If you're adding enemy groups to the Foundry, could we please have a Dominion only faction and a Cardassian only factions in space? The True way mixes the two and it makes a mess of things if you want to have either only Dominion or Cardassian enemies.
I'm not sure how these factions are handled, but maybe you can just copy the True Way NPC groups and then delete the Cardassian ships or Jem'Hadar ships, respectively.
Thank you for adding the tholians. that means i can start making some new missions
there is a slight problems
there are no tholian costumes to go with the mobs. so you can add a straight tholian mob just fine but you cant then reskin another actor to look like a tholian (ie a fed ship to look tholian as an ally). or to reskin a contact if you just want to talk to them.
Corrected energy types on Adapted Mk XII MACO and KHG weaponry to match up with their visual FX.
Another phaser weapon? Oh great.
So we cannot use it anymore with the maco set. We cannot even give the full adapted set to one of our boffs when doing the borg story missions. Whats the point in anti-borg gear that can only be used when fighting anyone but borg?
I'm a little frustrated now. Please do more testing and make these changes if you must before they go live and before we grind for marks to get them.
Please consider leaving the erergy type as it is now and changing the visual fx.
The Reward, Challenge, and Players filters in the PvE windows now start with all the options checked.
Why was this change made? Now, in order to filter down to the missions I want, I have to UNCHECK a relatively large number of boxes, rather than what I currently do on Holodeck, which is check 2 boxes. How was this considered to be a good change? It's more work for the same result.
This is great, but could we also have these please.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though. JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
'...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek
I only have one thing to add to this nice set of changes to try out... HATS! The closest thing we have to a "hat" is a helmet from Omega/MACO/KHG or the space suits. We need a fedora in this game bad to go with the formal outfit. Picard fans will understand.
It's damage was fine before, the idea of additional damage with the tractor beam was taken directly from canon, the TNG episode Q Who where the Enterprise is "sliced up like a roast". To remove this damage is quite frankly ridiculous. Keep the cooldown the same and leave the damage the same, if you have to, I'd sooner use something occasionally that is going to make ma go "wow" than something more often that makes me think "meh", it ruins the "FUN".
It's making the cutting beam less of a niche build. Prior to the change, if you werent using a 3-piece borg set the cost of the cutting beam was not worth what you got (not saying it wasn't a viable weapon, but the dilith cost versus say a fleet turret or some other weapon did not justify using the cutting beam in most instances). Coupled with the reduced CD on the tractor beam, it was necessary.
"Corrected energy types on Adapted Mk XII MACO and KHG weaponry to match up with their visual FX."
= MACO Sniper + Adapted MACO Pulswave are now BOTH PHASER?
and therefore useless to be used together vs. borg because they are addapting to it at the same time?
I know its a FED weapon and it shoots yellow (orange?), but this is directly gimping gameplay when you want to use both items.
No thx, plz keep the Adapted Maco a different than Phaser Damage type.
Or give it a Phaser proc but let it run on a different frequency than the Phaser, those 2 should not cancel each other out.
Same with the KDF Disruptors i guess (did not test).
Also kinda related issue the 3 KDF Fleet Disruptor *Machinegun* variants fire Phaser FX (they shoot yellow) but do Disruptor Damage, please swap out the FX to the green one, thanks.
the "On Mouse Over" option in the Options > HUD settings is not saving anymore, i am unable to change any hud settings since Season 7 or everything gets messed up and i have to load my pre season 7 saved layout (and i have slightly different setups on all 10 chars... a few of my chars really need some changes there)... and i know i had this problem before last season. (why do these bugs keep creeping back in?)
the "On Mouse Over" option in the Options > HUD settings is not saving anymore, i am unable to change any hud settings since Season 7 or everything gets messed up and i have to load my pre season 7 saved layout (and i have slightly different setups on all 10 chars... a few of my chars really need some changes there)... and i know i had this problem before last season. (why do these bugs keep creeping back in?)
So they broke it with Season 6, fixed it MONTHS later, and now broke it again with Season 7? Oh Cryptic... I can see some things never change...
