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Official 8472 Counter-Command Reputation Feedback Thread

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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited April 2014
    strorus wrote: »
    When are phasers going to get a damage boost set, they are the only damage type in game without a set that boosts it's damage...

    :mad::mad::mad:

    That basically would be their trump card sale when they've exhausted all other options on making money on the majority/federation side they will then put one in till they can regroup and figure out what to do next to try to keep afloat.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014

    What's your beef with Phasers, Cryptic?

    :mad:

    Normally I don't fall in line with the "What's your beef with X" crowd. This time I do.

    The Polaron set, the Tetryon Set, Plasma harnessing, and so on and so forth.

    But nada for Phasers.

    Why?
    [SIGPIC][/SIGPIC]
  • tom61stotom61sto Member Posts: 3,674 Arc User
    edited April 2014
    These bonuses were moved off the set and onto the Counter-Command Multi-Energy Relay (Tac Console) available as a S9 FE reward.

    The former two-set bonus was really of interest to me, but now I don't see much reason to grind this set and Reputation. Unless the FE console has epic stats in addition to +15% Phaser and Disruptor and 25% Photon damage I don't think I'll be using it either, and if it's behind a grindwall I probably won't get it at all.
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited April 2014
    Currently I only see two reasons to grind Counter-Command: Mk XII kit frames, if you are not in a big fleet, and really trying hard to make a superheavy ship flyable. And even there it's only good for some Fed ships and the Bortasqu'. D'deridex and Scimitar usually won't have the power to spare to use the potential of hyper impulse engines. And the ground set is too gimmicky. Melee damage increase and bonus on rolling fits together like Quantum Singularity Manipulation and Feedback Pulse. IMHO pretty meh compared to the other reputations.

    Romulan Rep: Very good traits, an awesome hybrid weapon type and the best looking Mk XII ground weapons.
    Borg Rep: Great space and ground sets, good traits, nice costumes, doffs....
    Nukara Rep: Very nice traits and the best EV suits in the game (though ugly as heck) and a nice mine launcher.
    Dyson Rep: Made photon torpedoes viable again (even though it introduced the stupid proton weapon. I want my ship to fire ONE energy weapon colour), has a nice space set for science ships, a decent ground set if you are not into melee and good traits.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • dabaddabadabaddaba Member Posts: 39 Arc User
    edited April 2014
    The bonus phaser/disruptor dmg for the two piece set was the thing that really made the set stand out. It would be really nice to see it come back.

    Anyway if someone manages to get his hands on the tac console remember to post a screen.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited April 2014
    The feedback given in this thread, and elsewhere on the forums, has caused us to have more design discussions internally, regarding the 2pc Set Bonus on the Counter Command Ordnance set.

    The short version is this: The bonuses to Phaser/Disruptor damage will be returning. They are being changed into a "bonus" instead of a "strength" however, so their magnitude will appear to be lower than the previous screenshots that were floating around.

    In order to allow for this, without doubling up too much on redundant bonuses, the Phaser/Disruptor damage bonuses that are part of the Counter Command Multi-Energy Relay (Tac Console) are being reduced, while its associated Photon Projectile damage is being increased.

    The main reason for this is simple: The fact that no existing Space Set offers a passive set bonus that increases Phaser damage output is an oversight that we specifically wanted to address with the Counter-Command equipment. And one that players obviously noticed and also desired to be corrected. Unfortunately, too many chefs in this particular kitchen led to some crossed wires and miscommunications. Once the changes I've mentioned in this post are applied, we'll have come to a point where our original design intentions are being met.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    The feedback given in this thread, and elsewhere on the forums, has caused us to have more design discussions internally, regarding the 2pc Set Bonus on the Counter Command Ordnance set.

    The short version is this: The bonuses to Phaser/Disruptor damage will be returning. They are being changed into a "bonus" instead of a "strength" however, so their magnitude will appear to be lower than the previous screenshots that were floating around.

    In order to allow for this, without doubling up too much on redundant bonuses, the Phaser/Disruptor damage bonuses that are part of the Counter Command Multi-Energy Relay (Tac Console) are being reduced, while its associated Photon Projectile damage is being increased.

    The main reason for this is simple: The fact that no existing Space Set offers a passive set bonus that increases Phaser damage output is an oversight that we specifically wanted to address with the Counter-Command equipment. And one that players obviously noticed and also desired to be corrected. Unfortunately, too many chefs in this particular kitchen led to some crossed wires and miscommunications. Once the changes I've mentioned in this post are applied, we'll have come to a point where our original design intentions are being met.

    Good to know, thanks for the update. :)
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014
    The feedback given in this thread, and elsewhere on the forums, has caused us to have more design discussions internally, regarding the 2pc Set Bonus on the Counter Command Ordnance set.

    The short version is this: The bonuses to Phaser/Disruptor damage will be returning. They are being changed into a "bonus" instead of a "strength" however, so their magnitude will appear to be lower than the previous screenshots that were floating around.

