welp it figures I KNEW cryptic was gonan do it with mind games reward it is no longer the bio-molecular torpedo launcher it's a new torpedo and please tell me u won't remove from those of us that have it on our ships already cause i want that torpedo i got FREE not a new one ok ty.
At the end of "Fluid Dynamics" the USS Venture is clearly visible in the fleet, despite being destroyed/MIA earlier on in the mission.
Maybe I'm just remembering wrong, but weren't the Undine ships weaponry meant to be more of a forward firing kind of deal? They still have both aft and forward beams capable of broadsiding.
I thought that because they were supposed to be equipped with heavy beams that they'd be restricted to only firing from the front in a narrow arc like dual beam arrays, and that their speed, maneuverability and overall behaviour would be changed to favour hit and run style tactics like in the show.
the q mission will be back if and when they can get Avery in the recording studio
are we sure season 9 inst a full blown expansion at this point?
I'm pretty sure Geko said they'd likely lift the audio directly from the episode if they can, since all you'd be hearing is the ship wide announcement(s) Sisko made on screen in the episode.
Wanted to test out the new rep. system but unfortunatly made a mistake of taking the box with Dill/EC/EXP now my expertise has a negative count about -4 millions, so i cannot test this new feature
Wanted to test out the new rep. system but unfortunatly made a mistake of taking the box with Dill/EC/EXP now my expertise has a negative count about -4 millions, so i cannot test this new feature
Can you delete the toon on Tribble and copy it over again
Wanted to test out the new rep. system but unfortunatly made a mistake of taking the box with Dill/EC/EXP now my expertise has a negative count about -4 millions, so i cannot test this new feature
Wait until tomorrow's Tribble patch, Bort said that they know about the issue and it should be fixed tomorrow.
Though I suspect that the more vocal space-only players will think it's a nerf too.
If that change happened there would be many things to consider. And the manner of the change would in fact determine if it was indeed a large nerf or not.
With a split, it would tend to balance the power creep even more, and bring the top-level players down to the level of the lesser-experienced and lesser min-maxed players. (Take this however you want, good or bad; that's exactly what would happen, though.)
Right now on my alien captain I can have 9 or 10 (don't remember the exact number) traits. In any combination. I can have all space, all ground, and any variation in-between.
If that changed to 4/4 or 5/5, it would be a slight nerf, in the fact that one could not maximize a specific area of expertise (space or ground). That would stink at first, but we could adapt.
But the way that trait respecs would be handled would determine if the change was a minor inconvenience, or a serious nerf to the entire player-base. If they changed the respec to "free and can change anytime," like they did with the reputations, then I don't see there being much of a problem. Pick what you need, if you need something else, swap it out. But if they kept the current trait respec cost, then that would indeed be a huge nerf.
Perhaps a good way to go about it would be something like this:
Give each captain the ability to decide if their focus is space, ground, or mixed. Then according to that decision, adjust the space/ground ratio to match their focus. Using an alien with 10 slots as an example...
- If the focus is space: slots allotted for space traits - 7, slots allotted for ground traits - 3
- If the focus is ground: slots allotted for ground traits - 7, slots allotted for space traits - 3
- If balanced focus: 5 space slots, 5 ground slots.
This would give captains the ability to still choose how their traits impacted their play-style, but would also have a sense of balance in that one could not just fill up the whole thing with one or the other. A ground warrior should be better on ground, and more trained for it, but as a captain of a ship they would still have a basic requirement to "learn" some captain skills. And an accomplished captain in space should still be able to at least put up a fight if someone boards his ship or shoots at him on the ground.
Then traits would also be able to complement the current setup of our Skills. Right now, we can max out our space skills, but there is still a required amount of skill points we must put in ground. And vice versa. So maybe the trait system could reflect that, and give us captains the ability to choose what our focus is, while still maintaining a little balance toward our un-focused area.
Any thoughts? Suggestions? Yay, nay, go away? Lol.
I took a little trip over to Defera to test some of the updated rep traits. Cryptic can you please DO something about the sprinting Borg? It's been literally months and months and they're just running around like Olympiads in slow motion or leaping 40 feet in the air like Superman. It seems to happen when you hit a borg mob with Fire On My Mark and it happens with any borg mob in the game; Defera, STFs, missions...
