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maicake716maicake716 Member Posts: 0 Arc User
edited October 2013 in PvP Gameplay
Subterfuge
The Stealth bonus granted no longer stacks.
Only the highest bonus will apply.
The Defense bonus still stacks.

just saw it in the patch notes, one small step for pvp kind!


and heres the rest-

Resolved some issues with some Tactical Bridge Officer powers.
All weapon modifying Tactical Bridge Officer powers are now unable to activate while the category of buff they give is already active.
For example, while Beam Overload 1 buff is active, Beam Overload 2 cannot be fired.
All weapon modifying Tactical Bridge Officers powers are now unable to activate for 5 seconds after using the ability.
For example, for 5 seconds after firing Beam Overload, Beam Overload 1, 2, and 3 cannot be activated.
These changes affect all of the following categories of powers at all ranks:
Beam Overload
Beam Fire At Will
Beam Subsystem Targeting
Mine Dispersal Pattern Alpha
Mine Dispersal Pattern Beta
Cannon Rapid Fire
Cannon Scatter Volley
High Yield Torpedo
Torpedo Spread
Gravity Well
Ranks 2 and 3 now properly benefit from the captain's AuxPower and Graviton Generators skill.
The base damage of the power has been increased at all ranks.
The Repel values of all ranks can now be improved slightly with Graviton Generators skill.
The Radius bonus gained by Graviton Generators has been increased.
The amount of bonus damage that Aux Power and Partical Generators give to this power have been decreased.
Tyken's Rift
All ranks of Tyken's Rift now apply the proper bonuses of the user's AuxPower, Flow Capacitors and Particle Generators.
The base value of the periodic power drain has been increased by approximately 50%.
The bonus from Aux Power has been decreased to less than half of its prior potential.
The base kinetic damage dealt by this power has been increased by about 35%
Graviton Pulse Generator
Innate Resistances to Slow (like those provided by the skill Inertial Dampers) now reduce the Duration of this debuff, instead of the Magnitude.
The benefit this ability gains from the Graviton Generators skill has been reduced by half.
Duty Officers:
Fast Reload Projectile Officers no longer reduce the recharge time of the Destabilized Plasma Torpedo.
Resolved some issues with the Romulan Xenobiologist kits.
The Mk X kit version no longer has the same powers as the very rare version Mk X.
The Mk X kit now correctly has Stasis Field R4 instead of R3.
Orion Slave Hangar Pets
Their odds to pillage Energy Credits and Commodities have doubled.
Each successful pillage will result in a higher average energy credit rate.
Warp Core Breach
Reduced the flee distance from 5km to 3km.

this makes no sense-

Emergency Power to Engines now only last 5 seconds for enemy craft.
The 30 second duration for players remains unchanged.

they change it for pve but not pvp? i thought they flat out told us doing things like that werent worth it eh? such bull****.



Matter/Antimatter Warp Core mod "Auxiliary to Shields" now displays the correct mod abbreviation in its item display names.
Cores with this power will now properly display as "A->S" instead of "E->S".
Warhead Yield Chamber consoles no longer displays their damage tooltip twice.
Resolved an issue where sometimes carrier's small craft would not fight against enemies while in Intercept mode.
Elachi Crescent Wave Cannon
Now requires a target to be in its arc before it can be fired.
The Tricobalt Torpedo weapons now have the correct power icon when Torpedo High Yield or Torpedo Spread is active.
mancom wrote: »
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Post edited by maicake716 on
«13

Comments

  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2013
    I like the cloak changes. I am disappointed with the epte changes, it needs a nerf for pvp and pve. The duration shouldn't be nerfed, the buff strength should have been nerfed.
    Tala -KDF Tac- House of Beautiful Orions
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2013
    Don't see the point of reducing Aux influence on Sci abilities while boosting base effects. On the face of it just seems to boost hybrid builds at the expense of Sci ships tbh.

    Will have to confirm how the #s play out, but the idea that a 50 aux tac w/a lt commander Sci may out perform a 130 aux power ship seems a bit much.
    [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
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited October 2013
    p2wsucks wrote: »
    Don't see the point of reducing Aux influence on Sci abilities while boosting base effects. On the face of it just seems to boost hybrid builds at the expense of Sci ships tbh.

