test content
What is the Arc Client?
Install Arc

TRIBBLE Maintenance and Release Notes - April 10, 2013

zer0niusrexzer0niusrex Member Posts: 0 Arc User
We will be bringing the Tribble server down for maintenance to apply a new update.

General:
  • All Missions which reward Kits have had their options altered.
    • Instead of giving players a Choice of different profession Kits, they will instead be rewarded with an item that will automatically unpack into a level-appropriate, profession-specific Kit upon being received.
    • This prevents players from making an incorrect decision, and choosing a Kit which they cannot use.
  • The zoom and rotation buttons have been re-added to the Character Creator and Tailor.
  • Increased the size of costume view in the Character Creator and Tailor.

Systems:
  • Updated "Emergency Power" Bridge Officer Abilities:
    • The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.
    • The duration of all Emergency Power buffs has been standardized at 20 seconds.
    • Emergency Power to Engines:
      • Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
      • Increased the duration of the Flight Speed bonus from 5 seconds up to 20 seconds.
      • This ability now also gives a small flat added value to Turn Speed.
    • Emergency Power to Auxiliary:
      • Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
      • This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 20 seconds when used.
      • The Stealth and Stealth Detection attributes of this power now last 20 seconds, up from 5 seconds.
    • Emergency Power to Shields:
      • The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.
    • Emergency Power to Weapons:
      • The Energy Weapon damage bonus of this power now lasts 20 seconds, up from 5 seconds.
  • All Warp Cores now have new item icons:
    • Field-Stabilizing Warp Core icons are based off the appearance of the Galaxy Class' Warp Core.
    • Hyper-Injection Warp Cores icons are based off the appearance of the Sovereign Class' Warp Core.
    • Overcharged Warp Cores icons are based off the appearance of the Intrepid Class' Warp Core.
Known Issues:
  • The Klingon Mission Journal is currently being re-worked and some missions may not yet be available to existing Klingons.
  • Neither Klingons nor Romulans are available for new characters.
  • The C-store is disabled.
  • Traits cannot be changed or updated.
  • Players on Wine will need to use a workaround in order to play.
Post edited by zer0niusrex on
«1345678

Comments

  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    I like how EPt (A, E, W) were increased in utility, but I have mixed opinions on EPtS. One the one hand, it'll make 2x EPtS Escorts less tanky, but on the other, it'll also make Cruisers have a painful 10 seconds where EPtS 3 isn't granting it's Shield DR buff.
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited April 2013
    Can you clarify please, does the emergency power abilities no longer give power increases?
    [SIGPIC][/SIGPIC]
  • jam062307jam062307 Member Posts: 197 Arc User
    edited April 2013
    Known Issues:

    Players on Wine will also not be allowed to operate large machinery, including any Starship!
    STOP THE
    tacofangs wrote: »
    We planned on doing it next weekend, but then we saw your post and were like, "Dude, we should totally move that up a week! Tee Hee!"
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited April 2013
    Instead of giving players a Choice of different profession Kits, they will instead be rewarded with an item that will automatically unpack into a level-appropriate, profession-specific Kit upon being received.

    Why not instead just make it only reward Kits of the player's career?
    NJ9oXSO.png
    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
    -Thomas Marrone
  • latinumbarlatinumbar Member Posts: 0 Arc User
    edited April 2013
    I like how EPt (A, E, W) were increased in utility, but I have mixed opinions on EPtS. One the one hand, it'll make 2x EPtS Escorts less tanky, but on the other, it'll also make Cruisers have a painful 10 seconds where EPtS 3 isn't granting it's Shield DR buff.

    Not liking the nerf. It will make ALL ships less tanky. Why was this necessary?
    _____________________
    Come join the 44th Fleet.
    startrek.44thfleet.com[SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    k, im glad the EPtX skills are getting rebalance attention, but you didn't do it right.

    you cant just give the shield res bonus 10 seconds of down time like that, all these bonuses need to last 30 seconds, so full up time with 2 copies, or don't bother, seriously. lowering the benefit is one thing, putting holes in their effects, thats just terrible.
  • antrenosantrenos Member Posts: 1 Arc User
    edited April 2013
    latinumbar wrote: »
    Not liking the nerf. It will make ALL ships less tanky. Why was this necessary?