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
This map is hard. This map takes an hour to do, gives 18 marks, and is harder than into the hive elite.
I like a challange, but for normal this needs a lot of toning down. The planet killer's Health is ludicrous, it soaks up more damage on normal than an entire borg stf does on elite.
Undine teleport around too fast.
The grav wells are inescapable.
They spawn behind you.
This whole mission needs re-thinking. It needs to be doable for people NOT running A2B scimitars with beam arrays and fire at wills.
As of now, this mission punishes torpedo and cannon users so hard its not even funny.
As good vicious cycle is, this is as bad. Please fix.
this is what sci ships were made for we lock these buggers down while you blow em up and as for your grav well problem us AP: Omega or PH that will solve that and if they spawn behind ya use the subsapce jump console that thing is spectacular and on the note of the planet killers lets see how they like science being thrown at them
I didn't complain when we lost the Klingon story arc mission, it was a cute one but kinda generic. State of Q I actually remember by name after only running it twice (once per character)
Only reason I didn't run it more was because it didn't give very much, and I have a ton of grinding to do in a day...
I once again match my character. Behold the power of PINK!
this is what sci ships were made for we lock these buggers down while you blow em up and as for your grav well problem us AP: Omega or PH that will solve that and if they spawn behind ya use the subsapce jump console that thing is spectacular and on the note of the planet killers lets see how they like science being thrown at them
You cant lock them down. They teleport away, and spawn all round you.
Their grav well is not cancelled by anything.
The only way I could find is romulan singularity dump warp core power, and than evasive manoevers with an emergency batter. Too OP. So test it before lying. :mad:
The planet killer is a big static target with gazillions of hp. Its a straight dps race.
And maybe, JUST MAYBE, not all players got the subspace console, and maybe...JUST MAYBE, this mission should be doable without it on NORMAL.
Bug: New Earth map shows the light of cities...... on the dayside. Nightside is totally dark. And a voth medic is standing around.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
The more I read the more I am considering moving on even with all the time investment and grind I have done in STO.
I will give it a serious look in tribble but I am not holding my breath.
This along with mail of mine being lost yesterday losing me 20+ million in energy credits has me a bit well lets say disheartened.
Sadly my main issue is all our hard work and customization to enjoy this game as grindy as it is these continued changed are rarely in the best interest of the players a whole but again i'll give it a real serious look in tribble but I feeling like this might be the last straw for me.
I'm going to really miss State of Q, it was a really nice mission. Reward was bad, but it was true for all the missions in the borg/undine arc when you removed the console. Except for the antiproton gun from one of the undine mission.
Speaking of this, did you make the reward a bit more interesting ? They were TRIBBLE. As in, even when leveling you sold it as junk.
Also, I'm going to miss the Rotating Weapon Frequency, it was a really useful power, that made high ROF weapons slightly more usable for Borg content, and every other less annoying to use.
I really enjoy the Rotating Weapon Frequency ability. Even my KDF in full Honor like it. Without it when I walk up to a group of borg and pulsewave them, I then remod, and fire again. I now have 3-4 seconds where I can't remod because the ability is on cooldown and they adapted after 1 shot, so I'm hitting them with the butt of the weapon because its more effective. Or I just switch to my melee weapon.
The ability is very useful on any weapon that fires fast or hits a lot of targets at once. I don't care in the slightest that its useless on everything else, the convinence on borg of the ability makes it worthwhile to me.
Depending on the dmg of the proc you want to replace it with its possible that you will see people with chainguns not bothering to remod and just using the proc to burn down enemies.
And I misread an earlier post. The old traits are all in one list with the difference between ground and space being an icon on the trait, we did not lose any trait slots though.
Speaking of, the trait list could really use a filter. They don't have all that informative descriptions so you end up having to expand them to read what they do, but the list is narrow which makes it harder to make out what they do. If I want to see what interesting space traits are available i have to go down this narrow list, look at the icon, try and figure out if the name sounds like something usable, expand the trait then read what it does. Some of the traits just say "Grants X ability" as well with no info on what that abiility does.
For anyone not on tribble, they took the area where the traits in your pool was listed and put the new interface of what traits you have equiped there, they then put the list of available traits in a colum about half the width of the old equiped traits list. The also made the trait entries shorter in that list.
