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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 30, 2017

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Tribble has been updated to: ST.75.20170306c.9

Systems:
  • Resolved some issues in how Warp Shadows would interact with threat
  • Resolved an issue that caused Torpedo Pre-Fire Sequence to not apply in some cases. Updated the description to be more accurate.
  • Destabilizing Resonance Beam's damage has been increased.
  • The following abilities now increase or decrease Shield Resistance to All Damage instead of just Energy Damage:
    • The Elite Fleet Disruptor Proc
    • The Resonant Disruptor Proc
    • The Tachyon Dispersal Starship Trait
    • The Tachyon Particle Field Console
    • Destabilized Tachyon Burst
    • Charged Particle Burst
    • Juggernaut Shielding
    • Turn the Other Cheek
    • Shield Scraping
    • The Charged Particle Reaction Trait
    • The Singularity Inverter console
    • The Dynamic Tachyon Warhead Explosion
    • The Tachyon Armament Projectile
    • The Shield Inversion Console
    • Expose Vulnerability: Defenses
    • The Deploy Sensor Probe Swarm Console
    • The Omni-Directional Tachyon Wave Siphon Console
  • Resolved an issue where the K.H.G. Personal Shield and Adapted M.A.C.O. Personal Shield played effects on your character continuously while equipped.
  • Updated the description of Surgical Strikes to be more accurate.
  • Updated Drain Infection, the Deteriorating Secondary Deflector Proc, and the Inhibiting Secondary Deflector Proc to be counted as Exotic Damage.
    • Their damage has been adjusted slightly to compensate for this, but should be better in most cases.
  • The [AMP] modifier no longer displays a status icon. Its functionality is unchanged.
  • Combat Impulse Engines and Hyper-Impulse Engines now better describe how they differ from normal Impulse Engines.
  • Resolved an issue where the Lukari Restoration Initiative Regenerative Shield Array's FX on allies would not completely play.
  • The Technicians that reduce the recharge times of bridge officers after activating Auxiliary Power to the Emergency Battery has a better description.
  • Resolved an issue that prevented Fire at Will's accuracy rating penalty from applying.
  • Resolved an issue that caused Cannon: Scatter Volley II to show an incorrect damage increase for cannon weapons. This is a tooltip change only.
  • Resolved an issue that caused Scattering Field to give less resistance rating than it did on Holodeck.
  • Resolved an issue where Target Subsystems would not always share a cooldown with other abilities that modify cannons.
    • Resolved incorrect naming in the Target Subsystem training manuals.
  • The amount of power drained by Target Subsystems has been increased massively.
  • The duration of the offline from Target Subsystems no longer scales with rank and is always what the duration of the offline from Rank 3 was prior to this; the chance still scales with rank.
«13

Comments

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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Thanks @crypticspartan#0627. Now I'm happy.

    You changed a description to Aux2Bat Technicians. Are you finally plugging the up-creep Aux power problem that has plagued dual Aux2Bat use?
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    [*] Destabilizing Resonance Beam's damage has been increased.
    [*] The amount of power drained by Target Subsystems has been increased massively.

    for the love of motherfudging god, WILL YOU PLEASE PUT VALUES ON STUFF LIKE THIS?!​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
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    neonchillineonchilli Member Posts: 35 Arc User
    Destabilizing Resonance II is higher damage (511 phys damage per sec) than DRIII (425 phys damage per sec) ofcourse those numbers are set to my build but II stil higher damage than III
  • Options
    nikeixnikeix Member Posts: 3,972 Arc User
    •Resolved an issue that prevented Fire at Will's accuracy rating penalty from applying.

    ((maniacal cackling)) Hooboy. I've been waiting for the BFAW changes to actually DO SOMETHING. Can't wait to see the parses now.
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    Someone needs to QA whatever the graphics programmers are changing on Tribble.

    Now, the bottles at the bar at Starfleet Academy are flickering.
    frtoaster wrote: »
    The bottles at the bar at Starfleet Academy keep flickering. I tried to fix the issue by changing various graphics settings:
    • World detail distance
    • Terrain detail distance
    • Character detail distance
    • World texture detail
    • Character texture detail
    • Postprocessing
    • Screen-space ambient occlusion
    • Cinematic focus (depth of field)
    • Antialiasing
    • Reflection quality
    • Lighting 2.0
    • Shadows
    • Max lights per object
    • Max shadowed lights
    Nothing I changed seem to fix it.