I honestly don't get it. It's like internally they're working on some older game builds, which they later use on top of the things they've already patched, and we're going back in circles... This was the same issue with texture flickering bug, which they've broke yet again with their Season 6 build, despite numerous attempts to report it during tribble test period. And needless to say this still persists in the game.
But silly me. It's not like they're listening to tribble feedback... They've got their schedules and they just release stuff. And I guess more lockbox/lobi stuff is more important than bugs persisting for over a year...
if i may ask....why make these changes? i agree the tricobalt damage cone should be reduced, but why cut back the damage too?
and the omega torp, why cut the projectile duty officer proc compatibility from it?
easier would be to just set the torpedo as unaffected by the proc itself
Well, isn't your solution sorta the same exact thing?
I'm not sure the doffs were even working with omega torp, and even if they did, I'm not sure what significance it held. It's "machine gun" effect is still there on tribble. On holodeck the effect is minimal at best. It can kill an escort with just a copy of HE for healing, over a few minutes of firing due to plasma burn. But you sorta have to stay planted and get hit by every single torpedo fired. Not likely to happen in PVP combat.
Not that I care about the normal torps fired. I'm just saying I don't think projectile doffs were ever effecting it's fire speed, and regular omega torps are very weak. I confirmed this on holodeck just the other day but I admit something seemed different on tribble alittle while ago. It seemed to be firing less often after it ran out of charges, sit there for alittle while then recharge one torp and kicked into machine gun mode for a couple seconds. I've seen it happen with zero projectile doffs on holodeck, consistently. No difference when projectile doffs are equipped. Assuming that's the issue Cryptic has with it, of course. If it is, I think it goes a little deeper than projectile doffs causing it.
An amusing story: On holodeck when I was toying around with the omega torp with a fleet mate, we were noticing how sometimes the bolt would kill off crew well before the bolt ever hit. We decided that the reason for this is because the crew saw the incoming, slow moving bolt of doom and it scared them dead or they committed suicide to escape it. Maybe it's a normal thing for torps to do that to crews, I don't know. But it was amusing to us.
Well, isn't your solution sorta the same exact thing?
I'm not sure the doffs were even working with omega torp, and even if they did, I'm not sure what significance it held. It's "machine gun" effect is still there on tribble. On holodeck the effect is minimal at best. It can kill an escort with just a copy of HE for healing, over a few minutes of firing due to plasma burn. But you sorta have to stay planted and get hit by every single torpedo fired. Not likely to happen in PVP combat.
Not that I care about the normal torps fired. I'm just saying I don't think projectile doffs were ever effecting it's fire speed, and regular omega torps are very weak. I confirmed this on holodeck just the other day but I admit something seemed different on tribble alittle while ago. It seemed to be firing less often after it ran out of charges, sit there for alittle while then recharge one torp and kicked into machine gun mode for a couple seconds. I've seen it happen with zero projectile doffs on holodeck, consistently. No difference when projectile doffs are equipped. Assuming that's the issue Cryptic has with it, of course. If it is, I think it goes a little deeper than projectile doffs causing it.
What they're effectively doing is preventing someone from pairing a slow-firing torpedo with the omega torp and attaining very high fire rates for the primary projectile weapon.
In effect, it's going to drastically reduce the number of people who use the omega torp, as the damage is minimal and the ability-based c/d is rather ridiculous for torpedo boats.
[/LIST] [*]The 700-day android engineering bridge officer is now available as a synthetic female or male.
The female versions of the androids have the same skills.
There is now a wider range of debuffs classified as "Mental" which can be cleansed using Melorazine.
This list includes most Undine psionic attacks, Lethean Rapture, Orion Seduce, and more.
Wonder if there will be an introduction of female choices for half the KDF species choices any time soon .. lipstick gorns please ^^..with human skin handbags >: P REVENGE!
Is there a list.. ANYWHERE of debuffs and their respective heals/remedies? I remeber starting the game as a science captain confused to sin as to what skills my abilities could heal to begin with , from someone who plays games like final fantasy I was worried i would be using the equivalent of "poisona" on confused status
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
are u guys going to fix the display for shield regeneration rate anytime soon? it only seems to display rates to regenerative shield types such as borg shields and omega. other shields dont show up at all, would be nice to see what im getting with any shield type im using
Relativity Stasis Pistol and Relativity Self-Targeting Rifle have each had their DPS increased, as well as both gaining a [CrtH] and [CrtD] mod.
zer0niusrex could you please check if a fix for the bug with the invulnerability of the pistol is in the pipe too ?
