Jumped on trible to test carrier changes, found my ship stations for main ship and shuttle not showing nor and BO powers fidled about a bit and found workaround. go to ship selector change to a old ship and back to current should fix it if anyone else runs into same bug
Thanks Arch.
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5 FED Fleets | 3 KDF Fleets - T5 Colony on both factions
Known issues:
Hangar Bay fighters do not re-launch once docked.
When Hangar Bay fighters are destroyed in combat, reinforcements cannot be launched until the reinforcements have been completely cleaned up.
Because this makes 50% of the changes useless..
Are these issues happening everytime or are they random?
Kit swapping is probably not long for this world. We're not sure exactly how we're going to fix it
Well the current fix hit engineers excessively hard, a better option would be to allow kit swapping but to ensure that if a kit buff is active on a given character (tactical and science kit buffs) then the new copy should not take (if used by the same player that activated the existing copy) and engineers should be able to use other kit skills without losing turrets from different kits should replace the existing ones rather than the existing ones vanishing as they currently do, this would give engineers back an ability to lock down a room.
Or even better, just limit the permitted instances of each ability (per character) so that kit swapping doesn't make too much difference
Can you expand on this?
Do a simply launch pets and the timer starts?
Do "I", the spawning ship, have to be in red alert for the timer to tick away? Or is it based on whether the pet has a target and be shooting at it?
What about pets in guard mode, do they rank up as they guard a target that is not under attack?
Can fighters rank up faster if they make a kill?
Not Cryptic.. But I played a bit with the new UI in a Atrox. But I only ran one Mission while Escorting Gekli. This Mission I ran almost twice every day with both the Atrox and the Vo'quv, and I use all of the Pet commands in this mission a certain points.
Pets seem to level up based on time in Red Alert. Given that I often command my pets to attack and I stand back outside Red Alert, I'd say Pet's Personal "Red Alert".
I think that when in for Guard Mode, as long as they're in "Red Alert", They'll level up.
Apparently Kills don't speed up the Level up Process, but I only got a single Pet kill in that Mission.
Personally, I like changes. But the Current "known issues" really hurt it.
How about fixing the color palates for the Reman Nemesis uniform I payed for? The shoulder pads appear to have the correct palate with a large selection of bright colors but the rest have the darker limited Federation color pallet. I can only get the purple colors I want on the shoulderpads because the rest don't have a purple color.
this patch sounds very bad to me, especially pets with special abilitys will ber nerved up to 25% of their damage, because all of there special abilitys are 'unskilled' wich means they have a 1,30 min cooldown, normal recharge rate iss at max 50 secs. and you even cannot replace them if they arent destroyed...TRIBBLE!!! i can only hope that the ai changes dont work, because now i want that they will be destroyed on a warpcore breach!!! And i cannot believe that cryptic can advance the AI of pets, because until now, they are incredible stupid, especially the elite BoP?s...they have quad cannons and rapid fire, but the AI doesnt use these good weapons....they fly around the target and only using their turret...in an stf....the BoP's shoot 50 times (including RF)...same time they shoot with turret over 900 times.
Now i will only buy ec-pets...because the differences between normal, advanced and elite pets dont justify their price!!!:(
So how am I to acquire the 1000 day Romulan ship on Tribble when my Tribble account does not seem to recognize that I am a lifetime subscriber? I do not fly carriers Starfleet-side on Holodeck, so how am I to try out the new changes in carrier pets on Tribble when I can't spend my Tribble-zen buying a carrier there?
So how am I to acquire the 1000 day Romulan ship on Tribble when my Tribble account does not seem to recognize that I am a lifetime subscriber? I do not fly carriers Starfleet-side on Holodeck, so how am I to try out the new changes in carrier pets on Tribble when I can't spend my Tribble-zen buying a carrier there?
You can't. Wait 'till it hits on Holodeck tomorrow.
So how am I to acquire the 1000 day Romulan ship on Tribble when my Tribble account does not seem to recognize that I am a lifetime subscriber? I do not fly carriers Starfleet-side on Holodeck, so how am I to try out the new changes in carrier pets on Tribble when I can't spend my Tribble-zen buying a carrier there?
I echo this concern with attempting to claim the new destroyer on my Reman VA, but can't even though I'm LTS too. I think the mistake I made when I went to the requisitions officer is asking for another req form. This probably broke the claim, even though it says I have the item to get one. It just doesn't seem to recognize my LTS status on Tribble. Huge disappointment, but if it helps prevent this bug from persisting until it goes live, then I can wait I suppose...
Ticket ID #42,214.
On the bright side, my compliments to the artist(s) for this new bird. She's gorgeous, even in the small preview I can see at the shipyard. Possibly one of the sleekest and most visually appealing ships in the entire game. Nicely done!