    The issue with hair and plant textures is still occurring.
    frtoaster wrote: »
    Currently, on Tribble, the textures on some plants and hair are rendered incorrectly if both screen-space ambient occlusion (SSAO) and depth of field (DoF) are turned off. (Turning off post-processing will also do it.) To see this bug, turn off both SSAO and DoF, visit Earth Spacedock or Starfleet Academy, and look at the plants and talk to the NPCs. The bug makes it look as though someone colored in the transparent parts of the textures.

    And because of the changes made to "Bloom quality", everything is darker now for people not running Lighting 2.0.

    https://www.reddit.com/r/sto/comments/60kkxl/pc_alarming_gfx_ingame_control_settings/df7oz48/

    Also, cursors are still broken.

    Text input boxes fail to display cursor in leftmost position
    Waiting for a programmer ...
    qVpg1km.png
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    frtoaster wrote: »
    And because of the changes made to "Bloom quality", everything is darker now for people not running Lighting 2.0.

    Nice detail in your post, but this sentence pretty much sums things up. K-13 is the worst offender with the shadow NPCs.
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    pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    You still need to do something about projectiles. Shearing was keeping them afloat, but they're still being impacted severely by shields (every point of shield eliminates 8 points of kinetic damage that did not bleedthrough), do less damage than an individual energy weapon anyways at high weapon ratings even when shields are down/nonexistent, do not all benefit from BOFF abilities and cannot fire together like the energy weapons do.

    You wanted to balance the game so balance it. Help projectiles.
  • Options
    tobiashirttobiashirt Member Posts: 630 Arc User
    edited March 2017
    [*] Destabilizing Resonance Beam's damage has been increased.
    [*] The amount of power drained by Target Subsystems has been increased massively.

    for the love of motherfudging god, WILL YOU PLEASE PUT VALUES ON STUFF LIKE THIS?!​​

    Ask someone who keeps Tribble up to date to check?

    Edit:

    Target Subsystems 1 now reads: "6% chance to knock the target subsystem offline for 23.3s, drain 14 power from target for 10s stacks up to 10 times". This is a ship with 30 CtrlX and 733 DrainX. On my EPG sci ship, the disable is 8s and the drain is -4/stack.

    DRB 2 is now 3027/tick, compared with something like 3300 or 3400 on the same ship on Holodeck

    Drain Infection went from ~550 damage on the tooltip to 795, and the Deteriorating SecDef proc went from ~5100 to 7800/tick
  • Options
    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    i shouldn't HAVE to, and the one doing the actual checking shouldn't have to do so either - cryptic should be providing that information - and having actual VALUES is something testers need so they know if something didn't come out right​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • Options
    tobiashirttobiashirt Member Posts: 630 Arc User
    neonchilli wrote: »
    Destabilizing Resonance II is higher damage (511 phys damage per sec) than DRIII (425 phys damage per sec) ofcourse those numbers are set to my build but II stil higher damage than III

    Seconded, at least as far as the tooltips are concerned, approx. 1800 vs 2200 here. Brief logging of Japori seems to support this.

    DRB 2: Avg. Crit = 6276, Avg. Non-Crit = 3322, Min->Max Non-Crit = 2381->4495
    DRB 3: Avg. Crit = 5866, Avg. Non-Crit = 2998, Min->Max Non-Crit = 1949->3729

    About 50 ticks recorded for each ability, both at a Crit rate of ~52%
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    lucho80 wrote: »
    frtoaster wrote: »
    And because of the changes made to "Bloom quality", everything is darker now for people not running Lighting 2.0.

    Nice detail in your post, but this sentence pretty much sums things up. K-13 is the worst offender with the shadow NPCs.