    Will have to confirm how the #s play out, but the idea that a 50 aux tac w/a lt commander Sci may out perform a 130 aux power ship seems a bit much.

    The reason they mentioned what they mentioned for Grav well and Tyken's Rift is because they were essentially fixing a bug with those powers..

    I did not get a chance to see what the Tyken's Rift on tribble after they toned down the Drain was like, I suspect based on feed back I saw in that information that it was perhaps similar to Live but maybe slightly higher. (PRobably 1-2 points at most, but that is a guess with out proper testing.)
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • khayuungkhayuung Member Posts: 1,877 Arc User
    edited October 2013
    It just means that you really have to go balls out with the aux and grav, in order to be decent...

    And you have to choose between CC (grav/flow) or damage (particle gens).

    In the end, what they've done is just to make everything of TR and GW work, but because they now work, they have to nerf it into the ground again.

    So that it is broken as intended as always!


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

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  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited October 2013
    khayuung wrote: »
    It just means that you really have to go balls out with the aux and grav, in order to be decent...

    And you have to choose between CC (grav/flow) or damage (particle gens).

    In the end, what they've done is just to make everything of TR and GW work, but because they now work, they have to nerf it into the ground again.

    So that it is broken as intended as always!

    As far as Grav well goes, for Pets, don't be surprised if it pulls them in better then before, and if you have points in GRav Gens from much further away too.

    As far as Tyken's.. No Idea..
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2013
    webdeath wrote: »
    The reason they mentioned what they mentioned for Grav well and Tyken's Rift is because they were essentially fixing a bug with those powers..

    I did not get a chance to see what the Tyken's Rift on tribble after they toned down the Drain was like, I suspect based on feed back I saw in that information that it was perhaps similar to Live but maybe slightly higher. (PRobably 1-2 points at most, but that is a guess with out proper testing.)

    Then fix he bug, don't change the mechanic. Buffing the base will benefit Tacs more at less cost since there's less need account for aux power to get the desired effect (this includes skill point investment see graviton skill effect on gw damage decreasing).
    [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
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited October 2013
    p2wsucks wrote: »
    Then fix he bug, don't change the mechanic.

    As they said when they were fixing the bug, it turned things up much higher then they intended it to behave, so they had to change things.

    I am a little irritated that this information is being found as a shock when the talks about it happened almost a month ago.. :rolleyes:


    Oh and posts like this one make me sick..

    http://sto-forum.perfectworld.com/showthread.php?t=870121
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2013
    webdeath wrote: »
    As they said when they were fixing the bug, it turned things up much higher then they intended it to behave, so they had to change things.

    I am a little irritated that this information is being found as a shock when the talks about it happened almost a month ago.. :rolleyes:


    Oh and posts like this one make me sick..

    http://sto-forum.perfectworld.com/showthread.php?t=870121

    Then fix the bug and lower the base.

    Changing the aux and skill point influence changes the meta game. It'd be like finding a bug that was reducing base energy weapon damage and deciding to nerf weapon power and tactical skill investment influence on damage and keeping the base high.
    [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
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited October 2013
    what's ridiculous is they fixed a bug that made GW1 better than GW3, and then decided that the DESIGNED FOR value of GW3 was too powerful

    ah, we found a kink in the throttle cable, but after we fixed that the car had too much horsepower so we removed the turbo
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2013
    edit: Meh, totally forgot that the BOFFs give +Starship Stealth and not +Stealth Value. What I said doesn't really apply then for the most part.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited October 2013
    I know that I was an advocate of fixing it (it was nerfed in March and then broken at some point after LoR)...but I have to say that I'm somewhat concerned by the change given the current state of things. EPtA1 used to give 1km but now gives 3km. Power used to be tighter, but now power's a TRIBBLE.

    It's going to be extremely painful for any cloaker out there.

    5397.3 is my Snooper's current Perception with just EPtA1 running. Currently, Zark can't see Willard. Tomorrow he'll be able to see Willard at 5.8km.

    5687.2 is Zark's Perception if he also pops Sensor Scan 3. Currently, he could see Willard at 5.6km. Tomorrow he'll be able to see him at 11.6km.

    5620.4 is Zark's Perception if he pops TDG instead. Currently, he could see Willard at 4.2km. Tomorrow it will be 10.2km.

