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TRIBBLE Maintenance and Release Notes - April 9, 2012

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Latinumbar wrote:
    Seriously? RSP is basically an 'invincibility' ability. Should actually have a longer cooldown IMO. Don't need anymore zombie cruisers than there already are.

    I am going to pretend you said something constructive.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Zeuxidemus wrote:
    I am going to pretend you said something constructive.

    And in turn I'll pretend you did! :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    First let me said: Sorry for bad English.

    Ok, we tested this build with a fleet mate.

    He was in a Luna Class Star Ship, with the hole MACO MK XI space set.
    • Auxilary energy: 92
    • Shield Energy: 46
    • Fully skilled Starship Flow Capacitors, Starship Graviton Generators, Starship Particle Generators, Starship Shield Emitters and Starship Shield Systems
    • None console to any type of scie resistance.
    • Field generator console MK XI blue.

    I was with a Nebula Class, and I use Borg set with Maco MK XII Shield.
    • Auxilary energy: 100
    • Fully skilled Starship Flow Capacitors, Starship Graviton Generators, Starship Particle Generators, Starship Shield Emitters and Starship Shield Systems
    • I have 1 Very Rare Tractor Beam Duty officer and one Rare.
    • Blue MK XI particle generator console.

    All test were made at 2 KM (more or less) distance, with no one moving.

    First test with him having 0 (cero) on Power Insulators.
    Shield Drains tests:
    -Charge particle III alone gets his shields from 13092 to 10013
    -With the hole combo Tractor beam I (with Doff) + Tachyon Beam II + Charge Partricle III. Their shields went from 13092 to 7542 after 10 seconds.

    Target Sub System test:
    -Targeting sub system I removes 20 points of each sub system.

    Reverse Shield Polarity I Test:
    -It has a 10 seconds of duration.

    Gravity Well III
    -Does not pull at all.

    Second test with him having 9 (nine) on Power Insulators.

    Shield Drains tests:
    -Charge particle III alone gets his shields from 13092 to 12399
    -With the hole combo Tractor beam I (with Doff) + Tachyon Beam II + Charge Partricle III. Their shields went from 13092 to 11335 after 10 seconds.

    Target Sub System test:
    -Targeting sub system I removes 10 points of each sub system.

    Gravity Well III
    -Does not pull at all.



    Personal opinions:
    I really hope this build do not go live at all. The shield drain got nerf to impossible levels if the enemy has 9 points in PI. Lets see, CPBIII fully skilled only removes 753 points.. is that a joke?
    With all the science power broken to nothing, I don’t know what the hell do with my ship any longer! I don’t ask you guys to use this test as anything other than rushed test, I only ask you guys to test this your self! If this goes live, it will be a bad thing for scie ship in general.

    Thanks for reed.


    Edit1: some typos fix and added the distance information.
    Edit2: RSP 1 has 10 seconds duration, not just 9: http://i1189.photobucket.com/albums/z432/cerritouru/RSP.png
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Cerritouru wrote: »
    Personal opinions:
    I really hope this build do not go live at all. The shield drain got nerf to impossible levels if the enemy has 9 points in PI. Lets see, CPBIII fully skilled only removes 753 points.. is that a joke?

    Looks like if this build goes live there is no longer any reason to fly SV at all. Shield drains were the last hold out of usefulness.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Sorry, RSP I has 10 seconds of duration, not 9: http://i1189.photobucket.com/albums/z432/cerritouru/RSP.png
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    wow. good tests but those results, wow. ya science is over. offensive science abilities have now all but been removed from the game. might as well give sci ships 8 weapons slots now and call them type 2 cruisers.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I have to ask Cryptic, Is there a point to Science Ships anymore? With these changes, you are completely destroying the innate TSS:1 abilities that they have while obliterating what is left of the only niche left to normal science ships, shield draining.

