek Online PvP features both ship-to-ship space battles and ground-based conflicts to match the game's dual-sided approach to presenting this beloved slice of science fiction. In this article, we'll hit a favorite topic of mine: player vs. environment, or PvE) content to entertain players from launch and beyond. In our first entry, we discussed how STO tackles the weighty task of providing enough story and questing (aka player vs. This is the second entry in our three-part feature on Cryptic Studios' upcoming Star Trek Online.
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