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TRIBBLE Maintenance and Release Notes - November 4, 2011

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    j-rod24 wrote: »
    So let me get this straight....your saying your not going to renew your subscription that expires on Sunday because there is a bug that has not been fixed on a test server? I'm not sure if you have read previous posts but on this test server they do small fixes on Tuesday's usually, and bigger roll outs on Thursday's or Friday's. The only thing that is going to warrant an emergency patch on a test server is something that is soooo game breaking that they can't gather any useful data. Since this is a test server you should just expect to find things that are bugged out. And yes there is a good chance they the might be bugged out for a week or longer.

    I wouldn't waste your time with such a logical argument, he sounds a bit infantile, as if anyone would read his post and say "Oh wow x user is upset about a bug on the test server. Oh No! He's throwing a tantrum and is going to cancel his subscription, we better jump on this right away!". It's obvious to rational people like you and I the Dev's have bigger fish to fry, especially things like the DoFF system being busted which would affect the test data they are collecting. Besides, don't try to talk him out of it, let him cancel his subscription, at least that way there would be one less petulant child winge-ing on the forums. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Sorry if someone mentioned this before, but i didnt have the time to read all posts.

    Zero:

    Did you notice that with the new skills set in 150 points steps it is impossible to get a build which uses all 72700 skillpoints? That is because 72700 isn't devideable by 150. I think you should have considered this.


    EDIT: Forget that ;) Just saw a post, which states there are 50 more points to get. Sry :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Well the space skill revamp has hit with what could only be called "mixed" reactions. Will it be any better or worse? It's probably too early to tell as this is only the first attempt and the ground system has yet to be modified.

    What would be usefull would be to give us "free respecs" while this is going on so we can really see what setting has the greatest effect on what power. I remember the Klingon side had an infinite re-spec/token system before so why not now.

    Love the DOFF system - hope that little "bug" that sneaked in gets fixed soon and a big well done to Heretic and Rehpic for the level of communication with the players.

    It was nice to see some of the bug mountain being fixed, I just hope you know how critical it is to fix these long standing bugs, we gripe and whine about bugs but the vast majority of the free to play crowd will just walk.

    So can we have some action/info on :-

    a) Cloned Bridge Officers (people PAID for these bridges)
    b) Sloooow Loading onto ESD why and whats being done to fix it
    c) Fire all weapons still greyed out - how does that get past QA
    d) Would it kill you to make a few missions - even test ones to try these new ships on
    e) Foundry - Desperate for updates
    f) Confirmation of what the "new" 500 day rewards will be and when we get them
    g) Dilithium/time/money balance to be fair

    Sorry if it sounds like I am complaining too much, I just want this transition to be a success and unless we see more stuff and less fluff (c-store jellyfish for goodness sake) then I fear for the future of the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Well, I'm here again just to say that everything on this new patch is ok!
    You just messed up the DOff system, why?
    Well... Let me point everything:

    1- Traits of the Duty Officers no longer change anything about the chances of succes and failures.
    2- That pie chart you added isn't working > Probably because of item 1.
    Resume: With the traits and skills of the DOff not working there's no point having them! Really... It was ALMOST great before you changed it with this new patch.

    Please start a emergency patch so we can play with the DOff correctly. I'd love that. Or just restore to default and while it's on default mode (just the DOff system) you develop a new patch more.... pleasent.

    Thank you for the attention, I hope you consider this post.
    Have a nice day you all!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    marklord wrote: »
    Well, I'm here again just to say that everything on this new patch is ok!
    You just messed up the DOff system, why?
    I'm guessing it was all part of their plan to upset their customer base :eek:, or maybe, just maybe it's a beta system and its a "bug" ...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I think that a big part of why it feels like the skill points don't go as far at present is because the ground traits cost 150% as well as the space traits. That means that re-speccing into the exact same ground traits that you had before will leave you with fewer skill points for space traits than you had previously.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The problem i found was that they need to increase the skill points cap so that we can increase all of our space traits to level 9 and not get shorted on those abilities because the way it is now you still have to plan how you want to use your skill points which causes your ship to not be as powerful as you want it. And why increase the points needed to get those skills where if they had left it alone we could have gotten all the space traits with the points we already have and we wouldn't need the increase in the skills cap area.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I think the goal of the skill points is either be very powerful in space or very powerful ground, but not both at the same time. You will need to compromise on what is important to you.