    Science powers can't pull ships, drain power, disable, deal damage (first hull with the revamp and now shield). All of this while still only having 6 weapons and low tac slots.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    i have a character that happens to have RSP3, and the tool tip says 15 seconds, with the 9 points in the skill. holy TRIBBLE.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Cerritouru wrote: »
    Great testing results

    Ding dong, the sci ship is dead.

    I guess my sci/sci are returning to the back seat for a couple of months... I was really looking forward to starting work on them too :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    It seems the devs only know how to break their game and nerf stuff these days... :rolleyes:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    RSP's healing in PvP almost always feels like instantaneous regeneration to full. Whatever the RSP damage to healing conversion ratio is- it's always too high. I think it would be better to significantly reduce the healing if you also want to increase the duration. Remember, RSP is quasi damage immuntiy for its duration. The healing is just an added bonus!
    Maybe NPC damage could be counted higher for healing purposes? I can see that PvE enemies don't really that much energy damage, so healing may "feel" too slow in PvE (even if it's still ultimately imbalanced that you get immunity + healing)


    It seems to me they went the wrong way with science resists - I think 75 % via skills is simply too much.
    What would have been better is gaining resists after you are targeted by an ability. That makes stacking these powers less effective, but makes a single guy with a Science Power still able to contribute.
    As it is now - it seems rather easy to build up a strong resistance against a power another player has to invest skill points _and_ a bridge officer power to use.

    My approach may be:
    1. Increase science magnitudes by 50 % (e.g. 150 % of what's now possible)
    2. Gain resists to reduce that magnitude by 50 % again if maxed out (that means effectively the power is 75 % of what it currently would be, unresisted, and if you train only to half that effect - e.g. 3 ranks - you take 112.5 % - close enough to 100 ...).
    3. When subject to a science power, you gain a 20 second buff that gives you additional resistance, halving the duration or magnitude of the power again. This usually means the original user of the power can use his power again without any disadvantage when it comes off cooldown, but another player also using the same power will see a strongly reduced effect.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    AuntKathy wrote:
    Picard: Dr. Vassbinder gave an hour-long dissertation on the ionization effect of warp nacelles, before he realized that the topic was supposed to be - psychology!

    La Forge: Why didn't anybody tell him?

    Picard: There was no opportunity. There was no pause.
    Picard: [droning in a foreign accent] He-just-kept-talking-in-one-looong-incredibly-unbroken-sentence-moving-from-topic-to-topic-so-that-no-one-had-a-chance-to-interrupt-it-was-really-quite-hypnotic.

    Awwww, that just brought the laughs to me... What was the name of the episode again? *knows what the episode is about, doesn't remember the episode name, and has a sudden desire to watch it xD*
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Just been testing

    Tetryon Glider nerf , it's effects still a too strong can still get 50+ drain pretty easily and this will still be devastating when used by a cannon build escort using rapid fire or scatter volley due to the very high rate of fire and it will of coarse still be devastating in a team using AOE attacks like Fire at Will and scatter volley.:(

    The Target Shields actual indicated shield drain is way too strong :( giving a hug buff to escorts using Target Shields 2 and Three,especially if the use the Duty Officers to reduce cool down, in my opinion this should be a power drain only

    RSP more powerful , didn't seem anything wrong with it in first place

    With the insulator changes renders Tachyon beam and CPB quite ineffective, very bad news for science ships :(

    Tractor beam change seems quite good.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I am going to repeat here what I said on the PVP forum:
    Cerritouru wrote: »
    I really feel like the last unicorn here.
    My main character is a Science captain that commands a Nebula Class starship. I love the ship because of how she looks. But cryptic, in the last month start trying to remove me from that ship, I don’t know if that is intended or not, and I don’t care! I am only going to said that I am not going to abandon my Nebula and that captain is going to still be my main one. I don’t care if you nerf me to a T1.
    I am sorry for the teams that PUG with me, yes, you guys are going to fly next to a useless ship, but a beautiful one!
    STO can became Odyssey Online, but I am still going to use the Nebula, and not, I am not going to buy 4000 CP for that ship.. keep trying.. I am still going to use the Sovereign, the Nebula and the Galaxy.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    dalolorn wrote:
    Awwww, that just brought the laughs to me... What was the name of the episode again? *knows what the episode is about, doesn't remember the episode name, and has a sudden desire to watch it xD*

    TNG, Season 6, Episode 25 - Timescape :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    •Updated Reverse Shield Polarity so it no longer heals your shields from kinetic damage.


