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Post Author Forum Replies Views Posted [asc]
    Thread: Mobile devices
Post: RE: Mobile devices

Nay, that brings up the browsers default tap-and-hold menu (in this case, to download the image). I believe v5 used mouseover for tooltips, which cause the first tap to display the tooltip and the se...
wrd Skill Planner Bugs & Feedback 3 3,362 04-12-2016, 04:43 PM
    Thread: Mobile devices
Post: Mobile devices

The new skills tree doesn't have a mobile-friendly way to view the skill descriptions, since there's no way to "right-tap" on the screen. Is it possible to implement a way for this to work on mobile b...
wrd Skill Planner Bugs & Feedback 3 3,362 04-12-2016, 12:01 PM
    Thread: Can't choose/change powers on Uni seats
Post: RE: Can't choose/change powers on Uni seats

Maybe related: on my iPad, the various skill planner forms tend to slide down the screen after I select an item from a select list. But the position at which it's drawn doesn't appear to match the "re...
wrd Skill Planner Bugs & Feedback 5 4,513 11-10-2015, 09:27 PM
    Thread: Butterfly set
Post: Butterfly set

Looks like the planner is missing three of the four pieces of the Butterfly set. The console is there, but not the omni beam, the turret, or the warp core. http://sto.gamepedia.com/Krenim_Temporal_Ma...
wrd Skill Planner Bugs & Feedback 1 3,775 10-19-2015, 01:46 PM
    Thread: Collecting data
Post: Collecting data

Is there anything we can do to help? You mentioned recently that some items were missing because you hadn't had a chance to gather data on them yet. If there's any way for some of us to take some of t...
wrd Skill Planner Bugs & Feedback 1 2,868 09-21-2015, 01:43 PM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

So, Captain Geko and I had a misunderstanding over the word "cycle." He clarified, saying that it is in fact per-cycle. We know there are certain specific exceptions, but it sounds like the convention...
wrd STO Discussions 13 11,363 09-17-2015, 03:38 PM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

Yes, me as well! Never used Reddit before, but it seems to be going OK. If anything is determined conclusively, I'll post the findings here.
wrd STO Discussions 13 11,363 09-16-2015, 04:30 PM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

Is the test data itself available anywhere? If it shows that the actual behavior doesn't match the intended behavior, maybe something can be done about it. It seems important, since it affects the rel...
wrd STO Discussions 13 11,363 09-16-2015, 02:38 PM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

Captain Geko says it's per shot: https://twitter.com/captaingeko/status/6...0662874112
wrd STO Discussions 13 11,363 09-16-2015, 03:05 AM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

Hm, interesting. So take the Resonant Disruptor Beam Array. It states: On hit: 2.5% chance So this sounds like one of those exceptions. Not per shot, but any shot that actually hits the target will ...
wrd STO Discussions 13 11,363 09-15-2015, 11:25 PM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

So essentially, a beam weapon with a 2.5% proc can expect an average interval between procs of 160 seconds. Three beams and two turrets would run five cycles per four seconds, or one cycle per 0.8 sec...
wrd STO Discussions 13 11,363 09-15-2015, 06:44 PM
    Thread: A couple of mechanics questions
Post: RE: A couple of mechanics questions

That really seems most likely to me — otherwise, you could go minutes between procs. But a fleet member who's played for quite a while insisted otherwise. Basically, I'm trying to calculate expected ...
wrd STO Discussions 13 11,363 09-15-2015, 05:49 PM
    Thread: A couple of mechanics questions
Post: A couple of mechanics questions

My apologies if this has been answered; didn't turn anything up on a search. I have two questions: 1) what are the cycle times/shots per cycle of the various major weapon types? 2) very much related,...
wrd STO Discussions 13 11,363 09-15-2015, 03:26 PM
    Thread: 5.5.20
Post: 5.5.20

