Sep 30 2011

Beta Fail

Last night I received two unusual emails from Bioware. The first one informed me, now that I had tried the SWTOR first hand in beta, that I should go ahead and pre-order the game. The second one asked me to participate in a survey about my beta experience.

Since I have already pre-ordered and had not received a beta invite, I was curious. I quickly dug through my spam folder, looking for a lost beta invite. Alas, I found nothing. My next reaction was “IT’s A TRAP!”

I hop over to the SWTOR boards and see a 15 page thread where people are asking about these emails. I make a post to add my name to the list of confused people with their hopes raised and then the entire SWTOR website goes down. It seems so many people were confused by theses emails, the SWTOR website couldn’t handle it. I check back a little while later, and the thread has expanded to over 40 pages.

Alas, this morning I see a post from a member of the community team:

Earlier today, two e-mails were sent to members of the Star Wars: The Old Republic community. These e-mails were sent to a larger group than intended, and have caused some confusion in the community. We can confirm that these e-mails were from EA and BioWare and apologize for any confusion they have caused. Please note that receiving these e-mails does not affect your chances to be invited to test the game. Thank you all for your understanding!

Sadly, still no beta invite for me. Which is a mixed blessing. Part of me doesn’t want to spoil the game before it’s launched. It’s nice to have all of the content new when you start, instead of replaying it. It would also be a several dozen gigabyte download that would just need to be redownloaded when the launch version is ready.

However, it is beta and getting to see what the game is actually like would be cool. It might also help me decide between playing a Smuggler and Jedi Knight with my first character. These are important decisions that require the utmost careful study. Or can be made on a whim at the last second.

Sep 29 2011

Heavenly Palace-1

Apparently, the Chinese are starting the process of developing their own space station. That kind of diminishes the status of the International Space Station we currently have. So it gets away from the spirit of international cooperation. And the name of their first testing module, Heavenly Palace-1 , is just cooler.

However, having more space stations up there can only be a good thing. Put space stations up, others feel the need to put space stations up. Now you have some people competing for launch vehicles. Technology improves to make launches less dangerous and expensive. Going into orbit becomes cheaper and more common place. The new techs allow easier building of interplanetary space craft. Which means we finally get Mars mission, which leads to off-world colonies….Warp Drive.

So, go China. Give the rest of the world something to compete against and work with. Any new space craft is good for the advancement of space technology.

Sep 28 2011

Rise of Isengard

The first of the Q4 game releases I’m anticipating came out yesterday, the Lord of the Rings Online expansion Rise of Isengard. I didn’t get to far yesterday, but here are some first impressions:

  • Crafting is annoying. When the Tier 7 level opens up, you only get two items that you can make. Everything else comes from loot drops.
  • Subcomponents were removed, which is good I guess?, but you also lose the XP from making subcomponents. Instead of being able to grind up by making a bunch of those and having a stockpile to use later, you have to make final items that no one wants.
  • The crafting guilds get a new level of items, which is good because their recipes are always nice. However, the large pattern you make for faction with them, requires a type of resource you can’t make. Not sure how to get it. At that is the way it is for Tailor. Haven’t logged into my Metalsmith yet.
  • The first quest for the new book gives you a choice of two routes to take into Dunland. This is kind of nice, getting to choose something that affects your game play.
  • Guardians got a slight improvement to damage which is always nice.
  • The stat compression (especially resistances) helps clarify some things.
Like I said, I didn’t get very far. Still in the Bonevales. The quests so far are pretty standard, go kill/collect things. Story is fine, but no new mechanics so far.
Sep 27 2011

STO: Crowd Control

Alas, we come to our final installment of the Roles of STO Space Combat. Today we’ll look at the support role of Crowd Control. This play style is all about tricks, buffs, debuffs and keeping the enemy off balance or weakened.

1. Your Player Captain

Tactical- Where Tactical captain’s dominated DPS, they still have something to add to CC. Fire on My Mark is a nice debuff to enemies damage resistance and stealth, which fits right into the role of debuffing the enemy.

