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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
    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.
    My PvP Sci ship with its tripled-up Particle Generators would like to have a word with you, unless you think that hitting folks for 20K with my shockwave is a waste of console slots. :p

    I also did a funny bit of testing against a friend's cruiser, with him alternating between a shield regen console & single capacity boost, and two capacity consoles (Field Generators). Guess which setup made him squishier? Two capacity consoles were worse in a sustained engagement.

    There is in these patch notes a strong nerf for science ships, which I should think would be at the bottom of the to-nerf list.
    1) Photonic Shockwave damage just got nerfed considerably since + kinetic damage consoles don't help it anymore.
    2) Running torp & mine science harasser builds just got harder since I can't get a console to boost both torpedoes and mines.
    3) In order to maintain current shield capacity, I would have to give up a very valuable science console, which would make me very sad. :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Didnt read all, too much already - but:

    If the goal is to limit the shield bonus, then arrange for a setup of two consoles to give the same bonus in either version.

    Example (that may not be true to real numbers):

    Lets assume the console gives 30% now and 20% after patch.
    Now assume diminishing returns by one third for more then one console:

    Tribble:
    20 + 20 = 40
    20 + 20 + 20 = 60

    Suggestion:
    (30 + 30) * 2/3 = 40
    (30 + 30 + 30) * 2/3 = 60

    That way only the third console would give a (small) bonus above what you seem to deem balanced, yet nobody just using one console would loose anything.
    As someone correctly stated, only stacking shield bonuses weakens the ship more then a more diverse setup.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Can we get some screenshots of the new loot containers? There's a pretty good chance some testers might not see a Very Rare or even Rare drop while testing.

    http://img195.imageshack.us/img195/7470/galor.jpg

    Exact same as the old ones, except it has a tiny silhouette of a Cardie ship on the boxes.

    Now why would they do this when they have stopped dropping?

    Easy, they want all lockboxes to use the same graphic (for the green/gold boxes), to make it easier to distinguish between them, all lockboxes will have a different silhouette on the side.

    So they will all look exactly the same other then the tiny new silhouette for each series of box.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Can we get some screenshots of the new loot containers? There's a pretty good chance some testers might not see a Very Rare or even Rare drop while testing.

    shapey wrote:
    http://img195.imageshack.us/img195/7470/galor.jpg

    Exact same as the old ones, except it has a tiny silhouette of a Cardie ship on the boxes.

    Those aren't the loot containers that were changed. We're talking about the loot containers, not mystery boxes or cardassian lockboxes.

    The new loot containers are definitely more detailed, but may be a bit easier to miss, especially the ground loot containers on busy maps. They're no longer the glowy orbs and shapes we used to know. Now they're more like actual metal boxes and cones, with a few lights decorating them:

    Common Space Loot Container

    Uncommon Space Loot Container

    Rare Space Loot Container

    Common Ground Loot Container

    Uncommon Ground Loot Container

    Rare Ground Loot Container

    (sorry, didn't come across any Very Rare Loot Containers last night/this morning)

    EDIT: fixed rare space loot container link
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    when I think about it, the Fieldgenerator stacks now on Holodeck without the new Patch.....
    and with the Nerf they only want to cover up their inability...:eek:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Arwed wrote: »
    when I think about it, the Fieldgenerator stacks now on Holodeck without the new Patch.....
    and with the Nerf they only want to cover up their inability...:eek:

    Its also going to be a great selling point for new +1 ships down the line. Imagine a +1 Advanced Escort Refit with 5 Sci Slots... hmmm 4-5 field gens great selling feature. Perhaps a +1 Recon Sci Ship with 4 tac slots and 5 sci with 2 engi... ya I see that selling well. lol

    Devaluing of our current ships slots... means Valuing of Future ships extra slots. Right? :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Yeah. Diminishing returns should work with its current +35% cap on holodeck.

    Slot 1, get a +35% capacity bonus as stated. Slot 2, the cap is increased by only +18%. Slot 3, +9% boost.

    So take a Covariant shield on a cruiser with a 7800 cap. Each Mk XI Blue Field Generator beyond the first adds half its given bonus then half again. You'd get something like this: 7800 + 35% + 18% + 9% = 13544 Max Shield Capacity. See that? THAT is how it needs to work. This way you don't get a really valid excuse to use more than 1 console because stacking them gives you less and less just like with the armor consoles. In this situation your shield increase with 3 field generators of the same mark and quality would only give you an additional 5744 shield HP.

