so! we had some new stuff introduced to the game, with a small victory. transphasic mines will not reduce shield heals!
Mines in general got the massive the buffs! chrono has 80% proc chance i think for each mine!
YAY!
plasmonic leach was supposed to be fixed, but word on the street is it's been rebrokent to drain 24 power. so that needs to be fixed again.
It should scale from 4-16 depending on Flow Capacitors vs. Power Insulator interaction, with 8 being a baseline of No Resists + No Skills. Anyone mind verifying this first-hand, instead of working off rumor?
Today's Patch Notes contains most of what's been patched over the past 1-2 weeks. Not a lot that could be considered PvP-centric, but changes that will effect this group nonetheless.
Other than the patch, I'm afraid it's been a slow week for PvP. Here's a short list of recent changes that haven't gone live yet:
* Draw Fire (ground) is far more resilient to incoming fire now, allowing it to be more useful as a Dmg Res buff in PvP.
* Flight Deck Duty Officer Active Roster Powers: These buffs had a data error that was causing them to quickly flicker between an active and inactive state. This was repaired. If you have these doffs slotted, you will now see more reliable performance from their effects.
* Photonic Shockwave III was benefiting from skill bonuses twice. The extraneous data was removed.
* Crew Damage caused by Torpedoes was unresistable. Fixed that.
* Hazard Emitters will now properly cleanse the TARGET of debuffs, instead of always hitting the caster with this portion of the power. If the target is self, it works on self.
We've been discussing how to deal with the FAW+ACC issue internally. To the best of our collective knowledge, getting this to work as you all expect it to work would require some sort of complete rebuild of the power from foundations to shingles, with minimal effect. And even then, we're not certain how we'd do it in a way that kept current functionality intact while adding weapon mods.
TL;DR - We may be getting to a point where we have to resign ourselves to the fact that Fire At Will is just not an accurate power. But we haven't given up just yet.
ummm ALSO theres a new bug that for some reason causes ships to completely disapear....
anything else?
FAW and HE still have their bugs.
I really wonder how one can be so utterly incapable of testing one's "bugfixes" before rolling them out.
ALSO! you can now buy more account wide bank slots!
important right there!
-Mai Kai the Science Guy-
Comments
I really wonder how one can be so utterly incapable of testing one's "bugfixes" before rolling them out.
matteo you should know better lol everytime there is a patch there is nothing more to expect but lulz at this point
long live PVE bwahahahaha
It should scale from 4-16 depending on Flow Capacitors vs. Power Insulator interaction, with 8 being a baseline of No Resists + No Skills. Anyone mind verifying this first-hand, instead of working off rumor?
Today's Patch Notes contains most of what's been patched over the past 1-2 weeks. Not a lot that could be considered PvP-centric, but changes that will effect this group nonetheless.
Other than the patch, I'm afraid it's been a slow week for PvP. Here's a short list of recent changes that haven't gone live yet:
* Draw Fire (ground) is far more resilient to incoming fire now, allowing it to be more useful as a Dmg Res buff in PvP.
* Flight Deck Duty Officer Active Roster Powers: These buffs had a data error that was causing them to quickly flicker between an active and inactive state. This was repaired. If you have these doffs slotted, you will now see more reliable performance from their effects.
* Photonic Shockwave III was benefiting from skill bonuses twice. The extraneous data was removed.
* Crew Damage caused by Torpedoes was unresistable. Fixed that.
* Hazard Emitters will now properly cleanse the TARGET of debuffs, instead of always hitting the caster with this portion of the power. If the target is self, it works on self.
We've been discussing how to deal with the FAW+ACC issue internally. To the best of our collective knowledge, getting this to work as you all expect it to work would require some sort of complete rebuild of the power from foundations to shingles, with minimal effect. And even then, we're not certain how we'd do it in a way that kept current functionality intact while adding weapon mods.
TL;DR - We may be getting to a point where we have to resign ourselves to the fact that Fire At Will is just not an accurate power. But we haven't given up just yet.
Cryptic - Lead Systems Designer
"Play smart!"
And the easy solution: If you cannot get [Acc] modifiers to work, simply give FAW a higher base accuracy (say equivalent to [Acc]x2) to prevent it from being useles as a spam clearing tool with its current 60-70% accuracy in a pvp environment.
you have been given proof of everything in every fashion from youtube videos to screen shots and other tools most pvpers use to get the point across........
If you cant trust what the players are saying and by players i mean players who actively seek to understand the mechanics of the game to get the best gaming experiance possible, then whas the point in asking for the proof developers have been ignoring in the past.......
MOARRRRR DRAIN!!!!!!!!!!!!!!!!
Seriously, as Hilbert put it, do you test the things you release at all or is that not in your process / protocol?
Aytanhi of TSI, TSI fleet founder and leader OrganizedPVP channel Admin
Feel free to ask me about PVP or starship strategies. "No, I am not Borg!"
/channel_join OrganizedPVP If you are interested in learning PVP, looking for a team, or a private match
Idea -- if it's not accurate (meaning not as accurate as normal beams) then up the damage from the power by the loss of accuracy, say about +25% damage.
