It's also intended to reduce the prevalence of massive healing in a way that provides both players with counterplay to each other.
Yeah, I was in a 1 vs 1 match the other day against an aux2bat build. Brought the ship down to 50%, cleared my debuffs and healed right back up to 100%. Me in my non-a2b build just spammed all my sci tricks, but it was useless if it got all cleared every 15 seconds.
"An error message will warn now when trying to trade a kit with a slotted gem."
Curious as to what a 'gem' is or are we doing a Fortuna/STO mashup?
That should read Module. The engine considers kit modules to be gems, from an internal standpoint, but that's not how we're treating them from a game fiction standpoint.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
"An error message will warn now when trying to trade a kit with a slotted gem."
Curious as to what a 'gem' is or are we doing a Fortuna/STO mashup?
Ground Kits are now frameworks that have 1, 2, 3, 4 or 5 slots. The Jewels in this case represent a Ground Skill. You fit a Ground Skill jewel into a slot in the kit. You can miix and match grounds skills to your liking (with certain limitations which i won't explain here). This is how we will be customizing our Ground abilities.
i didnt get alll the details on there, but the general things i noticed. last thing of note was during the chaotic fight with the planet killer and its 8472 fleet at a klingon station, my computer slowed down in frame rates big time. probably too much for my computer to handle and its a powerful rig.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
That should read Module. The engine considers kit modules to be gems, from an internal standpoint, but that's not how we're treating them from a game fiction standpoint.
Wait if that's built in to the game engine can any item be modified to have gems/modules? If so it should make the game more interesting in terms of builds and customization.
Well, if only I wasn't still just trying to get to Tribble after more than a dozen process killings, several force verifies, several tries of running it as admin...
Looks very bad so far, i hope this isn't a plot to make us use Arc (I know it still uses the same launcher, but still).
well, welcome to the club then i guess lol. this patch didnt give me any trouble to download this time, just that whole crash thing afterward
Yeah, I was in a 1 vs 1 match the other day against an aux2bat build. Brought the ship down to 50%, cleared my debuffs and healed right back up to 100%. Me in my non-a2b build just spammed all my sci tricks, but it was useless if it got all cleared every 15 seconds.
:rolleyes: the problem is any ship with both ET and ST are all but CC immune, those skills have no opportunity cost anymore. AtB lets you spam them more often, and they dont require aux, but it wasn't AtB that has made anything clearable a joke now.
The Sensor Analysis healing debuff is still WIP - try it out in some duels or matches and let us know how it feels. A couple points worth noting:
-Getting more than 10k away from the ship analyzing you clears the effect
-Placating or Holding the ship analyzing you clears the effect
-The effect does not stack with multiple applications
It's intended to make at least one Science Vessel (not captain, per se) a very desirable member of a premade team. It's also intended to reduce the prevalence of massive healing in a way that provides both players with counterplay to each other.
in organized teams it seems like it would be super powerful, as powerful as a nuk. in more 1v1 situations, and especially on non sci ships with SA it sounds like an i win button. the sci flagships and the tal adapted ships, are they really getting this SA too? the clear on 10 range and placate make hold spam, GW and placate procs even more desirable, not a good direction to go in. battlecloaking rom sci ships, stacking SA wile cloaked would be beyond broken.
id LOVE to test this out in person, but ya i cant even get to the character select before season 9 crashes on me.
They've had a larger "planet killer" ship that focused the energy of the cruisers since... their introduction.
umm ya that sorta makes me ask why they would bother with the convoluted planet killer method of planet killing, when they could just do it with a handful of their normal ships
id LOVE to test this out in person, but ya i cant even get to the character select before season 9 crashes on me.
I use Windows 8.1. It works, but since last patch is takes forever waiting in the loading screen to get on Tribble. I smell a bumpy "server stability" round of patches the first days S9 comes out if they don't fix this before launch. They always get warned that things are not right, and wait until after people complain left and right after the season's launch to fix things.
I'm going to have to take side by side pictures, because the graphics in Tribble look horrible compared to Holodeck. I've tried sliding the quality all the way to high and it does nothing to fix that.
Undine Marks? Why the heck am I building a reputation with the Undine? :P
It's probably going to be the Anti-Undine League Reputation or the Task Force Spacial Rift Reputation.
On a more exciting note, perhaps the advent of Undine rep will see the return of one of the most underappreciated (and hard) STF's. Dare I say it... Terradome.
1) SA no longer slowly goes down after the ship goes farther than 10km away, it just drops to nothing.
2) You can't see the debuffs stacking in SA's tooltip in your tray anymore. You have to look at the icon in the target to see how many times it has stacked. Doesn't make sense given the patch notes say:
"Updated the tooltip of Sensor Analysis to be more streamlined and readable."
So to all those captains that love to flee every time you're down on the ropes, you're still safe. You can just try running away just as you do now.
Given healing now has a counter and the line of sight has been tweaked ("Sensor Analysis no longer requires line of sight to the target to function."), I'll take that change as an overall plus.
