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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 15, 2017

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  • nikeixnikeix Member Posts: 3,972 Arc User
    Equip Pilot spec. Get scratch the paint. Giggle.

    Or stop flying though the explosion. It' looks awesome but it really is hard on the hull :)
  • toivatoiva Member Posts: 3,276 Arc User
    - Well, there's a lot of good in here, but:
    1) OSS significantly loses in attractiveness if I get it right that you can no longer use Engineering team to get rid of the debuff.
    2) DEM significantly loses in usability as long as you're not ALWAYS shooting at shield covered targets.

    - When it comes to science:
    So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.

    Gravity well 3: 1222.9 --> 1794.
    Gravity well 1: 733.9 --> 1075.5.

    Also looking like something similar is happening with subspace vortex:
    Subspace vortex 3: 2301 --> 2428.

    Anyone else seeing anything like this?
    I'll trust this and Crypticspartan's reassurance that there were mistakes in some powers Aux calculations and that nerfs to GW and others weren't intended. If that's the case, I'm glad (although that GW3 damage increase is a little frightening).

    - And last, two console passives are nerfed, which I kinda understand - given how strong they are - but it still makes me sad. Now it'll have to be thought over whether to use Plasmonic Leech and Shields Absorptive Frequency Generator.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • nikeixnikeix Member Posts: 3,972 Arc User
    •All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
    •All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.

    Will the Temporally Shielded Data Core be adjusted in light of this new item budget evaluation for physical damage resistance? Please say 'yes'.
  • nikeixnikeix Member Posts: 3,972 Arc User
    •All damage reflections that used to deal "Feedback Pulse" typed damage now return the damage type that caused the reflection

    I just want to say I appreciate how this description answers my concerns about the Elachi Haywire reflect effect :).
  • tobiashirttobiashirt Member Posts: 630 Arc User
    So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.

    Gravity well 3: 1222.9 --> 1794.
    Gravity well 1: 733.9 --> 1075.5.

    Also looking like something similar is happening with subspace vortex:
    Subspace vortex 3: 2301 --> 2428.

    Anyone else seeing anything like this?

    Yes, on a freshly copied toon whose build I just checked on holodeck...SSV3 goes from ~6100/tick to 7200 on the tooltip, and GW3 goes from 3600 to 5200. Spartan did say, somewhere upthread, that the aux scaling that should have gone into effect with the skill revamp is now being applied as intended, starting scaling from 5 rather than 50. Thus, even though the patch notes talk about base damage decrease, the aux power fix is a net buff.
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    @crypticspartan#0627

    When you're done answering the other important questions, can you post what the actual % speed increase was for Targetable Torps is, and is it linked to Torpedo Pre-Fire Sequence?

    Thanks.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
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  • iconiansiconians Member Posts: 6,987 Arc User
    edited March 2017
    I'm probably in the minority on this one, but Plasmonic Leech should really only affect targets that have subsystems to drain power from.

    You shouldn't be able to drain power from the Crystalline Entity, Tholian Web Walls, Photonic ships or any other number of targets in the game which don't (or at least shouldn't) have power subsystems in order to boost your own.
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  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    @crypticspartan#0627

    When you're done answering the other important questions, can you post what the actual % speed increase was for Targetable Torps is, and is it linked to Torpedo Pre-Fire Sequence?

    Thanks.
    limited testing but with both prefire and the buff my hyper romulan plasmas hit a lot more quickly against targets. It's not going to break the game but it feels better. No more lumbering death balls..
  • hyprodimushyprodimus Member Posts: 196 Arc User
    Subnucleonic Beam is the Science Officer's signature ability. I am very unhappy to see this skill not only moved off science officers, but rendered useless by moving it to a 3 minute cooldown bridge officer ability. The goal of this re-balance was supposed to help move the game away from the current all damage builds, but you're taking away a Science debuff and replacing it with...another damage buff.

    Cryptic, the fun part about Science captains is the fact that they are support captains. Replacing subnuke beam with another bland tactical buff (albeit for science skills only) is a design change that leaves me quite dismayed. You're also forcing science officers to play science heavy ships in order to take advantage of their primary science ability. That is not fun and is greatly reducing design capabilities. Please, reconsider this change before it goes live.

    Agreed. I felt valued as a Sci Captain in being able to pick out key buffs on the enemy and clear it for the team. It takes more experience and skill than simply stacking buffs for DPS. Subnuke at 2 minutes is too long for a BOFF ability. A watered down Scattering Field would be better as a BOFF ability.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.

    Gravity well 3: 1222.9 --> 1794.
    Gravity well 1: 733.9 --> 1075.5.

    Also looking like something similar is happening with subspace vortex:
    Subspace vortex 3: 2301 --> 2428.

    Anyone else seeing anything like this?

    Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!
    m311 wrote: »
    What about ship explosion damage?
    Every freaking time a ship explodes near me, my T5 ship instant dies. This is hard with terrible turning rate such as Cruisers. This needs to be look at. Freaking instant death from AI exploding ships because you can't get out fast enough.

    I don't think that needs changing. Brace for Impact or Evasive Maneuvers will help you quite a bit here.
  • daviddxxdaviddxx Member Posts: 200 Arc User
    Big Dislike
    Regarts
    David
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  • daviddxxdaviddxx Member Posts: 200 Arc User
    thx for destroying my sci,..
    Regarts
    David
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    Star Trek Online
    *** Aktiv since 03.06.10 ***
  • tobiashirttobiashirt Member Posts: 630 Arc User
    edited March 2017
    e30ernest wrote: »
    So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.

    Gravity well 3: 1222.9 --> 1794.
    Gravity well 1: 733.9 --> 1075.5.

    Also looking like something similar is happening with subspace vortex:
    Subspace vortex 3: 2301 --> 2428.

    Anyone else seeing anything like this?

    Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!

    TBR: Rank 1 = 3196->2130, Rank 2 = 4219->2812, Rank 3 = 5305->3537

    DRB: Rank 1 = 2561->1345, Rank 2 = 3265->1681, Rank 3 = 3970->2018

    GW: Rank 1 = 2160->3175, Rank 2 = 2880->4234, Rank 3 = 3600->5292

    SSV (Incomplete Data): Rank 3 = 6673->7057

    Eternal @ 495 EPG, 130 Aux with various exotic-boosting consoles but no active effects in ESD orbit. Same ship, specs, traits, doffs, and gear.
  • angrytargangrytarg Member Posts: 11,007 Arc User
    My TBR towboat and primary sci ship takes a big hit with this. I was happy I could have a damage dealing sci ship that was different than simply dropping grav wells. It can still do that, mind you, but I have to revise the whole thing and maybe have to discover it's now a sideline build pig-12.gif

    But the rest of the changes seem interesting, I like that Boarding Party gets a bit of a tweak, but in my opinion the change needed most was left out: currently, if the target dies the BP shuttles will cease to function, just sit there - @crypticspartan#0627 I would suggest to let them search for a new target like targetable torpedoes do or make them return to the mothership for a cooldown reduction on each shuttle that returns successfully. I'm also not sure wether the increased speed of shuttles (can't test right now) does reduce the effectiveness of investing in a DOFF that arms the shuttles since their ability to pepper a target with support fire is now reduced. I do like to be able to increase the disable duration, though. But since it is not a drain but a disable it stays rather redundant if all "boss" mobs (the only time you face a single target) are immune to disables all the time. Does a phaser disable proc lock out the disable from a boarding party or are they two different kinds of disabling powers?​​
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    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
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  • burstorionburstorion Member Posts: 1,750 Arc User
    Has anyone tested how the immunity lockout affects pilot escorts/birds/raptors yet? Hopefully the devs have looked at it and if there is a lockout, have added +dodge/defence to the moves for those times immunity is locked
  • e30erneste30ernest Member Posts: 1,794 Arc User
    tobiashirt wrote: »
    e30ernest wrote: »
    So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.

    Gravity well 3: 1222.9 --> 1794.
    Gravity well 1: 733.9 --> 1075.5.

    Also looking like something similar is happening with subspace vortex:
    Subspace vortex 3: 2301 --> 2428.

    Anyone else seeing anything like this?

    Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!

    TBR: Rank 1 = 3196->2130, Rank 2 = 4219->2812, Rank 3 = 5305->3537

    DRB: Rank 1 = 2561->1345, Rank 2 = 3265->1681, Rank 3 = 3970->2018

    GW: Rank 1 = 2160->3175, Rank 2 = 2880->4234, Rank 3 = 3600->5292

    SSV (Incomplete Data): Rank 3 = 6673->7057

    Eternal @ 495 EPG, 130 Aux with various exotic-boosting consoles but no active effects in ESD orbit. Same ship, specs, traits, doffs, and gear.

    Thanks! It seems DRB and TBR took a nasty hit. I wonder if DRB is scaling correctly with Aux there? If those are the new numbers, then ouch! :dizzy:
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited March 2017
    What is the new ranges on Photon mines, what about the other mines like Quantum? Its not listed on the items.

    Call Emergency Artillery: I love this ability but never use it as so ineffective even doubling or tripling the damage wouldn’t make it useful. Just how much extra damage are we talking about? has anyone tested it and measured DPS? When I used to use it, it was always at the bottom of the chart doing something like 0.5% of my outgoing damage and that was with fast recharge rank 3.


    “Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds, from your next attack within 30 seconds.”
    What does that mean?


    Hazard Emitters: Now additionally cleanses DoT effects. I am confused as Emitters always cleaned DoT’s. That’s the main reason we use emitters. What's changed?

