We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120729.0
EDIT: Adjusted typo in Chroniton mine proc %.
General:
- Updated bio-neural warhead launchers in No-Win Scenario so that the warheads are not as powerful in the first few waves after they appear.
- Difficulty does increase rapidly in successive waves.
- Updated the KDF Officer of the Watch mission Escort Dignitary to Starbase so that the target ship is always interactable.
- Updated all stores to move all Pulsewave weapons to the Assault category, rather than Rifle category.
- Starbase assignment update:
- Explained how to get deployable phaser/disruptor turrets for the starbase Engineering assignment; now elucidated in tooltip for that item.
- Added ability to craft 20-stacks of heavy phaser/disruptor satellite turrets on Fed/KDF crafting respectively.
- The Follow Target camera option will no longer change to Free Camera when using the mouse and tabbing through enemies
Duty Officers:
- Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets.
- KDF already had access to Marauder assignments of the same nature.
- Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.
- "Phaser" and "Disruptor" versions of these assignments may also appear in Federation and Klingon space, in addition to their existing locales.
- The Species, Specialization, and Trait filters will now only show options that are available in the player's roster.
- Added filtering to duty officer assignment chains.
- Assignment chains now start collapsed by default.
Missions:
- Crack in the Mirror:
- Added waypoints to devices on the ground portion of the mirror system
- Added waypoints to the clues in the mines.
- Seeds of Dissent:
- Added waypoints to machines and lilies in the ground portion of mission
- Added waypoint to spatial charges and Orra Val on colony ground portion.
- Cage of Fire: Added waypoints to the ground portion of mission.
- Collateral Damage: Adjusted existing and added new waypoints to the ground map.
- State of Q: Added waypoints to the Borg devices.
- One of the player's Bridge Officers will now appear in the dialog window after winning or fleeing a sector space encounter.
- Accidents Happen: gave Andorian console to type on
Systems:
- Klingon Honor Guard Space Set - 2pc Bonus:
- Corrected the bonus and associated tooltip for "Crew Regen Rate" to more accurately reflect an understandable figure.
- This will now display on your character sheet.
- Added an additional bonus that will slowly bring "Dead" crewmen back to a "Disabled" state, allowing them to be slowly regenerated to "Active" even during combat
- This was the original intend of the 2pc bonus, but was not functioning correctly.
- Force Field Dome will once again Repel all enemies within its radius while keeping them at bay for the duration of the ability.
- Updated all Mines:
- Reduced basic launches of Mines from 5 mines to 4 mines.
- Adjusted core power variables up by 5% to compensate.
- Each mine previously accounted for 20% of intended damage, now accounts for 25%
- This change did not affect Tricobalt Mines, which already launched 1.
- Nor did it affect Cloaked Tractor Mines, which already launched 4.
- Number of mines launched by "Dispersal Pattern Alpha", Mine Trail, and "Dispersal Pattern Beta", Mine Spread, have been reduced:
- Rank 1 = Reduced from 8 to 7
- Rank 2 = Reduced from 12 to 10
- Rank 3 = Reduced from 16 to 14
- Recharge Times on Mine enhancing abilities have been altered.
- Category recharge times have been reduced from 30 seconds to 15 seconds.
- Individual ability recharges have also been reduced by 15 seconds.
- At Rank 1 this results in the cooldown changing from 85 sec to 70 sec.
- At Rank 9 this results in the cooldown changing from 45sec to 30sec.
- These changes bring them in-line with Torpedo enhancement abilities.
- Recharge time on individual Mine Launchers have not been modified.
- This may result in a situation where your Dispersal Pattern refreshes before you can launch more mines, if you have only a single launcher equipped.
- Adjusted damage for all Detonate powers to 125% of previous values.
- This increase is in addition to the aforementioned 5% increase to offset fewer Mines per launch.
- Tricobalts only adjusted to 110% of prior.
- Transphasics balanced separately to account for increase in Shield Penetration.
- New damage is approx. 70% of previous; see below for Shield Penetration changes
- Photon Mines:
- Increased agro/follow range from 2km to 3km.
- Increased stealth value from 4825 to 4875.
- This is about a 0.5km perception distance change.
- Quantum Mines:
- Increased flight speed from 25 to 45.
- Increased explosion triggering distance from 0.4km to 0.7km.
- Increased explosion radius on Detonation from 1.0km to 1.5km.
- Plasma Mines:
- Increased duration of DOT from 10sec to 15sec.
- Periodic damage of DOT has slightly decreased, but total damage dealt is increased due to longer duration.