The pistol is supposed to make the target of the secondary fire invulnerable for the duration of the stun... the issue is that the invulnerability can be canceled by opponents, target stays stunned but is vulnerable.
ooh which ones? i havent used my bug since i got my breen ship and i know the heavy escort above ds9 looks nice when a mate said it might have had a texture update recently on holodeck. But if this is on tribble, which was it?
ooh which ones? i havent used my bug since i got my breen ship and i know the heavy escort above ds9 looks nice when a mate said it might have had a texture update recently on holodeck. But if this is on tribble, which was it?
the heavy escort has been updated, I tested using the holo emitter on live and tribble, there's a difference.
Ew they made the glows more blue than purple like ones on the right. Tho i like the hull paneling which i know one of the ship artists said he was adding details to a lot of ships when he can iirc. So not sure how significant the update is but since the dominion themed box is due in a few weeks we will find out soon. I really hope its this ship and I hope it has some sort of cool jemhdar weapon or system on it. If cryptic thinks we would use the ds9 series jem set or weapons they would be mistaken as they are terrible for end game.
What they're effectively doing is preventing someone from pairing a slow-firing torpedo with the omega torp and attaining very high fire rates for the primary projectile weapon.
In effect, it's going to drastically reduce the number of people who use the omega torp, as the damage is minimal and the ability-based c/d is rather ridiculous for torpedo boats.
im thinking it was for people who would use the torps that have CDs of 30+ seconds (Trics come to mind)...which is pathetic considering we can get the SAME effect with a photon torp....
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Ew they made the glows more blue than purple like ones on the right. Tho i like the hull paneling which i know one of the ship artists said he was adding details to a lot of ships when he can iirc. So not sure how significant the update is but since the dominion themed box is due in a few weeks we will find out soon. I really hope its this ship and I hope it has some sort of cool jemhdar weapon or system on it. If cryptic thinks we would use the ds9 series jem set or weapons they would be mistaken as they are terrible for end game.
Thanks for the pics
every single time we got an existing ship as a lockbox ship, we always have had them do an update to them for the player version (higher detail) the fact we are seeing this now is true as well.
someone needs to go on tribble and check out the jem'hadar fighter shuttles in the ds9 mission and the battleships to see if they are different as well.
I i do know about the texture updates prior to a lockbox and i agree it is more than likely but i know a dev did say he has been in his spare time been updating alot of models to a better standard for awhile now i.e romulan warbird which i remember off the top of my head. Was just pointing that bit of info out about the dev updating stuff other than lockbox stuff. Tho i totally agree its highly probably its for a lockbox ship.
Tho there is a dom ship that isnt in the game yet that might be the lockbox. The dom cruiser with the fore arc curved wings which is also a cool jem ship i wouldnt mind having tho its more the size of a galaxy compared to the ingame heavy cruiser which is pictured above tho doesnt look 100% accurate to the show model but the one ingame looks like the one that is bigger than the romulan warbird tho in the game it doesnt look that big to me, pff cryptic and there inaccurate ships.
Energy Siphon and Tachyon Beam are still unaffected by Deflector Officers, and the tooltip lists them as affected. Gravity Well and Tyken's Rift, on the other hand, are sticking their tongue out at them.
":P Stupid wannabe beam abilities! You suck! The officers don't know how to use you! Hahahahaha Hahahahaha HAHAHAHAHA!"
My Energy Siphon feels very left out. Don't get me started on the 'usefulness' of Tachyon Beam.
(Edit: I did some testing, and some research, and it appears that when these abilities had their global cooldowns separated, the deflector officer wasnt updated to affect both those cooldowns. I checked this in orbit of ESD with Energy Siphon and an active deflector officer, and the officers ability is listed when i mouse over the deflector, but not the ability in the powers list. Checked with Gravity Well, the officer ability is listed in the power description.)