EngineerAside from the ever useful EPS Power Transfer, the engineer does not have anything special to bring to the table.

Science- Like the tactical in DPS, Crowd Control is where the scientist shines. Subnucleonic Beam is the big winner here. Being able to clear your targets buffs AND increase the cooldown of ALL of their powers makes this an almost overpowered ability. Fighting Breen who have this power, without having a science team available to clear it, is super annoying.

In addition, Sensor Scan is very useful for locating cloaked ships and Dampening Field is great for aiding allies with increased damage resistance.

2. Ship Type

Escort- These high powered speedsters don’t really bring a lot to the table in terms of CC. The main thing they can do is to make easier use of Subnucleonic Beam, which has a 90 degree firing arc. They can also slot all of the useful Tactical BO abilities, which while not as good as Science BO’s, can still do some useful things.

The Defiant’s ability to cloak and the Prometheus’s MVAM mode shouldn’t be overlooked. More targets for the bad guys to shoot out and the ability to join the fight when you want, can be useful for support.

Cruiser- Aside from survivability, cruisers also do not add anything unique. If you want to focus on the engineering branch of BO CC abilities, cruiser is the choice for you. Similar to the MVAM, the galaxy’s saucer separation has an added bonus.

Science- Like the other two, ship choice mostly affects BO seating in the CC role. Science ships allow more science BO’s. Science ships also get the level 1 Beam Target X abilities, which are great for affecting an enemies power systems. This can be a great CC tactic.

In addition, the Nebula class has Tachyon Detection Grid which is a great way to find cloaked ships and the D’kyr Vulcan ship gives you a shuttle to heal you and provide another target.

3. Ship Equipment

There isn’t a lot that equipment can add to the CC role. There is the standard Console stacking to aid science BO abilities. But there are a things worth looking at, some that have recently been added to the C-store.

  • Anti-Matter Spread- This creates a confuse and placate affect on your targets. This is the definition of Crowd Control. It can only be used on cruisers.
  • Photonic Displacer- Creates a duplicate of your ship. Having more allies for a short time is always helpful. Can only be used on science ships.
  • Borg Set- The borg set’s tractor beam allows you to put several ships into a tractor beam, holding them in place. Great way of keeping people from escaping or going after your weak escorts who are trying to run away.
  • Polaron Beams- The subsystem power drain of this ability can be used in conjunction with others to shut down an enemy.

4. Bridge Officer Abilities

Tactical Officers- The most useful Tactical BO powers are the Attack Patterns. Attack Pattern Beta puts a damage resistance debuff on your target, Delta puts a resistance buff on you or your ally and a debuff on anyone who attacks them, and Omega buffs yourself for damage and can break anything that would lock you in place. The Beam Target abilities are also useful for draining some power from a target’s systems.

In addition, the mine field abilities can be useful. Deploying a large field of Chroniton Mines can slow down a group of your enemies, even if it doesn’t do a lot of damage.

Engineering Officers- The best Engineering CC abilities are arguably Engineerings worst abilities. Boarding Party can shut down enemy subsystems but it’s pretty easy to shoot the shuttles down before they arrive. Aceton Field can debuff weapons, but because of the 90 degree arc, if you use it in a cruiser it can be hard to line up when you need it.

Eject Warp Plasma is one that shows up again and is a good choice. In addition to the good damage it does to enemies, it also stops them. Controlling your enemies movements is key to CC.

Science Officers- Here is where the plethora of Science officer BO’s comes into it’s own. I’ll break them down in three categories:

  • Movement Controls- Tractor Beam, Tractor Beam Repulsors, Gravity Well, Photonic Shockwave are all ways to slow, stop or temporarily disable your enemy. Great for keep them trapped near a minefield, or in position for an alpha strike from an escort, or to prevent them from fleeing or chasing a damaged ally.
  • Power and Systems- Tyken’s Rift, Viral Matrix, Energy Siphon, Tachyon Beam, Charged Particle Burst all drain power, reduce shields or otherwise shut down particular sub systems. If an enemy has no weapons power, they can’t hurt anyone.
  • Confuse- Scramble Sensors, Jam Sensors and Mask Energy Signature all serve to affect who the enemy can target.  Scramble Sensors is the best option as it makes your enemy see his allies as enemies. The other two only really help you get into a fight without out notice, or out of one.

