37. Ability: Item/Power: Anti-matter Spread
Issue: Regardless to the amount of points placed in Sensors, the Jam Effect will remain for the full duration, even if the Scramble clears much sooner
Status: Under review
Can't reproduce this one.
It's possible that a fix was included in a recent patch, which was designed to correct a similar issue with Placate (critters that had Immunity... didn't actually have Immunity). Would anyone be kind enough to run another test of this scenario on Holodeck, to verify whether or not this is still a concern?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
It's possible that a fix was included in a recent patch, which was designed to correct a similar issue with Placate (critters that had Immunity... didn't actually have Immunity). Would anyone be kind enough to run another test of this scenario on Holodeck, to verify whether or not this is still a concern?
Can the person who brought this up elaborate further so it can be replicated?
41. Weapon: Phased Tetryon weapons
Issue: Tet proc is only half as strong as the tet proc of stranded tetryon weapons. no other procs on hybrid weapons have reduced magnitude like this. its at the same level it was at before it and the other procs got a balance pass a while back
Status: Under review
Cannot reproduce. Can somebody elaborate with exactly which weapons they were looking at when seeing this discrepancy, and whether or not it is still a viable issue on Holodeck?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
It's possible that a fix was included in a recent patch, which was designed to correct a similar issue with Placate (critters that had Immunity... didn't actually have Immunity). Would anyone be kind enough to run another test of this scenario on Holodeck, to verify whether or not this is still a concern?
Last time I got AMSed, the scramble would wear off well before the Jam. And that was about a day to two days ago. Scramble part would last about 2-5 Seconds and the Jam would last 10 seconds.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Last time I got AMSed, the scramble would wear off well before the Jam. And that was about a day to two days ago. Scramble part would last about 2-5 Seconds and the Jam would last 10 seconds.
Jam is fragile to incoming damage from the source of the Jam. Was the person that used AMS on you, also dealing any damage to you? That would cause Jam to break prematurely.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Jam is fragile to incoming damage from the source of the Jam. Was the person that used AMS on you, also dealing any damage to you? That would cause Jam to break prematurely.
That is something I will have to test. Typically when I get AMSed, it's from a healer, or some random player and not the ones attacking me.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
regarding phased tetryons Cannot reproduce. Can somebody elaborate with exactly which weapons they were looking at when seeing this discrepancy, and whether or not it is still a viable issue on Holodeck?
When I noticed this I was observing a tooltip on phased tetryon DHC and single cannons with a chimera. That was a month ago. I was floating above ESD at the time. I didn't report this as it was already listed here.
Cannot reproduce. Can somebody elaborate with exactly which weapons they were looking at when seeing this discrepancy, and whether or not it is still a viable issue on Holodeck?
It's a problem with the DHC and DC only i believe, the tetryon proc is the half.
Look at the proc in any space Tetryon Weapon, now look at the Tetryon proc in any space Phased Tetryon Weapon, the proc in the Phased one is the half, meanwhile the Phaser proc is 5 sec just like any other Phaser only weapon.
Wait, wait, wait....
We're talking about the TETRYON procs, not the PHASER procs.
I see no discrepancies. Is anybody actually checking on Holodeck? How old are these screenshots?
I don't deny that this may've been an issue in the recent past... just looking for confirmation if there is anyone that can claim to be experiencing it right now.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Specifically the 2.5% chance to deal shield damage is half of normal tetryon weapons when comparing cannons. That was my experience. The picture listed doesn't even show that that particular phased tetryon has any chance to proc... Yowza!
It's possible that a fix was included in a recent patch, which was designed to correct a similar issue with Placate (critters that had Immunity... didn't actually have Immunity). Would anyone be kind enough to run another test of this scenario on Holodeck, to verify whether or not this is still a concern?
Cannot reproduce. Can somebody elaborate with exactly which weapons they were looking at when seeing this discrepancy, and whether or not it is still a viable issue on Holodeck?
I'll post screenshots once I get in game, I believe this was dontdrunk that brought this one up.
Are you sure you're not thinking of Tet Glider, which procs per hit and DHCs only fire 2x per volley resulting in Glider less damage than a 4x per volley weapon?
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I see no discrepancies. Is anybody actually checking on Holodeck? How old are these screenshots?