    In order to allow for this, without doubling up too much on redundant bonuses, the Phaser/Disruptor damage bonuses that are part of the Counter Command Multi-Energy Relay (Tac Console) are being reduced, while its associated Photon Projectile damage is being increased.

    The main reason for this is simple: The fact that no existing Space Set offers a passive set bonus that increases Phaser damage output is an oversight that we specifically wanted to address with the Counter-Command equipment. And one that players obviously noticed and also desired to be corrected. Unfortunately, too many chefs in this particular kitchen led to some crossed wires and miscommunications. Once the changes I've mentioned in this post are applied, we'll have come to a point where our original design intentions are being met.

    Wow. Thanks for the update! And yay!
    [SIGPIC][/SIGPIC]
  • overlapooverlapo Member Posts: 0 Arc User
    edited April 2014
    The short version is this: The bonuses to Phaser/Disruptor damage will be returning. They are being changed into a "bonus" instead of a "strength" however, so their magnitude will appear to be lower than the previous screenshots that were floating around.

    Not sure what this means. That they are going to boost the damage the same amount as before but the numbers are going to be expressed in a different way and therefore will seem smaller?
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited April 2014
    I think they will make it in-line with the other power bonus to the Holodeck sets that buff AP, Plasma, Disruptor, etc.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited April 2014
    overlapo wrote: »
    Not sure what this means. That they are going to boost the damage the same amount as before but the numbers are going to be expressed in a different way and therefore will seem smaller?

    What I got out of that was that it'll be about the same it'll just be addressed across multiple pieces of gear to not make it into something they would yank away later for being too OP/not balanced.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    The feedback given in this thread, and elsewhere on the forums, has caused us to have more design discussions internally, regarding the 2pc Set Bonus on the Counter Command Ordnance set.

    The short version is this: The bonuses to Phaser/Disruptor damage will be returning. They are being changed into a "bonus" instead of a "strength" however, so their magnitude will appear to be lower than the previous screenshots that were floating around.

    In order to allow for this, without doubling up too much on redundant bonuses, the Phaser/Disruptor damage bonuses that are part of the Counter Command Multi-Energy Relay (Tac Console) are being reduced, while its associated Photon Projectile damage is being increased.

    The main reason for this is simple: The fact that no existing Space Set offers a passive set bonus that increases Phaser damage output is an oversight that we specifically wanted to address with the Counter-Command equipment. And one that players obviously noticed and also desired to be corrected. Unfortunately, too many chefs in this particular kitchen led to some crossed wires and miscommunications. Once the changes I've mentioned in this post are applied, we'll have come to a point where our original design intentions are being met.

    Now about that shield proc. Will it scale with flow caps or be left at a paltry 10?
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited April 2014
    The feedback given in this thread, and elsewhere on the forums, has caused us to have more design discussions internally, regarding the 2pc Set Bonus on the Counter Command Ordnance set.

    The short version is this: The bonuses to Phaser/Disruptor damage will be returning. They are being changed into a "bonus" instead of a "strength" however, so their magnitude will appear to be lower than the previous screenshots that were floating around.

    In order to allow for this, without doubling up too much on redundant bonuses, the Phaser/Disruptor damage bonuses that are part of the Counter Command Multi-Energy Relay (Tac Console) are being reduced, while its associated Photon Projectile damage is being increased.

    The main reason for this is simple: The fact that no existing Space Set offers a passive set bonus that increases Phaser damage output is an oversight that we specifically wanted to address with the Counter-Command equipment. And one that players obviously noticed and also desired to be corrected. Unfortunately, too many chefs in this particular kitchen led to some crossed wires and miscommunications. Once the changes I've mentioned in this post are applied, we'll have come to a point where our original design intentions are being met.

    Nice, unfortunately I'm still not going to get it for a phaser build, except maybe a shuttle. A phaser boosting set would have been better with a beam array. That's the phaser weapon pretty much every canon starship had, even the Defiant.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • nucasternucaster Member Posts: 22 Arc User
    edited April 2014
    You don't have to get the turret.. The way it was set up was you need just two of the 4 pieces, torpedo, turret, universal console and tac console? so at least there plenty of options for lots of players. hopefully one of those can help fit your build..
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited April 2014
    nucaster wrote: »
    You don't have to get the turret.. The way it was set up was you need just two of the 4 pieces, torpedo, turret, universal console and tac console? so at least there plenty of options for lots of players. hopefully one of those can help fit your build..

    Hey, you're right... That could actually make it viable for two of my characters. Didn't even consider it for my Andorian escort because of the blue phasers.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • no09dysonsphereno09dysonsphere Member Posts: 410 Arc User
    edited April 2014
    coffeemike wrote: »
    I think they will make it in-line with the other power bonus to the Holodeck sets that buff AP, Plasma, Disruptor, etc.

