Preview: Veteran Abilities

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posted on April 19th, 2009, 6:59 pm
Last edited by Optec on April 19th, 2009, 8:59 pm, edited 3 times in total.
We want to take a closer look at the new veteran vessels and their unique abilities today. Similar to the officer abilities vessels already get when reaching an officer rank, veteran abilities are usually passive and apply all the time, but some units also gain new active abilities. Most veteran abilities will be linked to a model, effect or weapon change, but not all of these optically changes will be included in the 3.0.6 patch, but in future patches. Patch 3.0.6 will feature the complete gameplay aspect of veteran abilities.

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posted on April 19th, 2009, 7:00 pm
Awesome.  You guys are the best!  :thumbsup:
posted on April 19th, 2009, 7:08 pm
sounds like some kick-ass-ships, can't wait to check them out :thumbsup:
posted on April 19th, 2009, 7:28 pm
Awesome :) Can't wait to play 'em  :lol: Maybe even an online game or two.......that'll be the day  :lol:
posted on April 19th, 2009, 7:46 pm
okay, so i think i understand, but im a bit confused,

those abilities are for vetrans, and not double gold?
posted on April 19th, 2009, 7:48 pm
ray320 wrote:okay, so i think i understand, but im a bit confused,

those abilities are for vetrans, and not double gold?


Yup, that's right :)
posted on April 19th, 2009, 7:50 pm
The idea is that after you get a double gold bar vessel, you can spend some resources and a certain number of "veteran slots" on making the ship a veteran (think of these as you have a certain number of veteran command staff that you can equip to ships in the field), which will give it a big stat boost and some extra abilities. So basically you could take a sabre if it survives long enough and make it into a one ship light defense squad (i may be slightly overestimating the ability of the veteran boost, but i hope not)!
posted on April 19th, 2009, 7:50 pm
Uf, cant wait to try these out ;) Especially the Negh'Var one :D
Warship Cannons are a special weapon though, right? Or are they passive?
So basically the Negh'Var will have 2 huge direct damage abilities (the other being weapon overload)? Seems like an over-kill lol, but I cant wait to try them out :)
posted on April 19th, 2009, 7:52 pm
Last edited by RCIX on April 19th, 2009, 8:00 pm, edited 1 time in total.
I have a question: do you guys need any ideas for veteran abilites? because i have a few, and i'm sure other people would like to think some up. Here's what they are:
* Raiding Equipment (passive ability) (ideally on the griffin or similar)
    Boosts ship speed by 25 percent
    Decreases hitchance of torpedo and pulse weapons by 25 percent
    Adds a plasma torpedo
* EM Field (passive ability) (ideally on a federation support ship)
    Generates an em filed around the ship that will destroy any torpedoes that enter it
    (obviously the field would have to be kinda small)
* Precise Targeting (passive ability) (ideally on either the defiant or a klingon vessel)
    Grants each torpedo a 10 percent chance to disable a random subsystem for 10 seconds
PS: Those abilities look rockin! i can't wait to try out those modified torpedoes...
posted on April 19th, 2009, 8:01 pm
Interesting ideas, noted down :thumbsup:
posted on April 19th, 2009, 8:08 pm
thanks. I'm thinkin ill really use that norexan special.. can you say super hit-and-run?  :shifty: :shifty: :shifty:
posted on April 19th, 2009, 8:26 pm
Can u say engine disable? :P

Byebye super-duper Norexan :D
posted on April 19th, 2009, 8:34 pm
Good point... Now we just need the utimate cloaking device!  :cloak:
posted on April 19th, 2009, 8:52 pm
Awesome guys!!

RCIX wrote:Good point... Now we just need the utimate cloaking device!  :cloak:


Phase cloak anyone?[move]:cloak:[/move]
posted on April 19th, 2009, 9:07 pm
Eh... i'm talking about the scimitar's cloak, which couldn't be detected by *anything* (short of just spraying phaser blasts all over the place that is....)
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