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TRIBBLE Maintenance and Release Notes - March 26, 2012

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    You seriously want Tacts to be out business, don't you?
    Husanak wrote: »
    I think the best fix for the Shield units is too just delete them. Seriously there crutch anyway. Just remove the stupid things, they should have never existed too begin with. If you can't balance damage numbers properly with everyone having an "intended" shield factor on there ships your just plain bad at what you do. I don't believe that's the case, so delete them and buff or nerf numbers as needed after it shakes out. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Husanak wrote: »
    I think the best fix for the Shield units is too just delete them. Seriously there crutch anyway. Just remove the stupid things, they should have never existed too begin with. If you can't balance damage numbers properly with everyone having an "intended" shield factor on there ships your just plain bad at what you do. I don't believe that's the case, so delete them and buff or nerf numbers as needed after it shakes out. :)

    That is not a bad Idea if they rebalance base shield capacity-or-power based on Ship type. An Odyssey with its large hulk to generate more shield strength that an escort. Give escorts have an increased evasive passive.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Here are some reasons why the field generator change is bad:


    1) Console slots are already at a premium. The Field Generator alone, is now the only thing anyone will ever slot in their Sci Slots. Whether you have 1 slot, or 4 slots, this is the absolute must have console.

    2) This severely hurts ships with few 1-2 Sci Console slots much more than it hurts those with 3-4. The Field Generator adds so much extra shields that I have to ask if this is even a remotely fair change for ships with 1 or 2 shield console slots?

    3) You moved Field Generators to Sci Console slots in order to bring value to Sci Console Slots. And now, you have reduced the value of slotting anything else in this space.


    What are the goals of this change?

    Can you please at least give us a rationale so we can try to wrap our collective heads around why you want anyone capable of coherent thought to slot nothing but Field Generators?



    Better fixes:


    A) Keep it at 35%, make it unique (again).

    B) Remove it from the game, give all ships of appropriate tier a shield modifier increase to compensate or give all shields of appropriate tier higher capacity to compensate.


    pr193 wrote:
    I don't mind the console change, personally. Adds more flexibility imo.

    No, it adds the opposite of flexibility.

    Flexibility is having a variety of unique and valuable choices in a build.


    This promotes the exact opposite. The field generator is now the only console worth slotting, whether you can slot 1 or 4 of them.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    TrueWarper wrote:
    You seriously want Tacts to be out business, don't you?

    tactical ships have lower shield modifiers, they will lose the least total hitpoints. they will also make a comeback with everyone's shields now weaker
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jkstocbr wrote:
    That is not a bad Idea if they rebalance base shield capacity-or-power based on Ship type. An Odyssey with its large hulk to generate more shield strength that an escort. Give escorts have an increased evasive passive.

    That is how it should work yes and how it DID work prior too this stupid consul.

    There was a time that shielding went

    Sci Ship > Cruiser > Escort > Bop

    And all was well in the universe.... then someone at some point decided balance was too hard lets just let everyone run one +35% unit. (Which makes ZERO sense) Everyone was happy that they got +35% too there shield instead of being annoyed that they where having ONE Engi Slot effectively Removed from there ships. Now they say hey lets let people stack the heck out of them and make them +18% instead.... this is just so completely pointless.

    We should honestly all be annoyed that Cryptic took the Easy way out of balance in the first place and demand that they do there jobs and delete this stupid unit from existence. And buff EVERY ship in game +18% and be done with it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jam062307 wrote: »
    This is TRIBBLE....nerf a useful console into uselessness unless you stack them!!! TRIBBLE. Make them not stackable and keep them where they were!


    This!


    Now everyone will only stack this single console. Its a must have and only it. Someone clearly isn't thinking this stuff through. Its amateur hour here at Cryptic Studios.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I too am saddened at this concle nerf.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    And there goes any challenge from Boldy They Rode. Thanks Devs, I'll slip into a coma and play it again now...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    MightionNY wrote: »
    I just logged into Tribble. My one and only field generator went from 35 percent to 18 percent. This cost my Tactical Odyssey running Aegis shields from 13,866 to 12,492. Which comes out to a loss of close to ten percent, for what it's worth.

    :/

    Awww man, That really sucks :(
    What's worse is that it's a Sci console.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    We will be bringing the Tribble server down for maintenance to apply a new update.
    ST.17.20120326a.0

    [*]Added many new French and German translations.

    [/LIST]

    thx, keep on going! :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    MightionNY wrote: »
    ...My one and only field generator went from 35 percent to 18 percent...
    Ouch. :rolleyes:

    Cryptic, can we please STOP with all the NERFs in this game.

    So the consoles now stack and you don't want numbers going crazy high. Fine. Put on diminishing returns. The first console offers +35% (or maybe a small nerf like 28%-32%). The next is half that, the next 2/3 as effective, then 3/4 effective... Or the something like that. Similar to armor/hull resistance. Why build a different stacking system when you already have one in place?

    A 50% reduction in effectiveness of a single generator is not minor, that's a severe chop.

    :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Ouch. :rolleyes:

    Cryptic, can we please STOP with all the NERFs in this game.

    So the consoles now stack and you don't want numbers going crazy high. Fine. Put on diminishing returns. The first console offers +35% (or maybe a small nerf like 28%-32%). The next is half that, the next 2/3 as effective, then 3/4 effective... Or the something like that. Similar to armor/hull resistance. Why build a different stacking system when you already have one in place?