    I've not checked K-13, but the difference is very noticeable on many maps. What they've done is replace the "Low" and "High" bloom quality settings with a single "On" setting. The new "On" setting is equal in brightness to the old "Low" setting. The problem is that, for people not running Lighting 2.0, many maps are too dark unless "Bloom quality" is set to "High". This is only one of the graphics changes currently on Tribble, but not yet on Holodeck. I know that everyone is preoccupied with the balance pass, but it annoys me that we're not getting any patch notes about graphics, even though they are clearly changing things.
    Waiting for a programmer ...
    qVpg1km.png
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    [*] Destabilizing Resonance Beam's damage has been increased.
    [*] The amount of power drained by Target Subsystems has been increased massively.

    for the love of motherfudging god, WILL YOU PLEASE PUT VALUES ON STUFF LIKE THIS?!​​
    i shouldn't HAVE to, and the one doing the actual checking shouldn't have to do so either - cryptic should be providing that information - and having actual VALUES is something testers need so they know if something didn't come out right​​

    I think the problem is that the devs are basically changing the constants in some equation, and the final result depends on all the variables in the equation, including your skills and equipment. They can tell us what they did to the constants, but the actual result will depend on each player's specific build. I think they should just give us the full equations. Not everyone will understand them, but no one's getting much information out of these vague sentences anyway.
    Waiting for a programmer ...
    qVpg1km.png
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    tobiashirttobiashirt Member Posts: 630 Arc User
    edited March 2017
    i shouldn't have to, and the one doing the actual checking shouldn't have to do so either - cryptic should be providing that information - and having actual values is something testers need so they know if something didn't come out right​​

    Testers generally have the values if they were on Tribble any time prior to the current patch, and can thus make a comparison. The patch notes are just a general "it's larger or smaller relative to what it was". That, and there are so many factors going into what shows on a tooltip that I'm not sure what single value you'd have be put in the notes. What if someone were reading a space skill on the ground, or they'd forgot to change power allocation etc? The only way to get specific values is to ask or go look, no single universally applicable value can ever really be stated.

    Edit: Consider the case that the notes said something like "value was doubled from what it previously was". Just as vague as "it's been increased/decreased", but someone who knows about what it was before can read that and know about what it is now. Maybe they could state the base values of things being changed, before skill input, along with the formulae for the effect different things have, and we could calculate it out?
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    Tribble has been updated to: ST.75.20170306c.9

    The amount of power drained by Target Subsystems has been increased massively.

    This is wonderful news. Can we get a buff to disables that were tied to subspace decompiler before the skill change? Even if it's just adding an aux modifier to them 3.2 seconds on Photonic shockwave 1 at 286 CtrlX really isn't enough to work with, especially now that the resist for this is a lot cheaper than it used to be.

    Also, on the subject of Viral Matrix, @crypticspartan#0627 why does it scale on drain skill?
    ZiOfChe.png?1
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    roebotsixtyfiveroebotsixtyfive Member Posts: 286 Arc User
    edited March 2017
    pyrogxmk3 wrote: »
    You still need to do something about projectiles. Shearing was keeping them afloat, but they're still being impacted severely by shields (every point of shield eliminates 8 points of kinetic damage that did not bleedthrough), do less damage than an individual energy weapon anyways at high weapon ratings even when shields are down/nonexistent, do not all benefit from BOFF abilities and cannot fire together like the energy weapons do.

    You wanted to balance the game so balance it. Help projectiles.

    Torpedoes have always needed a significant buff. Plasma, Photon and Quantum are alright and could do with a small damage buff to compete fairly with beams (maybe just make the shield reduction less extreme when shields are at less than 25%), while the other 3 need a significant damage AND fire rate buff. Transphasics pierce 40% of shields, which is good, BUT they do so little damage and fire once every 10 (or was it 12, can never remember which one) seconds which makes them so weak they just aren't worth slotting. Chronitons are about as strong as a photon, have a proc that often is useless, and also fire at either 10 or 12 second intervals. Tricobalts are the worst offender, they take a mighty 30 seconds to refire (not even 3 projectile weapons DOffs will fix this), often don't fire AT ALL before going onto Cooldown due to Destructible torps not liking firing when on autofire if you just brought them into firing arc, and do about twice a quantum's damage, but with one of the slowest cooldowns and the added downside of being destructible.