- DOT can be cleared with Hazard Emitters.
- Transphasic Mines:
- Increased shield bleedthrough from 40% to 80%.
- Transphasic mines will disrupt the enemy shields, leaving a Shield Healing debuff in place.
- For 5sec after being hit with a TP Mine, Shield healing is 50% less effective on the target.
- Shield Redistribution will also be less effective during this debuff.
- Debuff magnitude does not stack, but multiple hits will extend the duration of the debuff.
- More mines make for a longer debuff.
- Debuff can be cleared with Science Team.
- IMPORTANT NOTE: Breen Transphasic Cluster Torpedo does not benefit from this change. See below for separate changes related to this weapon.
- Chroniton Mines:
- Increased chance to apply slow from 33% to 80%.
- Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
- Duration of debuff can be enhanced with Graviton Generators skill.
- Magnitude of debuff decreased to 25% of previous, but debuff can stack.
- Standard minefield = 25% x 4 = 100% of previous magnitude.
- Tribobalt Mines:
- Reduced Repel magnitude per hit by 50%.
- Added a 20% chance to spawn a Subspace Rift which Disables enemies that are within its radius, same as High Yield Tricobalt.
- This rift has a slightly random spawn location so that multiple mine explosions, i.e. Dispersal Patterns, are unlikely to spawn directly atop one another.
- These rifts do not last as long as those created with High Yield Tricobalts.
- 3-4.5 sec, instead of 3.5-12sec, scales with Subspace Decompiler skill.
- Altered Disable duration range from 2.66-4sec, 2.5-5sec.
- This scales with the Subspace Decompiler skill.
- Tricobalt Mines can now make use of Dispersal Patterns.
- Dispersal Pattern Alpha:
- Rank 1: Two launches of one mine each.
- Rank 2: Three launches of one mine each.
- Rank 3: Four launches of one mine each.
- Tricobalts have a 5sec delay between each launch, instead of the standard 2.5sec of other types of mines.
- Dispersal Pattern Beta:
- Rank 1: Launches two mines - one right, one left.
- Rank 2: Launches three mines in a triangle formation - one top, two bottom.
- Rank 3: Launches four mines in a square formation - two top, two bottom.
- Breen Transphasic Cluster Torpedo:
- This weapon now only spreads out into 10 Mines instead of 12 Mines.
- Despite being Transphasic, these Mines only possess 40% shield bleedthrough instead of the upgraded 80% of other Transphasic weapons.
- To compensate for this, the damage of Mine's each explosion remains higher.
- They also do not apply the Shield Healing debuff present on other Transphasic Mines.
- Modified the behavior of this torpedo:
- It now explodes more reliably on its target, rather than immediately upon being fired.
- The Mines launched by the initial explosion are more likely to chase their target correctly instead of fly past them.
- Both the Torpedo detonation and the Mine detonation distances have been decreased in order to ensure greater reliability in their behavior.
- If the Torpedo's initial target is destroyed before impact, it will now seek out the nearest enemy target instead of becoming dormant.
- NOTE: The behavior, relative power & utility of this weapon are still under scrutiny to ensure they are properly balanced. More changes may be forthcoming.
Comments
That's fixed on the next build.
That is HILARIOUS!!! Especially the Fleet Marks limit.
I hope that means that the Armitage will finally get our Type 6 skin back we have been waiting almost 2 months for.
That's fixed on the next build.
So we wont get that on the live server till what next week ? or will it be coming thursday and patched on tribble tomorrow ? Just curious I run a fleet and Im trying to talk people out of leaving many are very upset over this.
umm...the type 6 skin option has appears on my armitage since I got it...unless I'm missing something here.
that's a pretty lame reason to quit a game over.
When you cant edit your commbadge or rank or change your ships windows it angers many people and along with other bugs it just adds up ya know. Personally I wont quit but I know lots of people who consider this the final straw for them.
Maybe ID will do something now.
chrono mines getting a 100% proc chance? what the hell are you thinking!?
Why? Its not like they are being made completely uber...not to mention they are destructable.
They are being brought more in line so they aren't blown out of the water by torps.
Transwarp to Fleet Starbase System is not available in my (T) Transwarp menu despite being in a fleet.
Neither is Transwarp to Deep Space Nine that I should have received 8 months ago when I became Federation Ambassador....
Have tried leaving fleet and updating commendation records to fix both..... but nothing....