    Not liking it either. Would it not have been better to normalize all the Emergency Power abilities to 30 seconds, with a possible reduced effectiveness of for example EPtW ?
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited April 2013
    Emergency Power to Shields:
    The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.


    -_- bah.....this wasn't needed.....so the global CD of copies is still 30 seconds?
    [SIGPIC][/SIGPIC]
    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
  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    latinumbar wrote: »
    Not liking the nerf. It will make ALL ships less tanky. Why was this necessary?

    Because you could have an emergency power to x up 100% of the time, which might not be the purpose of "emergency" powers.

    I like the changes. EPTW and EPTE are much more viable now. I'm waiting to see the bonuses for EPTA. Do they scale with the rank of the power?
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • dmfreddie_1426533189dmfreddie_1426533189 Member Posts: 84 Arc User
    edited April 2013
    You forgot to mention you changed the startup loading screen from the star-fleet symbol to the LoR logo ^_^
    Join date: April 2010 ; Lifetime Sub since April 2010. Actual 1000 day vet.

    [SIGPIC][/SIGPIC]
    Proud Member of: Fubar Inc.
  • blagormblagorm Member Posts: 0 Arc User
    edited April 2013
    We will be bringing the Tribble server down for maintenance to apply a new update.

    [*]All Warp Cores now have new item icons:
    • Field-Stabilizing Warp Core icons are based off the appearance of the Galaxy Class' Warp Core.
    • Hyper-Injection Warp Cores icons are based off the appearance of the Sovereign Class' Warp Core.
    • Overcharged Warp Cores icons are based off the appearance of the Intrepid Class' Warp Core.
    [/LIST]
    Known Issues:
    • The Klingon Mission Journal is currently being re-worked and some missions may not yet be available to existing Klingons.
    • Neither Klingons nor Romulans are available for new characters.
    • The C-store is disabled.
    • Traits cannot be changed or updated.
    • Players on Wine will need to use a workaround in order to play.

    Well a couple of things....

    1: Warp Cores.... so mostly we wont see any KDF style warp core? SAd and sick.. sad and sick....

    2: You did not say that KDF and ROmulans can not be played at lvl 1.... never said it did... so is KDF and ROM playable at lvl 1 or not? :D
    R'tolves Will Spread Thier Peace and Will Prevail Over the Hostiles Who Dare Hurt Such A Isolationist Consitutional Monarchy!
    [SIGPIC][/SIGPIC]
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    diogene0 wrote: »
    Because you could have an emergency power to x up 100% of the time, which might not be the purpose of "emergency" powers.

    I like the changes. EPTW and EPTE are much more viable now. I'm waiting to see the bonuses for EPTA. Do they scale with the rank of the power?

    But the problem is that "tank" builds such as many standard cruisers are now losing some of their actual capabilities, while damage builds that use EPtW are getting a buff. What's the point of even rolling a pure tank anymore, when it's becoming more and more impossible to be effective in the role?

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • dmfreddie_1426533189dmfreddie_1426533189 Member Posts: 84 Arc User
    edited April 2013
    blagorm wrote: »
    Well a couple of things....
    2: You did not say that KDF and ROmulans can not be played at lvl 1.... never said it did... so is KDF and ROM playable at lvl 1 or not? :D

    They can be played from level 1 just they've been disabled in this build for now, until a later date when they're ready for us to test content :)
    Join date: April 2010 ; Lifetime Sub since April 2010. Actual 1000 day vet.

    [SIGPIC][/SIGPIC]
    Proud Member of: Fubar Inc.
  • strorusstrorus Member Posts: 328 Arc User
    edited April 2013
    cynder2012 wrote: »
    -_- bah.....this wasn't needed.....so the global CD of copies is still 30 seconds?

