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TRIBBLE Maintenance and Release Notes - January 10, 2014

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    john98837john98837 Member Posts: 761 Arc User
    edited January 2014
    Next patch notes Attack Pattern Alpha will get a shared cooldown with Brace For Impact, makes about as much sense as adding a shared CD to the T5 abilities.
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    abrookfield82abrookfield82 Member Posts: 0 Arc User
    edited January 2014
    Good to see a PvP update... great patch notes except for the shared Tier 5 rep cool down. Seriously? Why? They don't stack and they already have huge cooldowns of their own.
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited January 2014
    Just my 2 cents but I think they shoulda revamped the fighters/shuttles to have more like ship layouts but mini-versions of the stats on the skills since if you look at canon like delta flyer they had like 4-5 bridge officers in some episodes where as most of the time in our layouts only 1 or 2 ensign skills lol.
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    captainednacaptainedna Member Posts: 0 Arc User
    edited January 2014
    sqwished wrote: »
    • All Ground T5 Reputation Abilities now share a cooldown timer.
    • All Space T5 Reputation Abilities now share a cooldown timer.
    [*]Engineering Kit - Combat Supply has been changed to periodically create buffs for nearby allies.

    Two things. First of the cool downs from using the omega and Romulan rep T5 abilities make the powers a one hit wonder for most missions so they're all but unless. So who came up with the great idea of putting them all on shared cool down? you need your head looking at, because its a stupid idea! And I think most people on here will agree with me on that.

    Secondly The Engineering kit - combat supply was mentioned in the thread concerning the kit revamp, so is this all thats come from it or is there more to follow?

    Just more thing if you want to nerf something then nerf the activation delay on tray powers because if I have a power available then I want to be able to use it and not have to click on it multiple times before it activates.

    well no one complained about t5 powers.You dont want them to remove placate ...everyone complains about that .They have to change things that are fine .
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    suavekssuaveks Member Posts: 1,736 Arc User
    edited January 2014
    Nimbus Pirate Distress Call now summons an Orion Corsair instead of a Hirogen Escort, in addition to the Breen Cruiser and Freighter which remain unchanged.
    Huh...

    Hirogen Lock Box? ;>
    PyKDqad.jpg
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited January 2014
    oracle54 wrote: »
    You know, this Quick Equip thing sounds quite interesting...at first. After a bit of thought though, the general consensus in my fleet is "Why?"

    I'm not saying it isn't a cool bit of tech, but when you can already double click an item to have it instantly equipped, how much use does the new system really have.
    Dbl-clicking puts it into a default spot which may not be desirable. Letting you click the spot and select it from list provides a "quick" way to load a specfici item into a specific slot.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2014
    ^Exactly and I'm looking forward to the quick equip. Thanks again.
    Yes, but it's one of the many things coming in 8.5 -- this patch does not include everything. Stay tuned!

    Cheers,

    Brandon =/\=
    Groovy.
    sqwished wrote: »

    Just more thing if you want to nerf something then nerf the activation delay on tray powers because if I have a power available then I want to be able to use it and not have to click on it multiple times before it activates.
    That's for damn sure.

    That has gotten me killed many times and not just lag issues.

    In the same vein can you guys fix tab select target? Namely to target the nearest enemy. Or the nearest non small craft enemy? I can't tell you how many times I've tab selected while my camera wasn't facing the swarm I was currently up against and ended up locking on to an enemy 32km away just because they were in my field of view. When I have three enemy starships attacking me from behind.
    john98837 wrote: »
    Next patch notes Attack Pattern Alpha will get a shared cooldown with Brace For Impact, makes about as much sense as adding a shared CD to the T5 abilities.

    WTF? Why? That makes zero sense. These are things that have no connection. Attack Patterns are maneuvers by the conn. Brace for Impact is everybody on the ship grab on to something so you don't get thrown to the deck or out of a hull breach (plus I would imagine all power to the structural integrity field).

    Is there some issue with escorts or raiders attacking with both powers active and thus being full offense and heavy defense at once? Something to counteract the new raider flanking ability? I've never seen those abilities used that way.

    On another note, I'm gonna miss War is Good for Business, it was a fun little mission. I hope you guys revamp it and bring it back some day.
    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"
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    It would have been one thing to do a triggered CD on the T5s so one couldn't X+Y, etc them. Cause a QSM+Tet Cascade would be one thing...but having them actually trigger the full CD is definitely - well, yeah - I won't type it so Bran doesn't have to edit it. I think they get the gist of what folks are saying about it.

