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Comments
That nerve tonic rant was pretty funny
The only good mine was the transphasic cluster torp and Cryptic nerfed then ignored it.
Nothing's more useless than a weapon that sits and waits for something to be stupid enough to run into it.
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Guess Nerve Tonic is OP, so they had to nerf. Stuff must be stronger than Romulan Ale. :P
Simple answer: No and No.
Mines in STO never impressed me as an weapon. They are far too limiting and their damage is no better is if I used a regular torpedo. The only time I ever used mines, was in the old STF days when we dropped Tricobalt mines outside the Transwarp Gates and the Borg flew right into them as they spawned. However, since they did that torpedo / mine pass a few years ago, the old Breen Cluster Torpedo became a nice weapon to have.
That's why I don't see adding a Radius will make them any better. Their explosive yield is not large enough to do any real damage and they are rendered useless with all these AoE abilities.
I often find myself in fleet actions attempting to control an area.
Slowly filling it up with mines works for me.
Unlike many others, I love love love my mines. I find them to be very useful, especially after you've taken out a shield facing. Often times when fighting, I fire a whole minetrap and then lure attacking ships into it. I for one am glad to see a radius modifier because I always thought that the range of mines was at an odd distance and I always wished that it was an even 0.5km. However, only seeing them on bio-molecular mines saddens me, and I hope that they will add them to other types of mines. This modifier will definitely make my gameplay against the Undine easier, but unless they add it to other types of mines, I don't think that the modifier is useful in the long run. Mines are not very popular and adding an (arguably) useful modifier to only one type of them will not help much.
As for nerve tonic, I never really cared for it lol.
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I don't think that accounts for everything you guys have been seeing, but PLEASE double check your graphics settings, and if you have poor performance, lower them some.
When S9 first opened on Holodeck, my machine had a very dramatic decrease in framerate. However, I have left all the settings maxed out, as they always were. In the time since, my framerate has restored itself to an average of 60fps all the time now.
I saw a post about there being "junk" in the code that was making our video cards work overtime. Is this true? Was the junk taken out?
The only change I made to the graphics settings was to uncap the framerate. I don't know why that was set to begin with.
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With Dynamic Lightning on the Undine Battlezone becomes a slideshow. With it in off it is completely smooth and performance problems free. I don't think the drawing distance is doing that.
Other than that the only other graphic issue I have seen is the fact that the game now prioritizes the other player's GFX (weapons firing, powers, so on) over mine making my weapons invisible in a busy area.
Over this ?
No ... , but ... this just got added to the list of pointless changes that someone at Cryptic thought of , someone discussed it with someone else and then the decision was made to implement (and/or put on the schedule) .
I mean seriously -- who sits around thinking : well I'm gonna make them grind for every dance they dance ... -- and they will have only once dance at a party !!!
(who does that without twirling their mustache and going "Mu-Ha-Ha-Ha" ??
The other things of this "caliber" I consider :
- The removal of the ability to fly around Earth . No more "I can see my house from here" moments for you -- those were clearly OP .
- The removal of the ability to rotate your toon in the character selection screen . Now you can only zoom in-out . What , did that make too many ppl stare mesmerized at their characters too long -- instead of logging in and grinding ?
- And ... then new Drozana maybe ? Just maybe ... .
Anyhow .. good job CookieCupcakes .
It's nice that some ppl see the little changes that are not player friendly and not just the major ones .
Most players didn't need to "boost performance" until New Romulus came around .
Many grudgingly accepted that , because we understood that a large map like that had it's own demands .
Nothing we've heard so far explained the "need" for what you call "changes to the graphics settings defaults" -- but what many have called ... -- well imagine a few colorful metaphors .
The Season 9 graphics "upgrade" was not needed . Or it was needed and it's really-really not working as intended (according to the FPS loss & weapons fire disappearance that players are reporting) .
Either way , turning around and putting the issue at our feet and asking us to make changes based on Cryptic's usual "performance" (push out half baked stuff , iron out the bugs later ... maybe ... if there is time ...) -- this development practice is becoming nauseating .