    So:
    Photons - Could do with a slight damage buff or some form of compensation against low (sub 25%) shields.
    Quantums - Could do with a slight damage buff or some form of compensation against low (sub 25%) shields.
    Plasmas - Could do with a slight damage buff or some form of compensation against low (sub 25%) shields.
    Transphasics - Need a significant damage AND fire rate buff, they are just such a weak choice at the moment.
    Chronitons - Need a fire rate buff.
    Tricobalts - Need a significant fire rate buff (10 secs) to help mitigate the fact they are destructible.

    Mines on the other hand, they all function pretty much the same and have the same basic problems, they are awkward to use (due to deploy time, then activation time, then travel time), take a long time to recharge, and are just not worth the hassle. The 3 more generic torpedo types are at least decent on NORMAL builds (not these crit abusing builds that exclusively spam beams for max DPS).

    What's more insulting is that there is now another Kinetic damage weapon (The Heavy Railgun) which not only has some shield pen (20%), a much faster fire rate (Every 4 seconds), a massive firing arc (360 Degrees) and about as much damage as a Tricobalt. But it's currently for just one escort, but will soon be rolled to all escorts. Why can't a torpedo hit that hard? Why do torpedoes have to be such a weak option? I know torpedoes are meant to be burst damage, but when that burst damage is not significant enough to keep it on par with energy weapons, what's the point in having it.

    I'm a big fan of Torpedoes for the sake of canon, out of over 80 level 50+ characters, only 2 I can think of don't use a Torpedo, those being an all cannon Vonph, and my attempt at a crit abusing beamspam Scimitar.

    P.S. Apart from the loss of damage from Grav Well and Subspace Vortex (both of which have been a Sci Vessels main source of damage for a long time) and the general lack of interest in how badly Torpedoes perform compared to energy weapons, I am very happy with these balance changes and gladly await their rollout (and almost inevitable emergency day 1 patch like most Seasons).

    Also, I know it's a minority thing, but if you are going to take all Foundry Missions offline with every Season or Expansion, can you at least make them all reupload? Some of them do, but most of them don't, and when you have around 12 for both factions, it get's very tedious to upload them all as you have to load each one up (which takes a while), start the upload (which takes a while), close, repeat. If auto reupload isn't a thing, maybe an upload button on the selection screen so you don't have to load each project just to reupload it.

    Also Also, on the subject of the Foundry, giving us enemy factions is nice, but for actually making a story with them, we need an NPC contact or 2. It's currently very difficult to use something like Na'kuhl or Tzenkethi (or any other species that can't be made with the limited Aliengen races (maybe the foundry could have a fully unlocked Aliengen race that lets us build pretty much any humanoid in STO)) due to not having any NPC contacts for them.
    sto_forum_sig_gif_by_roebot56-d9as2al.gif
    If you can't solve it logically, solve it like a moron.

    51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.

    The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.

    Want a Star Trek themed starship command fan-made Board Game that isn't fiendishly complicated but not so easy it's a joke? Download mine for free here. https://roebot56.deviantart.com/art/BOARD-GAME-R56-s-Starship-Command-STAR-TREK-Edn-682732468 A Stargate version of the game is available from a link in the description.

    Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
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    redvengeredvenge Member Posts: 1,425 Arc User
    tobiashirt wrote: »
    ...the Deteriorating SecDef proc went from ~5100 to 7800/tick
    I don't suppose you have access to the Tal'shiar Adapted vessels?

    The three piece set bonus for those ships is Multi-spectral Particle Generator. It's effect is similar to the Deteriorating Secondary Deflector.

    I was curious to see if they changed the bonus damage from Multi-spectral Particle Generator to Exotic Damage as well.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Still think making the damage reduction that is applied while shields are up against kinetic/torpedo damage a variable reduction over being a static one. In the wiki at least it is stated as being static damage reduction of something like 75%, though it might be seeming this is a bit outdated. If this fact of torpedoes an some kinetic damage has a static damage reduction applied to it, than making it a variable reduction based on how much hp is left on a shield facing for how high the reduction applied is would improve torpedos overall.

    Might sound weird but giving transphasic torpedoes/mines a chance to leave a shield by-passing/piercing debuff that affects other torpedo/kinetic damage sources, and maybe a slightly reduced in strength debuff that affects energy weapons. This would make them appealing to use in mixed weapons, and make them feel more impressive an so appealing.