    All abilities should have some down time; you should not be able to run two copies of any power for 100% benefit time... NO other powers in game are able to do this, so I am happy with the EPtS changes.
  • kevkla1269kevkla1269 Member Posts: 16 Arc User
    edited April 2013
    i just noticed something about this pach was wen it was loading it on my launcher it sayed recieved 400/400 and then underneath it it says it only pached oabout 200mb it i don't know if it is normal for it to do this
  • strorusstrorus Member Posts: 328 Arc User
    edited April 2013
    kevkla1269 wrote: »
    i just noticed something about this pach was wen it was loading it on my launcher it sayed recieved 400/400 and then underneath it it says it only pached oabout 200mb it i don't know if it is normal for it to do this

    Yes this is normal... It is "patching" to downloads say 100mb of data which spreads out and changes (patches) 400mb of data on your hard drive.

    That's how I think of it anyway.
  • orondisorondis Member Posts: 1,447 Arc User
    edited April 2013
    Not sure about the EPTS nerf personally as it'll hit cruisers hardest, since escorts can fall back on their maneuverability.

    Perhaps just a reduction of resists and power buff EPTS1 gives you and leave the other two as is.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • ladymyajhaladymyajha Member Posts: 1,428 Arc User
    edited April 2013
    Let me say I'm not a fan of the nerf to EPtS. This just adds once again to the perception that this game is all about the DPS, and anything that tries to do anything outside of DPS is gimped. While I think the increase to EPtW was a good thing, there was no reason to nerf EPtS except to once again nerf tanks and drive them further into obsolesance.

    An easy fix to this is sure make them all 20 second boosts, but allow the skills that they are boosted by to also increase their time, up to a maximum of 30 seconds. This still puts them on an even footing, but by having skills effect their time, it allows players to customize them based on what they want their role to be.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited April 2013
    Can you clarify please, does the emergency power abilities no longer give power increases?

    Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • moronwmachinegunmoronwmachinegun Member Posts: 0 Arc User
    edited April 2013
    You guys are kidding, right? I see this as a big win for tanks/cruisers. They're able to slot 2xEPtS and 2xEPtW, right? So now they get a bonus damage boost for 66% of the time, not including the damage boost from the extra power.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    • Instead of giving players a Choice of different profession Kits, they will instead be rewarded with an item that will automatically unpack into a level-appropriate, profession-specific Kit upon being received.
    • This prevents players from making an incorrect decision, and choosing a Kit which they cannot use.
    That's too bad you have to dumb down the game like that. The first (and only) time I picked the wrong kit, it was just a learning curve moment for me. It forced me to pay attention and figure out exactly how kits/abilities worked (something prior to that, I didn't really understand). The lesson happened early enough in my career that it wasn't that big of a failure penalty (ie, having to keep the Tutorial Kit for a little longer didn't cause me to suffer too much, as all those early PvE missions are cakewalks), and I walked away with new experience/knowledge I wouldn't have had otherwise. I've never repeated the mistake.

    Further, I *like* the option to pick a kit from another career, often because the matching career kit might be lame, but I could get a (better, usually Tac) kit and give it to an Alt/Fleetmate or to sell on the Exchange (and use those funds to buy something else). Again, a lesson in how to use the Auction House to get what one really wants.

    Adding lots of highlighted text/warning info, and/or a pop-up confirmation window warning someone is picking an off-career/non-useable-by-this-character kit, would be wonderful. Spoon feeding me a reward sans lesson? I'd vote no. :rolleyes:
    • Emergency Power to Shields:
      • The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.
    As others have commented, I don't like the nerf to EPtS. You are making dedicated tanks weaker, while at the same time promoting DPSers (with the buff to EPtW, specifically, but the other EPtX buffs to a lesser degree, too). Please don't do this.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    I can't wait to see my new warp core.

    Will you be adding others? For instance, the Defiant's class 7 short stack warp core.

    Though it will be weird seeing a core other than the one in engineering on our ships.

    So please put it on your notes for when you finally revamp ship interiors, that you'll need multiple warp core models for whatever is equipped on a player's vessel currently. :cool:
    I like how EPt (A, E, W) were increased in utility, but I have mixed opinions on EPtS. One the one hand, it'll make 2x EPtS Escorts less tanky, but on the other, it'll also make Cruisers have a painful 10 seconds where EPtS 3 isn't granting it's Shield DR buff.
    Yeah basically, but that damage buff on EPtW is going to make a difference.