Or how about making it cannon scatter volley, but with beams? We know that works. Or does it? :eek:
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Truth is that pvp is unfortunately so low in their priorities, than I cannot but wonder when will be shut down... We can't even get some fleet emblems in pvp, even if it's just 5-10 for a match. I am actually amazed so many fixes happen in pvp considering the circumstances. But maybe the changes happen since there are pve considerations too.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Not to mention that code is so delicate that the slightest touch can break another thing, even with quality testing. This shows in many other MMO's, not just STO.
My two cents.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Ummm, does that mean I have to deselect the enemy I'm fighting and target myself before I use the power on myself, else I debuff the enemy ?
Awoken Dead
Now shaddup about the queues, it's a BUG
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
acc mod for beam overload. That seems also affected by the accuracy plague. Any ideas?
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Tnx, I'll have to watch and see if it works as 'newly' intended.
Awoken Dead
Now shaddup about the queues, it's a BUG
heres 1 way of looking at it, that someone mentioned. these stacks, mow many purple mkXII energy consoles do they equal? a player can only slot up to 4 of them, but with the leach in a single console its like he is able to slot up to 16, to say nothing of the negative effect it has on the person he is shooting at. it should scale from 2-8, depending on Flow Capacitors vs. Power Insulator interaction, 4 being the baseline at most.
at the very least its nice to hear from a dev, im glad the below was addressed.
another sci power bites the dust. now only VM and tracter repulsers are left? as good offense sci powers? wile this was a bug like we suspected, the damage it dealt made it worth using. fixing the double benefit bug is fine, but then also doubling the normal benefit should have been done as well, through versions 1-3. actually, i hear it still deals up to about 11k damage? thats still pretty good, but i dont think a damage buff would be out of order.
oh good, the mortality rate was kind of shocking.
great!
i think its reasonable to just tell us that with such a multi targeting rapid fire attack your weapon accuracy will suffer. with the computer targeting so many things at once, it cant give each shot the accuracy a normal shot would have, when the computer is only targeting a single target. at least for now maybe say the power has reduced accuracy in the description?
rebuilding faw might be in order, just make it a beam rapid fire with 5 shots per cycle. removing faw's ability to destroy all heavy torps and mines so easily, even with reduced accuracy, would make those somewhat more viable. but then cut pet hp in half.
some testing showed its more accurate then most normal shots. but... its not, it just isn't. my beams hit for ~95% accuracy, bo shots hit nothing even close to that in actual battles against the same evasive targets my beams hit ~95% of the time
That was my feel, and that's what I understood based on other recent posts, that acc doesn't "really" work, bo3 is less accurate than 2, and bo in general is less accurate than regular beam. Adding acc mods for beams wont make a difference (apparently). The problem is, is this intended, or it's a bug?
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
The ACC mod does still work with overloads.
It's not as dramatic as it is with say cannons and Rapid Fire or Scatter Volley, but it is quite noticable. At least Acc2 is.
Mav never got around to testing to see if the rumors about the 3rd acc not working are true though. I should pester him into doing it.
212 flow caps vs 6/9 power insulators
The target of Plasmonic leach (me Science ship) of down to 112 aux from 125
and a staggering +25 to all power levels to the user, this time it was xeve (btw tanks for helping out)
We tested 3 people stacking plasmonic leach, hilbert miko and someone else sorry forgot name, and they got me down to 117 so it doesn't stack from multiple sources on the enemy anymore.
Personally I think plasmonic leach is "fine" but the selfbuff of +25 with max consoles might be abit over the top +20 is achievable with "reasonable" consoles.
Master using it and you can have this!
Be black on the right side. Add properly colored Cheron to the game today!
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
300 years from now they should have something better than a core i7, lol. Thing is that on one side acc mod should influence faw (even if faw won't have the acc of normal beam fire), on the other side beam boats are a little nerfed because of this power. Not a big deal, but they are. Same for Bo that seems to not care about acc.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Placeholder!
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Lol, yea, welcome to the new old viral matrix!
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Ok, right... I guess I should clarify something here, and this may be a difference of terminology that's led to some miscommunication in the past.
When we state something like "scales from 4-16 based on XX skill" those numbers are assuming 0 skill for the low end, and 100 skill for the top end (or 99, close enough for rounding). So players that min-max to achieve additional bonuses above and beyond that, via specific gear sets and consoles, will exceed the ranges given.
In Zorandra's case, the numbers being given are expected, but atypical because they are the result of a build that has been custom tailored to exceed expectations. Our systems allow players to do that, but are not generally considered a measuring stick with which to make overall balance decisions.
Cryptic - Lead Systems Designer
"Play smart!"
most of us are gonna have 99 plus 2 consoles in something we seriously want to buff. we can do that on any ship, not counting a deflector that specializes or 2 other sci console slots. at least 150 should be your assumed high end for any sort of skill buff, that would be right around a typical max.
That is almost close to what it was before, it shouldn't be that high :P and it shouldn't take that much either with that much power insulation.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |