yay science ....now make the GW and TR do exotic damage instead of kinetic lol
my sci toon i plan on making is going to have fun in the T'Varo retrofit thats for sure
Er...I think it's exotic damage already. Exotic damage is ANY damage whose level is improved by Particle Generators (regardless of flavors; Plasma Shockwave deals plasma damage, but because it's affected by that skill, it's also exotic). I'm pretty sure that GW pull is affected by Graviton Generators and damage by Particle Generators.
They are not following me at all. When I summon them, they will engage targets in the vicinity. Then after combat as I go to find my next target, all they do is mill about where I summoned them until they despawn.
Edit: Also, I can find no evidence that Photonic Capacitor is doing anything, other then giving me a buff effect when triggered. The cooldown does not appear to be affected at all.
I once again match my character. Behold the power of PINK!
TRIBBLE has been updated to a new build.
ST.30.20130513a.3
General:
Copying characters from Holodeck to Tribble has been re-enabled.
The Scorpion Fighter has been updated so that the Borg Deflector is no longer comically oversized.
The Aquarius Destroyer now has the Type 6 material option properly available.
Slightly improved the visual appearance of most of the Federation ship materials.
The Rator and Chulan systems have swapped locations.
Romulan Captains should now be able to train their bridge officers in all of the trainable skills they know.
Updated the Romulan Tutorial and Turning Point to grant additional Reman costume options.
These costumes are usable by Reman Captains and Reman Bridge Officers.
Existing captains may not receive these costume unlocks unless they have not yet completed the Tutorial, as they are given as Mission Rewards.
The Tiercel Shuttle now has a unique costume.
Missions:
Added a waypoint to the Federation Safehouse so players can find the Spy Master easier.
Updated Tradecraft for KDF-allied Romulans to resolve an issue with the Ajilon Intelligence File.
The minicontacts in Second Wave are no longer standing quite so close to the viewscreen.
Blind Men Tell All Tales: Prisoners should no longer fall onto their backs when they are beamed out.
Changed the name of Rhi Atmosphere Event in the PvE queue to Atmosphere Assault.
Updated Undying so the mission will no longer get stuck if a Mugato gets stuck in his room.
Systems:
Destabilized Plasma Torpedo: Resolved an issue that caused this power to inflict 1 more tick of damage over time than was intended.
The minimum power level of any subsystem has been reduced to 15.
Resolved an issue that caused all summoned combat pets to report as 1 level higher than they actually were.
Updated the description for Singularity Overcharge to more accurately reflect its functionality.
This is a text change only.
The Jackal Mastiff combat pet obtained in the mission Manhunt will now level as the player does.
Players that reach Level 30 will now properly unlock their Profession-specific Traits.
Photonic Fleet has been rebuilt!
Romulan Captains will now create Photonic Warbirds when using this ability.
Altered which ships can be summoned at each rank, and the odds of each appearing:
Rank I = 3 Frigates w/ 10% chance of each upgrading to a Cruiser.
Rank II = 3 Cruisers w/ 10% of each upgrading to a Battleship.
Rank III = 1 Battleship and 2 Cruisers w/ 50% of each upgrading to a Battleship.
Ships summoned by Photonic Fleet will now always have the correct abilities and weaponry, will not drop loot, and will expire and appear using the correct photonic FX.
All Photonic Ships are now smarter about acquiring new targets during combat.
If there are no targets nearby, Photonic Ships will now attempt to follow their owner until a new target can be acquired.
Photonic Fleet now has a maximum duration of 60 seconds, and will no longer expire if combat ends.
Photonic Ships now generate drastically more threat than they previously did, and have higher Defense values.
Photonic Capacitor
Updated the description to repair some inconsistent data:
This trait can be triggered by any Science ability, not only shield heals.
This trait can only be triggered once every 10 seconds, and will only apply if Photonic Fleet is currently on cooldown.
Increased recharge reduction.
Every Science ability now reduces the cooldown of Photonic Fleet by 20 seconds.