    Do it like this. Don't nerf/punish people that are content to use only one field generator.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    :::Uncloaks:::

    I was wondering when the console would get looked at since the "accident" of them being stackable on holodeck.

    I am supprised that this could not be corrected and to reduce and them and make them stackable was likely an long overdue outcome.

    I just checked the figures on my Sci Oddy with an Engineer VA, I have only ever ran one console even after the accident and I remember grinding the exploration badges way back when for it.

    I have a modest build but stats where:

    Holodeck currently: 12971
    Tribble : 11577
    % reduction : 10.7%

    I would have liked to have seen perhaps keeping the old valaue but have a % reduction when you used more than one console or revert to the old setup.

    However with the way things are panning out and the top base line being lowered to "balance" the more this casual PvE and PvP player feels there is something very wrong with the mechanics of the game. Especially since this game is now a DPS game to some extent.

    After two years the high end players really do need to see the level cap raised and more new content and I don't mean shiny new toys like dilithim mining I mean real new story lines and currently the changes even to this causal player seem to be becoming more stiffled and freedom of builds and different classes seems to be getting harder to do.

    I won't be using more than one of those consoles as I have enough fun balancng out my ships loadout as it is.

    End of the day, I will adapt like the borg

    I do respect the Dev's and I do wonder that sometimes that a combination of things like CBS, PWE and other things get in the way of the growth of the game.

    Respectfully

    A long time casual player

    :::Re-cloaks:::
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    you would think such great changes to FAW, Hazard Emitters,Theta and plasma would be the biggest news, but the field generators gets the all the headlines again!

    This. Add the Shield Distribution Doff change, and you have a package of bug fixes and balances that is actually very much going in the right direction.

    I run three shield DOFF's, yes I don't like to see them nerfed, but yes I see its logical and necessary because I'm tanking far too much through brace for impact already.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    fleve wrote:
    This. Add the Shield Distribution Doff change, and you have a package of bug fixes and balances that is actually very much going in the right direction.

    I run three shield DOFF's, yes I don't like to see them nerfed, but yes I see its logical and necessary because I'm tanking far too much through brace for impact already.

    I to am glad to see the changes as well.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    wel im still new, and i can't provide more feedback than the senior players have provided.

    I will w8 to see, but i have a feeling that the shield thing is going to make fights more quick. and my self liked tha way they were before they start stacking.

    I agree with the others in 1 thing, theres not enough consoles slots to use any of ur c.store consoles. honestly i have bought some ships because of the console that come w it, but now i only buy a chip i need and keep the console on my bank :).

    At least take the consoles that give a special ability like cloack and sourcer separation, and make them inate abilities of that ship.

    The rest i think they are good changes.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I went to all the trouble of actually crafting a couple of field generators (ages ago, not to take advantage of the insane stacking), just about the only thing worth crafting right now and they cost a ton of dilithium.

    What was wrong with them before? I have three science slots on the ships I fly and there are other useful science consoles out there.

    So as it stands on my BOP I can have three engineering damage resistance consoles, three science field generators and three tactical damage enhancers. With little intensive to chose others.

    Doesn't this make every other console apart from the c-store ones more or less redundant or at the very least take some of the variety out of console set-ups?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Could we please have the Belfast interior finally fixed, so that players can leave the ship from any deck, and not just the bridge? It's been like that since the DS9 Bundle release, and it's getting seriously irritating now that the doff assignments have been moved to ships' interior.

    Also, I call fail on nerfing the Field Generator console...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    The containers are much better than floating yellow spheres but they seem harder to detect, especially being so used to seeing bright containers. they might need to be a touch bigger or have a little more glow?

    not overly worried about the shield console. no one likes a nerf but i hate when consoles provide a diminishing return. makes it harder to tell what multiple consoles will give. so not an ideal change but im fine with it.

    having trouble finding the defera missions. hide and seek missions are all well and good but not when you are trying to test it. all i found was two mission from the contact that gives you the probe, and they are simple ones.

    I noticed lots of glowing holographic bombs located around the city which suggest there is a mission to find and place them but im not sure if there is a mission to activate them or not?

    also is the com tower going to get added. the area is built but cut off? i was hoping this update would open up that area.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Suavek wrote: »
    Also, I call fail on nerfing the Field Generator console...