    I would not mind seeing cluster-torpedoes getting some buffs, and maybe alterations to allow it to be affected by both torpedo an mine buffing boff abilities, but yet the degree of affect reduced. THe idea of being able to use torpedo spread on a cluster torpedo is appealing, or launching one that is affected by either of the mine-attack patterns would be interesting, but also I do wonder if they might convert cluster torpedoes into a heavy weapon. Give them a buff an you could see a quite good weapon worth the long cd between launches.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2017
    frtoaster wrote: »

    I think the problem is that the devs are basically changing the constants in some equation, and the final result depends on all the variables in the equation, including your skills and equipment. They can tell us what they did to the constants, but the actual result will depend on each player's specific build. I think they should just give us the full equations. Not everyone will understand them, but no one's getting much information out of these vague sentences anyway.

    I know they like to keep the specifics in the dark, but giving us the equations in the first place would:
    1) Pinpoint any problems quickly
    2) Keep all players more informed on how things work

    Unfortunately, most games treat us like we are 5 year olds playing Pokemon Go where instead of giving us specifics, they give us some Cryptic (pun intended) superficial description on how good your pokemon is.

    It sucks having to always reverse engineer these equations.
    adamkafei wrote: »

    Also, on the subject of Viral Matrix, @crypticspartan#0627 why does it scale on drain skill?

    Frankly, I think there was some TRIBBLE up in this whole change. Viral matrix, target subsystems disable, and all other disables were tied to Control skill. This is the second skill I hear of being changed without reason. First one being boarding party if I'm not mistaken.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited March 2017
    pyrogxmk3 wrote: »
    You still need to do something about projectiles. Shearing was keeping them afloat, but they're still being impacted severely by shields (every point of shield eliminates 8 points of kinetic damage that did not bleedthrough), do less damage than an individual energy weapon anyways at high weapon ratings even when shields are down/nonexistent, do not all benefit from BOFF abilities and cannot fire together like the energy weapons do.

    You wanted to balance the game so balance it. Help projectiles.

    Torpedoes have always needed a significant buff. Plasma, Photon and Quantum are alright and could do with a small damage buff to compete fairly with beams (maybe just make the shield reduction less extreme when shields are at less than 25%), while the other 3 need a significant damage AND fire rate buff. Transphasics pierce 40% of shields, which is good, BUT they do so little damage and fire once every 10 (or was it 12, can never remember which one) seconds which makes them so weak they just aren't worth slotting. Chronitons are about as strong as a photon, have a proc that often is useless, and also fire at either 10 or 12 second intervals. Tricobalts are the worst offender, they take a mighty 30 seconds to refire (not even 3 projectile weapons DOffs will fix this), often don't fire AT ALL before going onto Cooldown due to Destructible torps not liking firing when on autofire if you just brought them into firing arc, and do about twice a quantum's damage, but with one of the slowest cooldowns and the added downside of being destructible.
    They do need sorting which is why I don’t understand the reasoning behind the devs changes which mean torpedoes skill are no longer consistent with other weapon enhancements and the nerf to torpedo skills which is the very opposite of what is needed.

    Not only are torpedo skills no longer consistent with other skills but I am completely fed up and frustrated with my torpedo skills doing zero damage due to the new changes. Plus the fun factor of flying my ship like they do in the TV show has been lost. Torpedo skills just do not feel like Star Trek anymore.

    The changes don’t make sense to me as the fix is worse than the problem it was trying to solve, fun factor has been lost, frustration levels increased. Why are they going ahead with this!

    EDIT: There are two main categories of skills for weapons. Continuous effect skills like Fire at Will, Rapid Fire, Scatter Volley which had an effect for the entire duration of the skill and a shorter activation duration. Then there was the other category like mine patterns, beam overload, high yield, torpedo spread which all had a one off effect that didn’t last over the duration of the skill but had a longer activation duration. Moving high yield & torpedo spread into the same category as continuous effect skills not only breaks the consistently between skills but creates new problems like torpedo skills failing to fire and doing zero damage at times. Why is the double tap fix only being applied to torpedo skills and not to any of the other weapons skill that can double tap? You can still double tap beam overload or mines for example. If anything the changes to beam overload mean it should be moved to the Continuous effect category and only have a 10 seconds window to use.