    The point I tried to make in my previous post is that the compromise between the two before this update was much less as it is now. That is why I suggested tier method of cost of points.

    What would be the point of the game if we all were powerful in space and ground. There would be no variety of players with different powers trying to out do the other guy/gal.

    I just hope they give us a bit more wiggle room as we had before.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Well I just noticed the new blog #18

    Sounds like its time to take a breath and wait and see what happens. Per the blog they havent even touched the ground skills. So that could explain what we are seeing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    TheCallUp wrote:
    I wouldn't waste your time with such a logical argument, he sounds a bit infantile, as if anyone would read his post and say "Oh wow x user is upset about a bug on the test server. Oh No! He's throwing a tantrum and is going to cancel his subscription, we better jump on this right away!". It's obvious to rational people like you and I the Dev's have bigger fish to fry, especially things like the DoFF system being busted which would affect the test data they are collecting. Besides, don't try to talk him out of it, let him cancel his subscription, at least that way there would be one less petulant child winge-ing on the forums. :D

    Posters who take time out of their days to devote entire posts to hurling condescending insults at other posters will, judging by the above quote, continue to be well represented. Maybe that's the "bigger fish" that needs to be fried? Probably.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    My question is this . . . are they taking diplomatic missions out of the Doff system completely, as well as recruitment?

    I see nothing about this in the patch notes, yet since the patch released, not only have I noticed the issues with the traits disappearing, but have not been able to find a single diplomatic mission until just a while ago. Now an even bigger issue arises. I shall explain:

    I FINALLY found a diplomatic DOFF mission in Alpha Trianguli. It called for an Advisor and trader. I had neither, so I went to the exchange and spent a lot of energy credits acquiring an advisor. I returned to Alpha Trianguli and the DOFF I purchased was, though an advisor, still not available for the mission. She is an advisor, she is verified to be in my roster, she is NOT assigned to ground or ship rosters. She is completely available.

    Thus the only logical conclusion is that the traits ARE still in effect, and she has been disqualified for one of her traits. Which one? Who knows? One cannot tell because the devs took out the trait icons from the UI.

    I also know that the trait system must still be active because after the patch I was forced to assign random officers to the missions without taking traits into account. The result: Multiple failures and 1 disaster. Not good. Before the patch I was able to use command decisions and review the officers and assign accordingly. In a roleplay environment this is how it should be. Leaders in real life also assign staff based on skills and abilities. So why disable those here after they were already existant in the system before the patch? It was a good thing, yet was disabled. before the patch I was able to use such judgement and had no casualties. After the patch my sick bay is filling up - and fast. I had 3 come in just today. Wow.

    Now I do not like to make any gripes without giving helpful suggestions, so here are mine:
    1. PLEASE add the traits back into the UI so we can properly assign our officers.
    2. Please go back to the availabilities of DOFF missions as before. No longer having any diplomatic or recruiting missions available (or functional when we DO find one, as I described above) completely defeats the purpose of even having diplomatic or recruitment tier trees available.

    Thank you in advance for seeing this, Devs, and thank you again for considering these points if you have not already done so :)

    As for everything else resulting from the patch - great job! love the new icons, and LOVE the fact that bridge officer abilities in the UI are now grouped by class. THANK YOU for that!

    Take care.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Faelandaea wrote: »
    My question is this . . . are they taking diplomatic missions out of the Doff system completely, as well as recruitment?

    I see nothing about this in the patch notes, yet since the patch released, not only have I noticed the issues with the traits disappearing, but have not been able to find a single diplomatic mission until just a while ago. Now an even bigger issue arises. I shall explain:

    I FINALLY found a diplomatic DOFF mission in Alpha Trianguli. It called for an Advisor and trader. I had neither, so I went to the exchange and spent a lot of energy credits acquiring an advisor. I returned to Alpha Trianguli and the DOFF I purchased was, though an advisor, still not available for the mission. She is an advisor, she is verified to be in my roster, she is NOT assigned to ground or ship rosters. She is completely available.