    But yeah, there's a world of difference between a triggered CD so you can't stack them and using one putting the other(s) on the same 10m CD...
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    pwecangetlostpwecangetlost Member Posts: 538 Arc User
    edited January 2014
    Personal thoughts:

    PvP update, and a shuttle map at that, and a one that allows mixing of teams. This is phenomenal, allowing for things like a kdf/fed romulan v feds matches. Assuming this will be carried across to others.

    Quick equip sounds very useful, especially the ship selector version.

    Finally, remastered fed missions. This was promised a long, long time ago, and you've delivered, it may have just taken a while. :P

    The T5 cooldown seems terrible. The cooldown should be shortened at least if this is going to be kept. I never noticed anything inherently unbalanced in how they were.
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    havamhavam Member Posts: 1,735 Arc User
    edited January 2014
    8.5 might become the best season ever if we keep rolling like this.

    Quick question to those that can test on tribble (my machine is broke) how is mixed teams supposed to work. Can a mix group head to eg. drozana team up and join the shuttle queues?

    If yes great, if no ....why not?
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    allenscott wrote: »
    I've tried my best to find the fun in grinding for my end game goodies (though it has really burnt me out for awhile). Please don't let this obsession with nerfing everything go any further. It's time to start buffing as much as possible because, let's face it, buffing is way more fun!

    Surely...you're joking right? The sheer amount of powercreep that has taken place in the past couple of years without any increase in difficulty (difficulty itself has actually been reduced outside of the powercreep making it easier)...surely, you're joking.
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    blakes7tvseriesblakes7tvseries Member Posts: 704 Arc User
    edited January 2014
    Scores of people hate PVP due to the cost of DOFFs and Universal Consoles for PVP matches.

    Looking forward to OLD West type of PVP match where you just duke it out.

    No DOFFS and No Universal Consoles just fly around as an equal to other the players.

    This is how I understand you attract more players to PVP make it simple!!!

    Old West combined with cross faction queues would bring fun and players back to PVP.
    download.jpg
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited January 2014
    I love the changes to Combat Supply. It's totally useful now, but can it be made not to work in public areas? I can see ESD now... buffs flying everywhere lol.
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    john98837john98837 Member Posts: 761 Arc User
    edited January 2014
    captaind3 wrote: »
    WTF? Why? That makes zero sense. These are things that have no connection. Attack Patterns are maneuvers by the conn. Brace for Impact is everybody on the ship grab on to something so you don't get thrown to the deck or out of a hull breach (plus I would imagine all power to the structural integrity field).

    Is there some issue with escorts or raiders attacking with both powers active and thus being full offense and heavy defense at once? Something to counteract the new raider flanking ability? I've never seen those abilities used that way.

    That was sarcasm, but you illustrate my point well. A shared cooldown on T5 rep abilities makes about as much sense as a shared CD between Attack Pattern Alpha and Brace For Impact. In both cases you have abilities that don't interact with each other in any way and have no valid reason for a shared cooldown.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    john98837 wrote: »
    That was sarcasm, but you illustrate my point well. A shared cooldown on T5 rep abilities makes about as much sense as a shared CD between Attack Pattern Alpha and Brace For Impact. In both cases you have abilities that don't interact with each other in any way and have no valid reason for a shared cooldown.

    There are reasons to prevent chaining, thus a triggered CD - but not for a shared CD, imho.

    T5 X can buff T5 Y...or the combination of them can produce better than intended by Cryptic effects. But simply preventing them being used in such a manner would prevent that - having the option of only using a single one every 10 minutes on the other hand is just...yeah, Bran would just have to edit what I'd have to say about it.
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    john98837john98837 Member Posts: 761 Arc User
    edited January 2014
    There are reasons to prevent chaining, thus a triggered CD - but not for a shared CD, imho.

    T5 X can buff T5 Y...or the combination of them can produce better than intended by Cryptic effects. But simply preventing them being used in such a manner would prevent that - having the option of only using a single one every 10 minutes on the other hand is just...yeah, Bran would just have to edit what I'd have to say about it.

    Yeah if they could be chained together in some way that would be an exploit then this would make sense, but the 2 T5 space abilities we have do not interact in any way what so ever. If I activate my Romulan Rep ability and Nukara Rep ability at the same time neither of them are buffed by the other in any way.