Concluding Build

Ship: Intrepid retrofit

Captain: Science

Loadout: Complete Borg, 3 Polaron Beam Arrays, Chroniton mines, Chroniton torpedoes

Bridge Officers:

Commander Science- Tyken’s Rift III, Charged Particle Burst II, Mask Energy Signature II, Tractor Beam I

Lt. Commander Science- Energy Syphon II, Scramble Sensors I, Science Team 1

Lieutenant Engineering- Boarding Party 1, Emergency Power to Auxiliary 1

Lieutenant Tactical- Attack Pattern Beta 1, Torpedo High Yield 1

Ensign Science- Hazard Emitters 1

Tactics

Use MES to get close to you close to your enemy. Activate Emergency Power to Auxiliary to boost your power and get within 5km. Drop Tyken’s Rift and a Tractor beam onto them to hold them near the rift. Then fire a Scramble Sensors and launch Boarding Parties so he won’t shoot them down so easily. Next unload Charged Particle Burst. Fire your polaron beams with Beam Target Weapons and Attack Pattern Beta.  Deploy your mines a few seconds before the tractor beam ends and then a Torpedo High Yield. As soon as the global timer is up, fire Energy Siphon.

Between the energy drains from Tyken’s Rift, Energy Siphon, Polaron beams, Beam Target X and system shut down from Boarding Party you should be able to keep the target from being an effective attacker. If you have an escort coming in with you, once you’ve weakened the shields and his power, the escort has a good chance of tearing through them.

 

 

Complete Series

STO: The Tank

STO: The Healer

STO: The Damage Dealer

STO: Crowd Control

 

Sep 26 2011

Scientists Can Read Your Mind!!

You know how in sci-fi shows, whenever they want to make a cheap clip show, they’ll hook a character up to a device that reads their mind and displays what they are thinking? Yeah, turns out that’s not unrealistic.

Now, this is a long way from practical use, obviously, but the fact that a brain scan can show that much detail already means someday it could be very precise. Most of the possible practical uses are very awesome (helping communicate with injured or disabled people for example), they could also be used for EVIL. Such as a woman asking what you’re thinking about, and then flipping on the fMRI machine to see if you lie to her.

Sep 25 2011

A Year of Sunrise

Saw an awesome video on Bad Astronomy recently. It shows images of the Earth taken from a geostationary satellite every day at 6:00am for a year. It’s a great example of how the angle of the sun changes with the seasons.

 

Sep 24 2011

SWTOR Release Date

Well, it finally happened. The release date for SWTOR has been announced. December 20, 2011.

There couldn’t be a worse date without slipping into 2012. I will be traveling to visit my parents for the holidays, probably leaving the 22nd or 23rd. Not leaving me much time to play before I’m sucked into family time.

Fortunately, head start could be a few weeks earlier, and I think my laptop can run the game. But then I’ll piss my Mom off by not paying attention to family. Fortunately, with my wife being pregnant, they will likely be paying attention to her…

Sep 23 2011

Utini!

I just watched the new SWTOR video on companion characters that is floating around the interwebs. When they got to the part about Blizz I nearly died with laughed. That’s freaking awesome. Watch for understanding.

The idea of companion characters is one of those things that I’ve really looked forward to in SWTOR. Unlike some, it’s never been a concern that they would take the place of real players. You can only have one after all, so you always benefit from having another person to play with. Having them run missions and do crafting for you is a great added bonus to that. Functional and part of the story.