If a Science Captain uses abilities perfectly, this can reduce Photonic Fleet's cooldown from 240sec to 80sec, increasing the uptime of Photonic Fleet from 25% to 75%.
UI:
The Duty Officer UI Overview page no longer incorrectly tells Romulans to go to Starfleet Academy or Earth Spacedock.
Resolved some issues in the Duty Officer UI for Romulans.
Journal images have been added for the new KDF episodes.
Changed the skill points available/spent part of the skillpicker UI to be simpler and cleaner.
This also eliminates an issue in which this UI could resize itself to be too tall vertically.
Added the description of Slipstream Drive to the throttle bar when the fast-forward button is Slipstream Drive.
Updated "ammo frame" for ground weapons like the plasma flamethrower to use the updated UI style.
Published Foundry Missions are no longer missing from the journal.
Resolved an issue where some UI elements would oscillate when scaled.
The text in red is enough to make me want to jump up and down, screeming "SQUEE" like a four year old!!!!
They are not following me at all. When I summon them, they will engage targets in the vicinity. Then after combat as I go to find my next target, all they do is mill about where I summoned them until they despawn.
I wouldn't go so far as to say "totally borked."
Their Follow AI is working just fine. The issue is that they have no out-of-combat speed/turn buffs to assist them in attempting to use it. So if you summon 3 Cruisers that end up faced the opposite direction from you after combat, while you zip away at Full Impulse... yeah, they're not going to be able to follow - they're still trying to turn around.
Going to see about improving that, but they'll never be as responsive and maneuverable as something like a hangar pet.
Edit: Also, I can find no evidence that Photonic Capacitor is doing anything, other then giving me a buff effect when triggered. The cooldown does not appear to be affected at all.
Yeah, it's not working correctly in the build on Tribble. Will be fixed in the next build. Sorry about that!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Their Follow AI is working just fine. The issue is that they have no out-of-combat speed/turn buffs to assist them in attempting to use it. So if you summon 3 Cruisers that end up faced the opposite direction from you after combat, while you zip away at Full Impulse... yeah, they're not going to be able to follow - they're still trying to turn around.
Going to see about improving that, but they'll never be as responsive and maneuverable as something like a hangar pet.
Yeah, it's not working correctly in the build on Tribble. Will be fixed in the next build. Sorry about that!
Borticus:
I played and tested the new photonic fleet trait. I'm sorry to report its not worth it at all.
Photonic Capacitor
Updated the description to repair some inconsistent data:
This trait can be triggered by any Science ability, not only shield heals.
This trait can only be triggered once every 10 seconds, and will only apply if Photonic Fleet is currently on cooldown.
Increased recharge reduction.
Every Science ability now reduces the cooldown of Photonic Fleet by 20 seconds.
If a Science Captain uses abilities perfectly, this can reduce Photonic Fleet's cooldown from 240sec to 80sec, increasing the uptime of Photonic Fleet from 25% to 75%.
The reason is that even with a science ship using all sci slots (cmdr sci and lt cmdr sci) there is not enough timers to allow the kind of reduction you speak of.
For example, if I put different sci skills in every sci slot:
Cmdr Sci: Tractor Beam 1, Hazard 2, Transfer Shield Strength 3, Gravity Well 3
Lt Cmdr Sci: Jam Sensors 1, Scramble Sensors 2, Tachyon Beam 3
That is 7 abilities. Now, because the trait triggers only once per 10 seconds it means I only have 30 chances, spaced out exactly 10 seconds (and only IF I time it PERFECTLY otherwise the average proc chances would be 13 to 18 at best) and I can only use one ability every 10 seconds if I want to pull this little wonder off.
In short, its ridiculous to think a player will really benefit from this trait given the absurd requirements to get it to reduce the photonic fleet timer by any reasonable/workable amount.
After trying for 30 minutes to do it on level 2 targets I simply couldn't pull off the proc wonder to reduce the timer down to 80s. The timers from the abilities themselves wont allow you to 'spam' sci abilities just to see if you can catch every of the proc chances per 10 seconds.