    The ground ones don't really interact either other than that the omega rep ability can be used to heal yourself after getting the T5 Dyson going, but then so can a hypo and I don't see them putting a shared CD on them. Hopefully I didn't just give them an idea.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    john98837 wrote: »
    Yeah if they could be chained together in some way that would be an exploit then this would make sense, but the 2 T5 space abilities we have do not interact in any way what so ever. If I activate my Romulan Rep ability and Nukara Rep ability at the same time neither of them are buffed by the other in any way.

    That's only looking at using those two abilities...not using those two with anything else.

    QSM, R-Tet, Iso (boosted by QSM). Throw in a CPB, GW, things modified by Flow or Exotic into it...

    There's no "choice" cost with the T5 - there's only one in any rep. So using both T5's does not have a choice cost built in...and you can pull off some pretty heinous AoE attacks.

    IMHO, that's why there should be a shared CD to prevent such - but with that, one's looking at ~20s triggered CD (looking at both ground and space). Not the 10m shared CD they're introducing.

    It's a case of trying to give them a little, so they don't end up taking more (heh - reason I didn't include your ground part in this reply).

    We also have to consider that we don't know what new T5s they'll be introducing down the road...the more they add, the worse the 10m CD will look. However, the ability to stack/chain things might prevent them from adding some nifty stuff. So if they go with just enough of a triggered CD to prevent stacking/chaining now - they can give us nifty goodies down the road without that concern...and we don't have to grab the pitchforks to head to their offices to end the madness of the suggested 10m CD.
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    red01999red01999 Member Posts: 0 Arc User
    edited January 2014
    I'm going to echo a question asked several times before this - why is War Is Good For Business being removed?

    Branflakes, can you give us more information? This does not seem to be a mission many people hated, and while I could do without the first part with the nebula struggling, the rest of it was pretty good from what I can remember.

    Only reason I can think of is they haven't got the retooling done for it yet so they took it down instead of letting it continue to linger in pre-improved condition, or something along those lines.
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    macroniusmacronius Member Posts: 2,526
    edited January 2014
    Once again they make ham-fisted "fix"to tier 5 powers which took lots of grinding to obtain and already have long CD. At the same time the completely ignored OP mechanics and FAW bug which has festered for months. And of course they ignore all comments too. Arrogant and inept is not a good combo for a dev team.
    "With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

    - Judge Aaron Satie
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    macronius wrote: »
    Once again they make ham-fisted "fix"to tier 5 powers which took lots of grinding to obtain and already have long CD. At the same time the completely ignored OP mechanics and FAW bug which has festered for months. And of course they ignore all comments too. Arrogant and inept is not a good combo for a dev team.

    It's a weekend...there aren't going to be that many replies over the weekend. Weekends tend to get a little wild on the forums as well...folks take advantage of less moderation, etc, etc, etc...
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    exxxedumsexxxedums Member Posts: 11 Arc User
    edited January 2014
    Leave the rep system powers alone. No global cd.
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    askrayaskray Member Posts: 3,329 Arc User
    edited January 2014
    It's a weekend...there aren't going to be that many replies over the weekend. Weekends tend to get a little wild on the forums as well...folks take advantage of less moderation, etc, etc, etc...

    Less? Nah. Most of us are still around and do read the forums a few times a day :P and if need be most of us have twitter/g+ etc if things are really bad and people need to get ahold of us. :)

    Anyways virus is right though that replies on the weekends from dev's will be mostly hit/miss (if you get any at all). The faw bug has been commented on numerous times that it's being worked on so why people have to keep bringing it up who knows. They won't do a rollback as that ALWAYS causes more harm then good, and they aren't going to slap something together and call it a fix unless it's a proper fix.

    The faw bug is annoying. Hell I use it on almost all my ships so I feel the pain, but I can still play the game without it so i truck on while it's being fixed properly. Though I am curious as to why all T5 rep skills need a shared CD that high as well. That makes no sense in my mind.
    Yes, I'm that Askray@Batbayer in game. Yes, I still play. No, I don't care.
    Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker.
    Tiktok: @Askray Facebook: Askray113


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    colorblind90colorblind90 Member Posts: 52 Arc User
    edited January 2014
    havam wrote: »
    8.5 might become the best season ever if we keep rolling like this.