I don't deny that this may've been an issue in the recent past... just looking for confirmation if there is anyone that can claim to be experiencing it right now.
It's an old picture, i'm unavailable to enter the game now and check my own, but it's more likely that it's an old issue that got fixed.
A couple quick updates that will appear in a future patch (if QA gives the OK):
- Nadion Inversion is no longer cancelled if you suffer a "Weapons Offline" mode.
- Tricobalt Mines now deal damage to their owner, if they remain in the blast radius (same as Tricobalt Torpedoes).
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
A couple quick updates that will appear in a future patch (if QA gives the OK):
- Nadion Inversion is no longer cancelled if you suffer a "Weapons Offline" mode.
- Tricobalt Mines now deal damage to their owner, if they remain in the blast radius (same as Tricobalt Torpedoes).
thats good, they really should have hurt the user too, they were to easy to cheese with when the user was in no danger of also getting nuked
Logged onto holodeck and compared the Tetryon Procs for phased tetryon DHC vs. regular tetryons.
fixed
Stealth fixes are the best kind! Thanks for your time Borticuscryptic!
i hadn't checked recently, but if thats fixed, good. it got brought up on opvp with jesse when he was chatting with us, he might have forwarded it to someone that fixed it already.
If it splashed on allies too, I wish they'd switch back 2 versions ago.:P
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Issue Cooldown Reduction Doffs: Some can be outright OP others are imbalanced w/each other.
For example, some aux2batt builds can in effect reliably double the uptime of the Commander level Boff slot and several others. On the other hand Doffs that reduce deflector abilities are chance based. Others only effect 1 ability such as those that effect specific Team Boff abilities.
Issue Pseudo Captain Doff abilities: eg pseudo SNB doffs, imo just a bad idea to hand out Captain powers let alone in the form of passives. I know SNB doffs are listed, but I'd like to point out the general issue of Doffs granted pseudo Captain powers on principle.
Imo, it's better to have Doffs augment/boost an ability which has been common w/those Doffs that add effects Sci Boff powers (though, imo, those shouldn't be greater than the Boff power itself).
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Issue Cooldown Reduction Doffs: Some can be outright OP others are imbalanced w/each other.
For example, some aux2batt builds can in effect reliably double the uptime of the Commander level Boff slot and several others. On the other hand Doffs that reduce deflector abilities are chance based. Others only effect 1 ability such as those that effect specific Team Boff abilities.
of course some cooldown slashing thing sounds plenty unbalanced on its face, but some realities limit their actual usefulness considerably. in fact they only have any real use on a cruiser, or one of these destroyer types.
on a cruiser if you use them, your tactical potential goes up quite a it, but it also makes you a terrible healer, and makes you much less able to tank yourself. a tactical focused cruiser has always been lol, this just makes it slightly less of a joke. so, its balanced, these ships arent i win buttons, they cant heal well, and an escort deals much more damage, they still have littel usefulness.
destroyer types like the vet ship and jem heavy need tech doffs to be competitive. their turn rate puts them at a massive disadvantage for dog fighting, they don't have cruiser stats or station power granted durability. at least in the vet ships case they have RA ship level stats and only 9 consoles, along with an all but required special console. the jem heavy is a bit more sturdy, but turns even less. without the tech doff builds these ships would not be very competitive imo.
nothing else really has room to slot them, anything with at least a COM and LTC/LT of ether sci or tac doesn't even have room, or a need for tech doff function. they can already double up what they need, and using AtB uses their only LT eng ability, a huge loss on these ships.
tech doffs continue to not be overpowered, but will always appear to be in concept.
Issue Cooldown Reduction Doffs: Some can be outright OP others are imbalanced w/each other.
For example, some aux2batt builds can in effect reliably double the uptime of the Commander level Boff slot and several others. On the other hand Doffs that reduce deflector abilities are chance based. Others only effect 1 ability such as those that effect specific Team Boff abilities.
Issue Pseudo Captain Doff abilities: eg pseudo SNB doffs, imo just a bad idea to hand out Captain powers let alone in the form of passives. I know SNB doffs are listed, but I'd like to point out the general issue of Doffs granted pseudo Captain powers on principle.