I posted the following ~questions~ in another thread where the Disruptor Proc mechanics were recently explained...but I'm not sure if that threads going to get hit up again, so I'll quote them here...in the hopes of perhaps getting an answer.
APO3 adds +35.5 DRM...our expected new DR would be: 41.06%
It displays 41.1%
AtS1 adds +16.4 DRM...popping that with the APO3 up, would expect 45.556% - which I'd have rounded to 45.6% but the system rounds to 45.5%.
The buffs are adding DRM/DRR - they're not percentages like the shield stuff. The buffs being added don't calculate like SDR does. It's not a case of calculating the DR from the 35.5 DRM and then working through the shield formula. It's just adding the DRR to the DRM and then calculating the new DR.
We know from what Hawk said, that the Disrupt 10% is resisted by the DR. So with that 27% guy, his DR would drop to 19.7%.
That's if the APO3 was applied after the Disrupt was applied to the base.
41.06%, ~35.2%% would be what it would be if it were applied to the base + APO3.
So a case of figuring that it doing the recalc after buffs were applied (wore off) being more likely, but just wanting to make sure.
But the other part was regarding other debuffs...which gets a little complicated, eh?
APB/APD apply a -DRR modifier. So does the Mega Torp.
So for the most part, do those just plug into the overall DRM calc to determine DR and then the Disrupt proc is applied as a final mod - being recalculated as all of that changes?
Doesn't matter if the DRM goes negative...
If we look at the formula: NDR = ODR - (10 - (ODR * 0.1) ex: 40 - (10 - (40 * 0.1) = 34%
So going back to the guy from above. 27 - (10 - (27 * 0.1) = 19.7%
But let's apply a -47.1 DRR debuff from shooting at somebody sporting APD3.
37.5 + (-47.1) = -9.6 DRM = -10.6% DR
-10.6 - (10 - (-10.6 * 0.1) = -21.66% DR
Say we apply that 100 damage...
100 * 1.106 = 110.6
100 * 1.2166 = 121.66
The Disrupt proc is still adding 10% damage.
So again, just making sure that the Disrupt proc was a final modifier...
((BaseDRM + (+BuffsDRR) + (-BuffsDRR))converted to DR - Disrupt = new DR
That it's recalculated like that each time a buff/debuff is added/wears off...
0 DRM - 47.1 = -84.4%, meaning 184.4% damage is taken.
vs. 0 DRM = 0%, meaning 100% damage is taken.
An increase of +84.4% damage.
37.5 DRM (27% DR) - 47.1 = -10.6%, meaning 110.6% damage is taken.
vs. 37.5 DRM = 27%, meaning 73% damage is taken.
An increase of +37.6% damage.
73 DRM (base + APO3) - 47.1 = 20.5%, 79.5% damage is taken.
vs. 73 DRM = 41.1%, meaning 58.9% damage is taken.
An increase of +20.6% damage.
Is it really supposed to be variable like that?
Well, because things appear to stack (only did the the APB/APD part). As in Player A could drop out APD - Player B could fire up APB - Player C could drop out a Mega Torp...
So the APD applies -47.1...
With the APB applying -37.8...
And the Mega Torp doing -33...
For a total of -117.9 DRR.
That 0 DRM guy would take +1562.7% damage.
The 37.5 DRM guy (27% DR) would take +273.4% damage.
The 73 DRM guy (27% base + APO3) would take +77.8% damage.
So is it variable like that...or...is the tooltip thing a display issue and APD/APB/etc are actually doing a percentage thing like the Disruptor proc?
This build wont be hitting holodeck tomorrow, but it will be coming soon.
Oh thank god.. I could have just seen tons of problems some how occurring from the Carrier changes alone.. Especially with the most recent release of the Scimitar.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
The fighter update looks promising, but is any work being done toward correcting the AI so fighters don't just go randomly flying to every part of the map except where your current target is?
[*]Orbital Strike (All Ranks) for Romulan Republic officers now deals plasma damage, has an appropriate plasma visual and has secondary plasma effects. The power's tool tips have been updated to reflect these changes.
Any chance of updating Republic Turrets/Drones to do the proper Plasma damage as well, instead of Phaser turrets and the like?
-- I will do what I must to aid my family, friends, and fleet, in that order; no matter how many things, laws... or people... I have to break in order to do so. --
Well, i didn't see anything about the mail being fixed... i took 30 mins to have my files verified and then logged in to see one toons mail work one time and then nothing after that. None of my other mail accounts worked at all. I think i still have only about 35 mail in my folder right now. :mad: was able to clean out alot of it tho it was 1/4 to 1/2 of what It USED to be... So now your doing things from what i have heard; doing changes to make pvp ( 2%) of your player base happy. **Messing with hanger pets and Nurfing things that should be just left alone.