This map is hard. This map takes an hour to do, gives 18 marks, and is harder than into the hive elite.
I like a challange, but for normal this needs a lot of toning down. The planet killer's Health is ludicrous, it soaks up more damage on normal than an entire borg stf does on elite.
Undine teleport around too fast.
The grav wells are inescapable.
They spawn behind you.
This whole mission needs re-thinking. It needs to be doable for people NOT running A2B scimitars with beam arrays and fire at wills.
As of now, this mission punishes torpedo and cannon users so hard its not even funny.
As good vicious cycle is, this is as bad. Please fix.
I'm forced to agree. I was in the Science ship and found that even utilizing all Sci skills possible and throwing out Grav-Well's 24/7 was still a nearly impossible task for it being on "normal." Even for an Elite STF I would find that mission a bit of a strech.
I think the mission has potential and the ability to be fun and dynamic. However, I feel it might become another "Borg Hive" and be left alone and ignored less you get some crazy group. And then they will simply just back out of the mission once it reaches a certain point.
Also, the Undine ships are seemingly able to "teleport" out of Gravity Wells. Say it happen several times. Not totally sure on if this is supposed to be apart of their skill set or not. Nonetheless, some tweeking needs to be done.
“Auxilliary Power Configuration – Offense: This now directly grants a bonus to all damage based on Auxiliary power level. “
This power is broken for mines, torpdoes, cluster torps e.c.t I could only get it to boost energy damage. I hope this is broken otherwise it’s a massive nerf.
Omega Graviton Amplifier:
I feel this power is very unfair for torpedo and mine builds or projectile weapons. As I understand it the power was
made to replace the Borg proc on the old weapons. But the original Borg proc was 100% chance on projectile weapons as you can only ever fire one projectile weapon at once unlike 8 energy weapons.
I am not saying it should be 100% again but you effectively have up to 80 chances per cycle at 2.5% proc for energy weapons (8 weapons, 4 attacks each). Or 1 chance per cycle at 5% for projectile weapons as you can never fire more than 1 attack per cycle from torpedoes.
As I like to fly full torpedo boats I find this a very large nerf over the old weapons. While Energy weapons got boosted.
you have 190 pages of complaints and suggestions on the reputation revamp and you still decide to change nothing and still release it on tribble, without so much as a comment. how freaking pathetic cryptic!
All owned traits now appear in a single list.
This allows players to select the desired traits up to the available limit.
This number depends on what level their captain is.
The Traits window now also includes all powers earned in the personal reputation system.
This is broken into 3 categories: Space Reputation, Ground Reputation, and Active Reputation.
When clicking on each section, all earned powers of that type will appear on the right side of the window.
Players may choose up to 4 space reputation powers, 4 ground reputation powers, and 4 active reputation powers for a total of 12 powers.
Players may activate or deactivate any of these earned powers at any time.
Respec tokens for Reputation powers are no longer needed.
Currently-owned reputation respec tokens will be converted into something of comparable value.
Further details will come at a later date.
So we spend several months grinding out a rep system in some case particulalry the Nukara being incredibly frustraiting to grind only to have indications that the traits we earned we cannot use. Im sorry but how is this in any way the interest of the player. I am not going to throw the paying customer card into this because quite frankly thats irrlevent we can have at present a total of 8 space traits and 8 ground traits that we can slot and 4 actives I mean if you keep it at 8 space rep and 8 ground rep then fair enough but 4 of each.
Now this is just a prediction and a bit off feedback Cryptic but if you put this particular part of the patch on live as it is without any changes then I can see alot of players leaving.
So we spend several months grinding out a rep system in some case particulalry the Nukara being incredibly frustraiting to grind only to have indications that the traits we earned we cannot use. Im sorry but how is this in any way the interest of the player. I am not going to throw the paying customer card into this because quite frankly thats irrlevent we can have at present a total of 8 space traits and 8 ground traits that we can slot and 4 actives I mean if you keep it at 8 space rep and 8 ground rep then fair enough but 4 of each.
Now this is just a prediction and a bit off feedback Cryptic but if you put this particular part of the patch on live as it is without any changes then I can see alot of players leaving.
You aren't losing the abilty to use the passives at all. You are just getting more options where you can pick and choose (at any time). It's not like Cryptic is going to permanently prevent you from use any of the powers anyway. You can still use the passives (and actives), but you get double the choices, if you want to use them.
