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ANTKB World Of Tanks Clan Will be Doing Tier VI Tank

Skirmishes. The Event will be Tuesday  October 17 2017 between 6 PM and 9 PM EST.

For more Information Contact our WOT Combat Officer udonbull.

NEWS FROM ARC POST

Following the events of “Mirrors and Smoke”, the Lukari and Kentari began efforts to work together. The culmination of this effort is the Dranuur Colony in the Alpha Quadrant. Both races will try and see if they can coexist peacefully, or if it is all but a pipe dream. With any luck, the two races will learn a thing or two about the other and how they can better their own lives.

With Season 14: Emergence, Dranuur Colony will become available as a new joint Lukari-Kentari-themed Fleet Holding, available to all Fleets in Star Trek Online. Your Fleet will assist the two races as they establish and develop an island on the newly-terraformed world.

For the first time since the introduction of the Fleet Starbase, player fleets will be presented with a full-sized Holding, comprised of a primary track and three subtracks, each with five tiers of progression. Each tier and subtrack will offer fleets new improvements to their Colony World holding, as well as access to new equipment, and new gameplay options. Those will be detailed further along in this dev blog.

One feature that makes the Dranuur Colony unique is that, instead of purchasing provisions in your replicator, players instead work alongside the colonists to claim resources from the environment around the colony, to be used for track progression. Each subtrack will have its own resource, and all three resources will be needed to upgrade the main track. As you progress in the various subtracks, you will find it easier to attain the resources, and your fleet will even be able to automate a part of the resource-gathering process.

In addition to earning the resources by participating in activities around the colony, your fleet will be able to enact training simulations for potential invasions – the Kentari haven’t survived this long without a healthy helping of paranoia, after all. Simulation Provisions (used to start the invasion simulation) will can be earned by completing fleet projects and can be used by your fleet leadership to trigger these map-wide invasion events. As your fleet advances, new simulation options will become available, allowing you some customization of the training simulation experience. Additionally, it will become easier to earn a stockpile of Simulation Provisions as you progress in the main track. The invasion simulation is a multi-location wave defense event, which allows up to 20 fleet members to participate without needing to queue – simply travel to the Dranuur Colony, and start the event! After every five invasion waves, participants will be given a vote to stop and claim the rewards earned so far, or continue on to more difficult waves, risking their earned rewards in the process. Victory in this simulation rewards players with resources and Fleet Marks used to progress the Colony holding.

Here is a summary of most of the rewards that fleets may earn by progression their Colony:

Primary Track – Colony

This progression track represents the culmination of your progression in the three subtracks. Advancing this track primarily grants improvements to the Invasion Simulation gameplay.

At each tier, you will unlock one or more of the following:

  • Exterior Visual Upgrades
  • Invasion Shield Relay: Defended objectives gain increased Hit Points
  • Invasion Provision projects grant more Provisions
  • Additional amenities, including:
    • Mail Access
    • Bank Access
    • Tailor Access
    • Ship Selector Access
  • Travel options to/from other Fleet Holdings

This Track will present players with a special reward unlock upon reaching Tier 5, but we are not yet ready to announce these details. Watch for a future announcement!

Subtrack – Renewable Energy

This track represents the influence of the Lukari efforts on Dranuur. It has a primary focus on scientific endeavors and rewards, but also includes powerful ship upgrades. This track will require Renewable Batteries as an input for most projects.

At each tier, you will unlock one or more of the following:

  • Automated Battery Collection (used to advance Fleet Projects in this and the Main Track)
  • Invasion Defense Turret improvements
  • Elite Fleet equipment options: (all are Ultra Rare Mk IV)
    • Isolated Protomatter Warp Cores
      • +4 Max to Shield, Engine, and Auxiliary Power
      • +66% Power Transfer Rate
    • Isolated Protomatter Singularity Warp Cores
      • +5-12.5 Current Shield, Engine and Aux Power (based on Singularity)
      • +66% Power Transfer Rate
    • Sustained Protomatter Warp Cores
      • +4 Max to Shield, Engine and Auxiliary Power
      • -10% Weapon Power Cost
      • +10% Resistance vs Subsystem Power Drain
    • Sustained Protomatter Singularity Warp Cores
      • +5-12.5 Current Shield, Engine and Aux Power (based on Singularity)
      • -10% Weapon Power Cost
      • +10% Resistance vs Subsystem Power Drain
    • Preservation Protomatter Deflector Arrays
      • +Hull Capacity, +Shield Capacity, +Impulse Expertise
      • Increases Critical Chance/Severity based on current Hull %
    • Intervention Protomatter Deflector Arrays
      • +Weapon Specialization, +Shield Penetration, +Impulse Expertise
      • Increases Critical Chance/Severity based on current Hull %
    • Elite Secondary Deflectors
      • Three new variants:
        • Increased Projectile Damage
        • +Hull Capacity
        • +Shield Capacity
    • Protomatter Impulse Engines
      • +Shield Hardness
    • Energetic Protomatter Tactical Consoles
      • Large +% to a Single Energy Type (Phaser, Disruptor, Polaron, etc.)
      • Small +% to All Projectile Damage
      • Chance to restore some Hull and Shield to Self, when activating any Energy Weapon Firing Mode (Fire at Will, Scatter Volley, etc.)
    • Kinetic Protomatter Tactical Consoles
      • Large +% to Mines/Torpedoes of a Single Type (Quantum, Plasma, etc.)
      • Small +% to All Energy Damage
      • Chance to restore some Hull and Shield to Self, when activating any Projectile Weapon Firing Mode (Torpedo Spread, Dispersal Patterns, Transport Warhead, etc.)

Subtrack – Infrastructure

Leaning upon Kentari expertise, this track represents their industrial ingenuity. Most rewards in this track are armaments for your ship, captain, and away team, but additional amenities may also be earned. This track will require Ore Provisions as an input for most projects.

At each tier, you will unlock one or more of the following:

  • Automated Ore Collection (used to advance Fleet Projects in this and the Main Track)
  • Fleet Project Logistics
    • Reduces Project Duration for All Holdings by 2-10%
  • Invasion Defense Mortar improvements
  • Starship Injury Repair
  • Elite Fleet equipment options: (all are Ultra Rare Mk IV)
    • Colony Security Ground Weapons
      • All Energy Type Variants (Phaser, Disruptor, etc.)
      • All Weapon Firing Type Variants (Stun Pistol, Sniper Rifle, etc.)
      • Chance on Hit to restore an amount of Health and Shields, scales with Critical Severity
    • Colony Personal Shields
      • Increases Critical Chance/Severity based on current Shield %
    • Colony Personal Armor
      • Increases All Damage based on Health %
    • Dranuur Starship Energy Weapons
      • All Energy Type Variants (Phaser, Disruptor, etc.)
      • All Weapon Type Variants (Beam Array, Dual Cannons, Turrets, etc.)
      • Chance on Hit to restore an amount of Hull and Shields, scales with Critical Severity
    • Dranuur Starship Projectile Weapons
      • All Projectile Type Variants (Photon, Quantum, etc.)
      • Both Torpedoes and Mines available
      • Chance on Hit to restore an amount of Health and Shields, scales with Critical Severity

Subtrack – Morale

In a community comprised of very different philosophical and political ideologies, it’s important to keep everyone’s morale as high as possible. Rewards from this subtrack are primarily improvements for your away team, as well as additional colony amenities. This track will require Luxury Provisions as an input for most projects.

At each tier, you will unlock one or more of the following:

  • Automated Luxury Collection (used to advance Fleet Projects in this and the Main Track)
  • Fleet Provisioning Bonus
    • Provisioning Projects from All Holdings will generate 5-25% additional Provisions
  • Invasion Defense Health Generator improvements
  • Security Officer (Duty Officer Assignments)
  • Bartender and Chef
  • Tailor
  • Ship Customization
  • Elite Fleet equipment options: (all are Ultra Rare Mk IV)
    • Lukari Kit Frames
      • Built-in Ability: Protomatter Matrix Emitter
        • To self and nearby allies, for 10sec: +Shield Resistance, +Healing Recv’d, +Shield Healing Recv’d
    • Kentari Kit Frames
      • Built-in Ability: Radiant Energy Emitter
        • To self and nearby allies, for 10sec: +Ranged Damage, +Physical Melee Damage
    • Universal Colony Kit Modules
      • Plasma Shockwave Turret
        • Periodically emits a Plasma AOE which damages and slows nearby foes
      • Toxic Dart Launcher
        • Deals Kinetic and Toxic damage to a single foe, which also slows them and reduces their outgoing damage
      • Regenerative Invigoration
        • Increase the amount of Healing you receive from all sources
        • Each time healed while this is active, gain increased Ranged and Melee Damage (stacks up to 5 times)
    • Colony Bridge Officer Ability Training Manuals
      • Bridge Officer versions of the three above Kit Modules
        • Engineers = Shockwave Turret
        • Science = Toxic Dart Launcher
        • Tactical = Regenerative Invigoration
    • Lukari Bridge Officer Candidates
      • Engineering, Science, and Tactical variants available for recruitment
      • Special Lukari Racial Trait = Restorative Protomatter Specialist (Space)
        • Increased outgoing Hull Healing and Shield Healing
    • Kentari Bridge Officer Candidates
      • Engineering, Science, and Tactical variants available for recruitment
      • Special Kentari Racial Trait = Kentari Ferocity (Space)
        • Each time you defeat an opponent, gain a stacking damage boost