    Broken to over powered status then nerfed to compensate without fixing the original problem. Even in my short time in STO I'm getting that feeling of deja vu :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I'm a bit astounded by this one. You cut a console everybody uses in half. So now everyone needs 2 sci console slots just to get what we had yesterday? Great way to make almost everybody hate you. And it makes people wonder what nefarious reason there is for the change: New ships coming out with 5 sci consoles slots? Devalue the console slots on every ship except perhaps the Oddyssey so that the new ships will have more slots and only they will be able to let people have the power they have on live right now?

    I'm perilously close to finding something else to do with my time and money.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    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.

    That's basically what the PvP community has been saying since the wretched thing was announced. If a console is so good that everyone needs to use it, then what's the point of having it? Why not just adjust the stats upward the same amount?

    Terrible design decision. And now this latest change, while better than having them stack at full strength, is bound to tick a lot of people off. Every single person in the game is getting nerfed, but if Cryptic didn't do dumb things like designing items that are absolutely must-have they would have never be in this situation :p

    As an aside, this patch also has a lot of good changes, like shield distribution officer and HE changes. Unfortunate that sci is getting nerfed further into uselessness though (and this is coming from a guy who pre-season 5 was saying that sci was too powerful in PvP and needed to be toned down) -- 75% resists to science was a monumentally bad idea, although I'm guessing gravity well was broken by accident.
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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

    General:
    • Added many new French and German translations.
    • Updated the appearance for all loot drops.
      • The containers will now indicate rarity.
      • Also, they look really awesome.
    • Lowered the Energy Credit costs for tailoring for players, Bridge Officers, and ships.
    • Character creation will no longer fail when creating a character with a formal name that’s 20 characters long.

    Duty Officers:
    • Improved ship interior Duty Officer contact static assignment button behavior.
      • They should grey out now only when the assignment has started or is on cooldown.
    • Added buttons to Duty Officer interface under Department Heads that allow access to your own ship interior non-static assignments.
      • Note you will still need to go to your ship interior to do static assignments, such as making hypos, assembling consoles or turrets, or to invite friends to use your ship interior non-static assignments.
    • Cleaned up some text on some of the ship interior Duty Officer contacts.
    • Increased cooldowns on some sector Duty Officer recruitment assignments.
    • Reduced effectiveness of Shield Distribution Duty Officer active roster power shield heal by 25%.
    • Fixed some incorrect commendation experience rewards for "Provide Support" assignments in the DS9 region.

    Missions:
    • Mining event updates:
      • You can now accept the mission directly from Isihl if you hail her from the event or the journal.
      • Also added Isihl to the interior of the airlock
      • Mission explainer on Isihl now tells you that you don't need a mining laser, that we do that for you automatically.
      • Added a practice minigame to the console by the Dilithium in the airlock.
      • Added minimum level info to mission, contact, and both event texts.
      • Added transwarp locations to asteroid mining mission.
      • Resolved an issue that prevented KDF characters from getting credit for mining some of the Dilithium locations.
      • The entrance to the mining location will now have only one button to enter.
      • Updated text to specify that the mission is once per day.
    • Updated "Boldly They Rode"
      • The mission should function with the new EV suits.
      • Tweaked how Jem'hadar ships target in final battle; they are now less likely to target players unless player attacks first.
      • Made shrouded Jem'hadar in Promenade all Ensign groups, instead of 2 Ensigns and 1 Lieutenant.
      • Corpses are now properly affected by Zero G.
    • The Borg Invasion of Defera has been updated.
      • There are a bunch of random new missions all over; it’s like hide and seek.
      • More info on this to follow.
      • This event will be active 24/7 temporarily to aid in testing.

