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TRIBBLE Maintenance and Release Notes - December 14, 2012

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  • john98837john98837 Member Posts: 761 Arc User
    edited December 2012
    Looks like a good overall patch, glad I'll be able to try out the xii prosthetics. Now if you really want to make me happy don't make me wait till thursday. :D
  • dirtybag101dirtybag101 Member Posts: 10 Arc User
    edited December 2012
    Now please insert the Romulan Hyper Plasma Torpedo to the Romulan Reputation and replace the placeholder with a Functioning set item ^^ that would make me happy ^^
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited December 2012
    Discovered another thing that needs fixed.


    You can't Raise Moppet Epohhmints with Bows.
  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited December 2012
    Zero, i don't suppose you could show us a pic of the upgraded tholians, could you?
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  • ufpdodgersufpdodgers Member Posts: 0 Arc User
    edited December 2012
    The stats weren't changed -- the existing Toron shuttle is more in-line stat-wise with the Runabout than the Type 8. We adjusted the visuals to represent that. :)

    The new Toron shuttle does look awesome, but as Meurik pointed out...
    meurik wrote: »
    Except for the fact, that the Toron Shuttle is SUPPOSED to look like a "KDF Worker Bee"

    http://en.memory-alpha.org/wiki/Toron_class

    Perhaps it would be a better idea to add this awesome new look as a 'new' shuttle for the Klingons, maybe something like a KDF Yellowstone on the C-store ;)
  • crioijoulscrioijouls Member Posts: 141 Arc User
    edited December 2012
    Nice patch info, Zero. Any chance of some clarification on the passive power update on the Tier-4 Omega rep? How exactly is it "upgraded"?



    Any chance we can see stack sizes go up for various commodities, ie hypos, shield charges, energy cells, regenerators and components... say to like 100, and still be able to slot them on our BOffs? I ask as the rep system eats those kinds of things up like Pac-Man goes after those pellets. When running other missions, it can be easy to go through a bunch of those in short order, depending on the difficulty of the mission or the skill of the team.

    Also, how about increasing the stack sizes for lock boxes? I know they go up to 20 a stack, but it's easy to get several stacks of those fairly quickly. How about a stack size of like.. 500?

    I bring these numbers out as the snowball throwing stacks can go up to 999 (yes, I actually picked up that many), and I imagine the Q photo stacks will go up that high, if not higher.
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  • deusemperordeusemperor Member Posts: 136 Arc User
    edited December 2012
    [The Omega Reputation Power "Rotating Weapon Frequency" has been updated and improved.]

    @crioijouls: That is a tier 3 power, not tier 4.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited December 2012
    This is a good start, but I think we are going to need 2-3 of these fixes patches/week for 4 months just to get the game back to the S5 bug level alone.
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  • jcswwjcsww Member Posts: 6,826 Arc User
    edited December 2012
    nicha0 wrote: »
    This is a good start, but I think we are going to need 2-3 of these fixes patches/week for 4 months just to get the game back to the S5 bug level alone.

    Well said! However, a simple rollback to season 1 would also solve a ton of the games current problems. Start from there and work forward should definitely be considered.
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited December 2012
    in the foundry there are two jem'hadar cruisers listed when choosing to put a costume onto a space actor.

    one is the heavy escort, but the other shows the fighter. not only should the fighter be listed as a fighter, as far as i can tell there is no jem'hadar battleship costume anymore.

    i think if this goes live there may be a costume error popping up on people who have used the jem'hadar battleship. EDIT - Seems this has already gone live. but someone might want to look at it anyway, or at least add back the battleship

    there are also two fek'ihri dreadnoughts and one shows a terran empire jupiter class.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited December 2012
    Updated the Galrondon Core System patrol so the Gekli no longer fail to start moving again after waiting for the player.

    Thank you. That system is needed for the satellite radiation scan daily and it's nice to go along with the sector patrol daily to kill 2 targs with 1 stone. I only did this once a couple weeks ago and for me the Gekli got to the very end of the path to the point they were suppose to leave the system but stopped and wouldn't leave. I scanned the satellite nearby to complete that daily but had to do a different system to complete the other. I didn't want to chance it having to go through all that boring escorting and have them glitch again wasting another 15 minutes. I can't stand this mission. It's boring and takes too long. :(
  • eristhevortaeristhevorta Member Posts: 1,049 Bug Hunter
    edited December 2012
    Satellite Radiation Scan Daily? Didn't know there was a daily for that, butt then I never did Gally Core, because I don't like the Gekli AI, it has always been bugged since that fleet action. :D
    "Everything about the Jham'Hadar is lethal!" - Eris
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  • ufpdodgersufpdodgers Member Posts: 0 Arc User
    edited December 2012
    Was testing out the recent change to the Rotating Weapon Frequency ability and here are the numbers.

    Before

    Jem'Hadar Full-Auto(3 shot burst) - 3,3,4,2,4,3,3,3,3,3 clearly and averaged of 3 shots

    Disruptor High Density Beam - 5,6,4,7,5,4,5,4,5,8 I would call that an average of 5

    After

    Jem'Hadar Full-Auto(3 shot burst) - 11,13,9,11,7,6,12,8,13,5 a great improvment, would call that an average of 9/10 bursts.
    And for good measure the Full-auto spread that normally gets adapted to after 1 use, I was able to get 3 in a row before being adapted.

    Disruptor High Density Beam - 100 shots....that is when I stopped counting...it never got adapted to :eek:

    Further testing of random weapons I had on me reveal that Disruptor and Antiproton weapons primary fire don't get adapted to, however all secondary weapons get adapted to at a notably improved rate with the exceptions of the Disruptor Minigun that still adapts in 1 shot and the Proton Distortion(Ghostbuster)'s secondary not being adapted to.

    Any other weapons I have tested thus far appear to be working well with the improved ability.
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