(** Details of this Holding and its related Rewards are SUBJECT TO CHANGE.)

Available SOON for Testing!

Fleet Holdings are large projects that require multiple players in order to progress and earn rewards. In preparation for the release of this feature, we will soon be unlocking the ability for Fleets on the Tribble Test Server to progress at an increased speed, using resources supplied at the Drozana Test Vendor, in order to help us ensure that all of the work players will put into progressing their fleet’s new holding is as polished as possible. Watch for Tribble Patch Notes to see when this feature becomes available for public testing, and send us your feedback!

Best of luck, Captains! The future of the Lukari-Kentari Joint Initiative is in your hands!

Burnie63 We are now active in all Fleets holding!
Burnie63 Thanks for the great update!
Burnie63 Who wants to try this on the Tribble Server, when released, and brief the Fleets?

from arc blog post HERE

From August 17th, 2017 at 9am PST until September 7th, 2017 at 10am PST, we’ll be featuring a promotion that will provide an extra bonus when purchasing Research & Development Packs from the C-Store.

During this promotion, all Research & Development Packs purchased from the C-Store and opened will reward the character opening them with either 10 Lobi Crystals, or a brand new Son’a Collector Science Dreadnought [T6], in addition to the standard contents of the Research & Development pack.

As part of our continuing celebration of the 30th Anniversary of Star Trek: The Next Generation, we’ve pulled this massive vessel straight from the silver screen of the TNG-cast’s film, Star Trek: Insurrection. Last seen threatening a Ba’ku colony world with extinction, this devastating vessel can now be obtained by members of the Alliance to help combat the galaxy’s emerging threats.Son’a Collector Science Dreadnought [T6]

Since the days of the infamous Briar Patch Incident, the Son'a have earned the reputation as being outcasts of the Alpha Quadrant. Despite this reputation, there's no denying that the Son'a remain at the forefront of medical technology, as well as being in possession of incredibly powerful sensor and energy absorption technology. Using these advancements on their vessels makes them formidable foes, capable of outmaneuvering and debilitating most of their enemies.

The massive Son'a Collector was originally constructed as a stationary, purpose-built technology platform, intended to convert and collect the metaphasic radiation found near the Baku homeworld within the Briar Patch. Since that time, the ship has been refitted with all of the necessary weapons, engines and other subsystems, to allow this formidable piece of technology to function as a dreadnought within the Son'a fleets. It still possesses the energy-absorption technology it was originally built to use, as well as now housing a wing of fighter pets, its own weapons arrays, and much more.

This starship features a Lieutenant Command Universal/Intel Specialist Bridge Officer seat and an Ensign Universal/Temporal Operative Specialist Bridge Officer seat.

Ship Details

Tier: 6
Faction: All
Availability: R&D Promotion
Rank Required: Rear Admiral, Brigadier General or Sub Admiral I (Level 40)
Hull Strength: 40,500 at level 40, 46,575 at level 50 and 54,000 at level 60
Shield Modifier: 1.25
Fore Weapons: 4
Aft Weapons: 3
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Tactical, 1 Lieutenant Commander Engineering, 1 Commander Science, 1 Ensign Universal/Temporal Operative, 1 Lieutenant Commander Universal/Intelligence
Console Modifications: 2 Tactical, 4 Engineering, 5 Science
Base Turn Rate: 9 degrees/second
Impulse Modifier: 0.18
Inertia: 35
+5 to Weapon Power, +15 to Auxiliary Power
Console – Universal – Thermolytic Injector
Sensor Analysis
Subsystem Targeting
Secondary Deflector Slot
1 Hangar Bay - Loaded with Son'a Assault Fighters
Starship Mastery Package (Science Vessel)
Enhanced Particle Generators (+Exotic Damage)
Advanced Shield Systems (+Shield HP)
Enhanced Restorative Circuitry (+Healing)
Reactive Shield Technology (+Shield Regen/Hardness)
Collect and Consume (Starship Trait)
Admiralty Ship Stats