I would strongly suggest you simplify this trait into making it so that each science ability used lowers the timer by 10 seconds without limiting the amount of times it can proc or the time intervals it can proc.
(Also, what is it meant by 'and will only apply if Photonic Fleet is currently on cooldown' ? Isnt the cooldown triggered and starts counting down the instant you click photonic fleet? Or does it start countdown only after the fleet is destroyed or times out? )
As the trait stands now, it really is not worth taking. Too little benefit for just one captain ability that's on a very long timer and too many 'only if's ' rules when using it.
Finally, I wanted to bring to you attention a minor detail: Joined Trill traits. If the joined trill is supposed to gain experiences from past lives, why do they have the same number of traits as other races and why do they have locked traits? It seems silly.
The joined trill species should have access to career traits from other captain types... after all, didn't Ezri go from being a counselor to being an astrophycisist/uber nerd science officer and know how to use a batleth when the worm was plugged into her gut?
Er...I think it's exotic damage already. Exotic damage is ANY damage whose level is improved by Particle Generators (regardless of flavors; Plasma Shockwave deals plasma damage, but because it's affected by that skill, it's also exotic). I'm pretty sure that GW pull is affected by Graviton Generators and damage by Particle Generators.
ah ok...just so many people have said they deal kinetic damage, sooo...yeah lol
I played and tested the new photonic fleet trait. I'm sorry to report its not worth it at all.
I appreciate the effort you put into testing this, but the proc is broken in the current build - it doesn't reduce Cooldowns. This is likely the primary reason you were unable to reach any sort of appreciable cooldown reduction - because there was none.
If you have the time, I'd love to see a similar test after the next build comes to Tribble.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Their Follow AI is working just fine. The issue is that they have no out-of-combat speed/turn buffs to assist them in attempting to use it. So if you summon 3 Cruisers that end up faced the opposite direction from you after combat, while you zip away at Full Impulse... yeah, they're not going to be able to follow - they're still trying to turn around.
Going to see about improving that, but they'll never be as responsive and maneuverable as something like a hangar pet.
Yeah, it's not working correctly in the build on Tribble. Will be fixed in the next build. Sorry about that!
I'm not certain that all is well in that regard, either. Even my photonic escorts are not showing a good attempt at following. I will wait and see what further changes bring, tho.
Good concept, but if the ships don't follow me from engagement to engagement, they may as well just use the old pet rules. At least then I could get a good use out of them for engagements that lasted longer then 60 seconds. As things stand now it is a straight up nerf.
I once again match my character. Behold the power of PINK!
I appreciate the effort you put into testing this, but the proc is broken in the current build - it doesn't reduce Cooldowns. This is likely the primary reason you were unable to reach any sort of appreciable cooldown reduction - because there was none.
If you have the time, I'd love to see a similar test after the next build comes to Tribble.
currently, it works, but it only procs the CD to trigger maybe once out of 5-10 tries...and with the lengthly CDs on sci powers...well, it's a bit tough lol...but this is with the free D'D, I'll have a better hope once i get the guardian. that being said, I like cmdrskyfaller's suggestion
I would strongly suggest you simplify this trait into making it so that each science ability used lowers the timer by 10 seconds without limiting the amount of times it can proc or the time intervals it can proc.
yes, that is 1/2 the time (down from 20 seconds) but at least it would be more useful.
Ok, So I decided to reroll my Romulan to check out the Reman Varients for the costume options. But I noticed something, Is it intended that Remans from a fed-allied toon have no Reman/Romulan Federation options for the Lower Body? I think I was able to get the Neutral option, but I can't seem to find the Federation allied option either as the standard Romulan version or a Reman variant when I tried to alter Veril's costume.
I appreciate the effort you put into testing this, but the proc is broken in the current build - it doesn't reduce Cooldowns. This is likely the primary reason you were unable to reach any sort of appreciable cooldown reduction - because there was none.
