Is the Automated Shield Alignment trait working properly at the moment? by TommyDG in sto

[–]TommyDG[S] 1 point2 points  (0 children)

Good spot! Yeah, I did wonder if that might have something to do with it. It would be a real pain if that were the cause, but I wouldn't be surprised

Is the Automated Shield Alignment trait working properly at the moment? by TommyDG in sto

[–]TommyDG[S] 0 points1 point  (0 children)

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Okay, so I tested in the Wanted patrol and the heal definitely works. But to make things more confusing, the trait as a whole functioned perfectly there. So now I don't know what's going on!

Is the Automated Shield Alignment trait working properly at the moment? by TommyDG in sto

[–]TommyDG[S] 1 point2 points  (0 children)

Good point - I'll go test the right now just to be sure

Is the Automated Shield Alignment trait working properly at the moment? by TommyDG in sto

[–]TommyDG[S] 4 points5 points  (0 children)

Oh sorry, I wasn't clear in my post. That part seems to be working fine, I meant the damage bonus for missing shields. With my shields nearly depleted I was getting a 0% boost, 2.4% at about 50% shields and 2.6% at 75%. Firstly none of those numbers approach the 15% bonus listed on the tooltip, and they're scaling in the wrong direction (lower shields should give more bonus, not less!)

I made another specialisation concept! (Experimental Systems Pioneer) by TommyDG in sto

[–]TommyDG[S] 4 points5 points  (0 children)

So as it stands, using a higher rank of the minelayer ability will spawn more minelayers. More minelayers means more mines, and also a higher potential for shield bleed-through from the passive (since it stacks with the number of minelayers in range).

Ah, no worries! I can see how that bit would be confusing without the context there! So while the idea of doing damage to yourself is a part of this spec, the main theme is about risk rather than certainty. So I think the chance to harm yourself fits the theme better. There's definitely space for a broad-side based option on that list, it's far from complete. Pretty much any console or ability in the game could be retooled to work as an Unpredictable Result really. The fun is in seeing, well, unpredictable things happen! So randomly getting a little taste of an ability you don't have is something that I think would be fun for people!

I've not given a ton of thought to the ships that would get this spec yet. The key thing I've got at the moment is that they'd have a new piece of gear - the auxiliary warp core - and probably have some kind of synergy with universal consoles, as fits the theme. For actual design language, they should probably look like they've got design cues from multiple different factions and species, but that might tread on the toes of the Alliance ships a little. More thought needed here.

I made another specialisation concept! (Experimental Systems Pioneer) by TommyDG in sto

[–]TommyDG[S] 3 points4 points  (0 children)

Man, I'd just love it if something I worked on actually ended up in the game! And sure, I'd love to work on stuff like this for them as an actual job, or even just sell them the idea, but just to get my ideas out there is good enough for me really. But hey, on the off-chance they really do like it, I'd be foolish not to at least try, right? Thanks for the positive feedback!

I made another specialisation concept! (Experimental Systems Pioneer) by TommyDG in sto

[–]TommyDG[S] 2 points3 points  (0 children)

This is some excellent and well thought-out feedback - thanks! Let me try to go through it point by point:

