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TRIBBLE Maintenance and Release Notes - October 31, 2013

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  • edited November 2013
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited November 2013
    Federation Tutorial:

    Loot drop now guaranteed on first group of Klingons (currently bugged and gives too many hyposprays).
    Cadet near EPS calls out the EPS. This cadet will also shut down the EPS if you blow it up (removing the requirement for you to do it).
    Only need to heal 2 characters on the bridge.
    Taggart and Kadek no longer beam in and out when on the "Sit in the Captain's Chair" step.

    Um, why is there no mention about Vega?

    It does not belong in Sirius Sector, it belongs in the Alpha Quadrant.
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited November 2013
    Um, why is there no mention about Vega?

    It does not belong in Sirius Sector, it belongs in the Alpha Quadrant.
    I don't understand, the Sirius Sector IS in the Alpha Quadrant. Where do you think Earth is? :confused:

    And it makes more sense tutorial wise, as it would be too confusing for a new player to travel through sector blocks just for a tutorial mission.
  • hevachhevach Member Posts: 2,777 Arc User
    edited November 2013
    I don't understand, the Sirius Sector IS in the Alpha Quadrant. Where do you think Earth is? :confused:

    And it makes more sense tutorial wise, as it would be too confusing for a new player to travel through sector blocks just for a tutorial mission.

    Earth is directly on the border between the quadrants. Everything west from there is the Alpha Quadrant, everything east is the Beta Quadrant. The Sirius Sector Block is in the Beta Quadrant.

    The one time Vega appeared labeled on an on-screen star chart, it appeared to be in the Beta Quadrant, although dialog made a mistake that almost all of DS9 and Voyager did and didn't make the distinction - just as they regularly placed the Romulans and Klingons in the Alpha Quadrant, while both empires are entirely in the Beta Quadrant. It's pretty much impossible to resolve where the quadrant line actually is without invalidating one chunk of canon or another.
  • mikiiymikiiy Member Posts: 216 Arc User
    edited November 2013
    I tend to agree, the first knockback from a lunge needs to work every time (or at least 75% of the time), it's an integral part of the ability.

    Exactly that. The dmg of it is rather insignificant, the knockback was the key element to gain the window of opportunity to kill a healer, no knockback no kill.. sorta sad that for the fix of the sword nonsense the supposed-to-be dps class on ground lost their job, cause without that kb i'd say the 2 other classes are much better now at burst and sustained damage.

    On the positive side, even with it sucking now for burst premades will keep to have a tac around be it just for tac ini, strike team and some suppression fire spamming.
  • omegashotgunomegashotgun Member Posts: 19 Arc User
    edited November 2013
    I agree, after some testing in a few matches to see how the melee would be affected i was rather disappointing. This was a major Over Nerf, making KB resists working, and all but removing KBs from the game are 2 different things. This over shift will have a very negative effect on the ground pvp community and throw another wrench in the balance box. Cryptic, please find a proper Fix, I would say that its roughly in the middle between the current state on holodeck, and what you have just introduced on tribble.
  • ninatherenderninatherender Member Posts: 0 Arc User
    edited November 2013
    Melee Weapons
    Resolved an issue that was causing all Exploit-capable melee attacks to deal Unresistable Knockback on every attack.
    The knockback from melee Exploit attacks now correctly only occurs when the target is Exposed.
    The knockback from melee Exploit attacks now correctly can be resisted and respects immunities to knockback.



    After a good deal of testing I find these changes to be utterly fantastic and a really good much needed repair for the sillyness of chain knockbacks that made most PvE content..well silly.

    For PvP, this is a very nice change that I can't wait to make it to live as abuse of chain knockbacks was quite annoying.

    +100 rep for working on immunities for ground combat. Hopefully next we will see some work on immobilises (from the Nukara rep and proc from the omega force auto carbine). Mabe if we're lucky we will get stun immunity next! :D
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