    Thus the only logical conclusion is that the traits ARE still in effect, and she has been disqualified for one of her traits. Which one? Who knows? One cannot tell because the devs took out the trait icons from the UI.

    I also know that the trait system must still be active because after the patch I was forced to assign random officers to the missions without taking traits into account. The result: Multiple failures and 1 disaster. Not good. Before the patch I was able to use command decisions and review the officers and assign accordingly. In a roleplay environment this is how it should be. Leaders in real life also assign staff based on skills and abilities. So why disable those here after they were already existant in the system before the patch? It was a good thing, yet was disabled. before the patch I was able to use such judgement and had no casualties. After the patch my sick bay is filling up - and fast. I had 3 come in just today. Wow.

    Now I do not like to make any gripes without giving helpful suggestions, so here are mine:
    1. PLEASE add the traits back into the UI so we can properly assign our officers.
    2. Please go back to the availabilities of DOFF missions as before. No longer having any diplomatic or recruiting missions available (or functional when we DO find one, as I described above) completely defeats the purpose of even having diplomatic or recruitment tier trees available.

    Thank you in advance for seeing this, Devs, and thank you again for considering these points if you have not already done so :)

    As for everything else resulting from the patch - great job! love the new icons, and LOVE the fact that bridge officer abilities in the UI are now grouped by class. THANK YOU for that!

    Take care.

    Most likely you brought a cross faction DOFF. KDF faction doffs(klingon, orion etc) bought off the exchange or traded for can't be used by fed characters and fed race doffs can't be used by a KDF character. They show in your roster but can't be assigned to missions and this is not a bug it is intended.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The problem i found was that they need to increase the skill points cap so that we can increase all of our space traits to level 9 and not get shorted on those abilities because the way it is now you still have to plan how you want to use your skill points which causes your ship to not be as powerful as you want it. And why increase the points needed to get those skills where if they had left it alone we could have gotten all the space traits with the points we already have and we wouldn't need the increase in the skills cap area.

    The number of points is deliberately kept short so that we have to choose which traits we want to invest in. However, the present setup has us a bit short on points because the ground traits, which have not been updated yet, cost 150%, meaning that we have fewer skill points to devote to space traits than we did before the space trait update. Personally I would like for Cryptic to change ground trait costs back to the old cost until the new ground traits become available.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I have been using a Vo'quv with to'duj fighters and orion interceptors. I have noticed an inconsistency in the carrier commands. Not all fighters are following orders. I have not seen a pattern of when commands are given and fighters launched to suggest a sure fire way to reproducing it. However, I have not had a map yet that the commands all worked 100%. I have toggled the attack command to have anywhere from 1 to 5 fighters continue to follow me as if the recall command was still toggled. I have toggled the recall command to have fighters not use full impulse when I do and get left behind. This leaves me with only the few that do use full impulse. To make it even more crazy, I have had a the following scenario.

    1. spawn fighters,
    2. toggle attack.
    3. target destroyed with a few fighters being destoyed.
    4. toggle recall
    5. go to full impulse of the 8 remaining fighters, three do not use full impulse
    6. reach next target and toggle attack.
    7. during battle, the left behind fighters catch up.
    8. Battle ends with only the three fighters that were left behind and caught up surviving.
    9. Isssue the recall order
    10. go to full impulse, this time the three fighters that had previously not gone to full impulse, now go to full impulse and follow properly.

    As far as full impulse is concerned, it is almost as if, if I have too many fighters out, say more that six, then some of the fighters will not go to full impulse. When I have six or less left, they all seem to go full impulse. Again, this is not every time, but what seem to be happening when this behavior occurs.

    As far as fighters remaining on recall and not attacking when attack is toggled, I have not seen any rhyme or reason for it. I will continue to keep my eye on it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Most likely you brought a cross faction DOFF. KDF faction doffs(klingon, orion etc) bought off the exchange or traded for can't be used by fed characters and fed race doffs can't be used by a KDF character. They show in your roster but can't be assigned to missions and this is not a bug it is intended.

    Oh . . . okay. Well the rest of my points stand but I stand corrected on that part. Thank you for the reply.