    If Zark pops Scan3 and TDG, he's got 5935.2 Perception. Currently, 10.5km. Tomorrow, 16.5km.

    That last one, tomorrow, vs. the standard cloak of 4975? 19.2km...

    Lol, just realized I had 4x Grav consoles slotted from running Cataclysm. Let me slot his 4x +30 Probes instead and run those numbers against that 4975 standard cloak.

    w/ EPtA1: 5505.9 Perception - 10.6km
    w/ EPtA1 & TDG: 5804 Perception - 16.6km
    w/ EPtA1 & Scan3: 5945.8 Perception - 19.4km
    w/ EPtA1, TDG, & Scan3: 6268.8 Perception - 25.9km

    Course, not many folks are going to try to build a dedicated Snooper. Even Zark needs upgrades:

    Jem Mk XI Deflector to Mk XII.
    VR Mk XII to UR Mk XII Roms (would help with the [HuH] and [ShH] mods too).
    Nebula Retro to Fleet Nebual for the extra console.
    TDF in that extra console.

    That EPtA1 change and how easy it's to get 130 Aux...meh...oh well, we're going to see the complaints pouring in tomorrow from cloakers I'm sure.

    I'm kind of glad that I'm just doing Cataclysm on my guys now and not doing any PvP...hrmm...oh well.

    Well.....perhaps we'll start seeing Stealth consoles being useful again - how much do those add, anyways?
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2013
    I know that I was an advocate of fixing it (it was nerfed in March and then broken at some point after LoR)...but I have to say that I'm somewhat concerned by the change given the current state of things. EPtA1 used to give 1km but now gives 3km. Power used to be tighter, but now power's a TRIBBLE.

    It's going to be extremely painful for any cloaker out there.

    5397.3 is my Snooper's current Perception with just EPtA1 running. Currently, Zark can't see Willard. Tomorrow he'll be able to see Willard at 5.8km.

    5687.2 is Zark's Perception if he also pops Sensor Scan 3. Currently, he could see Willard at 5.6km. Tomorrow he'll be able to see him at 11.6km.

    5620.4 is Zark's Perception if he pops TDG instead. Currently, he could see Willard at 4.2km. Tomorrow it will be 10.2km.

    If Zark pops Scan3 and TDG, he's got 5935.2 Perception. Currently, 10.5km. Tomorrow, 16.5km.

    That last one, tomorrow, vs. the standard cloak of 4975? 19.2km...

    Lol, just realized I had 4x Grav consoles slotted from running Cataclysm. Let me slot his 4x +30 Probes instead and run those numbers against that 4975 standard cloak.

    w/ EPtA1: 5505.9 Perception - 10.6km
    w/ EPtA1 & TDG: 5804 Perception - 16.6km
    w/ EPtA1 & Scan3: 5945.8 Perception - 19.4km
    w/ EPtA1, TDG, & Scan3: 6268.8 Perception - 25.9km

    Course, not many folks are going to try to build a dedicated Snooper. Even Zark needs upgrades:

    Jem Mk XI Deflector to Mk XII.
    VR Mk XII to UR Mk XII Roms (would help with the [HuH] and [ShH] mods too).
    Nebula Retro to Fleet Nebual for the extra console.
    TDF in that extra console.

    That EPtA1 change and how easy it's to get 130 Aux...meh...oh well, we're going to see the complaints pouring in tomorrow from cloakers I'm sure.

    I'm kind of glad that I'm just doing Cataclysm on my guys now and not doing any PvP...hrmm...oh well.

    Most of my cloakers use epta anyway, not sure if it balances out though.
    [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
  • masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited October 2013
    EptE doesnt need nerf, TB and holds need buff.

    SCI NEEDS BUFF :p

    Finally BO and torp stacking fixed yay!
    Now lets hope that they also FIXED it for torps, because last time it was in the tribble notes, bo was fixed but u could still stack differnt ranks of HYT/spread.
    [SIGPIC][/SIGPIC] I am not Snakie, MT is!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2013
    scurry5 wrote: »
    Well.....perhaps we'll start seeing Stealth consoles being useful again - how much do those add, anyways?
    p2wsucks wrote: »
    Most of my cloakers use epta anyway, not sure if it balances out though.