    Tricobalts also need fixing at some point the cooldowns got broken and they started trigging a 15second cool down not only on each other but between torpedoes and mines as well. When Tricobalts damage was cut in half the cooldowns got removed but somehow it sneaked back in. Plus the Tricobalts mines triggering a cooldown on torps and torps on mines make them unusable in the same build.

    Post edited by pottsey5g on
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    More detailed tribble patch notes would mean more time and precision required to write them, which is time they could have spend on developer tasks.

    Also, we aren't just supposed to read the notes and say: "Ah, yes, that's 500 less DPS, it's useless now" - Tribble is only really useful to Cryptic if we go out and actually test stuff there! Mere speculation about abstract numbers will not really them how well their changes will work in play. And reading the patch notes definitley won't tell us if the "significant increase/decrease" actually happened or was neutered in a side effect of another change.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    More detailed tribble patch notes would mean more time and precision required to write them, which is time they could have spend on developer tasks.

    Also, we aren't just supposed to read the notes and say: "Ah, yes, that's 500 less DPS, it's useless now" - Tribble is only really useful to Cryptic if we go out and actually test stuff there! Mere speculation about abstract numbers will not really them how well their changes will work in play. And reading the patch notes definitley won't tell us if the "significant increase/decrease" actually happened or was neutered in a side effect of another change.
    Some of the notes need to be more detailed. For example despite testing I have no idea what the new mine ranges are. I cannot give feedback on the mine changes as I cannot tell any difference.

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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Not being able to tell the difference might be feedback, too, though. The bigger question in the end is here - do you feel mines are working well, are overpowered, underpowered?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    pottsey5g wrote: »
    More detailed tribble patch notes would mean more time and precision required to write them, which is time they could have spend on developer tasks.

    Also, we aren't just supposed to read the notes and say: "Ah, yes, that's 500 less DPS, it's useless now" - Tribble is only really useful to Cryptic if we go out and actually test stuff there! Mere speculation about abstract numbers will not really them how well their changes will work in play. And reading the patch notes definitley won't tell us if the "significant increase/decrease" actually happened or was neutered in a side effect of another change.
    Some of the notes need to be more detailed. For example despite testing I have no idea what the new mine ranges are. I cannot give feedback on the mine changes as I cannot tell any difference.

    Don't mines on Holodeck target at 7.5km? Have you thought of grabbing a fleetmate or creating a second account so you can deploy mines on a challenge map and then creep one km closer every X interval of time and see when they lock on and move toward the target?
    ZiOfChe.png?1
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    bridgernbridgern Member Posts: 709 Arc User
    Arn't you buffing Drain now a bit too much.
    Bridger.png
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    adamkafei wrote: »
    pottsey5g wrote: »
    More detailed tribble patch notes would mean more time and precision required to write them, which is time they could have spend on developer tasks.

    Also, we aren't just supposed to read the notes and say: "Ah, yes, that's 500 less DPS, it's useless now" - Tribble is only really useful to Cryptic if we go out and actually test stuff there! Mere speculation about abstract numbers will not really them how well their changes will work in play. And reading the patch notes definitley won't tell us if the "significant increase/decrease" actually happened or was neutered in a side effect of another change.
    Some of the notes need to be more detailed. For example despite testing I have no idea what the new mine ranges are. I cannot give feedback on the mine changes as I cannot tell any difference.

    Don't mines on Holodeck target at 7.5km? Have you thought of grabbing a fleetmate or creating a second account so you can deploy mines on a challenge map and then creep one km closer every X interval of time and see when they lock on and move toward the target?
    Tribble tends to be dead in my play time, not managed to bump into anyone yet. A 2nd account would work, will try that next week when I get time.
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    pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    edited March 2017
    Torpedoes
    I would argue the shield resistance is one of the problems - more specifically it's something that should never have happened and is mechanically 100% un-needed (and in terms of the setting is flat-out wrong) given the energy weapons do NOT have a disadvantage against naked hulls: They get to it faster AND do more to it once there. But the big one is the shared cooldown and the BOFFs.