    Imo the problem was the set giving bonuses to both phasers and disruptors - while I agree with everyone else phasers need a set like every other energy type, that implementation would've let anyone with the silent enemy set double up on disruptor bonuses. Not to mention just doing phasers would've made all the other problematic things about this rep go away...

    Oh and if we're really talking about normalizing weapon set bonuses - the dominion set gives a slightly higher bonus to polaron than the romulan/elachi/nukara sets do to their respective energy types for whatever weird reason, and the obelisk set is way stronger for antiproton. Plus on the kinetic side the projectile bonuses are completely out of whack, chronitons and transphasics get around 30% boosts from their respective sets, photons get 20% ish but extra crit from the 3 pc bonus, yet plasmas get a hilarious 7.6% same as the energy weapon bonus... although the embassy consoles kind of make up for it... and quantums get nothing.
  • bridgernbridgern Member Posts: 710 Arc User
    edited April 2014
    This Rep starts to sound good just please tell me that the phaser are not green.
    Bridger.png
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited April 2014
    At the Undine Battlezone, the Mark packages I receive cannot be opened, I get this message:

    [4/18 10:09] [Inventory] Unable to use 8472 Counter Command Mark Package. No rewards generated.
  • darlexadarlexa Member Posts: 222 Arc User
    edited April 2014
    could the multiple choice makrs packs be retroactively adjusted to offer undine marks too?
  • jellico1jellico1 Member Posts: 2,719
    edited April 2014
    sunfrancks wrote: »
    The Undine battlezone isn't rewarding enough to justify the time involved. 10 Marks and 20 Dilithium for capturing a point should be 30 Marks and 100+ Dilithium minmum, per capture point...

    This

    This

    This
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • jellico1jellico1 Member Posts: 2,719
    edited April 2014
    there are so many things wrong with this post... i... can't... even....



    call it what you want, fed get phaser technology to fight undine, kdf get disruptors to fight undine, that's faction based. i never said rep gear was factional, but unlike with previous reps this one is faction based. romulans don't get plasma gear like the other factions. i don't want to be thrown a bone by another faction. i want my own gear.



    wrong. undine energy weapons are antiproton. we're most likely going to see antiproton weapons with the lock box. if you're talking about torpedoes, we have never gotten torpedoes out of a lock box



    conflating two different ideas. romulans don't need a buff, but they are left out. and i hate kittens stupid furballs


    Romulans 7.5 % more crit chance then KDF or Feds to kill everything with.........
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • jackgordon1jackgordon1 Member Posts: 0 Arc User
    edited May 2014
    I'm not sure if this has been said already, in this or other threads, but I've been having issues with the reputation system as a whole, when I claim my rewards after spending so much time gathering what I need to complete the project, I don't even receive the equipment requisition boxes that are stated as a reward.

    I used a few before, but now, every time I collect my reward from the Tholian and Undine reputation projects, I receive only the dil and rep exp.

    Is this a known issue? anyone else having it? will there be a fix anytime soon? Because I'm investing time into this and when I get hardly anything out of it, it's not fair.
    "Captain! We've got enemy vessels port, starboard, aft and stern."
    Excellent, now we can fire in all directions, sh*t's gonna look so cash
  • damix4damix4 Member Posts: 609 Arc User
    edited May 2014
    I don't even receive the equipment requisition boxes that are stated as a reward..

    Did you checked your bag overflow? If your inventory is full, it goes there. I didn't had any problems with reputations.
  • jackgordon1jackgordon1 Member Posts: 0 Arc User
    edited May 2014
    damix4 wrote: »
    Did you checked your bag overflow? If your inventory is full, it goes there. I didn't had any problems with reputations.

    I made sure that my inventory wasn't full, but I haven't heard of a bag overflow, how do I access it?
    "Captain! We've got enemy vessels port, starboard, aft and stern."
    Excellent, now we can fire in all directions, sh*t's gonna look so cash
  • damix4damix4 Member Posts: 609 Arc User
    edited May 2014
    When you go to your inventory, at the bottom left should be written "Bag overflow". When you click on it, you will see stuff inside it. If you can't see it than I don't know how to help. Hope you find it.
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    edited September 2014
    [Science Kit Module - Nanite Sonic Pulse Mk XII] this is broken. It cannot be put into science kits.

    I did try to put it into Spire prototype sci kii, but it wont work.
    It just grays out when I open character screen.

    Found the problem. It's similar to the fleet kit and they exclude each other.
  • ir0ncladbravoir0ncladbravo Member Posts: 51 Arc User
    edited December 2014
    I can not find anything else saying its a bug/glitch but I'm annoyed that the bio-weapons lose a bonus for being rare/very-rare, and as there bio incubation is a chance not a definate..... meh i won't be using them :mad:
    Everytime I see complaints about the same thing
    [SIGPIC][/SIGPIC]
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