If you have the time, I'd love to see a similar test after the next build comes to Tribble.
This right here is exactly the reason to test, TRIBBLE tribbles and all the other rewards for testing, but simple Dev/tester interactions working towards making the game better.
No negativity, no bs, just pure constructive feedback.
If everyone was like than maybe the D'deridex turn rate would have gotten tweaked, instead of grabbing torches and pitchforks.
This right here is exactly the reason to test, TRIBBLE tribbles and all the other rewards for testing, but simple Dev/tester interactions working towards making the game better.
No negativity, no bs, just pure constructive feedback.
If everyone was like than maybe the D'deridex turn rate would have gotten tweaked, instead of grabbing torches and pitchforks.
But I want a tribble! :P
Honestly, I test for selfish reasons. I want to see things first. I run a lot of math on live for my own amusement, so getting to see changes on test first is like a little holiday.
It just works out well for everybody this way. I get a preview. Developers get feedback and bug reports. Other players get a game that is either less buggy or at the very least more documented.
Long live Tribble!
I once again match my character. Behold the power of PINK!
The Galaxy Class looks great now the Bussard Collectors have been redone, certainly hope the Vesta Class gets the same red workover
The Continuing Voyages of Bridge Commander Captain Lee Drake - USS Sovereign Captain Draxon - IKS RanKuf Commander Torenn - IRW Soryak Captain Gregory MacCray - USS Geronimo
Finally, I wanted to bring to you attention a minor detail: Joined Trill traits. If the joined trill is supposed to gain experiences from past lives, why do they have the same number of traits as other races and why do they have locked traits? It seems silly.
The joined trill species should have access to career traits from other captain types... after all, didn't Ezri go from being a counselor to being an astrophycisist/uber nerd science officer and know how to use a batleth when the worm was plugged into her gut?
Umm, no. She did not.
Ezri started out as an absolute rookie assistant counselor, not even fully trained. Ezri stayed a counselor. Sisko's reasoning was that any training that she may have received would be offset by the centuries of experience that Dax had. But Ezri did not take over Jadzia's science officer posting, nor did she serve as the Defiant's pilot. One could argue that Jadzia serving as conn on the Defiant is related to Torias who was a pilot. (I'd point out he died in a shuttle crash). On the other hand Tobin is an engineer, and neither Jadzia or Ezri showed any overarching engineering skill. Furthermore, Jadzia was a highly skilled scientist with multiple degrees before she was joined. So while the symbiont does add to the total knowledge of the host, the host is far more determinative of the direction of the life and skill set. But there are still inflections of the past lives, for instance the Dax symbiont is notorious for being an impossible judge for Trill initiates. This is probably because Audrid rose to be the head of the Symbiosis Commission, so the Dax symbiont would naturally retain the high standards that the head of an organization would expect.
So that leaves us with the suggestion. Which isn't illogical, but it is game breaking. It would make Joined Trill the go to species in the game because of their hybrid qualities. I'd much prefer that they finish their upgrades to the DOFF and BOFF system so we could get our First Officer special abilities.
And what would be the limit? If I was gonna do it then I would give the player a Trill Symbiont character, and you would select their traits like a normal player character, but you would only be allowed one (symbiont). But then there's the question? How old is the symbiont? How many lives has it had? What level of traits should it receive? What if it retired at Captain in one life? Then one shouldn't have access to the Admiral abilities for that life.
If that Trill had a Joran kind of serial killer as a past host do they get a boost to combat damage?
It's way too complex. Just leave it at the base boosts that they get from being a joined life form. Perhaps an experience points boost since they should advance at a better rate (though there's no indication that Jadzia was on a fast track or anything).
"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"
I appreciate the effort you put into testing this, but the proc is broken in the current build - it doesn't reduce Cooldowns. This is likely the primary reason you were unable to reach any sort of appreciable cooldown reduction - because there was none.