The bridge officers in STO is one of my favorite features, even though they really don’t have any personality. Having characters to customize and work with allows you to at least build a personal RP story for them. It’s to late for STO to be able to implement anything like SWTOR is doing, but maybe in STO2.

Sep 23 2011

STO: Damage Dealer

Continuing the look at roles in STO, today we’re going to look at the good old fashioned damage deal, or as it’s sometimes referred, DPS.

1. Your Player Captain

Tactical- Finally, the Tactical captain gets to make good use of his talents. All of Tactical’s abilities are valuable for boosting the amount of damage you deal. Attack Pattern Alpha provides a direct boost to damage and crit chance, Fire on My Mark reduces your enemies damage reduction (increasing your damage against them), Tactical Initiative allows you to use those ever important BO abilities faster and Go Down Fighting can greatly increase your damage if you are heavily damaged (which will happen easily if you are also flying an escort).

Engineer- EPS Power Transfer is once against useful for it’s power boost but long neglected Nadion Inversion finds it’s place in a damage dealing role. By reducing the energy drain of your weapons, Nadion Inversion allows you keep firing them at full power. This is especially useful on a cruiser fully loaded with beam array. It is all to easy to get to a point where you are doing less damage with more weapons due to energy drain.

Science- The science captain’s abilities provide for some help with damage dealing. Sensor Scan helps you find cloaked ships but also puts a damage resistance debuff on enemies. So a cloaked ship identified has less damage reduction and no shields, allowing you a good counter-alpha strike against them. Additionally, Photonic Fleet grants you some ships to help bring more firepower to bear.

2. Ship Type

Escort- Damage dealing is where escorts shine. With just as many fore weapons as a cruiser, and the ability to wield powerful canons, escorts can dish out the hurt. They also come equipped with lots of tactical BO’s giving them the most access to offensive powers. They may be weak in hull, but they also can be fast, allowing them to perform powerful hit and run strikes.

Of special mention is the mother of all escorts, the Defiant class refit. The cloaking device gives a nice damage buff immediately after decloaking, which can give you a devastating alpha strike.

Cruiser- Despite having the most weapon slots at top level (8), cruisers typically can not dish out as much burst damage as escorts. But they can hang in the fight longer, giving them more long term damage. Unfortunately, sometimes the only way to take someone down is the burst as sustained damage can be healed.

While I normally don’t want to devolve into too many specific classes, in terms of Damage, three classes warrant a more detailed look. The first is the Excelsior class. The only cruiser with a Lt. Commander tactical slot, you have access to some very nice BO abilities you wouldn’t normally have (Fire at Will 3, Torpedo High Yield 3 for example). This can give you a nice bump in power.

Next up, is the Galaxy class refit. The ability to separate the saucer essentially turns the drive section into an escorts, with the saucer flying around providing bonus damage. You still can’t wield cannons though.

The final cruiser to look at is the Galaxy-X Dreadnaught. The powerful phaser spinal lance can pack a nice powerful punch, even if it’s got quite a recharge timer. Combined with the cloaking device and it’s ability to wield cannons, you can get a very powerful alpha strike attack. Unfortunately, it still suffers from horrendous maneuverability, making the cannons difficult to bring to bear.

Science- Unfortunately, science ships really suffer in the damage dealing category. With only 6 weapons, they do not have the output compared to the other ships. The high level science BO’s can provide some great abilities to help compensate, however. They also have the special advantage of innately having access to all four Beam Fire at (Subsystem) 1, which is essentially four free tactical BO skills.

3. Ship Equipment

The biggest things that effect your damage is your weapons. We’ll take a brief look at different options available to you (Damage Type, Energy Weapons, Projectile Weapons and Tactical Consoles).

Damage Type- One nice thing about STO is that there is no single uber damage type. Equivalent Phasers and Polaron weapons all do the same DPS. The difference is the secondary effect (and the skill point cost, but that looks to be changing soonish).