    My ship and shields are tough enough to endure the onslaught. But we will be taking more damage from here on out.
    dmfreddie wrote: »
    You forgot to mention you changed the startup loading screen from the star-fleet symbol to the LoR logo ^_^
    I love it, it's beautiful.
    Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.

    Well I understand the logic. Has the cooldown changed is the next question?
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.

    Since "Emergency" powers shouldn't have 100% uptime (makes sense), can we have a "shield resistance only" power added, preferably in the Engineering ensign slots and up because, honestly, Engineering needs more options at that level (why are 4 out of the 5 available ensign-level engineering abilities on the same system?), so tanks can actually perform their role? This would help cruisers actually be reasonable tanks (since they could use both EPtS and this theoretical ability) while not really affected Escorts (as they'd have to choose between a 100% uptime resistance-only or a shield heal/partial uptime resistance power).
    You guys are kidding, right? I see this as a big win for tanks/cruisers. They're able to slot 2xEPtS and 2xEPtW, right? So now they get a bonus damage boost for 66% of the time, not including the damage boost from the extra power.

    They're also going from 100% uptime on shield resists to 66% uptime. A lot of extra damage can occur during that 33% downtime between uses, and since cruisers rarely have the option to turn and run when they're getting pummeled, that downtime could very easily become a death sentence.

    The whole point of a tank is to be able to soak up damage constantly. With this change to EPtS, there are literally no 100% uptime resistance abilities left.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited April 2013
    Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.

    *sigh*

    It doesn't really matter much in PvP as one can still time his emergency powers for the right moment. Also EPtW might now be interesting to boost BO3 alphastrikes from BoPs, I definitely have to test this when this patch goes live on holodeck.

    However timing emergency powers doesn't really work in STFs. Gates, Tactical Cubes, Queen's Diamond and Donatra make nonstop ludicrous damage. 10 seconds without shield resistance will be enough to massmurder half the team, especially in PUGs.
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited April 2013
    dmfreddie wrote: »
    You forgot to mention you changed the startup loading screen from the star-fleet symbol to the LoR logo ^_^

    They did that in the last patch and mentioned it


    It's not that bad of a nerf, I am lazy about keeping my two copies of EPtS up... and I still kick but in my Fleet Patrol escort. It will make us less invulnerable. As it is I watch cruisers pop over and over all day while I sit parked 7km away just shooting and not even moving.....

    Perhaps they should buff/change rotate shield frequency to compensate so that the cruisers can use that as a crutch between EPtS downtime.
    join Date: Sep 2009 - I want my changeling lava lamp!
  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    jbmaverick wrote: »
    But the problem is that "tank" builds such as many standard cruisers are now losing some of their actual capabilities, while damage builds that use EPtW are getting a buff. What's the point of even rolling a pure tank anymore, when it's becoming more and more impossible to be effective in the role?

    Yes of course i'm aware of the consequences on (my) eng/cruiser, but I still think that it's ok since it's very achievable to always have a defensive power up anyway. I'm wondering about pvp consequences though. The EPTW buff is quite powerful. EPT engines III should give a short defense bonus boost too to compensate the loss of EPTS.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    Emergency Power abilities still give the same Subsystem Power bonus they did before, as well as any new features included in the patch notes. The duration of the Subsystem Power bonus is now 20 seconds instead of 30 seconds, though - 0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all. The good news is that all of the Emergency Power abilities now feel useful and worth taking - I was having a hard time choosing between EPtS, EPtE, and EPtW in my cruiser while testing, and had I had any offensive Science abilities equipped, EPtA would have been very tempting as well.

    then change their name, not their effect! the game balance revolved around being able to keep EPtS on at all times, putting gaps in it is the biggest gift you could possibly give to escorts, now its even easier to kill the slow movers that can only tank, not out maneuver damage. you have no idea how horrible this change is. you

    -nerfed everything, but especially slow moving ships like cruisers, by giveing them a 10 second kill me period thats a perfect match to escort tac buffs that last 10 seconds.

    -MASSIVLY nerfed normal 'out healing' style tanking by putting huge holes in resistance.