If you have the time, I'd love to see a similar test after the next build comes to Tribble.
Wow... I didn't notice. I was too focused on the 10 second thing and only watched the timer on the ship toolbar itself. ><
Comments
Er...I think it's exotic damage already. Exotic damage is ANY damage whose level is improved by Particle Generators (regardless of flavors; Plasma Shockwave deals plasma damage, but because it's affected by that skill, it's also exotic). I'm pretty sure that GW pull is affected by Graviton Generators and damage by Particle Generators.
They are not following me at all. When I summon them, they will engage targets in the vicinity. Then after combat as I go to find my next target, all they do is mill about where I summoned them until they despawn.
Edit: Also, I can find no evidence that Photonic Capacitor is doing anything, other then giving me a buff effect when triggered. The cooldown does not appear to be affected at all.
Fleet Admiral Space Orphidian Possiblities Wizard
The text in red is enough to make me want to jump up and down, screeming "SQUEE" like a four year old!!!!
I can't wait for this to hit holodeck!
[/SIGPIC]
I wouldn't go so far as to say "totally borked."
Their Follow AI is working just fine. The issue is that they have no out-of-combat speed/turn buffs to assist them in attempting to use it. So if you summon 3 Cruisers that end up faced the opposite direction from you after combat, while you zip away at Full Impulse... yeah, they're not going to be able to follow - they're still trying to turn around.
Going to see about improving that, but they'll never be as responsive and maneuverable as something like a hangar pet.
Yeah, it's not working correctly in the build on Tribble. Will be fixed in the next build. Sorry about that!
Cryptic - Lead Systems Designer
"Play smart!"
I either get a bar maid and mechanic or two technicians.
Funny that people who buy the consumable escort get actual Romulans while we get this hick republican wannabes
Borticus:
I played and tested the new photonic fleet trait. I'm sorry to report its not worth it at all.
The reason is that even with a science ship using all sci slots (cmdr sci and lt cmdr sci) there is not enough timers to allow the kind of reduction you speak of.
For example, if I put different sci skills in every sci slot:
Cmdr Sci: Tractor Beam 1, Hazard 2, Transfer Shield Strength 3, Gravity Well 3
Lt Cmdr Sci: Jam Sensors 1, Scramble Sensors 2, Tachyon Beam 3
That is 7 abilities. Now, because the trait triggers only once per 10 seconds it means I only have 30 chances, spaced out exactly 10 seconds (and only IF I time it PERFECTLY otherwise the average proc chances would be 13 to 18 at best) and I can only use one ability every 10 seconds if I want to pull this little wonder off.
In short, its ridiculous to think a player will really benefit from this trait given the absurd requirements to get it to reduce the photonic fleet timer by any reasonable/workable amount.
After trying for 30 minutes to do it on level 2 targets I simply couldn't pull off the proc wonder to reduce the timer down to 80s. The timers from the abilities themselves wont allow you to 'spam' sci abilities just to see if you can catch every of the proc chances per 10 seconds.
I would strongly suggest you simplify this trait into making it so that each science ability used lowers the timer by 10 seconds without limiting the amount of times it can proc or the time intervals it can proc.
(Also, what is it meant by 'and will only apply if Photonic Fleet is currently on cooldown' ? Isnt the cooldown triggered and starts counting down the instant you click photonic fleet? Or does it start countdown only after the fleet is destroyed or times out? )
As the trait stands now, it really is not worth taking. Too little benefit for just one captain ability that's on a very long timer and too many 'only if's ' rules when using it.
Finally, I wanted to bring to you attention a minor detail: Joined Trill traits. If the joined trill is supposed to gain experiences from past lives, why do they have the same number of traits as other races and why do they have locked traits? It seems silly.
The joined trill species should have access to career traits from other captain types... after all, didn't Ezri go from being a counselor to being an astrophycisist/uber nerd science officer and know how to use a batleth when the worm was plugged into her gut?
ah ok...just so many people have said they deal kinetic damage, sooo...yeah lol
I appreciate the effort you put into testing this, but the proc is broken in the current build - it doesn't reduce Cooldowns. This is likely the primary reason you were unable to reach any sort of appreciable cooldown reduction - because there was none.