  • Phasers- Has a chance of disabling a subsystem on an enemy ship. It’s random, but occasionally you’ll get luck and bring their shields down just when you have a High Yield Torpedo ready or shut down their weapons just when you really need a moment to heal.
  • Disruptors- Reduces damage resistance. It’s not a huge reduction, but anything helps. Great against those ships with lots of damage reduction that you just can’t scratch.
  • Tetryon- Arguably the weakest special effect, these reduce a targets shields. This does not seem to scale well, and it’s not hard to wipe away a shield facing if you’re dishing damage right. But they are a pretty blue.
  • Plasma- Chance to apply a plasma DoT. It’s not huge, but it does bypass shields. It can be cleared with Hazard Emitters, but bonus damage is bonus damage.
  • Polaron- Offers a chance to reduces power to all subsystems. This can be incredibly useful when combined with certain BO abilities.
  • Antiproton- Increases critical chance and critical severity. The only effect that directly has a chance to increase the amount of damage you do.
  • Photon- Slight increased to crit chance. Also has the quickest refire rate at 6 seconds. Best overall DPS, if you can fire them continuously, which is hard to do with torpedoes.
  • Quantum- Slight boost to crit severity and the highest overall damage (after Tricobalt). Slower firing than photons at 8 seconds, they are better for burst damage.
  • Plasma- Can add a fire DoT effect to your target, which is great for bypassing shields. The High Yield version of these is pretty useless since it can be shot down, but used with Torpedo Spread, can hit a whole group ships with plasma fire.
  • Transphasic- Sadly, these torpedoes are underpowered. With enhanced shield penetration, they should be very useful for getting through those ships that can keep their shields up. But their reduced over all damage and slow firing rate negates the penetration. Though, for a retrofit Bird of Prey, using nothing but torpedoes and firing a high yield wave of them while still cloaked, the penetration finds value.
  • Chroniton- Can bring your target to a halt but reducing their speed and turning rate by 100%. Useful for stopping that annoying escort that won’t stay still.
  • Tricobalt- Very powerful with AoE damage. However, they suffer from a really long reload and can be shot down like high yield plasma. But if you time it right, can do a ton of damage.

Weapon Type- There are four main types of weapons: Beams, Canons, Torpedoes and Mines.

  • Beams- Beam weapons are your Star Trek staple. They provide a very wide firing arc which is very useful for cruisers. They do less DPS than some others but are great for broadsides.
  • Canons- Canons are your best energy weapon for burst damage. Dual Canons and Dual Heavy Canons can put out a lot of damage. Turrets do much less damage, but have a 360 degree arc so can hit from any angle.
  • Torpedoes- Even though I put the different torpedoes above into the Damage Type category, all torpedoes do Kinetic Damage. They are great for hitting a hull that is unprotected by shields.
  • Mines- Mines have questionable direct damage value, but can be a great way for increasing your odds of getting a secondary effect to trigger. A net of chroniton mines has a good chance of slowing someone down.

Tactical Consoles- There are a couple different ways to go for consoles. If you are using all one energy damage type, it’s best to go with all of that type (Phaser Relays for example). If you are using a mixed set of damage types, but only one weapon type (all turrets, but one of each energy type), you might want to use Prefire Chamber.

4. Bridge Officer Abilities

Tactical Officers- Most tactical powers are useful, but three biggest categories are:

  • Damage Yield- This directly increases the damage of an attack: Torpedo High Yield, Cannon Rapid Fire, Beam Overload
  • AoE- This turns a single attack into something that hits many: Torpedo Spread, Cannon Scatter Volley, Fire at Will, Dispersal Pattern
  • Attack Pattern-  These either increase damage directly (Omega) or decrease damage resistance of your target (Beta and Delta).

Engineering Officers- The engineering line doesn’t have a lot to offer for damage increase. The best candidates are Eject Warp Plasma and Directed Energy Modulation. EWP releases a stream of plasma behind you which can cause good damage to a target’s hull. DEM adds additional damage to energy weapons that penetrates shields and deals direct hull damage.