    +1, think so too, anything PVP related is just... phenomenal :)
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    hyplhypl Member Posts: 3,719 Arc User
    edited January 2014
    suaveks wrote: »
    Huh...

    Hirogen Lock Box? ;>

    CONFIRMED! Hirogen Lock Box to be released in February!

    Tetryon Disruptors!
    Hirogen Escort/Apex Battleship!
    Hirogen Doffs!
    Hirogen hunting armor! War paint!
    New melee weapons!
    New snare devices!

    Go on the hunt with the Hirogen Lock Box! :P
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    askray wrote: »
    The faw bug has been commented on numerous times that it's being worked on so why people have to keep bringing it up who knows.

    Heh, I've got an answer for that! Er, course that answer would likely require some moderation. :D

    For pretty much the same reason that we can end up with half a dozen new threads on the same topic when there are already half a dozen old threads on the topic on the same page...for pretty much the same reason that in a thread folks will post the same questions that have already been answered numerous times in the thread...for pretty much, etc, etc, etc.

    We like to post! We don't like to read! :cool:

    Though, I did post this in another thread...hrmmm...I posted it, not sure I ever read it though. :P
    I was bored and decided to do a quick little search through the patch notes. Green previously favored the players while Red did not. Orange is a hrmmm thing. May have missed stuff, but it was just a quick little search...

    January 9, 2014

    Known Issues:
    ---Fire at Will still does not Crit.


    December 19, 2013

    Fire At Will:
    ---Resolved an issue that was incorrectly disabling Power Drain on all non-Phaser types of energy weapons.
    ---Resolved an issue that was causing Fire At Will to drain power for only a single activation pulse, instead of over the entire firing cycle.
    ---This was causing it to appear, for certain well-geared ships, as though no power was being drained, when it was actually just regenerating very quickly.
    ---This fix now causes the Energy Drain to behave the same as a standard Beam firing cycle - it remains drained for all 5 firing pulses, then returns after the weapon stops firing.


    December 12, 2013

    Fire At Will once again benefits from weapon enhancements such as Nausicaan Power Leech, Tetryon Glider, Duty Officer Abilities, and Weapon Procs.

    December 5, 2013

    Resolved an issue that was causing certain powers to never apply Critical Severity to successful Critical hits such as when using Fire at Will.

    Resolved an issue that was causing Tetryon Beam Arrays to deal less damage than intended while enhanced with Fire-at-Will.
    ---This applies to players and NPCs.


    Resolved an issue that was allowing Fire-at-Will to apply certain enhancements twice per activation or firing cycle.

    May 21, 2013

    Space energy procs, like Phasers Subsystem Offline or Plasma DoT, will now work with Fire at Will.

    April 11, 2013

    Beam: Fire-at-Will no longer drains more Weapon Energy than intended.

    April 4, 2013

    Updated Fire at Will:
    ---Beam: Fire at Will is now capable of benefiting from weapon modifiers such as [Acc], [CrtH], etc.
    ---The energy drain inflicted by Fire at Will activation now only happens if you are actually able to fire upon an enemy.


    March 29, 2012

    Updated Beam - Fire at Will:
    ---All ranks of this power should now be capable of missing their target, rather than having an artificial 100% accuracy.
    ---The accuracy of this power should now properly inherit the modifiers of the user and target.


    July 6th, 2011

    Fire at Will Update:
    ---Fire At Will now lasts for 10 seconds, instead of 15 seconds.
    ---Dual beam banks under Fire At Will will fire on two targets if more than one is available.
    ---Fire At Will should now be subject to accuracy.

    March 25, 2011

    Beam Fire at Will:
    ---Improved Fire at Will to attack up to two targets per weapon.
    ---One fires at the primary target, while the other attacks a different random target within arc.
    ---This is compared to Cannon Scatter Volley that attacks up to three targets per weapon. One fires at the primary target, while the other two fire at different targets closest to the attacker within arc.


    February 18, 2011

    Beam Fire at Will:
    ---Corrected error that had the damage improvement for beam array scaling differently from dual beam bank. Both now improve DPS by 25%, 32%, and 40% for versions I, II, III respectively.
    ---Corrected error that had 360 degree weapons have a 250 degree arc when using Fire at Will. They now have a full 360 degree arc when using Fire at Will.


    November 12, 2010

    Fire at Will, Mines, Tricobalt Device, and High Yield Plasma Torpedo no longer "misfire."