As my title would seem to imply, if not explicitly state, if you would be so kind, please add new music to the game, if possible. The music written for New Romulus was great and heroic, but it was a very limited track in terms of playing. Over the course of a long time, I would like to see the rollout of new music for environments, and not simply using the same music for every battle and the same music after that battle. Having a unique piece, even for each race that is being fought, would be very nice and reminiscent of the Klingon theme, Borg theme, and others within the Star Trek shows.
Also, I would like to request that a hangar bay be added to the Odyssey ships. This is a recent request by me, because the arguably less-advanced Galaxy X has a hangar bay, so why would a larger, more-advanced ship not have at least one? The doors are already on the model, so if it were to be implemented, it would be relatively simple to do (yes, I know that the second shuttlebay was converted into a docking bay for the Aquarius, but what about the ones on the saucer?). Another request would be to be able to fly the Chevron portion or the Aquarius when separated, much like the Multi-vector escort. Again, the functionality already exists within the game, so it would, I think, be easy to apply to the Odyssey. As the flagship of the Federation, it should be an extremely-advanced ship, though it would run the risk of being overpowered: I understand that. There would, however, be limits to set, such as not using the hangar bay when separated. Please figure these things our and put them into the game. Thanks!
1) SA no longer slowly goes down after the ship goes farther than 10km away, it just drops to nothing.
It wasn't actually working this way before, mechanically - the debuff icon was just lying to you. I updated the debuff icon to tell the truth.
2) You can't see the debuffs stacking in SA's tooltip in your tray anymore. You have to look at the icon in the target to see how many times it has stacked.
Similarly, the tooltip was lying before, though it was close. The power was actually applying no debuff on its first tick before. I fixed the mechanics of the ability to be responsive and accurate, and then made the tooltip work as well as it possibly could within the constraints of that power construction.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Klingon Scout Force: Klingon ship reinforcements will now arrive much faster during this event.
There should be much less time spent waiting for the Klingons to show up to the battle!
Can you take a look at the KDF mission "Federation Minefield". There are currently two missions with that name in the PvE queue, and I think neither of them work.
Resolved an issue that was allowing the healing from this ability to scale disproportionately well on starships with high max Hull.
Updated the tooltips to reflect the actual functionality of this proc.
Can you clarify what was changed exactly? The STO wiki says:
Set 2: Autonomous Regeneration Sequencer
Passive
This system provides a passive bonus to your Hull Repair skill as well as speeding up hull regeneration both in and out of combat. There is also a chance to trigger an automatic hull regeneration sequence that will restore up to 30% of your total hull points once per minute while simultaneously reducing incoming damage, whenever incoming damage is received.
+35% Hull Repair Rate
+10 Starship Hull Repair
When receiving All Damage, 2% chance of applying Autonomous Regeneration Sequencer
+4.2 Hull Regeneration over 10 sec
Reduces Damage to Hull by ??% for 10 sec
It's probably going to be the Anti-Undine League Reputation or the Task Force Spacial Rift Reputation.
On a more exciting note, perhaps the advent of Undine rep will see the return of one of the most underappreciated (and hard) STF's. Dare I say it... Terradome.
Nope, if Terradome comes back, it will be as an easy, short 10-minute affair, like everything else.
It's difficult to thoroughly explain. Basically, the amount of healing you were receiving was being amplified by a variable that should not have been used - a variable that is a passive feature of all starships. The passive feature it was incorrectly being influenced by is the one that controls the amount of Max Hull any given starship has. This added an additional multiplier into the final healing value that skewed the results in favor of larger, high-Hull vessels (Cruisers, Carriers, etc) while penalizing smaller vessels (Raiders, Escorts, etc).
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Comments
Battle Cloak...
Would SA either drop you out of cloak or prevent you from using Battle Cloak?
Just thinking of the Ha'nom and Rom DSDs.
Yeah, I was in a 1 vs 1 match the other day against an aux2bat build. Brought the ship down to 50%, cleared my debuffs and healed right back up to 100%. Me in my non-a2b build just spammed all my sci tricks, but it was useless if it got all cleared every 15 seconds.
I hope SA and battle cloak are mutually exclusive. Otherwise, advantage Romulans again.
That should read Module. The engine considers kit modules to be gems, from an internal standpoint, but that's not how we're treating them from a game fiction standpoint.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
DELTA PRICE RISING
Ground Kits are now frameworks that have 1, 2, 3, 4 or 5 slots. The Jewels in this case represent a Ground Skill. You fit a Ground Skill jewel into a slot in the kit. You can miix and match grounds skills to your liking (with certain limitations which i won't explain here). This is how we will be customizing our Ground abilities.
http://sto-forum.perfectworld.com/showthread.php?p=15775351#post15775351
i didnt get alll the details on there, but the general things i noticed. last thing of note was during the chaotic fight with the planet killer and its 8472 fleet at a klingon station, my computer slowed down in frame rates big time. probably too much for my computer to handle and its a powerful rig.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
https://youtube.com/channel/UCJZ5FBJ9bFaZ6yAFiNpZiRQ/featured?view_as=subscriber
Twitter:
https://twitter.com/CaptainCidStorm
Not really, there are a couple of cruisers with sensor analysis.