    SERIOUSLY!!!

    Another NERF. Adda Boy Charlie Brown.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    ask4spock wrote: »
    •Updated Reverse Shield Polarity so it no longer heals your shields from kinetic damage.


    SERIOUSLY!!!

    Another NERF. Adda Boy Charlie Brown.

    Err, did you read the rest of the notes about RSP? :confused:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Science is dead now. Most sci abilites were already ruined/broken/nerfed, as has been reported here in these forums for months now. As if it wasn't bad enough, now they decide to put the final nail in the coffin.

    What the hell is $%#^ is wrong with devs?? Are they just "adjusting" things at random, or are they just completely ignorant? :mad:

    I'm done.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    ask4spock wrote: »
    •Updated Reverse Shield Polarity so it no longer heals your shields from kinetic damage.


    SERIOUSLY!!!

    Another NERF. Adda Boy Charlie Brown.
    Are you serious? RSP is getting a HUUUGE buff this patch.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    ask4spock wrote: »
    •Updated Reverse Shield Polarity so it no longer heals your shields from kinetic damage.


    SERIOUSLY!!!

    Another NERF. Adda Boy Charlie Brown.

    RSP has never healed your shields from kinetic, the fact it did was a bug. RSP actually got unreasonably buffed in this patch.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    When subject to a science power, you gain a 20 second buff that gives you additional resistance, halving the duration or magnitude of the power again. This usually means the original user of the power can use his power again without any disadvantage when it comes off cooldown, but another player also using the same power will see a strongly reduced effect.

    Not so much of a fan of that last one. Synchronizing powers takes skill, which shouldn't be something we try to punish.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    We will be bringing the Tribble server down for maintenance to apply a new update.
    ST.17.20120401a.14

    Systems:
    • Updated Energy Siphon:
      • The self-buff portion now has the same duration as the debuff on the target.
      • Flow Capacitors no longer modifies the duration of this power, it now modifies the magnitude.
        • Duration has been slightly increased, due to Flow Capacitors no longer increasing it .
      • Flow Capacitor skill has a larger impact on Drain amounts than it does on Buff amounts
        • This is in order to balance against opponent resists.
      • Power Insulators reduce the magnitude of the debuff if you are targeted by this power, but have no effect on the buff the user will receive.
      • Debuff can be cured using Science Team or Hazard Emitters.
        • This has no effect on the buff portion of the power.
    • Updated Beam Array - Target Subsystem Shields:
      • Reduced duration of subsystem energy drain on ranks 1 and 2.
        • They are now 10sec and 12sec, respectively.
        • This drain should not stack, even when targeted by multiple foes.
      • Reduced magnitude of subsytem energy drain on all ranks, and reduced the benefit it receives from Flow Capacitors.
      • Increased the amount of Shield Damage dealt by this power.
      • The amount of damage now scales with the rank of the power:
        • At Rank 1 it now deals 2x as much shield damage as it previously did.
        • At Rank 2 it now deals 2.5x as much shield damage as it previously did.
        • At Rank 3 it now deals 3x as much shield damage as it previously did.
    • Updated Tachyon Drones:
      • Reduced the Shield Drain per tick on their Tachyon Beams to approx 70% of existing values.
      • It should be noted that these are Carrier Pets, and thus are subject to some ongoing AI tweaks.
    • Updated Tetryon Glider:
      • Reduced base magnitude slightly.
      • Reduced benefit that can be gained by investing in Flow Capacitors.
    • Updated Tractor Beam:
      • Increased base slow effect, but decreased the benefit it can gain from Graviton Generators.
      • Reduced the effect that Inertial Dampers has on resisting the slow effect.