Comments
They already said they're not going to.
TRIBBLE Hydra! Hail Janeway!
Maybe I'm just remembering wrong, but weren't the Undine ships weaponry meant to be more of a forward firing kind of deal? They still have both aft and forward beams capable of broadsiding.
I thought that because they were supposed to be equipped with heavy beams that they'd be restricted to only firing from the front in a narrow arc like dual beam arrays, and that their speed, maneuverability and overall behaviour would be changed to favour hit and run style tactics like in the show.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
I'm pretty sure Geko said they'd likely lift the audio directly from the episode if they can, since all you'd be hearing is the ship wide announcement(s) Sisko made on screen in the episode.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
Can you delete the toon on Tribble and copy it over again
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Though I suspect that the more vocal space-only players will think it's a nerf too.
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
The traits all have an icon in the upper right corner denoting ground or space.
Same icon they use in other spots, like the pve queue. Silver ship for space, gold man for ground.
If that change happened there would be many things to consider. And the manner of the change would in fact determine if it was indeed a large nerf or not.
With a split, it would tend to balance the power creep even more, and bring the top-level players down to the level of the lesser-experienced and lesser min-maxed players. (Take this however you want, good or bad; that's exactly what would happen, though.)
Right now on my alien captain I can have 9 or 10 (don't remember the exact number) traits. In any combination. I can have all space, all ground, and any variation in-between.
If that changed to 4/4 or 5/5, it would be a slight nerf, in the fact that one could not maximize a specific area of expertise (space or ground). That would stink at first, but we could adapt.
But the way that trait respecs would be handled would determine if the change was a minor inconvenience, or a serious nerf to the entire player-base. If they changed the respec to "free and can change anytime," like they did with the reputations, then I don't see there being much of a problem. Pick what you need, if you need something else, swap it out. But if they kept the current trait respec cost, then that would indeed be a huge nerf.
Perhaps a good way to go about it would be something like this:
Give each captain the ability to decide if their focus is space, ground, or mixed. Then according to that decision, adjust the space/ground ratio to match their focus. Using an alien with 10 slots as an example...
- If the focus is space: slots allotted for space traits - 7, slots allotted for ground traits - 3
- If the focus is ground: slots allotted for ground traits - 7, slots allotted for space traits - 3
- If balanced focus: 5 space slots, 5 ground slots.
This would give captains the ability to still choose how their traits impacted their play-style, but would also have a sense of balance in that one could not just fill up the whole thing with one or the other. A ground warrior should be better on ground, and more trained for it, but as a captain of a ship they would still have a basic requirement to "learn" some captain skills. And an accomplished captain in space should still be able to at least put up a fight if someone boards his ship or shoots at him on the ground.
Then traits would also be able to complement the current setup of our Skills. Right now, we can max out our space skills, but there is still a required amount of skill points we must put in ground. And vice versa. So maybe the trait system could reflect that, and give us captains the ability to choose what our focus is, while still maintaining a little balance toward our un-focused area.
Any thoughts? Suggestions? Yay, nay, go away? Lol.
10 Marks and 20 Dilithium for capturing a point, is silly. Should be 30 Marks and 100+ Dilithium, minimum....
Joined January 2009
Agreed. It is harder than the voth zone, and thus should give better or at least equal rewards.
this is what sci ships were made for we lock these buggers down while you blow em up and as for your grav well problem us AP: Omega or PH that will solve that and if they spawn behind ya use the subsapce jump console that thing is spectacular and on the note of the planet killers lets see how they like science being thrown at them
I liked that one.
I didn't complain when we lost the Klingon story arc mission, it was a cute one but kinda generic. State of Q I actually remember by name after only running it twice (once per character)
Only reason I didn't run it more was because it didn't give very much, and I have a ton of grinding to do in a day...
Fleet Admiral Space Orphidian Possiblities Wizard
You cant lock them down. They teleport away, and spawn all round you.
Their grav well is not cancelled by anything.
The only way I could find is romulan singularity dump warp core power, and than evasive manoevers with an emergency batter. Too OP. So test it before lying. :mad:
The planet killer is a big static target with gazillions of hp. Its a straight dps race.