Imo, it's better to have Doffs augment/boost an ability which has been common w/those Doffs that add effects Sci Boff powers (though, imo, those shouldn't be greater than the Boff power itself).
With the a2batt doffs you loose significant survivability to gain that so why is that imbalanced. Isnt that what we do as pvpers? Anyway, stick to issues please No debating in this thread
Cryptic, you yourselves said this was an error on the fast track to a fix months ago. Where the heck is it!?
Not sure this is a PvP problem. More of general ship problem. Might be worthwhile to make a separate thread about it. It could quickly turn to "my ship sucks" kind of posts, and well, we should not polute this thread with this.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
It's a PVP issue, because it serves as an artificial and unintended handycap on player performance, particularly during PVP.
And what makes you think we haven't had pivot point threads for the past six months? I'm just putting the issue where we might actually get a response.
I mean, it's not a PVE issue- pivot point doesn't matter in STFs when you can just back up to keep a ship in your scopes- it really only contributes, and negatively so, to PVP.
Because it could quickly turn in "my ship sucks in pvp and why" kind of posts. My Galaxy also is not top-notch (nice eufemism heh?", but is it a general space pvp concern ? I think not.
Maybe create a new thread with PvP ship type concerns.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Comments
Can't reproduce this one.
It's possible that a fix was included in a recent patch, which was designed to correct a similar issue with Placate (critters that had Immunity... didn't actually have Immunity). Would anyone be kind enough to run another test of this scenario on Holodeck, to verify whether or not this is still a concern?
Cryptic - Lead Systems Designer
"Play smart!"
Can the person who brought this up elaborate further so it can be replicated?
Updating comments
Cannot reproduce. Can somebody elaborate with exactly which weapons they were looking at when seeing this discrepancy, and whether or not it is still a viable issue on Holodeck?
Cryptic - Lead Systems Designer
"Play smart!"
Last time I got AMSed, the scramble would wear off well before the Jam. And that was about a day to two days ago. Scramble part would last about 2-5 Seconds and the Jam would last 10 seconds.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Jam is fragile to incoming damage from the source of the Jam. Was the person that used AMS on you, also dealing any damage to you? That would cause Jam to break prematurely.
Cryptic - Lead Systems Designer
"Play smart!"
That is something I will have to test. Typically when I get AMSed, it's from a healer, or some random player and not the ones attacking me.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
If they are dealing ANY damage to you, the Jam time will be reduced. This includes "passive" sources of damage like:
- Hangar Pets
- Plasma DOTs
- Aceton Assimilator bursts
- Eject Warp Plasma
etc, etc.
Anything that has the user of the AMS as its ultimate source, and deals damage.
Cryptic - Lead Systems Designer
"Play smart!"
When I noticed this I was observing a tooltip on phased tetryon DHC and single cannons with a chimera. That was a month ago. I was floating above ESD at the time. I didn't report this as it was already listed here.
It's a problem with the DHC and DC only i believe, the tetryon proc is the half.
Related pic
http://i1122.photobucket.com/albums/l523/AlbertDeschesne/Star%20Trek%20Online/PhasedTetryonError.jpg
www.divisionhispana.com
Wait, wait, wait....
We're talking about the TETRYON procs, not the PHASER procs.
http://i.imgur.com/D5o2HgK.png
They look identical to me.
Cryptic - Lead Systems Designer
"Play smart!"
Sorry Borticus, but i've updated my comment, it's seems that's only an issue with DHC and DC
http://i1122.photobucket.com/albums/l523/AlbertDeschesne/Star%20Trek%20Online/PhasedTetryonError.jpg
www.divisionhispana.com
Your photobucket picture points to a Single Cannon.
Single Cannons: http://i.imgur.com/yNH71ko.png
Dual Cannons: http://i.imgur.com/jfcsSXI.png
Dual Heavy Cannons: http://i.imgur.com/F8V6md5.png
I see no discrepancies. Is anybody actually checking on Holodeck? How old are these screenshots?
I don't deny that this may've been an issue in the recent past... just looking for confirmation if there is anyone that can claim to be experiencing it right now.
Cryptic - Lead Systems Designer
"Play smart!"