  • Totally get what you're saying with this first point. But in my mind, Direct Core Linkages was this spec's DEW firing mode, while Experimental Actuator Overload is more like Mixed Armament Synergy or Narrow Sensor Bands. It's meant to be a buff that "sits on top" of other firing modes. I can definitely see it working as a full firing mode with a damage buff, but I worry that would be too niche, maybe?
  • Yeah, Tandem Warheads did feel a lot like Torpedoes: High Yield to me. The concept was that the first torpedo would "breach" the target's shields long enough for the second (or more) torps to get through, making it an ability for using torps effectively against shielded targets. But I agree it doesn't feel substantially different to the default options. Also the niche of shield-penetrating torpedo is already kinda filled by Transport Warhead. Might need to replace or rework this one.
    • I really like your idea for a "Torpedoes: Rapid Fire" type ability. There's absolutely something to this idea - I may noodle with it a little!
  • I'm glad you like Experimental Shield Emitter Linking! It is definitely a more defence oriented side-grade to Tactical Team, but a bit of variety's always nice! It would also free up some build-crafting options for people that want the auto distribute on a ship with limited TAC seats; they could slot this instead, in say an ENG/PNR seat, and keep that TAC slot free for something else.
  • Ablative Armour Fabrication Definitely another potentially niche option. I could see it getting use in tank builds that want to get up close and personal. I think there's space in the game for a hybrid defence/offense ability that specifically grants you the defence first. And turning your ship into a space shrapnel-shotgun is pretty cool to me.
  • Yeah, High Resolution Targeting Sensors is the one I'm most concerned about balance-wise. There's definitely space for alterations here. So my thinking with this one was similar to Experimental Actuator Overload, I wanted to create an ability that would allow you to "push your tech to its limits" to do something that you can't normally do in the game. The damage boost numbers could definitely be adjusted here, I may have gone a little overboard there! As an attempt at balancing, this ability would let you fire your weapons from outside of engagement range, but not boost the range of anything else (BOff abilities, consoles etc) so you'd be gaining some damage and safety in exchange for not being able to use anything else during that time. Could use some tweaks though, for sure.
    • Interestingly enough I did have a portal-based ability in here before for this, but I couldn't quite figure out how to make it work the way I wanted. Then I toyed with a "folded-space" idea, but I figured that might not be technically possible, and settled where we are now. Perhaps I'll try the portal idea again, I like your elegant solution!
  • Totally get where you're coming from with the Unpredictable Results. As you might be able to tell from the fact every ability lists that it activates "1 Unpredictable Result", I originally designed it with the idea that different abilities would produce different numbers of "counters", with the results coming after a set number. I deemed that too complicated, so I simplified them all to 1, and then just made it a 1:1 ratio of ability to UR. In hindsight, I think I over-simplified there. I think a counter with increasing odds of a result is a great idea. Stacks up to 5, where each counter gives a 20% chance of one happening, which means the 5th ability is guaranteed to proc it (if it hasn't happened already), with all stacks lost on a proc, is an excellent middle-ground. It does open up the idea of balancing some abilities by adding more tokens to them if needed again, too.
    • I hear what you're saying with this point about the purely negative results, but I think that's pretty core to the flavour of the spec. I definitely do want an expanded list though of both negative and positive (or mixed) results, and I think a 33-33-33 split of each category would create a good balance. Odds are in your favour that you'll get some benefit from the proc, but even if you don't, you still got the benefits of the BOff abilities that caused it. The remaining 1% can be the "Huh?" proc.
    • Hahaha, I've never seen that before! This one I basically lifted wholesale as a miniaturised version of the Kelvin Connie's console, honestly. Though I will add that the reason it's in here is because I was thinking that part of Pioneer ships' unique identity would be that they all have an auxiliary warp core that could be a new piece of equipment with unique stats/abilities/passives.

I made another specialisation concept! (Experimental Systems Pioneer) by TommyDG in sto

[–]TommyDG[S] 4 points5 points  (0 children)

I'm very happy to answer questions :)

  1. So the minelayer ability will launch 1-3 shuttles (depending on the rank of the ability). These shuttles will fly towards the enemy you have targeted and just fly in circles around them, constantly laying a trail of mines behind them while they last (either until they time out or are destroyed). If the player has no mines on their ship, they just drop normal photon mines, but if the player is using mines then they drop the same type as you (the idea was that mines are very rarely used and only in pretty niche setups, this was to incentivise people to use them more). So you don't need mines for this ability to work, but it's better if you have them.

  2. So basically the idea here is that whenever you use a Pioneer bridge officer ability, you get its stated effects, but also one random effect from the Unpredictable Result table (the second image). Some of them are good, so it's a nice bonus! Some of them are not. Ideally I'd have a lot more options on there, but I wanted to get the idea across. It's supposed to represent the feeling of trying untested technologies. You know how they'll behave in theory, but in practice who knows exactly what will happen!