Character affectred "enyfeo hewafoca@enyfeo"
[SIGPIC][/SIGPIC]
50% of the people cant finish a PVP match without losing half of their weapons but comabdges are a serious issue.
and of course these op mines will go live. you could write "less spam!!!" on their screens with waterproof paint and they would still bring more carriers and pimped mines and the best thing is, that they think they overcame that issue in advance by lowering the amount of mines laid.
transphasics reducing the ability to heal shields sounds like the most broken addition yet. 90% or more of someones survivability in pvp relies on a persons ability to heal their shields and stack resists on them. if getting hit with transphasic mines reduces some ones ability to heal shields, you just removed 50% of their defense. you might as well double the amount of damage every weapon does in game, this change is THAT bad. :rolleyes:
Now if the torpedos got that buff they'd be perfect.
And besides, even with this update, they're more useful, allowing them to be used comfortably, but not so much they're OP as some of you seem to think...
In other words, mines are now viable, if you so choose to use them. But they're still not an automatic win or OP anyway... the mines can be destroyed easily just like before.
Seems to me you're overreacting a little... just what I think.
But either way, right there in the patch notes, says this is still under consideration and feedback... so this isn't the final result.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Wait.. you mean you're *surprised* at people complaining about proposed changes without even testing them? This is par for the course on these forums.
"Back on topic. Destinii is correct."
(Formerly Destinii until the 'Great PWE Forum Shakeup of 2012')
The following above is a Bug dealing with Tricobalt Mines and Deployment Patterns.
Also, please change all Plasma Weapons Energy weapons to a higher Proc Rate to allow Stacking Procs like Plasma Mines. Plasma Mine Stacks are superior to Plasma Torpedo and Plasma Energy Weapons with the new changes. Especially if used from Dispersal Pattern Beta 3.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
I just wish they'd express those more explict comments OUTSIDE the forums, and let out their anger and frustration first, before they reveal the constructive aspects that are normally buried.
But I'm probably fooling myself. This is the internet after all.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
uuuuh...? :eek:
i am using Mouse 4 + 5 and they work just fine on my Logitech G700...
http://img6.imagebanana.com/img/cgv4m8av/GameClient2012080110001942.jpg
don't break my keybinds plz
(on the other hand you could remove those obsolete 30hz resolutions...
i have no idea with what kind of hardware you would need a 30hz resolution... an old PAL TV maybe? *shrug*)
99% of the stuff they post to Tribble gets pushed live Reguardless of feedback or testing so why bother whn you can just wait 2 days? A lot of valid concern is being expressed here with no explanation as to why they feel that chrono mines need 100% proc chance or why transphasic torps need a shield heal debuff.
Those effect pvp way more then pve and for absolutely no reason they're gonna be put in.
ermmm... I'm already at two million..................
lots of number changes there
but all i see is that there will be less mines to shoot down now (4 instead of 5),
i rarely fly into one and when i do they do so little damage that it's not even noticeable.
Let me put it like this: in the Gorn mineflield fleetaction i can fly for half a minute or so through that HUGE minefield before they start damaging me... and then 20 or 30 need to hit me before i go boom.
4 mines? that is like trying to break your cars windshield with driving against FLIES with 120 kmh *splash*.
Instead of taking a Hammer and hitting the Glass...
conclusion:
change the numbers all you want, as long as those things are stationary and can be shot down from 10k while only reacting within 2 or 3 k distance, they are worthless to my DPS.
and if the mines despawn after i fired 2 sets, so i can't even really lay a hidden minefield over time, even to defend that Starbase it's just useless.
"Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets."
-> sounds ok, but more like it belongs into the Trading category (for both factions). change that maybe?
Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.
-> no, not needed at all...
just put phaser and disruptors in sectors where people actually fly around,
i get Plasma Torps ALL THE TIME...
and it's not like those were too rare either:
http://img6.imagebanana.com/img/p8iea91g/GameClient2012080110150893.jpg
as you see i ever gotten 2 Disruptor Turret, 10 Phaser, and 42 Plasma Torps (i only once crafted like 5 of those... just kept collecting them).
I don't know where you get Phaser and Disruptor but it has to be in some odd sector like Alpha Centauri or Psi Velorum, peeps fly around Cardassian / Fed / KDF space a lot, not much interesting DOff stuff in Romulan Sectors.
"The Species, Specialization, and Trait filters will now only show options that are available in the player's roster."
then how do i know what i'm missing?
how about turning the empty ones red? and maybe adding a number how many you have behind it...
like
Astrometric Scientist (5)
Emergency Medical Hologram (0)
...
oh and remove the odd categories like Emergency Hologram, those ended up being normal Doctors, there are like 3 or 4 categories that aren't even used.