    Torpedoes:
    1) It is insane to assume even for a moment that energy weapons are not firing at at least 100 energy level. The energy IS coming from somewhere, but a DBB will surpass a photon before 110 power.

    2) Torpedoes have a cooldown floor and a shared cooldown. They do not get haste. So torpedoes do a bit less, AND they'll be doing their bit-less less often too.

    3) An ability such as Cannon:Rapid-Fire may seem weaker at first glance than Torpedo High Yield... But affects *all* weapons of that category for its entire duration. Rather than one photon launch of 296.8%, you get 3 barrages of 150%... Times those three DHCs, and those two turrets in the back.

    4) After all of the above have already compounded to make energy weapons decidedly more capable, we finally get to the shield problem. Torpedoes do less damage, less often, with less multipliers, and then get what they've done viciously divided once again.

    As a weapon that is 100% efficient at max range and does not require weapon energy, it is perfectly understandable that it would have drawbacks. However, point 1 alone seems to be in the appropriate ballpark for this drawback all on its own. Those with issues about potential burst damage would likely be far more satisfied if that single photon was not doing 296.8% but instead was separated with the idea that two launchers will each get to use the bonus twice while it's in use, for a higher "over time" total but less immediate burst damage. The rest, the rest just needs to go.


    Edit:
    @adamkafei : Normal mine detection range on holodeck is 3km, I believe it wasn't doubled but upped to 5km with hot pursuit (it's been a while since I touched that alt... and uh I can't remember which one it was that had it). 7.5km would be a huge boost.... I'd probably start equipping the damn things with 7.5km if it weren't for the fact that there's like NO sets for it and it won't match my all-torpedo consoles...

    Actually, with 7.5km, if the cooldowns weren't making it impossible I'd shove the damn things in the front as well, just to see *FIELDS* of the little buggers fly off most satisfyingly. It wouldn't be all that strong but damn if that wouldn't be fun to watch.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    adamkafei wrote: »
    Tribble has been updated to: ST.75.20170306c.9

    The amount of power drained by Target Subsystems has been increased massively.



    Also, on the subject of Viral Matrix, @crypticspartan#0627 why does it scale on drain skill?
    lucho80 wrote: »

    Frankly, I think there was some **** up in this whole change. Viral matrix, target subsystems disable, and all other disables were tied to Control skill. This is the second skill I hear of being changed without reason. First one being boarding party if I'm not mistaken.

    To my understanding, anything that affects subsystems (drains, subsystem disable) is DrainX, and anything that affects powers/movement, is CtrlX. For example, VM is DrainX because it shuts down a subsystem whereas Photonic Shockwave is CtrlX because it disables Boff powers for a few seconds.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    So now that some abilities debuff shield resistance to "all damage" does that mean torpedoes will hit harder on a sufficiently debuffed shield? Is it possible to debuff out the innate kinetic resistance shields have?
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited March 2017
    pyrogxmk3 wrote: »
    Edit:
    @adamkafei : Normal mine detection range on holodeck is 3km, I believe it wasn't doubled but upped to 5km with hot pursuit (it's been a while since I touched that alt... and uh I can't remember which one it was that had it). 7.5km would be a huge boost.... I'd probably start equipping the damn things with 7.5km if it weren't for the fact that there's like NO sets for it and it won't match my all-torpedo consoles...

    Actually, with 7.5km, if the cooldowns weren't making it impossible I'd shove the damn things in the front as well, just to see *FIELDS* of the little buggers fly off most satisfyingly. It wouldn't be all that strong but damn if that wouldn't be fun to watch.
    Different mines have different ranges. Mines have a lot of hidden stats that are not shown which is one thing I would like to see fixed.

    On the live server
    -Photon mines have increased stealth and have a 3km range which is doubled to 6km with hot pursuit.
    -Quantum Mines have increased flight speed, Increased explosion triggering distance and increased explosion radius but only 2km range doubled to 4km with hot pursuit.

    So I can believe Photo mines with hot pursuit break past 7km on tribble. Due to the torpedo changes I am giving up on torpedoes and going back to a full mine layer setup.
    Post edited by pottsey5g on
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