    Systems:
    • Space pet AI updates:
      • Pets that are following will now fly in formation.
      • Pets on attack mode will move into a wedge formation in front of the player until an enemy target is found.
      • Updated text descriptions of the carrier command powers so that they explain about the toggle functionality.
    • Updated Bird-of-Prey carrier AI so that Birds-of-Prey retreating under cloak will move at maximum throttle.
    • Hazard Emitters will now properly cleanse Hazard debuffs over the power's full duration, every .5 seconds
    • Theta Radiation clouds no longer stack their debuffs on targets unfortunate enough to get caught inside
    • Performed a balance pass on the following Space STF enemies:
      • Borg Cube, Borg Tactical Cube, Vila Battleship, Tethys Dreadnought, and all unique versions of these same critters.
        • Reduced their innate damage bonuses:
          • This will reduce their base damage by approximately 10% across the board.
          • This has a more obvious impact on high-damage abilities, like High Yield Plasma, and should not reflect much of a difference for their standard weaponry since they already possess a 10%-20% variance.
        • These ships no longer have the ability to Critically Hit:
          • This will keep these critters deadly, while removing many of the "one shot = one kill" abilities that have been reported.
      • Engineering Support Drone:
        • Resolved an issue that caused its Perception Bonus to not be properly applied.
        • Should now affect the entire team while the Drone is active.
    • Updated Beam - Fire at Will:
      • All ranks of this power should now be capable of missing their target, rather than having an artificial 100% accuracy.
      • The accuracy of this power should now properly inherit the modifiers of the user and target.
    • Updated Space Klingon Honor Guard - Two Piece Set Bonus
      • Doubled the magnitude of the Crew-based skill boosts.
    • Separated saucers should not constantly try to move around behind if the owner is rotating in place.
    • Field Generator Console mods can now be stacked.
      • As such their effectiveness has been reduced.
    • Mine and Torpedo Tactical Console mods have been fixed so they only affect Mines or Torpedoes.
      • They will no longer affect other abilities that happen to do Kinetic damage.

    UI:
    • Changed the label of the button to access the department's assignments not say "Speak" but instead "Assignments".
    • It’s now possible to scroll through characters on the Character Select screen using the up and down arrow keys.
    • Resolved an issue that caused players to not have a team indicator on the mission tracker while in a PvP map.
    • Bridge Officers should always display the correct class icons in the Choose Your Away Team window.
    • The Request Reinforcements button will now only display when it’s a valid option for the player.
    • When discarding items with 0 value, the confirmation window will no longer report that the player will receive energy credits.
    • Resolved an issue that would prevent item comparison tooltips from working correctly in space.
    • Rapidly clicking on the secondary attack as it exits cooldown will no longer cause the attack to misfire.
    • Polarize Hull will now display consistent stats in the skill information and power tray tooltip.

    Known Issues:
    • It’s not possible to exit a PvE Queue map without successfully completing the mission.
      • This has already been addressed, but the resolution isn't yet in a build--it should make it to Tribble soon.

    Fix tetryon glider you ...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012

    Reduced effectiveness of Shield Distribution Duty Officer active roster power shield heal by 25%.
    ...
    Performed a balance pass on the following Space STF enemies:
    Borg Cube, Borg Tactical Cube, Vila Battleship, Tethys Dreadnought, and all unique versions of these same critters.
    Reduced their innate damage bonuses:
    This will reduce their base damage by approximately 10% across the board.
    This has a more obvious impact on high-damage abilities, like High Yield Plasma, and should not reflect much of a difference for their standard weaponry since they already possess a 10%-20% variance.
    ...
    Field Generator Console mods can now be stacked.

    What is your problem with shields? I like shields, *looks to side* do you like shields? *they nod* Yeah that guy likes shields. You basically negated the fix for STFs, aside from the critical fix. Just stupid. Keep the field generator where it is, allow it to stack, but give it diminishing returns. You have a game philosophy that makes tanking completely irrelevant. So, why are you making systems changes towards making tanks stronger and non-tanks weaker? All this does is harm non-tanks...which is everyone.

    This also smacks of PvP changes affecting PvE balance...again. Stop it. HAVE WE NOT LEARNED?! PvP and PvE should be completely separate in terms of ability effects. Period.

    I don't want your dirty PvP creaping into my PvE. My shield distro officers were just fine where they were. Put them back the way you found them, and don't touch my stuff again.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    EzriRayne wrote:
    Field Generator Console mods can now be stacked.
    As such their effectiveness has been reduced....

    Please change them back to the way they were before...

    so in my jem'hadar ship im getting a big nerf..
    Wow, nice not fxing the problem but nerving the console.
    Cryptic why do you always do the wrong thing ??? just fix it so they don't stack.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    If you make them stackable, we will have even less variety in cunsole usage. There is already not enuff cunsole space right now, even a high-end ship only has nine TRIBBLE for cunsoles. :(
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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.

    Finally! A voice of logic! Balancing the way shields scale is the better solution.

    ALTHOUGH, if we have to have them, I'd suggest heavy diminishing returns for more than one. Punishes escorts less, allows cruisers and science ships more crutch if needed.

    Great patch and good work on exploit at-I mean fire at will :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I don't want your dirty PvP creaping into my PvE. My shield distro officers were just fine where they were. Put them back the way you found them, and don't touch my stuff again.