    Just curious then . . . how do we tell if a DOFF is Fed or KDF before we buy it? In the exchange it only appeared as "name", "advisor", "common". That's it. There is no info other than that and one cannot accurately tell by a thumbnail art if a DOFF is Fed or KDF. If this is the case i wish I'd have known before blowing 50,000 energy credits on it.

    Not griping here . . . actually hoping there is something i missed that someone can assist me with.

    As for the points I made about traits, though . . . I still hope those are brought back into the UI. My sick bay is getting packed . . . . O.o Bringing back diplomacy missions would be awesome also.

    "EDIT" . . . She has the federation logo in the background of her picture. She is Klingon, but she is listed as Klingon. Her name is Daran. Anyone able to tell me if this is indeed a bug to be reported. Actually . . . either way it's a bug in my opinion. One or the other needs to be fixed. Either she needs to be able to work my staff, or DOFFs need to be identifiable by faction so that we may know that it is not usable by us. Also, it was pointed out to me that with bridge officers, feds cannot buy them on the exchange. You'll get a dialog blocking you from doing so. Why not do so with DOFFs also? A thought for a future patch, me thinks?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Thanks for the update Zero; glad to see that you are still with us :) Left my feedback tonight for the latest build.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Faelandaea wrote: »
    Oh . . . okay. Well the rest of my points stand but I stand corrected on that part. Thank you for the reply.

    Just curious then . . . how do we tell if a DOFF is Fed or KDF before we buy it? In the exchange it only appeared as "name", "advisor", "common". That's it. There is no info other than that and one cannot accurately tell by a thumbnail art if a DOFF is Fed or KDF. If this is the case i wish I'd have known before blowing 50,000 energy credits on it.

    Not griping here . . . actually hoping there is something i missed that someone can assist me with.

    As for the points I made about traits, though . . . I still hope those are brought back into the UI. My sick bay is getting packed . . . . O.o Bringing back diplomacy missions would be awesome also.

    "EDIT" . . . She has the federation logo in the background of her picture. She is Klingon, but she is listed as Klingon. Her name is Daran. Anyone able to tell me if this is indeed a bug to be reported. Actually . . . either way it's a bug in my opinion. One or the other needs to be fixed. Either she needs to be able to work my staff, or DOFFs need to be identifiable by faction so that we may know that it is not usable by us. Also, it was pointed out to me that with bridge officers, feds cannot buy them on the exchange. You'll get a dialog blocking you from doing so. Why not do so with DOFFs also? A thought for a future patch, me thinks?

    Being able to sort KDF/FED doffs in exchange is one of the things they said they are going to add to avoid this confusion.

    If she has a fed logo then I am guessing whoever put her up got her from a instigate defection mission or prisoner exchange mission meaning she really is a fed doff and Hereitic has said that cross faction doffs earned through missions are supposed to be useable and it was an oversight that those were disabled when they disabled the ability to use cross faction doffs. I have 2 Klingon armory officers on my fed that I got from instigate defection missions that I can't use at the moment. No time frame was given when those will be useable again though.

    The traits and percentages not changing is a bug and said would be fixed in a patch on Tuesday.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Being able to sort KDF/FED doffs in exchange is one of the things they said they are going to add to avoid this confusion.

    If she has a fed logo then I am guessing whoever put her up got her from a instigate defection mission or prisoner exchange mission meaning she really is a fed doff and Hereitic has said that cross faction doffs earned through missions are supposed to be useable and it was an oversight that those were disabled when they disabled the ability to use cross faction doffs. I have 2 Klingon armory officers on my fed that I got from instigate defection missions that I can't use at the moment. No time frame was given when those will be useable again though.

    The traits and percentages not changing is a bug and said would be fixed in a patch on Tuesday.

    Awesome awesome awesome. That clears up everything for me then :) Something to look forward to this week then :) I apologize for missing those quotes if they were from this thread (reallllly long thread).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Thank You!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The ground skills need to be scaled down to the old skill point values until that section is revamped.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Having just done the mission

    •Night of the Comet: Resolved issue that occasionally allowed bar fighters to become invulnerable.
    •Night of the Comet: Changed the D7 Cruisers to a weaker version.