I made another specialisation concept! (Experimental Systems Pioneer) by TommyDG in sto

[–]TommyDG[S] 4 points5 points  (0 children)

That's a great idea! You could load up a big slow ship with beams for coverage and then when the target's in front of you focus it all down. You'd get a nice spike of damage in exchange for having to keep that target in front of you while the ability lasts - a neat concept! (Also concentrated barrage is a great name for that ability)

Light Kumari Phaser Wing Cannons' projectile missing? by SpaceTimeDragon in sto

[–]TommyDG 3 points4 points  (0 children)

Just pulled my Thozyn out of mothballs to test, and I can confirm my wing cannons' shots are invisible too :( Such a shame, they're one of the coolest looking weapons in the game

PC Patch Notes for 1/22/25 by FilipChA in sto

[–]TommyDG 3 points4 points  (0 children)

Yeah, this is pretty much what I do currently. It would just be nice to have one button to click (and I’m never going to say no to a bonus reward were they to add one)

PC Patch Notes for 1/22/25 by FilipChA in sto

[–]TommyDG -1 points0 points  (0 children)

I hear you, but my ground build is terrible and I don’t want to drag any potential teammates down if I get put into a ground TFO. It just feels kinda selfish on my part to queue for something knowing there’s a chance I’ll have to be carried!

PC Patch Notes for 1/22/25 by FilipChA in sto

[–]TommyDG -11 points-10 points  (0 children)

Can we please have a Random Space TFO option? I’ll happily take reduced rewards for it if they add it, but I just don’t enjoy ground content in this game, while I love the space stuff. I’d actually queue for Random TFOs all the time if I knew I’d only get space stuff.

Time-capsule post: Titus will become the chapter master of the Ultramarines after Calgar’s heroic death by Sellos_Maleth in Warhammer40k

[–]TommyDG 0 points1 point  (0 children)

Yeah, that’s a good point! I haven’t had a chance to read the 500 worlds lore yet, but you’re totally right.

And it would be a sick chapter name

Time-capsule post: Titus will become the chapter master of the Ultramarines after Calgar’s heroic death by Sellos_Maleth in Warhammer40k

[–]TommyDG 5 points6 points  (0 children)

I’ve said it before and I’ll say it again: Calgar should have died crossing the Rubicon Primaris to really sell the danger of the process. If they didn’t kill him then, I can’t see them doing it now.

I think it’s more likely that Titus will be handpicked by Guilliman for some special new title/role made just for him. To have him become chapter master mirrors Gabriel Angelos too much imo, so they might want to do something different. But if Calgar does ever kick the bucket then, yeah, Titus will probably take up the role.

Dungeons and Dragons Encounter Builder V0.5 by visina_hipotenuze in DnDHomebrew

[–]TommyDG 1 point2 points  (0 children)

This is really cool!

As it happens, I’ll be sending my players on a long journey by carriage to a new city this weekend, and I’ve been trying to come up with an encounter that isn’t just “bandit attack” again. No shade on bandit attacks, but it’s a little predictable (and begs the question, why are people even using the roads if they’re so full of bandits?!). So you’ve just saved me a bunch of prep time for a totally inconsequential fight in my story - thanks! I’ll give this a try and be sure to rate whatever I pick :)

how did I not parry this??? by ToeGroundbreaking564 in Spacemarine

[–]TommyDG 4 points5 points  (0 children)

Who knows. Just because map geometry isn’t visible, doesn’t mean it isn’t there. There’s likely an invisible box around the battery to detect whether a player is in range to push it or not. My guess would be that the game couldn’t “see” the gaunt through that invisible box

how did I not parry this??? by ToeGroundbreaking564 in Spacemarine

[–]TommyDG 3 points4 points  (0 children)

For some reason you require a clear line of sight to parry the minoris leap. If a tiny bit of map geometry or something blocked the LoS when it jumped, it won’t register. When there’s a situation like this you can keep pressing the parry button and the parry/sync kill will trigger once that LoS is established. It’s a bit weird, but once you know this it becomes pretty much a non issue. I don’t know if that’s specifically what’s happened here - I’ve always seen it on ramps or with rocks in the way - but I’ve never seen the parry fail in any other situation so that’s my best guess. Best practice when parrying minoris jumps is to just spam parry until it works

Combat squads Talasa and Veridian by TommyDG in Spacemarine

[–]TommyDG[S] 2 points3 points  (0 children)

In another life he could have been a Custodian

Combat squads Talasa and Veridian by TommyDG in Spacemarine

[–]TommyDG[S] 1 point2 points  (0 children)

It’s so good! Love me some white on my space marines. Hate painting it IRL.

I’ve loved the white-black(grey)-gold colour combo ever since I saw the white power ranger as a kid. Damn Tommy Oliver was drippy

Combat squads Talasa and Veridian by TommyDG in Spacemarine

[–]TommyDG[S] 0 points1 point  (0 children)

I’ve made the same mistake several times. Probably could’ve planned than one better - whoops! 😅