Just noticed in holodeck that some shields when equipped do not show a shield regeneration rate. Typo bug only i think but would be nice if that gets fixed. On holo i know the jem doesnt show a shield regen info, the omega does, the maco i dont think it does but i could be wrong. So zero if u can maybe pass that along to the QA team that would be nice. Also it would be nice for an answer about the foundry since i asked you a question and i feel a bit ignored on that front.
Comments
I'm not sure how these factions are handled, but maybe you can just copy the True Way NPC groups and then delete the Cardassian ships or Jem'Hadar ships, respectively.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
there is a slight problems
there are no tholian costumes to go with the mobs. so you can add a straight tholian mob just fine but you cant then reskin another actor to look like a tholian (ie a fed ship to look tholian as an ally). or to reskin a contact if you just want to talk to them.
Another phaser weapon? Oh great.
So we cannot use it anymore with the maco set. We cannot even give the full adapted set to one of our boffs when doing the borg story missions. Whats the point in anti-borg gear that can only be used when fighting anyone but borg?
I'm a little frustrated now. Please do more testing and make these changes if you must before they go live and before we grind for marks to get them.
Please consider leaving the erergy type as it is now and changing the visual fx.
Why was this change made? Now, in order to filter down to the missions I want, I have to UNCHECK a relatively large number of boxes, rather than what I currently do on Holodeck, which is check 2 boxes. How was this considered to be a good change? It's more work for the same result.
Please consider rolling back this change.
This is great, but could we also have these please.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
'...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek
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It's making the cutting beam less of a niche build. Prior to the change, if you werent using a 3-piece borg set the cost of the cutting beam was not worth what you got (not saying it wasn't a viable weapon, but the dilith cost versus say a fleet turret or some other weapon did not justify using the cutting beam in most instances). Coupled with the reduced CD on the tractor beam, it was necessary.
= MACO Sniper + Adapted MACO Pulswave are now BOTH PHASER?
and therefore useless to be used together vs. borg because they are addapting to it at the same time?
I know its a FED weapon and it shoots yellow (orange?), but this is directly gimping gameplay when you want to use both items.
No thx, plz keep the Adapted Maco a different than Phaser Damage type.
Or give it a Phaser proc but let it run on a different frequency than the Phaser, those 2 should not cancel each other out.
Same with the KDF Disruptors i guess (did not test).
Also kinda related issue the 3 KDF Fleet Disruptor *Machinegun* variants fire Phaser FX (they shoot yellow) but do Disruptor Damage, please swap out the FX to the green one, thanks.
UI Power Bar acting all weird:
http://www.youtube.com/watch?v=3t5PbB3nRuE&hd=1
http://www.youtube.com/watch?v=hF_TDeQ1SEQ&hd=1
plz fix asap
the "On Mouse Over" option in the Options > HUD settings is not saving anymore, i am unable to change any hud settings since Season 7 or everything gets messed up and i have to load my pre season 7 saved layout (and i have slightly different setups on all 10 chars... a few of my chars really need some changes there)... and i know i had this problem before last season. (why do these bugs keep creeping back in?)
the Adapted Maco Pulswave does not sit in the proper 3D position (look at the hand!!!)
http://i.imagebanana.com/img/502znwy4/adaptedmacopulswave.jpg
I honestly don't get it. It's like internally they're working on some older game builds, which they later use on top of the things they've already patched, and we're going back in circles... This was the same issue with texture flickering bug, which they've broke yet again with their Season 6 build, despite numerous attempts to report it during tribble test period. And needless to say this still persists in the game.
But silly me. It's not like they're listening to tribble feedback... They've got their schedules and they just release stuff. And I guess more lockbox/lobi stuff is more important than bugs persisting for over a year...
whats that look like?
A bit like a much less advanced version of the ARGO from Nemesis... That's about a foot tall.