    Are both very welcome, I encountered the invulnerable patrons and thought I was going crazy with superstrong D7's.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    [*]All maps entered via a queue will boot you out 5 seconds after the mission is complete.
    • This includes STFs, so grab that loot as fast as possible.
    [/LIST]

    What? Fix it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Keppoch wrote:
    I have been using a Vo'quv with to'duj fighters and orion interceptors.

    Just out of curiosity, is buying an Orion starship the only way to get the Interceptors item, or can they be acquired separately?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I concur. great additions. perhaps one doff mission could be espianage to get enhaced battle cloak???
    or able to purchase from Reman friends. their cloak was best. they could fire while cloaked.

    thank you.

    also, when sao paolo class tactical escort available?? can we purchase/craft quad cannons???

    thank you for any answers..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Quad cannons in their current incarnation (available in the C-store Commander-level KDF Bird-of-Prey--I learned all of this information by purchasing one) are a unique weapon item (i.e. only one may be mounted per ship) mountable in any weapons slot that can accept Dual Cannons. They level with the player the same way that the TOS Constitution's Retrofit Phasers do, and are (DmgX3), which makes them 30% more potent than regular Dual Cannons (NOT Dual Heavy Cannons)--15% increase from being purple quantity and 15% increase from having three Dmg enhancements. Also, being quad rather than dual, they fire twice as many bolts per second as normal Dual Cannons, resulting in twice the proc activation rate. The drawback is that simply having them equipped reduces your Engine systems power by 10 (or to 25, if reducing by 10 would make it less than 25).

    So in short, in the current version you can mount only a single Quad Cannon. It yields 130% of the DPS of a Dual Cannon, triggers the proc at twice the rate, and penalizes you by 10 engine power.

    Personally I feel that this is slightly underwhelming because level-less weapons are always one Mark below the highest that your ship can mount--a Mk XI Dual Cannon with (CritH)(DmgX2) can match it in DPS without the engine power penalty, leaving the Quad Cannon with only the proc rate bonus as an advantage. Given the choice, I would thus enhance the current Quad Cannons by giving them one additional enhancement--(CritD) or (CritH) would be most in keeping with the weapon's theme of "enhanced damage output via drawing on engine power". Lest anyone say that this results in four enhancements and therefore clashes with the game's normal scheme, I would like to point out that the Shard Sword of Kahless already has four enhancements--it is (CritH)(CritD)(DmgX2), therefore there is a precedent for special unique items to have four enhancements.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The Shard Sword of Kahless also has four enhancements, so it would be the second special item with this modification. However, as I suggested elsewhere, why not eventually introduce a new rarity to us, the "legendary" rarity (gold background)?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I've been playing F2Ptribble for quite some time and have seen sllight improvements with each update so far in spite of the occasional broken system (it's a test server, it's to be expected). But this is the first update I've felt is a major step in the wrong direction. The thing I've always felt made STO so fun is the realism of the experience. You ARE the captain and, just like a real person, any character has it's strength and weaknesses. If you are unhappy being a character you make a different one with different strength and weaknesses. So far, the updates proposed by the test server have been baby steps toward enhanceing the realism of the experience. The DOFF system was a great step in that dirrection. In this update the addition of the cargo bay and passenger manifest are small improvements, but it seams like the trend with this system is to make it less cool with each update. Shipboard system diagnostics used to give temporary buffs to those systems( nice realism, a maintained ship runs better than a neglected one) but got bumped in favor of dilithium because they can't get a hold on what they want to do with the game economy. Failed missions used to give a debriefs instead of disappearing instantly to the assignment log with no notice given(other than the mission is complete). Now they've dropped the detailed info on which DOFF to assign to a specific mission and the scaling of risk that came with it to give us a useless pie chart( like we're really dumb enough that we don't understand what these percentages mean). It also seams like they can't get a hold on DOFF mission distribution. With each update, there have been less DOFF missions available to the point that half the time I can't maxamize my duty roster. I also really don't like this new skill tree either. I agree the UI could have used an update to make skill effects a little more clear. But, they butcherd the whole system by dumbing it down and flatteneing out the skills of your character. They say there doing this to make it easier for people to change ships( a great way to encourage people to BUY more ships) but, again this takes away from the realism of the experience. A crew and captain are always going to be more effective in a ship they are familiar with. In another ship they would naturally be less effective until trained up and familiar with that ship. Players can easily be effective in more than one ship by using different characters whom are suited to the ship at hand. A simple solution to making it easier for players to use multiple ships would have been to simply lower the price of retrain tokens and extra character slots. Meanwhile they still ignore major problems like the new mission UI which makes it easier to find missions and events but locks players into a boring drudge of forced progression that nowhere near matches the mission availibilty listed in the character progress chart. I mean, seriously, my primary character has played the heck out of missions and has made it to vice admiral and still hasn't even unlocked the Cardassian front???