Specifically the 2.5% chance to deal shield damage is half of normal tetryon weapons when comparing cannons. That was my experience. The picture listed doesn't even show that that particular phased tetryon has any chance to proc... Yowza!
Will look now.
Yes, I'll run a test.
I'll post screenshots once I get in game, I believe this was dontdrunk that brought this one up.
I'll take a guess and say he was comparing:
Phased Tetryon DHC
vs.
Tetryon DHC
Are you sure you're not thinking of Tet Glider, which procs per hit and DHCs only fire 2x per volley resulting in Glider less damage than a 4x per volley weapon?
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
It's an old picture, i'm unavailable to enter the game now and check my own, but it's more likely that it's an old issue that got fixed.
Thanks for your time
www.divisionhispana.com
- Nadion Inversion is no longer cancelled if you suffer a "Weapons Offline" mode.
- Tricobalt Mines now deal damage to their owner, if they remain in the blast radius (same as Tricobalt Torpedoes).
Cryptic - Lead Systems Designer
"Play smart!"
fixed
Stealth fixes are the best kind! Thanks for your time Borticuscryptic!
thats good, they really should have hurt the user too, they were to easy to cheese with when the user was in no danger of also getting nuked
i hadn't checked recently, but if thats fixed, good. it got brought up on opvp with jesse when he was chatting with us, he might have forwarded it to someone that fixed it already.
Now I almost wish they had their old damage back.
Almost...:P
If it splashed on allies too, I wish they'd switch back 2 versions ago.:P
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Issue Cooldown Reduction Doffs: Some can be outright OP others are imbalanced w/each other.
For example, some aux2batt builds can in effect reliably double the uptime of the Commander level Boff slot and several others. On the other hand Doffs that reduce deflector abilities are chance based. Others only effect 1 ability such as those that effect specific Team Boff abilities.
Issue Pseudo Captain Doff abilities: eg pseudo SNB doffs, imo just a bad idea to hand out Captain powers let alone in the form of passives. I know SNB doffs are listed, but I'd like to point out the general issue of Doffs granted pseudo Captain powers on principle.
Imo, it's better to have Doffs augment/boost an ability which has been common w/those Doffs that add effects Sci Boff powers (though, imo, those shouldn't be greater than the Boff power itself).
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
of course some cooldown slashing thing sounds plenty unbalanced on its face, but some realities limit their actual usefulness considerably. in fact they only have any real use on a cruiser, or one of these destroyer types.
on a cruiser if you use them, your tactical potential goes up quite a it, but it also makes you a terrible healer, and makes you much less able to tank yourself. a tactical focused cruiser has always been lol, this just makes it slightly less of a joke. so, its balanced, these ships arent i win buttons, they cant heal well, and an escort deals much more damage, they still have littel usefulness.
destroyer types like the vet ship and jem heavy need tech doffs to be competitive. their turn rate puts them at a massive disadvantage for dog fighting, they don't have cruiser stats or station power granted durability. at least in the vet ships case they have RA ship level stats and only 9 consoles, along with an all but required special console. the jem heavy is a bit more sturdy, but turns even less. without the tech doff builds these ships would not be very competitive imo.
nothing else really has room to slot them, anything with at least a COM and LTC/LT of ether sci or tac doesn't even have room, or a need for tech doff function. they can already double up what they need, and using AtB uses their only LT eng ability, a huge loss on these ships.
tech doffs continue to not be overpowered, but will always appear to be in concept.
With the a2batt doffs you loose significant survivability to gain that so why is that imbalanced. Isnt that what we do as pvpers? Anyway, stick to issues please No debating in this thread
Kettle calling pot....lol
Problem: Pivot Point Location.
Cryptic, you yourselves said this was an error on the fast track to a fix months ago. Where the heck is it!?
Not sure this is a PvP problem. More of general ship problem. Might be worthwhile to make a separate thread about it. It could quickly turn to "my ship sucks" kind of posts, and well, we should not polute this thread with this.
And what makes you think we haven't had pivot point threads for the past six months? I'm just putting the issue where we might actually get a response.
I mean, it's not a PVE issue- pivot point doesn't matter in STFs when you can just back up to keep a ship in your scopes- it really only contributes, and negatively so, to PVP.
Maybe create a new thread with PvP ship type concerns.