That's right, what the patch notes don't mention is that it's a tiny jeep. A toy jeep.
dammit... got my hopes up for some form of ground vehicle then :P
I'm not sure the doffs were even working with omega torp, and even if they did, I'm not sure what significance it held. It's "machine gun" effect is still there on tribble. On holodeck the effect is minimal at best. It can kill an escort with just a copy of HE for healing, over a few minutes of firing due to plasma burn. But you sorta have to stay planted and get hit by every single torpedo fired. Not likely to happen in PVP combat.
Not that I care about the normal torps fired. I'm just saying I don't think projectile doffs were ever effecting it's fire speed, and regular omega torps are very weak. I confirmed this on holodeck just the other day but I admit something seemed different on tribble alittle while ago. It seemed to be firing less often after it ran out of charges, sit there for alittle while then recharge one torp and kicked into machine gun mode for a couple seconds. I've seen it happen with zero projectile doffs on holodeck, consistently. No difference when projectile doffs are equipped. Assuming that's the issue Cryptic has with it, of course. If it is, I think it goes a little deeper than projectile doffs causing it.
An amusing story: On holodeck when I was toying around with the omega torp with a fleet mate, we were noticing how sometimes the bolt would kill off crew well before the bolt ever hit. We decided that the reason for this is because the crew saw the incoming, slow moving bolt of doom and it scared them dead or they committed suicide to escape it. Maybe it's a normal thing for torps to do that to crews, I don't know. But it was amusing to us.
What they're effectively doing is preventing someone from pairing a slow-firing torpedo with the omega torp and attaining very high fire rates for the primary projectile weapon.
In effect, it's going to drastically reduce the number of people who use the omega torp, as the damage is minimal and the ability-based c/d is rather ridiculous for torpedo boats.
Wonder if there will be an introduction of female choices for half the KDF species choices any time soon .. lipstick gorns please ^^..with human skin handbags >: P REVENGE!
Is there a list.. ANYWHERE of debuffs and their respective heals/remedies? I remeber starting the game as a science captain confused to sin as to what skills my abilities could heal to begin with , from someone who plays games like final fantasy I was worried i would be using the equivalent of "poisona" on confused status
zer0niusrex could you please check if a fix for the bug with the invulnerability of the pistol is in the pipe too ?
The pistol is supposed to make the target of the secondary fire invulnerable for the duration of the stun... the issue is that the invulnerability can be canceled by opponents, target stays stunned but is vulnerable.
the heavy escort has been updated, I tested using the holo emitter on live and tribble, there's a difference.
http://i.imgur.com/M6RkG.jpg
new on left, old on right.
Thanks for the pics
im thinking it was for people who would use the torps that have CDs of 30+ seconds (Trics come to mind)...which is pathetic considering we can get the SAME effect with a photon torp....
every single time we got an existing ship as a lockbox ship, we always have had them do an update to them for the player version (higher detail) the fact we are seeing this now is true as well.
someone needs to go on tribble and check out the jem'hadar fighter shuttles in the ds9 mission and the battleships to see if they are different as well.
Tho there is a dom ship that isnt in the game yet that might be the lockbox. The dom cruiser with the fore arc curved wings which is also a cool jem ship i wouldnt mind having tho its more the size of a galaxy compared to the ingame heavy cruiser which is pictured above tho doesnt look 100% accurate to the show model but the one ingame looks like the one that is bigger than the romulan warbird tho in the game it doesnt look that big to me, pff cryptic and there inaccurate ships.
":P Stupid wannabe beam abilities! You suck! The officers don't know how to use you! Hahahahaha Hahahahaha HAHAHAHAHA!"
My Energy Siphon feels very left out. Don't get me started on the 'usefulness' of Tachyon Beam.
(Edit: I did some testing, and some research, and it appears that when these abilities had their global cooldowns separated, the deflector officer wasnt updated to affect both those cooldowns. I checked this in orbit of ESD with Energy Siphon and an active deflector officer, and the officers ability is listed when i mouse over the deflector, but not the ability in the powers list. Checked with Gravity Well, the officer ability is listed in the power description.)
U.S.S. Ultima, NCC-100101-X, Fleet Recon Science Vessel
U.S.S. Demi, NCC-100101-Z, Peregrine Fighter
U.S.S. Spaceball 1, NCC-123456, Tuffli Class Freighter
Glorious Melee Combat
meh