Thanks for the update! Almost everything I mentioned in previous thread is fixed. Only item remaining is the new Temporal Phase core. New item I noticed is the other item from the Butterfly set: the...
wrd Skill Planner Bugs & Feedback 5 6,028 09-08-2015, 03:49 PM
    Thread: A few notes for latest build
Post: RE: A few notes for latest build

Thanks!
wrd Skill Planner Bugs & Feedback 6 6,578 09-05-2015, 09:24 PM
    Thread: A few notes for latest build
Post: RE: A few notes for latest build

The Lieutenant Commander Tactical/Intel station on the Krenim Annorax Science Dreadnought is behaving like a pure Tactical station during skill selection. The header for Intel abilities is present, bu...
wrd Skill Planner Bugs & Feedback 6 6,578 09-04-2015, 02:47 AM
    Thread: A few notes for latest build
Post: A few notes for latest build

Apologies if you're already aware of these: Krenim Annorax Science Dreadnought should have a secondary deflector slot Missing Temporal Phase Overcharged Warp Core Missing Coalition Disruptors Mis...
wrd Skill Planner Bugs & Feedback 6 6,578 08-27-2015, 03:13 AM
    Thread: Missing modifier: [CritX]
Post: Missing modifier: [CritX]

According to the wiki, CritX applies only to ground weapons. But it seems that a Vesta Auxiliary Cannon can (or possibly does? not sure if fixed or I just got lucky) get CritX when upgraded to Ultra-R...
wrd Skill Planner Bugs & Feedback 1 3,622 01-25-2015, 09:29 PM
    Thread: Torpedo launcher mod missing - Spread proc
Post: Torpedo launcher mod missing - Spread proc

Got this while upgrading a crafted Torpedo launcher: [Spr] 7.5% chance: Upgrades your next torpedo attack. Uses multiple torpedoes to attack an area of space.
wrd Skill Planner Bugs & Feedback 1 3,223 01-01-2015, 12:53 PM
    Thread: Breen Sar Theln Carrier
Post: RE: Breen Sar Theln Carrier

Also, there are two "r's" in "Sarr".
wrd Skill Planner Bugs & Feedback 5 7,384 01-01-2015, 12:50 PM
    Thread: Sarr Theln torpedo build
Post: RE: Sarr Theln torpedo build

I did some experimentation tonight -- and wishing I'd done it before I upgraded the rapid reloads! I found that with two rapid reloads (8.5 secs) and one regular transphasic (10 secs), and two project...
wrd Share and Review Builds 2 4,772 01-01-2015, 03:40 AM
    Thread: Concept ideas for an Intel using Breen Sarr Theln Carrier
Post: RE: Concept ideas for an Intel using Breen Sarr Th...

So I played with the four-piece Breen set for a while. I loved the cryoplasma venting on a faster ship — I'd lay a frosty donut around a group of targets and they'd pretty much be locked in. Great fun...
wrd Character Building 5 13,979 12-31-2014, 04:55 PM
    Thread: Concept ideas for an Intel using Breen Sarr Theln Carrier
Post: RE: Concept ideas for an Intel using Breen Sarr Th...

Popped over from my thread to look at your build — nice to see someone else's idea of a torp heavy science build! I'm torn on EMP vs Ionic Turbulence. Both seem to synergize well with Gravity Well. E...
wrd Character Building 5 13,979 12-31-2014, 04:43 PM
    Thread: Sarr Theln torpedo build
Post: RE: Sarr Theln torpedo build

I haven't figured out how to get a damage report on a Mac, so I don't really have any way to evaluate how any of this stuff is performing! The torps are definitely getting noticeably stronger as I upg...
wrd Share and Review Builds 2 4,772 12-31-2014, 04:35 PM
    Thread: Sarr Theln torpedo build
Post: Sarr Theln torpedo build

I'm pretty new at this, so I may have made some terrible mistakes. I also tend to try to balance aesthetics and character concept vs performance, so I don't expect ever to approach min/max perfection....
wrd Share and Review Builds 2 4,772 12-31-2014, 03:18 PM
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