    Seriously? You're TRIBBLE Science ships even MORE and benefiting Escorts significantly with this garbage.

    Siphon changes: The ONLY ... Yes -ONLY- reason Siphon was of any use was because its duration on self was longer than on target. As a debuff to target it is USELESS because it is too weak. The flow cap. drain increase amount as you state is to counter the resists players have.. so lo and behold as a debuff its still garbage, as a buff it will be minimally improved in power gain but significantly nerfed in duration. Where before I could have two siphons stacked for about 10 seconds every 20 seconds for a real good power buff now has been nerfed to a minimum power drain for no benefit.

    Subsystem shield attack: Nerf the tier 1 which is sci ship native... way to go, now there is no point to even bother using it. Shield damage? That ability is NOT to damage the shields its to DISABLE them or their power levels.

    No stacking of effect? Freaking idiotic change as you a single ship cannot fire two of the same attack during the power drain duration effect. All you did there was remove the ability of science ships to work together.

    Flow Capacitor effect on shield drain/power : Bend over science ships and stick a baseball bat in their rear end will you? Oh wait, this is to benefit escorts! Of course, silly me. I had forgotten this was Escort Trek Online.


    Do you devs even bother playing this game? Do you even TRY to fly science ships?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    :V

    Actually, I'd lean towards Cruiser Trek Online, given the reduction in shield damaging abilities and increase in power of higher-rank RSP.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Something is for sure: this is not Science Trek Online.
    Is ironic that science has no place in a Star Trek game.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Well not sure that Cryptic thought this one out and who it will effect most. I see a sudden increase in
    fleet escorts if this tribble patch goes live. Game name will be changed to (escorts are us).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Since the devs seem to read the opposite of whatever we write, I'll say this:

    "Great job devs! You have made some really good changes here and they should be added to holo as soon as possible."



    :mad:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    If anyone wants to do more test, so we can provide more feedback, I am online on the game.
    I know they are not going to listen to it, but at least we can feel better with our self.

    Contact me at @cerritouru
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Cerritouru wrote: »
    If anyone wants to do more test, so we can provide more feedback, I am online on the game.
    I know they are not going to listen to it, but at least we can feel better with our self.

    Contact me at @cerritouru

    Thanks for taking the time to do test Cerritouru. But like you said they dont care what we have to say about it.. People have been posting things for weeks askin them not to do this... theres been pages and pages just today of people saying its a bad idea but not one Dev has found the time to comment on the matter.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Seriously? You're TRIBBLE Science ships even MORE and benefiting Escorts significantly with this garbage.

    Siphon changes: The ONLY ... Yes -ONLY- reason Siphon was of any use was because its duration on self was longer than on target. As a debuff to target it is USELESS because it is too weak. The flow cap. drain increase amount as you state is to counter the resists players have.. so lo and behold as a debuff its still garbage, as a buff it will be minimally improved in power gain but significantly nerfed in duration. Where before I could have two siphons stacked for about 10 seconds every 20 seconds for a real good power buff now has been nerfed to a minimum power drain for no benefit.

    Subsystem shield attack: Nerf the tier 1 which is sci ship native... way to go, now there is no point to even bother using it. Shield damage? That ability is NOT to damage the shields its to DISABLE them or their power levels.

    No stacking of effect? Freaking idiotic change as you a single ship cannot fire two of the same attack during the power drain duration effect. All you did there was remove the ability of science ships to work together.

    Flow Capacitor effect on shield drain/power : Bend over science ships and stick a baseball bat in their rear end will you? Oh wait, this is to benefit escorts! Of course, silly me. I had forgotten this was Escort Trek Online.


    Do you devs even bother playing this game? Do you even TRY to fly science ships?

    I couldn't agree more. I challenge anyone to point out one reason to play science ships at all after this patch.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    No science abilities,
    no science ship,
    no science captain,
    no more playing STO
    no more purchases from C-Store

    Simple as that
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