    "•All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities"
    Some of my immunities trigger automatically. Does that mean I lose them or they will just fail to trigger if I am on lockout?
  • e30erneste30ernest Member Posts: 1,794 Arc User
    pottsey5g wrote: »
    “Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”

    It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
  • tobiashirttobiashirt Member Posts: 630 Arc User
    e30ernest wrote: »

    Thanks! It seems DRB and TBR took a nasty hit. I wonder if DRB is scaling correctly with Aux there? If those are the new numbers, then ouch! :dizzy:

    That was my feeling, too...~50% off the top seems severe, but if there's some new problem for those with aux scaling, I might have missed it. Anyway, it might be iterated or shift before holodeck or shortly after release. Deflector Overcharge + the net gains by gw/ssv will mean most of my sci's break even, since they were generally using a mix of cpb/gw/ssv/temporal powers, maybe with drb.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    e30ernest wrote: »
    pottsey5g wrote: »
    “Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”

    It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
    That's a nasty change. So no more pre paring skills as you fly into combat! But that do that in the TV show all the time and I fly like that all the time without double tapping. On the Breach I often trigger my skills as I round the corner to hit the door. Wouldn’t 15 seconds be a little better still stops double tap but less of an impact on hitting skills as you fly towards the NPC group. But still I don't like that change it hurts a lot of people who don't double tap.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    tobiashirt wrote: »
    e30ernest wrote: »

    Thanks! It seems DRB and TBR took a nasty hit. I wonder if DRB is scaling correctly with Aux there? If those are the new numbers, then ouch! :dizzy:

    That was my feeling, too...~50% off the top seems severe, but if there's some new problem for those with aux scaling, I might have missed it. Anyway, it might be iterated or shift before holodeck or shortly after release. Deflector Overcharge + the net gains by gw/ssv will mean most of my sci's break even, since they were generally using a mix of cpb/gw/ssv/temporal powers, maybe with drb.

    Yeah with Deflector Overcharged, we can probably claw back a substantial amount of lost damage through other sources too. Just hurts though. XD Not complaining though. Would like to see if they readjust that still. 50% off the top is a bit much on 2 skills that were good, but not overperforming (in a PVE setting at least) like FBP was.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited March 2017
    e30ernest wrote: »
    pottsey5g wrote: »
    “Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”

    It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
    As an extra thought if I fly with 1 long cooldown torpedo and 1 torp skill wont this change mean I can no longer just hit the torp skill and wait for the torpedo to be ready to fire. Effectively I will lose the torp skill as the 10 seconds will pass before the torpedo is ready to fire. This is going hit some of my builds hard.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    pottsey5g wrote: »
    e30ernest wrote: »
    pottsey5g wrote: »
    “Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”

    It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
    As an extra thought if I fly with 1 long cooldown torpedo and 1 torp skill wont this change mean I can no longer just hit the torp skill and wait for the torpedo to be ready to fire. Effectively I will lose the torp skill as the 10 seconds will pass before the torpedo is ready to fire. This is going hit some of my builds hard.

    Why not just hit the buff when your torp is ready?
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Regarding Plasmonic Leech - I always wondered why it wasn't simply an activatable ability. Then it would basically be a variant Energy Siphon on a console. And could probably give more significant power buffs, but it would just be once for 15 seconds every 2 minutes or something like that.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Oh, I am not sure the change from Shield Weakening to Shield Penetration is a good idea. There already plenty of people that think shields are useless. Shield Weakening seemed a reasonable compromise during the skill revamp.
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    Oh, I am not sure the change from Shield Weakening to Shield Penetration is a good idea. There already plenty of people that think shields are useless. Shield Weakening seemed a reasonable compromise during the skill revamp.

    Well a bunch of shield penetrating damage have been nerfed, so I think this may be an OK compromise. Besides, I doubt the shield pen from the new skill will be substantial.
  • redwren89redwren89 Member Posts: 257 Arc User
    Please sort out All hands on Deck. It's now completely useless when other abilities may reduce boff power cooldowns, and especially since its impossible to drop down captain powers. My gripe is with having paid for something of worth and now it's worth nothing. Please fix all hands on deck!
  • nikeixnikeix Member Posts: 3,972 Arc User
    Go Down Fighting:
    •Now scales damage much more aggressively with missing HP
    •Can no longer be activated while Invincible or Continuity are available to save you from death

    Would you consider allowing the 'A Good Day to Die' trait override the new Invincible/Continuity restrictions?
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    nikeix wrote: »
    Go Down Fighting:
    •Now scales damage much more aggressively with missing HP
    •Can no longer be activated while Invincible or Continuity are available to save you from death

    Would you consider allowing the 'A Good Day to Die' trait override the new Invincible/Continuity restrictions?

    Why? It's a good nerf. Tactical captains don't need yet another overpowered damage buff.
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