    Each +1 Starship Stealth provides +0.5 Stealth Value.

    Each +1 Aux provides +1 Stealth Value. (That standard cloak of 4975 is the 4925 Stealth w/50 Aux taking it to 4975.)

    EPtA1 is +60 Stealth and EPtA2 is +80 Stealth.

    Let me work through Willard's numbers to see if that matches.

    Base: 4925
    +125 Aux: 5050
    +8.8 Starship Stealth (Deflector): 5054.4
    +150 Infiltrator Trait: 5129.4

    Listed at 5184.4 (55 higher for some reason.)

    +150 Sub#1: 5204.4

    Listed at 5259.4 (again, 55 higher.)

    +150 Sub#2: 5279.4
    +150 Sub#3: 5354.4

    Listed at 5409.4 (that curious +55). Wonder if that +55 is for it being Rom?

    Anyway, egg on my face - I've got to go back and edit that other post. I completely forgot that the BOFFs add Starship Stealth and not Stealth Value.

    Willard won't be dropping from 5409.4 to 5109.4...he's dropping to 5259.4. He's losing 300 Starship Stealth...but only 150 Stealth Value. Course, he's only got 3x Sub. Folks running 5x Sub though, they're going to lose another 150 Stealth Value for a total of -300 Stealth after the patch. Meh, I'm just going to edit out the other post...totally forgot that it's Starship Stealth and not Stealth Value. Pesky tooltips...

    Basically, the 150 Willard's losing is 3km of Stealth. The 300 guys are losing 6km of Stealth.
  • newromulan1newromulan1 Member Posts: 2,229
    edited October 2013
    Virus - I need your help turning my Join Trill Fed Science Captain in a Fleet Nebula into the best possible snooper in the game.

    How should I set her up?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2013
    Virus - I need your help turning my Join Trill Fed Science Captain in a Fleet Nebula into the best possible snooper in the game.

    How should I set her up?

    Heh, I'm nowhere near qualified to offer any suggestions of that sort. I can run numbers, sure - but as far as an overall effective build...I believe Mai would be able to help with something like that far better (by light-years) than I could.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited October 2013
    EPTE change for NPCs and not players... is not aimed at PvP Mai.

    Saying something isn't changing for Players doesn't read we don't want to change pvp... it says all the pve folks using EPTE won't be effected. :)

    Not everything and ... well lets face it nothing much really is about us.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • rudiefix1rudiefix1 Member Posts: 420
    edited October 2013
    So perhaps time to buy reman infiltrators!
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • maicake716maicake716 Member Posts: 0 Arc User
    edited October 2013
    EPTE change for NPCs and not players... is not aimed at PvP Mai.

    Saying something isn't changing for Players doesn't read we don't want to change pvp... it says all the pve folks using EPTE won't be effected. :)

    Not everything and ... well lets face it nothing much really is about us.

    My point was that why are the npcs getting changed? They just dumbed down pve content again!....

    Pvprs complain and get told to adapt, Pve'rs complain and the poor npcs get nerfed.


    I know the players skill wasn't.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • mimey2mimey2 Member Posts: 0 Arc User
    edited October 2013
    rudiefix1 wrote: »
    So perhaps time to buy reman infiltrators!

    Buy? Don't you mean sell, sell, sell?!
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • rck01rck01 Member Posts: 808 Arc User
    edited October 2013
    So does this signal the end of the double-tap? Is the 5 sec delay enough to keep experienced hit-and-run players from using this tactic?

    I'm thinking "yes" because, as it stands, I can counter most double-tap attempts with a combination of EM, RSP and SFM (plus some quick reflexes and careful listening for cloaked buff cycles). Give me 5 seconds and not only will I neutralize the attack, I'll likely also vaporize the attacker mid-alpha. :)

    RCK
  • maicake716maicake716 Member Posts: 0 Arc User
    edited October 2013
    rck01 wrote: »
    So does this signal the end of the double-tap? Is the 5 sec delay enough to keep experienced hit-and-run players from using this tactic?

    I'm thinking "yes" because, as it stands, I can counter most double-tap attempts with a combination of EM, RSP and SFM (plus some quick reflexes and careful listening for cloaked buff cycles). Give me 5 seconds and not only will I neutralize the attack, I'll likely also vaporize the attacker mid-alpha. :)

    RCK

    I don't think so, just means coordination between multiple alpha strikers which will call for more hate towards team work an evil premades.