Yup we can. :O)
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
You mean carriers. Cruisers don't have SA.
Wait if that's built in to the game engine can any item be modified to have gems/modules? If so it should make the game more interesting in terms of builds and customization.
well, welcome to the club then i guess lol. this patch didnt give me any trouble to download this time, just that whole crash thing afterward
:rolleyes: the problem is any ship with both ET and ST are all but CC immune, those skills have no opportunity cost anymore. AtB lets you spam them more often, and they dont require aux, but it wasn't AtB that has made anything clearable a joke now.
no full carrier has SA. The science Odyssey and Science Bortasqu both have SA
Also both Tal Shiar Adapted ships.
They've had a larger "planet killer" ship that focused the energy of the cruisers since... their introduction.
in organized teams it seems like it would be super powerful, as powerful as a nuk. in more 1v1 situations, and especially on non sci ships with SA it sounds like an i win button. the sci flagships and the tal adapted ships, are they really getting this SA too? the clear on 10 range and placate make hold spam, GW and placate procs even more desirable, not a good direction to go in. battlecloaking rom sci ships, stacking SA wile cloaked would be beyond broken.
id LOVE to test this out in person, but ya i cant even get to the character select before season 9 crashes on me.
Forgot about the Science Odyssey. Pretty much a hybrid science/eng ship without a Cmdr. Sci boff station and 8 weapon slots.
still not a planet killer on it's own though :P , any pics of the new ship yet not had chance to try it on tribble
DELTA PRICE RISING
umm ya that sorta makes me ask why they would bother with the convoluted planet killer method of planet killing, when they could just do it with a handful of their normal ships
I use Windows 8.1. It works, but since last patch is takes forever waiting in the loading screen to get on Tribble. I smell a bumpy "server stability" round of patches the first days S9 comes out if they don't fix this before launch. They always get warned that things are not right, and wait until after people complain left and right after the season's launch to fix things.
I'm going to have to take side by side pictures, because the graphics in Tribble look horrible compared to Holodeck. I've tried sliding the quality all the way to high and it does nothing to fix that.
yeah and I forgot both of the tal shiar ships have SA too
It's probably going to be the Anti-Undine League Reputation or the Task Force Spacial Rift Reputation.
On a more exciting note, perhaps the advent of Undine rep will see the return of one of the most underappreciated (and hard) STF's. Dare I say it... Terradome.
1) SA no longer slowly goes down after the ship goes farther than 10km away, it just drops to nothing.
2) You can't see the debuffs stacking in SA's tooltip in your tray anymore. You have to look at the icon in the target to see how many times it has stacked. Doesn't make sense given the patch notes say:
"Updated the tooltip of Sensor Analysis to be more streamlined and readable."
So to all those captains that love to flee every time you're down on the ropes, you're still safe. You can just try running away just as you do now.
Given healing now has a counter and the line of sight has been tweaked ("Sensor Analysis no longer requires line of sight to the target to function."), I'll take that change as an overall plus.
Also, I would like to request that a hangar bay be added to the Odyssey ships. This is a recent request by me, because the arguably less-advanced Galaxy X has a hangar bay, so why would a larger, more-advanced ship not have at least one? The doors are already on the model, so if it were to be implemented, it would be relatively simple to do (yes, I know that the second shuttlebay was converted into a docking bay for the Aquarius, but what about the ones on the saucer?). Another request would be to be able to fly the Chevron portion or the Aquarius when separated, much like the Multi-vector escort. Again, the functionality already exists within the game, so it would, I think, be easy to apply to the Odyssey. As the flagship of the Federation, it should be an extremely-advanced ship, though it would run the risk of being overpowered: I understand that. There would, however, be limits to set, such as not using the hangar bay when separated. Please figure these things our and put them into the game. Thanks!
Live long and prosper.
Shak
It wasn't actually working this way before, mechanically - the debuff icon was just lying to you. I updated the debuff icon to tell the truth.
Similarly, the tooltip was lying before, though it was close. The power was actually applying no debuff on its first tick before. I fixed the mechanics of the ability to be responsive and accurate, and then made the tooltip work as well as it possibly could within the constraints of that power construction.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Can you take a look at the KDF mission "Federation Minefield". There are currently two missions with that name in the PvE queue, and I think neither of them work.
Instead of removing kits from crafting completely, why not add the new kits and kit modules to crafting?
Can you clarify what was changed exactly? The STO wiki says:
Which part of the bonus was changed?
Oh my God! This has taken how many years for you to do something about? I may actually start doing that mission again.
Nope, if Terradome comes back, it will be as an easy, short 10-minute affair, like everything else.
It's difficult to thoroughly explain. Basically, the amount of healing you were receiving was being amplified by a variable that should not have been used - a variable that is a passive feature of all starships. The passive feature it was incorrectly being influenced by is the one that controls the amount of Max Hull any given starship has. This added an additional multiplier into the final healing value that skewed the results in favor of larger, high-Hull vessels (Cruisers, Carriers, etc) while penalizing smaller vessels (Raiders, Escorts, etc).
Cryptic - Lead Systems Designer
"Play smart!"