    March 24, 2010

    Beam arrays and Beam banks were incorrectly doing the same damage with Fire at Will and are now working properly with the power.
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    sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited January 2014
    askray wrote: »
    The faw bug has been commented on numerous times that it's being worked on so why people have to keep bringing it up who knows. They won't do a rollback as that ALWAYS causes more harm then good, and they aren't going to slap something together and call it a fix unless it's a proper fix.

    The FAW bug keeps getting brought up because they fix it, then break it with the very next patch. And as for a "Proper fix" The tailor comes to mind! how long has that been broken? 1,2,3.......10 months god Ive run out of fingers to count on! And yes a role back can be a pain in the back side, but there are times when its a necessary evil. If they started explaining in more detail what they're planning instead of just throwing in bullet points I dont think people would complain.

    But they have consistently ignored the views and opinions of forum members, and pandered to the complaints of the PvP'ers! (I'm expecting a lot of the universal consoles to be nerf'd drastically in the coming months, namely the point defense from the Thunderchild/Armitage class, Isometeric charge and Spatial charge come to mind) because as one comment previous to mine stated "They're over powered for shuttles" so cryptic wont scale them for the minority they'll nerf them for the majority.

    Secondly I see the T5 reps like this,

    Granted Dyson and Omega cab be used together, but the 9 min CD on Omega makes it a one shot option.

    Romulan again the absurdly long CD makes it all but useless, without using Evasive maneuvers or Deuterium surplus you have trouble even getting away from an enemy target given is short duration (Not to mention we lack the ability to cancel the red alert in the first place so that rules out using full impulse)

    Nukara has it uses (Swarmers/hanger pets comes to mind) but the fact that a player needs to be point blank range to use it and it poor damage output limits its tactical use on a large scale.

    So my question is again, along with so many others on here, why are these being put under a shared cool down? They've obviously done it for a reason. Im sure all of us that have commented on it would like to know what it is, I know I would!
    Oh, it's not broken? We can soon fix that!

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    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited January 2014
    That's only looking at using those two abilities...not using those two with anything else.

    QSM, R-Tet, Iso (boosted by QSM). Throw in a CPB, GW, things modified by Flow or Exotic into it...

    There's no "choice" cost with the T5 - there's only one in any rep. So using both T5's does not have a choice cost built in...and you can pull off some pretty heinous AoE attacks.

    IMHO, that's why there should be a shared CD to prevent such - but with that, one's looking at ~20s triggered CD (looking at both ground and space). Not the 10m shared CD they're introducing.

    Surely that's the point of the t5 powers? To be rewarding buffs granted on completion of a rep system, i.e. give nice big buffs to players and what is the point of a buff? To maximise the effectiveness of a build through synergy with other buffs/abilities.

    They're hardly "OMFG-ROFL-STOMP-TROLOLOLO-LOLCHOMP-WTFPWN-I-WIN" buttons as they stand, even used together. So why nerf them in this way?

    Ditto the ground sci nerf. The bio chemist doff was very handy and utterly deadly if used correctly, but it is hardly an "OMFG-ROFL-STOMP-TROLOLOLO-LOLCHOMP-WTFPWN-I-WIN" button. In fact, I think it is a doff that made life as a sci CC/debuffer on the ground viable, rather than just relegating everyone other than the uber l33ters amongst us to medic drudgery.
    I need a beer.

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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    They're hardly "OMFG-ROFL-STOMP-TROLOLOLO-LOLCHOMP-I-WIN" buttons as they stand, even used together. So why nerf them in this way?

    Like I said, I sure as Hell wouldn't have them all share a 10m CD - but looking forward, at the possibility of new T5 abilities they could give us down the line...being able to stack/chain them limits what they could do - closing that door on certain possibilities. A small triggered CD on the other hand, would leave that door open...

    The "volume" of the complaints suggests that folks are definitely stacking/chaining them while saying there is no point to doing so...which provides a curious contradiction. Cause how many of the complaints have been about the 10m shared CD and how many about any sort of shared/triggered CD? With some, it's not very clear at all...
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    themariethemarie Member Posts: 1,055 Arc User
    edited January 2014
    Global cooldown has to go.

    They should be reduced to 3m, no shared/global/lockouts. I spend all that time grinding for my superpower I should have the ability to use it more than once a mission.
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