Engineering: 32
Science: 71
Tactical: 23
Special: +8 TAC and ENG per TacShip


Deploy Consumption Array (Innate Ability)

Activate to deploy the Collector's huge absorption sails. While deployed, your starship will gain a passive increase to the Drain Expertise skill, as well as absorbing a portion of all incoming Energy Damage. After absorbing a certain amount of incoming energy, the absorption sails will release a powerful burst of thermolytic energy which will restore a portion of your hull capacity while also causing Radiation Damage to foes in front of the sails.

As a trade-off for these powerful capabilities, the Collector will be significantly slower and less nimble as long as the sails are deployed. You will also be unable to use Full Impulse while in this mode.

Once deployed, the Collector will remain in this mode indefinitely. Deactivating it will put it into a brief recharge period.



Console – Universal – Thermolytic Injector

Adapted from the Collector's original injection assembly, this powerful explosive device can be launched toward a foe's current location. Upon reaching its destination, the payload is detonated, releasing a slow-moving horizontal shockwave of exotic particles that cause caustic thermolytic reactions in nearly all matter it encounters. Enemy starships caught in the blast wave will suffer heavy Radiation Damage immediately, then additional Radiation Damage over Time. As their ship's hull is eaten away, they will also suffer a Damage Resistance Debuff that increases over time.

If used while Consumption Array is deployed, you receive a small amount of hull healing from any foes affected by the Radiation Damage.

This console also provides a passive boost to Power Transfer Rate, Hull Restoration Skill and Maximum Hull Capacity.

This console may be equipped in any console slot, on any Son'a starship. You may only have one of these consoles equipped at a time.

Collect and Consume (Starship Trait)

Activating any Subsystem Drain or Shield Drain Bridge Officer Ability applies an instant Pull to all foes within 5km, dragging them a bit closer to you. After this Pull is done, all Foes within 2.5km will suffer a small amount of Radiation Damage. A portion of the damage dealt by this trait will be returned to you as a Hull Heal.



Son'a Assault Fighters

These extremely nimble small craft are designed for both space and atmospheric assault. Outfitted with Isolytic Plasma weapons, they can also use a limited version of Energy Siphon, and will passively leech Hull from enemy ships within a short distance of themselves, causing a small amount of Radiation Damage and healing themselves.

Son'a Assault Fighters

Availability: EC Store
Weapons:
1x Isolytic Plasma Beam Array (Fore)
1x Isolytic Plasma Dual Beam Bank (Fore)
1x Isolytic Plasma Turret (Aft)
Abilities:
Son'a Energy Siphon I
Thermolytic Absorption I
Advanced Son'a Assault Fighters

Availability: Dilithium Store
Weapons:
1x Isolytic Plasma Beam Array (Fore)
1x Isolytic Plasma Dual Beam Bank (Fore)
1x Isolytic Plasma Turret (Aft)
Abilities:
Son'a Energy Siphon II
Thermolytic Absorption II
Elite Son'a Assault Fighters

Availability: Fleet Store
Weapons:
1x Isolytic Plasma Beam Array (Fore)
1x Isolytic Plasma Dual Beam Bank (Fore)
1x Isolytic Plasma Turret (Aft)
Abilities:
Son'a Energy Siphon III
Thermolytic Absorption III
Console Set Bonus

The existing “Son’a Technology” Console Set, consisting of the Subspace Barrier Agitator and Deep Analytics Sensor Package consoles, has been expanded to also include the Thermolytic Injector console found on this starship. In addition to the existing 2-piece bonus, there is now a 3-piece bonus that can be obtained when all are equipped on the same Son’a vessel.

When all three consoles are equipped, the recharge time of all three special console abilities are each reduced by 1 minute (from 2 minutes apiece).

ANTKB Meeting

JWS posted Aug 1, 17

ANTKB Meeting WIll be Thurday August 3rd At  8 PM EST.

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