    -MASSIVLY buffed all the good escorts already using EPtE and speed tanking. speed tanking thanks to rep and elite shields was already better then normal 'out healing' style tanking, so you decided to buff speed tanking wile at the same time nerf regular 'out healing' style tanking. JUST WOW.

    -MASSIVLY buffed the effectiveness of spike damage with that free kill me period of 10 seconds

    - slightly buffed pressure damage, but not really. EPtW needs to have full up time if pressure damage is going to have an effect ever again, it needs constant enhancement, not peeky enhancement to be actually buffed. which it desperately needs, in pvp even the strongest pressure deals a net of 0 damage thanks to the defensive power creep since F2P


    are you aware of what is currently over powered and underpowered in this game? things that are overpowered are escort speed tanking and spike damage. things that are underpowered is normal 'out healing' style tanking, and non spike damage.

    good job! you just buffed what was already overpowered! you have widened the imbalance immeasurably! you have also made it that much harder for pugs to survive, and made pvp even less approachable!
  • diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    then change their name, not their effect! the game balance revolved around being able to keep EPtS on at all times, putting gaps in it is the biggest gift you could possibly give to escorts, now its even easier to kill the slow movers that can only tank, not out maneuver damage. you have no idea how horrible this change is. you

    -nerfed everything, but especially slow moving ships like cruisers, by giveing them a 10 second kill me period thats a perfect match to escort tac buffs that last 10 seconds.

    -MASSIVLY nerfed normal 'out healing' style tanking by putting huge holes in resistance.

    -MASSIVLY buffed all the good escorts already using EPtE and speed tanking. speed tanking thanks to rep and elite shields was already better then normal 'out healing' style tanking, so you decided to buff speed tanking wile at the same time nerf regular 'out healing' style tanking. JUST WOW.

    -MASSIVLY buffed the effectiveness of spike damage with that free kill me period of 10 seconds

    - slightly buffed pressure damage, but not really. EPtW needs to have full up time if pressure damage is going to have an effect ever again, it needs constant enhancement, not peeky enhancement to be actually buffed. which it desperately needs, in pvp even the strongest pressure deals a net of 0 damage thanks to the defensive power creep since F2P


    are you aware of what is currently over powered and underpowered in this game? things that are overpowered are escort speed tanking and spike damage. things that are underpowered is normal 'out healing' style tanking, and non spike damage.

    good job! you just buffed what was already overpowered! you have widened the imbalance immeasurably! you have also made it that much harder for pugs to survive, and made pvp even less approachable!

    No more unkillable zombie cruisers seems fine.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    diogene0 wrote: »
    Yes of course i'm aware of the consequences on (my) eng/cruiser, but I still think that it's ok since it's very achievable to always have a defensive power up anyway. I'm wondering about pvp consequences though. The EPTW buff is quite powerful. EPT engines III should give a short defense bonus boost too to compensate the loss of EPTS.

    I don't know if it's really possible for true 100% resistance uptime. With this change, you have a 10 second gap between resistances in EPtS. Ok, let's fill that in with TSS (which isn't really a great resistance ability, but we'll take what we can get). But very few cruisers have more than 2 science power slots, and for the most part, HE is very important to have in STFs where plasma fires and shield neutralizers can easily mean death. So let's just have 1 copy of TSS and 1 copy of HE and use other abilities to fill in the other 10 second gap. OK, engineers have RSF, but that can't be used every 60 seconds (which is how often that second 10-second gap is going to occur), so what else do we have? The only other thing that comes to mind off the top of my head is the Team Fortress console (which not everyone has access to since it's not a C-Store ship and not everyone is willing to spend money), but that's got an even longer cooldown than RSF. OK, what about RSP? Well, unless you've got rank 3, RSP won't cover an entire 10-second gap, and it's not really an ability you want on a general tanking rotation anyway (there's a reason it got such a huge cooldown a few Seasons back).

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • morkargh117morkargh117 Member Posts: 231 Arc User
    edited April 2013
    The game looks so much better than it does on holodeck, its hard to leave Tribble. Please give us some Romulans to test though, im getting anxious :P
Sign In or Register to comment.