Release Notes 12/11/2015:
General:
- Increased the damage of all Mark 13 and 14 space weapons.
After such insane damage numbers like this: [11:52] [Combat (Self)] Your Dual Tetryon Banks - Overload III deals 187892 (103740) Tetryon Damage(Critical) to Awwky'BirDy.
and DHC surgical strike critz of up to 100k
another damage increase?
a minute of silence lol...
Comments
Should be able to compare weapons on Tribble vs. Holodeck at the moment, eh? I don't have any Mk XIV on Holodeck to do that myself...
...anybody got any numbers on that stuff?
Now I don't have anything mk XIV yet, but I have a few Mk XIII. I'm looking at my DHC's right now. I'm not exactly sure what numbers you are looking for, so I'll post what I can and maybe you all can figure out the percentages combined with skill points and such.
Advanced Fleet Antiproton Dual Heavy Cannons Mk XIII (Acc)x2 (Dmg)x2 (yeah yeah...not the best weapons out there, but I like them just fine until I can craft what I really want)
On Holodeck:
Gound Stats - 452.4 (301.6 DPS)
In Space, no consoles - 1655.2 (1103.5 DPS)
With 3 AP consoles - 2092 (1394.7 DPS)
On Tribble:
Ground Stats - 487.2 (324.8 DPS)
Space, no consoles - 1743.5 (1162.3 DPS)
With 3 Fleet AP consoles - 2180.3 (1453.6 DPS)
It does look like the increase is already on Tribble.
(REDACTED)
You may want to check your own numbers and see for yourself. Plus, I don't have Mk XIV, so if someone could do something with that, I'm sure we'd all appreciate it
Edit: Apparently my boffs were taken off on Tribble. Numbers fixed, increased due to Pirate Trait (+1.5% all damage)
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pvp actually got mentioned, i think thats the most attention its got since they were obligated to make the ques cross faction to fit with the storyline
They probably just wanted more money since not enough people were upgrading.
Mk 13-14 requires "upgrades" using the R&D system. "Upgrades" thus use dilithium. Many people will buy dilithium rather than grind it. Thus, moar powah for equipment provides players with an extra incentive to spend more real-world cash on "upgrades".
Or to put it another way: not enough people have triggered the "upgrade" metric and this is an attempt to get that trigger passed.
I don't know, I think Geko's post was pretty trolltastic. Wish he could have said it in simpler/straightforward terms - the way folks discuss it on the forums...but with the way he said it, well - it's definitely going to be a more entertaining thread than it would have been.
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Sci will get a free boost ranging from (+25 to +50) and most will be on +50 side since sci generally max Torpedo trait and not Energy weapons and don't slot tac consoles
I wonder that this damage increase apply to Mk IV torpedoes too ?
I refuse to be content https://www.youtube.com/watch?v=FwI0u9L4R8U
*queues superior cannon tech upgrades*. Good thing Science characters are next to none in need of upgrading everything.
1- more zen for bought as has been mentioned
2- people complaining about elite npcs having so much bealth-as geko stated this will kill them faster so mayb a way to help get through missions easier without sayin "we made a **** up we will fix it directly" no just buff weapons to match and claim they wanted this from beginning #slowclap
I lold so much i think ive peed myself- "geko to be forgiven you must say 3.68 million hail marys- or grind 4 toons to max specialization, whichever u accomplish first" lol
Where did you find the information on most sci's having no weps energy skill or using no tac consoles for beam/cannon weps.
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lmao... then he probably will be reborn as some piece of....anything ... because always remember: karma is a b**** ...
you are right, he's more or less responsibe for the marketing & advertisement part so he just announced it, but does that really matter now? It doesn't matter which person in charge has worked on the latest hotfix, does it? I dont care if it was smirk, nerdy taco, geko the saurian, any hobbit or conchita wurst. But I can rephrase the title for your convenience and satisfaction by generalizing the title and replacing "Captain Smirk" with "Cryptic Dev's" :rolleyes:
It is the content of the patch notes where the main focus should be at and which will intensify damage-heavy cannon/DBB or spike builds with neutro TS 3 and so on.
they totally went the contrary direction by buffing base damage of all mk 13 and 14 space weapons, instead the devs should have concentrated on fixing some of the elite stf's and its principal tasks that aren't working as intended atm like korfez for instance.
Are you sure about that ? I am beginning to doubt that you've even played any pvp the last couple of days. PvP-matches at status quo can be described as really intense, agressive and short-term battles. science ships are dealing more damage than ever before, alpha strikers are capable of inflicting insane damage numbers with BO's, SS and even with rapid fire. Most of the pvp-players are set up for offensive purposes and neglected the defence part in the game. the amount of heal-heavy ships have been drastically diminishing and the PG-heavy sci ships with intel disables are barely carrying self-heals much less healing power to support their team mates. The only functional role of slow-moving full healers are stated as "sitting ducks" presenting themselves as big targets to disable and shoot at and granting foes easy kills.
So if someone gets heavily focused during combat then he is going to get killed unless you are able to predict an approaching and fully buffed opponent, being ready to execute a monster strike at you, by activating certain emergency buttons such as "Rock n'Roll", metaphasic shields or the good old but efficient run-away tactics :P.
on a side note, some of the commonly utilized emergency abilities like rsp or temporal backstep on a romulan wells (currently bugged) afford little to none protection anymore since plenty of skills are based on 100% shield penetration as well as the various and popular intel perma-stuns those preventing folks from using their oh-**** abilities.
So the principle in actual space pvp combat can be summarized like this: "Kill him before he kills you and dont expect to get healing support from your team comrades."
The longest-lasting pvp-match in which I've personally taken part was around 15 min in a 10v10. Queue matches usually last for 5-10 min on average.
Now imagine if they rise the base damage of all space weapons further in the actual pvp environment....
-=Hannibal - Inner Circle PvP-Department=-
Hannibal's YouTube PvP-channel (under construction)
More Inner Circle PvP-Action worth watching from: Hank, Mira Theng and Zimbilimbim
double sigh
*slots even more superior cannon tech upgrades*
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I mean its nothing that all of my 15k DPS ships are now completely outclassed, right? 15k? Thats just cute, the average high-ender is doing 25-30 now.
Yeah this game needed more damage.
I miss legacy of romulus
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
Well you are right that PvP now is really intense and very, very fast aggressive combat in every way.
Also I agree on everything else, except for healers.
They can still survive some time. I have recorded an arena match 2 days ago with me, Mini, Neepa and Bauklotz, Wadwor in team vs 4 crosshealing ubertanks sci and eng + cruiser
Granted my GI in that match was bugged so i couldn't remove some buffs on attacks, but it's enough to say they were extremely hard to kill.
Also i had few games to last long with custom balanced team , for example with a healer on one side and Scryer on each side. It lasted 45 minutes, ended 15:14
3 minute version of that match https://www.youtube.com/watch?v=pPXLM91X33U
Healers can survive if they are not left alone in middle with teammates fkin-off 20km away.
But yeah, generally it's so fast that i need to switch targets many times in some occasions on attack, completely lose targets and refocus or just f**k of because everyone starts chasing me if I am more then 3 seconds in the central SCI pack.
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more like 125k-130k DPS for hardcore DPSers vs NPCs.
But even before DR 15k was low. I had 30k with DHC scimi, while scimiFAWers did 80k max before DR.
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