    I'm really frustrated at the picture this whole F2P path is painting. At the beginning it was all about improving gameplay by expanding the user base and improving the immersive nature of the experience. But, as things are progressing, it seems it's more about addressing the issue of how they are going to maximize profits off silver members(C-store price increases, more and more paid ships, etc.). I recognize that the company has to make money to survive, but I don't think taking away the fun of stepping away from life for a couple hours to BE a starfleet or klingon captain is going to aid in that goal. I think it would be far more in their interest to focus on making the game fun to play by creating new challenges, events, and missions, improving immersion, and finding new ways to encourage players to play together( what I see as the biggest advantage of F2P, getting friends who wouldn't pay for ongoing subcriptions to log in and play alongside/against) rather than flattening the game out into a no-brainer shoot'em up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    ChibiClari wrote: »
    Quad cannons in their current incarnation (available in the C-store Commander-level KDF Bird-of-Prey--I learned all of this information by purchasing one) are a unique weapon item (i.e. only one may be mounted per ship) mountable in any weapons slot that can accept Dual Cannons. They level with the player the same way that the TOS Constitution's Retrofit Phasers do, and are (DmgX3), which makes them 30% more potent than regular Dual Cannons (NOT Dual Heavy Cannons)--15% increase from being purple quantity and 15% increase from having three Dmg enhancements. Also, being quad rather than dual, they fire twice as many bolts per second as normal Dual Cannons, resulting in twice the proc activation rate. The drawback is that simply having them equipped reduces your Engine systems power by 10 (or to 25, if reducing by 10 would make it less than 25).

    So in short, in the current version you can mount only a single Quad Cannon. It yields 130% of the DPS of a Dual Cannon, triggers the proc at twice the rate, and penalizes you by 10 engine power.

    Personally I feel that this is slightly underwhelming because level-less weapons are always one Mark below the highest that your ship can mount--a Mk XI Dual Cannon with (CritH)(DmgX2) can match it in DPS without the engine power penalty, leaving the Quad Cannon with only the proc rate bonus as an advantage. Given the choice, I would thus enhance the current Quad Cannons by giving them one additional enhancement--(CritD) or (CritH) would be most in keeping with the weapon's theme of "enhanced damage output via drawing on engine power". Lest anyone say that this results in four enhancements and therefore clashes with the game's normal scheme, I would like to point out that the Shard Sword of Kahless already has four enhancements--it is (CritH)(CritD)(DmgX2), therefore there is a precedent for special unique items to have four enhancements.

    Quads in current form are more "fluff" than substance, id say less valuable than the TOS connies weapons because you can fit t1-t5 with those and fit as many as you like.

    Its a few DPS higher than a purple MkXI DHC/ HC, like 2% at best, its far from double (100% increase is double).

    The only change id like to see would be dropping the "unique" equip from the quads. Otherwise they are fine as is given they require no effort other than a c-store purchase .

    Making them significantly better than any ingame drops would not be a good move.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    blackadda wrote:
    Making them significantly better than any ingame drops would not be a good move.

    I agree but eventually when they have some free time, they should allow us to use the Crafting System or preferably the DOff System to aquire Quad Cannons and Quad Heavy Cannons with various different bonuses attached to the item, such as [CrtH] and [CrtD], etc...

    Alternatively these could even be unique mission rewards.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hi, i just started few days ago to test the f2p stuff, i just want to ask a question ( i dident read all post of each topics) : I send some Officer on mission, when all my mission finished, il "complete" a mission and then, all other finished mission dissapear until i complete an other mission, my question is: is it a bug? or i really can validate one mission a time and not all missions at same time?


    i hope it is clear, i am not the best in english ^^
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