And maybe, JUST MAYBE, not all players got the subspace console, and maybe...JUST MAYBE, this mission should be doable without it on NORMAL.
Bug: New Earth map shows the light of cities...... on the dayside. Nightside is totally dark. And a voth medic is standing around.
I will give it a serious look in tribble but I am not holding my breath.
This along with mail of mine being lost yesterday losing me 20+ million in energy credits has me a bit well lets say disheartened.
Sadly my main issue is all our hard work and customization to enjoy this game as grindy as it is these continued changed are rarely in the best interest of the players a whole but again i'll give it a real serious look in tribble but I feeling like this might be the last straw for me.
Speaking of this, did you make the reward a bit more interesting ? They were TRIBBLE. As in, even when leveling you sold it as junk.
Also, I'm going to miss the Rotating Weapon Frequency, it was a really useful power, that made high ROF weapons slightly more usable for Borg content, and every other less annoying to use.
Though the last boss glitches and appears outside the chamber, stuck in the wall.
The ability is very useful on any weapon that fires fast or hits a lot of targets at once. I don't care in the slightest that its useless on everything else, the convinence on borg of the ability makes it worthwhile to me.
Depending on the dmg of the proc you want to replace it with its possible that you will see people with chainguns not bothering to remod and just using the proc to burn down enemies.
And I misread an earlier post. The old traits are all in one list with the difference between ground and space being an icon on the trait, we did not lose any trait slots though.
Speaking of, the trait list could really use a filter. They don't have all that informative descriptions so you end up having to expand them to read what they do, but the list is narrow which makes it harder to make out what they do. If I want to see what interesting space traits are available i have to go down this narrow list, look at the icon, try and figure out if the name sounds like something usable, expand the trait then read what it does. Some of the traits just say "Grants X ability" as well with no info on what that abiility does.
For anyone not on tribble, they took the area where the traits in your pool was listed and put the new interface of what traits you have equiped there, they then put the list of available traits in a colum about half the width of the old equiped traits list. The also made the trait entries shorter in that list.
Otherwise, the new kit and armor visuals as costumes is really nice.
EDIT: The reputation test box that gives expertise, gives NEGATIVE expertise. My main has -10900 thousand expertise lol.
Viscous cycle gives NUKARA and not UNDINE marks.
I'm forced to agree. I was in the Science ship and found that even utilizing all Sci skills possible and throwing out Grav-Well's 24/7 was still a nearly impossible task for it being on "normal." Even for an Elite STF I would find that mission a bit of a strech.
I think the mission has potential and the ability to be fun and dynamic. However, I feel it might become another "Borg Hive" and be left alone and ignored less you get some crazy group. And then they will simply just back out of the mission once it reaches a certain point.
Also, the Undine ships are seemingly able to "teleport" out of Gravity Wells. Say it happen several times. Not totally sure on if this is supposed to be apart of their skill set or not. Nonetheless, some tweeking needs to be done.
This power is broken for mines, torpdoes, cluster torps e.c.t I could only get it to boost energy damage. I hope this is broken otherwise it’s a massive nerf.
Omega Graviton Amplifier:
I feel this power is very unfair for torpedo and mine builds or projectile weapons. As I understand it the power was
made to replace the Borg proc on the old weapons. But the original Borg proc was 100% chance on projectile weapons as you can only ever fire one projectile weapon at once unlike 8 energy weapons.
I am not saying it should be 100% again but you effectively have up to 80 chances per cycle at 2.5% proc for energy weapons (8 weapons, 4 attacks each). Or 1 chance per cycle at 5% for projectile weapons as you can never fire more than 1 attack per cycle from torpedoes.
As I like to fly full torpedo boats I find this a very large nerf over the old weapons. While Energy weapons got boosted.
So we spend several months grinding out a rep system in some case particulalry the Nukara being incredibly frustraiting to grind only to have indications that the traits we earned we cannot use. Im sorry but how is this in any way the interest of the player. I am not going to throw the paying customer card into this because quite frankly thats irrlevent we can have at present a total of 8 space traits and 8 ground traits that we can slot and 4 actives I mean if you keep it at 8 space rep and 8 ground rep then fair enough but 4 of each.
Now this is just a prediction and a bit off feedback Cryptic but if you put this particular part of the patch on live as it is without any changes then I can see alot of players leaving.