    A 50% reduction in effectiveness of a single generator is not minor, that's a severe chop.

    :(


    It's more than just a chop to this console, its a chop to anything you might have slotted in a Sci slot - because now it will be dumped in favor of stacking as many as you can fit.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I am so tempted to ragequit...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Hmmmmm...recessing
    tactical ships have lower shield modifiers, they will lose the least total hitpoints. they will also make a comeback with everyone's shields now weaker
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Field Generator Console mods can now be stacked.
    As such their effectiveness has been reduced.


    Please NO, this is not a good idea. Remove the stack ability and keep the value!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    sweet finnlay a fix to the criting one shotting borg is up, will test it out see how effective the change is on tts when i can.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jam062307 wrote: »
    This is TRIBBLE....nerf a useful console into uselessness unless you stack them!!! TRIBBLE. Make them not stackable and keep them where they were!

    This all the way. Don't nerf one console into uselessness, nerf the stacking of multiple consoles. This is balancing 101 how the hell do you not understand this.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I have said in other threads, I dont think any console should stack. It would create much more varied builds than the current, stack neutronium, stack shield gen, stack *insert damage type here*.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Some nice changes all round, especially to FAW, Hazard Emitters, DOFF system and Borg cubes. Kinda interested in the field gen console stacking now, should make me pay attention in non-elite STF space combat now instead of dozing all the way through.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    biglcny wrote: »
    Console space is at a premium and using more than one is stupid even before this change.... dont punish the rest of to make them stackable for people who want to make stupid builds.

    Put them back to they way they were and make them not stackable.

    I forsee/hope for massive outrage.

    Put them back the way they were, the people who are in love with stacking can stop being noobs and learn to play.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    MightionNY wrote: »
    I just logged into Tribble. My one and only field generator went from 35 percent to 18 percent.

    Dev Team, if you don't want people to stack the consoles then just go back to having 1 console work when equipped. But nerfing this console is just going to anger the majority of the community.

    So please, just keep well enough alone.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    My problem with the stacking and nerf of the field gen console is that creates an imbalance in the ships.
    With the fixed one console version everyone could afford to use it, especially after it was a sci console. everyone had the same benefit.
    Now sci ships which already has the most powerful shields get even more powerful shields then all other ships, which is something i don't think they need at all. While tactical ships are really hurting by this change. Engineers in sci ships .... shuddder, rotate shield frequency on top of stacked consoles ...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Awesome changes Cryptic thank you very much! :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Ive been looking forward to these changes for awhile. Thank you very much. Great Job Cryptic!! :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    MightionNY wrote: »
    Wait, how much of a nerf for the field generator? I only ever used one because, hey, it didn't stack, and I needed the slots for other stuff too... Would you consider making it diminishing returns instead so those of us that only ever use one aren't punished?

    Meaning, the first one still gives +35 percent, and after that, it's subject to diminishing returns?

    i have check it MK XI Blue gives 18% instead of 35% ..I could puke..the game is getting ******!!!!:mad::mad:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Arwed wrote: »
    i have check it MK XI Blue gives 18% instead of 35% ..I could puke..the game is getting ******!!!!:mad::mad:

    If you want ill show you some tips on how to survive without using any of those consoles. PM me in game
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Husanak wrote: »
    I think the best fix for the Shield units is too just delete them. Seriously there crutch anyway. Just remove the stupid things, they should have never existed too begin with. If you can't balance damage numbers properly with everyone having an "intended" shield factor on there ships your just plain bad at what you do. I don't believe that's the case, so delete them and buff or nerf numbers as needed after it shakes out. :)

    Removing the damn console would be the best. Or at least leave it the way it is, max one per ship. Or, make it max 10%, with diminishing return. This will create such an imbalance in game than well see fights going for 30 minutes.

    I was talking to a very nice guy in Kerrat, from 528, and I was watching him fighting 1 galor and 1 bop. I asked him: do they suck or you tank like crazy. He told me ha has 20k+ shield. And he was engie in an ody. Those guys just couldn't kill him. More then that, his shield was on red maybe for few secs, than back to 2/3-full. Well, he had a great build, but 20k plus shield? Ok, with the next update hell go back to 17-ish, which is still insane. And I mind you cryptic, did you think how a bop will tank now? Pretty much a bop will get close to the shield of a bortasqu command (w 2 sci consoles). is this intended? Is it intended that a bop (and maybe mvam) could be the killer escort (and I'm mainly a bop pilot, so I would benefit from that). I really don't see the logic behind this change. In regards thE the other changes, so far I can say they are welcomed. But totally voided but this goof-up.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Honestly, I haven't seen it boost my shields capacity AL ALL.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Honestly, I haven't seen it boost my shields capacity AL ALL.

    I have! Advanced escort, Maco MK XII, just put 3 consoles on and have 11k shields....

    It does not show up in sector space, or ground but just head to Deep space encounter area.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    yris wrote: »
    I have! Advanced escort, Maco MK XII, just put 3 consoles on and have 11k shields....

    It does not show up in sector space, or ground but just head to Deep space encounter area.

    That's what I mean, I haven't seen any increase in encounter space...

    Also why are they +18%? o_O Who's bright idea was that?
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