    Entitled much?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Concur

    Just Nerf the console to oblivion, delete it from the stores, and make the prototype console vendor shell out the value in dilithium (crafted or store) and some energy credits.

    You get rid of this annoying "must have" console, regain control of ship shield balances, and give no one really loses out thier investment into these consoles.
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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.

    I would rather the consoles maintain the current larger bonuses they have and NOT be stackable. This change will result in less flexibility in the use of out console slots. It puts those ships with fewer Science console slots at a disadvantage over those with more. Why penalize escorts at the expense of giving cruisers and science ships more survivability? It seems that escorts would need that shield boost a bit more.

    If this is how this console will be handled going forward, maybe it should be moved back to being an Engineering console to give it more utility to more ships.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    it is noce to read everyones opinion but, lets take some of the other toys from the other ships. Sci and Tac ships should not have the health totals of the Curisers...but they need to be balanaced. When you allow escorts to double or tripple stack this console it forces all the other ships to do the same. This is a balancing issue. These consoles should not stack. Sci ships need their shields, it balances outs the escorts dps and the cruisers turnrate and speed hruts their defence bonus. When you allow the stack science ships loose console spots for their trick and skills. This means they get weaker while other ships get stronger. It is like asking the escorts to stop stacking thier consoles. It takes away their dps...something they are suppose to have. When you stack the field gen, it makes science ships have to pull out other console slots to balance what everyone else is doing. It is bad enough Cryptic had to move it to the SCience Conosle position to begin with, to make a science consule worth something. Maybe Cryptic could have made the other consule worth something they would not have had to move it.

    Simple fixes
    1. Make all consules either increase the effectiveness by a percent like bio-function and all tactical consoles and balance the nubers accordingly...or make all of them add to skill and adjust their numbers accordingly.
    2. Revert the shield field gen back the way it was... or remove it and add the difference to the ships to create the correct balance.
    3. All three types of ships should be able to handle each other in a pvp and the build and skill of the payer and little luck should be the determining factor
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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.
      [

    This is easily one the stupidest and least thought out changes you guys have ever made. There was never a need for these consoles to stack. This change punishes any non-sci flavored ship, makes it pointless for anyone to use any other sci console and boosts up sci ships even further because they already have an inherent shield bonus. Meanwhile my escort, with its inherently weak shields and low survivability, will either lose shielding if I don't add another Field Gen, or lose an armor piece so I can shift the Borg console to make room for a second Field Gen.

    Leave these the way they were- non-stacking. There was absolutely no reason for this change.

    /golfclap
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I agree!!! Put the Field Generators back the way they were! Even though you probably aren't going too!!! Please, Please, Please!! Although, this will make it easier for tacs to kill people, especially other tacs.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sthrax wrote:
    There was never a need for these consoles to stack.

    Meanwhile my escort ... will either lose shielding if I don't add another Field Gen, or lose an armor piece so I can shift the Borg console to make room for a second Field Gen.

    Leave these the way they were- non-stacking. There was absolutely no reason for this change.

    These are great points. Keeping the console non-stackable makes it an either you choose to use it or you don't proposition. And it affects only ONE slot. There is no domino effect of having to move other universal consoles around and affecting the choices of Engineering and Tactical consoles. Again, I don't think the full consequences of this change were thought out by the development team. This is a bad decision. Hopefully, the devs will see the light and take a step backward on this one. Please consider it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Concur

    Just Nerf the console to oblivion, delete it from the stores, and make the prototype console vendor shell out the value in dilithium (crafted or store) and some energy credits.

    You get rid of this annoying "must have" console, regain control of ship shield balances, and give no one really loses out thier investment into these consoles.

    Very good plan.

    You also make a good point.... These Units take the notion of ship balance completely out of Cryptics hands.

    Your gear choice as far as shield should come with benefits and disadvantages... which with Cov / Regen / Standard... 3 mods on purples... Set shields ect ect they can say If you have X cap you have max Y Reg... if you have resistance to X Y and Z you are limtied on REG and CAP.... (If you asked my yesterday I would have said this was Cryptics design, and it seemed pretty balanced and was easy for them to adjust numbers on new shield items and be confident that balance would be right)

    Now we have a situation where people running the same shield in the same ship can have anywhere from 10-17k in shielding... thanks too the stacking field gens. Completely unbalancing there own design. Having these in game with a maxed allowed Bonus of. 72% seems a bit extreme... obviously less broken then say 140%. This is just a plain bad fix for a unit that was broken before it was broken. :)
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