You guys at Cryptic may be PWE's new "research and development" arm , but we -- your players didn't sign up for that job , and it's time someone at Cryptic took notice of that .
We're not your labrats thank you very much !
Good to hear.
Just for clarification, are you saying the defaults are now set higher, or that the settings themselves have changed? As in, was "high" on the old settings now closer to "medium" on the new ones? If so, that would definitely explain the people who claim they can no longer "max" the game, since max is now higher.
It doesn't explain the people with all their settings on low that are still experiencing issues, though. I personally run a low end system and haven't had any new framerate issues. but others don't seem to be so fortunate.
I'm on a low end, pretty old by tech standards nVidia card (GT 240) and haven't had any new issues, as I mentioned. That said, I've been lazy and haven't updated my drivers in forever now.
"More intensive?" You mean turn it from Star Trek to Abrams Star Trek, complete with lense flares? :P
This happens pretty much anywhere now if your ship is attacking something that is not on the same plane as it, so 99% of the time it seems. It is really annoying since there are times I cannot tell when my ship has stopped shooting unless I move the camera around to an angle where the attacks are visible or just keep mashing the spacebar.
If the new graphical settings finally will be saving like it should to, then I will check it. In case you haven't noticed it yet, those settings ain't saving at all. :mad:
Oh, quick remark on Fluidic Space. It's equal to not moving it all, and sitting around as a duck. Geezes, can you exaggerate more with those cheesy sticky sperm balls.
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Thanks Taco!
Following your instructions, dialed back all three detail distance settings to medium and it has indeed made a difference (fps). On ESD, dialed them further back to low and even better.
Is it possible that the change(s) you indicated have had more far reaching effects than was intended? Misplaced decimal point or the like? If you could poke the appropriate Dev(s) it would be greatly appreciated by all us experiencing these graphic issues which have taken some of the luster off the great work you all have done in S9.
PS. If someone there could drop us a line in the Graphical and Sound Issues it would be greatly appreciated by myself and the rest of the kids.... if I may suggest here would be a great place to start.
In very, very rare instances do I ever use mines and only on very specific builds. The only mines I consider valid for general use are:
Transphasic Mines as part of a Transphasic Torpedo Boat (since "Transphasic Projectile" boosts both the torpedo and mines, crucial with the Breen Cluster usage... so might as well use Transphasic Mines also).
Nukara Web Mines: For very high Aux running ships, and even then, only if it can do DPB2 or DPB3 and whatnot.
Other than that, even with the [RADIUS] mod, everything else is still too situational. Unless you're attacking one of the very few non-shielded things in this game like a Borg Gate, the use of Projectiles (which are what Mines & Torps fall under) are easily negated / overly mitigated by any sliver of Shields since they absorb something like a ridiculous 80% of the damage. PVP or PVE. Mines from Photons, Tricobalts, Quantums, Plasma? Useless. The faintest presence of shields on a facing these things hit will render their damage pointless. Even the Omega Kinetic Shearing will mean nothing since the trait only calculates damage that gets to the hull... so if the shields negate at least 3/4 of the damage, and only uses 40% of the bleedthru damage, they are all pointless.
Lastly: A major concern regarding mines is that the fast moving nature of today's STO means fast ships outrunning mines. Laying down a net of mines means nothing. The [RADIUS] mod will still be useless if the players simply zoom past everything.
In short, I don't see [RADIUS] helping mines at all. They are not going to make more types viable. They are not going to make them more viable in PVP, either. You guys have an interesting philosophy of making Projectiles nearly completely negated by the smallest presence of shields, while Energy Weapons obliterate everything with no penalty.
It's not dynamic lighting in the settings. I've had a lot of time playing with the various settings and this made no difference either way. It's good though that it helped you.
A lot of people are still having FPS problems. Going for the detail sliders as taco hinted, I got a marginal increase from 4FPS to 6FPS in the problem zones. Namely SB24.
Still more for them to look at unfortunately.