{{ Good concept ... mess with things that are not that important and make very few happy and TRIBBLE off 98% of everyone else }} i hope this isn't true but i guess we will find out in the coming weeks...
Sorry, its been a long day its 2:40 am and i'm tired
Comments
Thanks Arch.
5 FED Fleets | 3 KDF Fleets - T5 Colony on both factions
Will we see everything brought back to reflect KDF starting at lvl1; mining at lvl 9 (not 24) and so on?
So much this... It's been forever, and this is just a really lazy non-fix. Seriously, sit down while eating your lunch sammich and fix the db.
The doors, Mister Scott!
But this must be a joke:
Known issues:
Hangar Bay fighters do not re-launch once docked.
When Hangar Bay fighters are destroyed in combat, reinforcements cannot be launched until the reinforcements have been completely cleaned up.
Because this makes 50% of the changes useless..
Are these issues happening everytime or are they random?
Subscribed For: 4 years 5 months 20 days at 26.10.2014
Well the current fix hit engineers excessively hard, a better option would be to allow kit swapping but to ensure that if a kit buff is active on a given character (tactical and science kit buffs) then the new copy should not take (if used by the same player that activated the existing copy) and engineers should be able to use other kit skills without losing turrets from different kits should replace the existing ones rather than the existing ones vanishing as they currently do, this would give engineers back an ability to lock down a room.
Or even better, just limit the permitted instances of each ability (per character) so that kit swapping doesn't make too much difference
Not Cryptic.. But I played a bit with the new UI in a Atrox. But I only ran one Mission while Escorting Gekli. This Mission I ran almost twice every day with both the Atrox and the Vo'quv, and I use all of the Pet commands in this mission a certain points.
Pets seem to level up based on time in Red Alert. Given that I often command my pets to attack and I stand back outside Red Alert, I'd say Pet's Personal "Red Alert".
I think that when in for Guard Mode, as long as they're in "Red Alert", They'll level up.
Apparently Kills don't speed up the Level up Process, but I only got a single Pet kill in that Mission.
Personally, I like changes. But the Current "known issues" really hurt it.
Now i will only buy ec-pets...because the differences between normal, advanced and elite pets dont justify their price!!!:(
So SAVE ZEN and DILITHIUM!!!
best regards
You can't. Wait 'till it hits on Holodeck tomorrow.
Kirk's Protege.
Original Join Date: January 30th, 2010
This build wont be hitting holodeck tomorrow, but it will be coming soon.
I echo this concern with attempting to claim the new destroyer on my Reman VA, but can't even though I'm LTS too. I think the mistake I made when I went to the requisitions officer is asking for another req form. This probably broke the claim, even though it says I have the item to get one. It just doesn't seem to recognize my LTS status on Tribble. Huge disappointment, but if it helps prevent this bug from persisting until it goes live, then I can wait I suppose...
Ticket ID #42,214.
On the bright side, my compliments to the artist(s) for this new bird. She's gorgeous, even in the small preview I can see at the shipyard. Possibly one of the sleekest and most visually appealing ships in the entire game. Nicely done!
CUUCUUMBEER! "-With slight partigen with it."
Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
Oh thank god.. I could have just seen tons of problems some how occurring from the Carrier changes alone.. Especially with the most recent release of the Scimitar.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Nice to see the vet rewards coming out. Any ETA on the captains yacht equivalent ?
"Resolved an issue that caused the Destablized Plasma Torpedo to fly much slower than intended."
What about the bug that lowers all your cooldowns when using this torpedo including Attack pattern alpha? LOL
So this is not working for KDF Romulans?
Also to Jeremy will be seeing another updated on hanger pet AI? I'm personally really disappointed out little my Qaw'Duns can use their cannons.
BTW I'm one of the two players that help you test the AI last time and not the one that was the jerk.
For me it is always a trial and error when the beam down buttons at New Romulus are both titled "Zur Botschaft runterbeamen" (Beam down to embassy)
and the button to beam down and enter the Risa Summer Event is called "nicht jetzt" (not now)
and for the love of baby jesus its not a carrier if it only has one hanger.
FIX this add hangers to the carriers that have been left out.
Any chance of updating Republic Turrets/Drones to do the proper Plasma damage as well, instead of Phaser turrets and the like?
{{ Good concept ... mess with things that are not that important and make very few happy and TRIBBLE off 98% of everyone else }} i hope this isn't true but i guess we will find out in the coming weeks...
Sorry, its been a long day its 2:40 am and i'm tired
looks like today
http://sto-forum.perfectworld.com/showthread.php?p=11444181#post11444181
bud bad that the 1000 day Rom Ship not comming too today
Subscribed For: 4 years 5 months 20 days at 26.10.2014