If you have the time, I'd love to see a similar test after the next build comes to Tribble.
Cryptic - Lead Systems Designer
"Play smart!"
I'm not certain that all is well in that regard, either. Even my photonic escorts are not showing a good attempt at following. I will wait and see what further changes bring, tho.
Good concept, but if the ships don't follow me from engagement to engagement, they may as well just use the old pet rules. At least then I could get a good use out of them for engagements that lasted longer then 60 seconds. As things stand now it is a straight up nerf.
Fleet Admiral Space Orphidian Possiblities Wizard
currently, it works, but it only procs the CD to trigger maybe once out of 5-10 tries...and with the lengthly CDs on sci powers...well, it's a bit tough lol...but this is with the free D'D, I'll have a better hope once i get the guardian. that being said, I like cmdrskyfaller's suggestion
yes, that is 1/2 the time (down from 20 seconds) but at least it would be more useful.
This right here is exactly the reason to test, TRIBBLE tribbles and all the other rewards for testing, but simple Dev/tester interactions working towards making the game better.
No negativity, no bs, just pure constructive feedback.
If everyone was like than maybe the D'deridex turn rate would have gotten tweaked, instead of grabbing torches and pitchforks.
But I want a tribble! :P
Honestly, I test for selfish reasons. I want to see things first. I run a lot of math on live for my own amusement, so getting to see changes on test first is like a little holiday.
It just works out well for everybody this way. I get a preview. Developers get feedback and bug reports. Other players get a game that is either less buggy or at the very least more documented.
Long live Tribble!
Fleet Admiral Space Orphidian Possiblities Wizard
Captain Lee Drake - USS Sovereign
Captain Draxon - IKS RanKuf
Commander Torenn - IRW Soryak
Captain Gregory MacCray - USS Geronimo
Umm, no. She did not.
Ezri started out as an absolute rookie assistant counselor, not even fully trained. Ezri stayed a counselor. Sisko's reasoning was that any training that she may have received would be offset by the centuries of experience that Dax had. But Ezri did not take over Jadzia's science officer posting, nor did she serve as the Defiant's pilot. One could argue that Jadzia serving as conn on the Defiant is related to Torias who was a pilot. (I'd point out he died in a shuttle crash). On the other hand Tobin is an engineer, and neither Jadzia or Ezri showed any overarching engineering skill. Furthermore, Jadzia was a highly skilled scientist with multiple degrees before she was joined. So while the symbiont does add to the total knowledge of the host, the host is far more determinative of the direction of the life and skill set. But there are still inflections of the past lives, for instance the Dax symbiont is notorious for being an impossible judge for Trill initiates. This is probably because Audrid rose to be the head of the Symbiosis Commission, so the Dax symbiont would naturally retain the high standards that the head of an organization would expect.
So that leaves us with the suggestion. Which isn't illogical, but it is game breaking. It would make Joined Trill the go to species in the game because of their hybrid qualities. I'd much prefer that they finish their upgrades to the DOFF and BOFF system so we could get our First Officer special abilities.
And what would be the limit? If I was gonna do it then I would give the player a Trill Symbiont character, and you would select their traits like a normal player character, but you would only be allowed one (symbiont). But then there's the question? How old is the symbiont? How many lives has it had? What level of traits should it receive? What if it retired at Captain in one life? Then one shouldn't have access to the Admiral abilities for that life.
If that Trill had a Joran kind of serial killer as a past host do they get a boost to combat damage?
It's way too complex. Just leave it at the base boosts that they get from being a joined life form. Perhaps an experience points boost since they should advance at a better rate (though there's no indication that Jadzia was on a fast track or anything).
Wow... I didn't notice. I was too focused on the 10 second thing and only watched the timer on the ship toolbar itself. ><