Science Officers- Science officers suffer the most for direct damage increases. While many of their abilities do deal damage, the amount is usually minor and secondary to the other effects of the ability. Gravity Well and Photonic Shockwave fit into those category. While they do Kinetic damage, it’s easily negated by shields and it’s the disable and tractor effect that are more useful.

The best damage boosters mainly affect shields. Charged Particle Burst and Tachyon Beam can do wonders for completely training a target of shield power.

Concluding Build

Ship: Defiant Class Refit

Captain: Tactical

Loadout: Complete Borg, 3x Dual Heavy Antiprotons Cannons and 1 Quantum Torpedo front,  2x Antiproton Turrets and 1 Quantum Mine

Bridge Officers:

Commander Tactical- Cannon Rapid Fire 3, Torpedo High Yield 3, Cannon Rapid Fire 1, Torpedo High Yield 1

Lt. Commander Tactical- Dispersal Pattern Beta 2, Attack Pattern Beta 1, Tactical Team 1

Lieutenant Engineering- Directed Energy Modulation 1, Engineering Team 1

Lieutenant Science- Hazard Emitters 2, Polarize Hull Plating 1

Ensign Tactical- Torpedo Spread 1

Tactics

With this build, your best tactic is to approach while cloaked. Trigger your high yield torpedo and Dispersal Pattern before you attack, so that it’s cool down is almost ready. Then, just before you decloak activate your Attack Patterns, Cannon Rapid Fire DEM and Polarize Hull so that you unload with everything as soon as you are visible. Make a pass firing everything, dropping your mines shortly before you flying past. You want to time it so that they deploy, and activate while the target’s shield you just decimated is facing them.

 

Complete Series

STO: The Tank

STO: The Healer

STO: The Damage Dealer

STO: Crowd Control

Sep 22 2011

Three Month Review

Today marks three months since I decided to try this blog experiment.  This almost marked post number 100, but will be post 102.

I’ve made it a point to try and make a post every week day. Sometimes I’ve done more than one, sometimes I’ve done some on the weekend. It’s been fun, having a place to just write whatever I feel like.

The site has had 1174 unique visitors, averaging 25 per day. There have been 76 RSS Feeds (which I think means people reading from an RSS reader). And 4861 Pageviews. Though, the 5 top days of unique visitors occurred at the beginning of September.

There have been 216 total comments, of which, 114 were not spam. That’s a pretty even ratio, but at least the non-spam is ahead slightly. Of those comments, I can recall only a small handful that were not people I know.

The vast majority of people have connected using Windows XP (1183, which is higher than the number of visitors, so I don’t know how these numbers are calculated). A surprising 38 people have connected using Windows 95. I wasn’t aware Windows 95 was still compatible with the internet.

Most people use a variation of Internet Explorer, though a respectable amount use Firefox. In third is Chrome.

Here are the top ten search terms:

swtor+legacy+system 17
swtor+collectors+edition 9
therogues.net 8
legacy+system+swtor 6
swtor+authenticator 5
swtor+lifetime+subscription 4
lahbacca 4
maarkean 4
escape+velocity 4
swtor+beta+leaks 3

Seems SWTOR topics are the main driver of visitors. All in all, not a huge showing from search engines. What is surprising is that my handle (Maarkean) and a friends (Lahbacca) have brought equal traffic. I wonder whose out there searching for Lahbacca?

My top referrers was the Rogue forums. A total of 53 times people clicked the link from there. Followed by that is other places on this website. A surprising 16 people came from The Ancient Gaming Noob, thanks Wilhelm.

I have no idea what these numbers actually translate to in terms of real people reading. Have 1000 real people read the blog? Are there really 75 real people subscribed to it via RSS? Or are the majority of those visitors spam bots? If we use the comments as a comparison, maybe 500 real people have visited the site. That’s not to bad I guess.

If there are any real people reading that have blogs of their own, how does 1128 visitors in the first three months look? Good? Pathetic?

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