    How date people work together to kill something
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • mimey2mimey2 Member Posts: 0 Arc User
    edited October 2013
    maicake716 wrote: »
    I don't think so, just means coordination between multiple alpha strikers which will call for more hate towards team work an evil premades.

    How date people work together to kill something

    Amen there Hilbert.

    I mean, honestly, only the 'big three' were really affected: High Yield, Torp spread, and BO.

    Everything else really don't matter:

    Subsystem targeting: Did anyone EVER actually 'double tap' these? Let alone give up extra tac slots to have them. I'm sure some folks did and do use em, but I doubt few people ever used them in a 'double tap' fashion.

    FAW/CRF/CSV: Pretty much a moot point due to how they work, so it didn't change em at all.

    Mine patterns: Doesn't really matter due to the long shared CDs all mines have with each other irregardless. You could never 'double tap' a mine pattern because of that.



    So, aside from double BO shots and TS stacks, not much has changed really.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2013
    rudiefix1 wrote: »
    So perhaps time to buy reman infiltrators!

    Honestly can't believe they'd leave Infiltrator stacking.

    Sub is +150 Starship Stealth
    Sup Infil is +200 Starship Stealth
    Cap Infil is +200 Starship Stealth as well.

    BOFFs can have Sub/Sup Infil for +350 Starship Stealth. 5x = +1750 Starship Stealth. Add in the +200 from the Reman Captain Trait, and you've got +1950 Starship Stealth or +975 Stealth Value. Just removing the Sub stacking, drops it to +1350 Starship Stealth or +675 Stealth Value.

    Figure they likely went with the same highest value/non-stacking thing...allowing stacking of the Captain Trait - so you're looking at +550 Starship Stealth or +275 Stealth Value.

    Who knows though...who knows...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2013
    maicake716 wrote: »
    How dare people work together to kill something

    They don't even have to work together.

    BO, TS, Iso, R-Tet Cascade, PSW, Plasma Shockwave...it's not like folks can't stack a ton of TRIBBLE regardless. Changing the doubletap stuff is moot.

    But yeah, folks can work together too. Again, changing the doubletap stuff is moot.

    Hawk didn't like when I said that in the thread discussing it...but c'mon, it's moot.

    Folks are going to pop just as fast...Hell, probably faster - because there are better things than a 2x BO. All this does is encourage folks to explore various options...the change was a waste of time.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited October 2013
    mimey2 wrote: »
    Amen there Hilbert.

    I mean, honestly, only the 'big three' were really affected: High Yield, Torp spread, and BO.

    Everything else really don't matter:

    Subsystem targeting: Did anyone EVER actually 'double tap' these? Let alone give up extra tac slots to have them. I'm sure some folks did and do use em, but I doubt few people ever used them in a 'double tap' fashion.

    FAW/CRF/CSV: Pretty much a moot point due to how they work, so it didn't change em at all.

    Mine patterns: Doesn't really matter due to the long shared CDs all mines have with each other irregardless. You could never 'double tap' a mine pattern because of that.



    So, aside from double BO shots and TS stacks, not much has changed really.


    Hilbert eh?
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • naz4naz4 Member Posts: 1,373 Arc User
    edited October 2013
    Cryptic needs to fix op teamwork Mai. It's ruining the game for the rest..... They blamed it on double tap, they blamed it on raw cruisers in the past, and on and on.

    I'm sure there will be another reason people loose very soon coming to a chat box near you.....
  • pwetacodeathpwetacodeath Member Posts: 83 Arc User
    edited October 2013
    For those of you complaining about the EPtE nerf, PLEASE RE-READ THE PATCH NOTES!!

    Its for NPC'S, not PLAYERS. Its so those pesky NPC Ships will stop zipping around so much.

    It DOES NOT affect players.
    I am not a Mod. I am just a player. You have been informed :cool:
  • edited October 2013
    This content has been removed.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited October 2013
    My gut instinct is that this patch changes very little. Certain builds will lose a little punch, but most wont be affected at all.

    We will still be dealing with the speed demons and drainers will be a little more deadly, but overall... eh not much changes.
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