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TRIBBLE MAINTENANCE AND RELEASE NOTES - 9/20/17
Tribble has been updated to ST.80.20170917b.1New Content & Features:
- Primary Specialization: Miracle Worker
- Miracle Workers lean heavily on healing and weapon enhancing abilities, belying their roots as an engineering-heavy specialization.
- Miracle Worker is a Primary Specialization, but Captains may instead choose to slot it as a Secondary to benefit from the first 15 abilities offered.
- Abilities may be purchased in this Specialization even while it is inactive.
- With the introduction of a new Primary Specialization, we are also increasing the cap on Specialization Points up to a new max of 180.
- Players that exceed this amount will instead receive Dilithium Ore if the current Specialization XP is maxxed out.
Please visit the blog for more details!
- Miracle Worker Bridge Officer Specialization
- Advancing in the Miracle Worker Specialization will grant captains the ability to add the Miracle Worker Specialization to any existing Bridge Officers, through the creation of Specialization Qualifications.
- Please visit the blog for more details!
General:
- Lukari Fleet Colony
- Numerous updates to the environment have been made.
- More icons have been added to the Fleet Holding.
- Added the Coffer tab that allows to easily contribute resources.
- Tribble Test Vendor
- Made new doff packs for the fleet store.
- These new ones have the benefits of auto-opening on equipped.
- Additionally updated the two other test packages in that store to buy in bulk (50) and open on equip.
- Added an "All Sponsorship Tokens" box to the Sponsorship Tokens store that already existed.
- This uses the existing gating for that store.
- Additionally, sorted the store's individual entries the same way we currently sort reputations - newest at the top, then oldest to second newest at the bottom.
- Resolved an issue that would cause an occasional crash related to gear score calculations.
- Vanity items can now be equipped via double clicking on the item from the main inventory window.
- Added missing icons to journal entries for Yesterday's War arc.
Beyond the Nexus:
- Updated German translations.
- Geordi will now regenerate shields after a short time.
- Updated the uniforms for the "modern" Starfleet Officers to use the Odyssey standard.
Systems:
- Heavy Escort Weapons have been renamed to Experimental Weapons.
- The Experimental Proton Weapon has been renamed to the Dyson Proton Weapon.
- Resolved an issue that prevented players from equipping specialization kit modules in space maps.
- Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.
- Ships called in by Fleet Support now have a hard-capped time limit of 5 minutes, instead of remaining indefinitely when in combat.
- Resolved an issue that was causing Dual Heavy Cannons to suffer an excessive Accuracy Rating Penalty under Cannon: Scatter Volley III.
- Resolved an issue that prevented EPS Corruption from being activated when cloak was disabled.
Addressed various typos in item descriptions.
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Comments
That patchnote is to be taken literally.
You can only CONTRIBUTE provisions to the coffers not withdraw anything. And yes I turned the settings for that off and on again.
That's why you're working to test the system for them, to catch errors like that.
A what tab? Also, in my dialect, "allows to easily contribute" is ungrammatical; I would write "allows one to easily contribute" or "allows players to easily contribute".
This is confusing. Is this only the Tribble test vendor, or did you also change the fleet vendor on the starbase and the reputation store?
Also, how does one equip a doff pack? Or do mean it opens on pick-up? In that case, what happens if one doesn't have enough room in the roster?
So you're saying that you added a box that grants sponsorship tokens for all reputations that the player has already completed, but not the ones that are still unfinished.
Am I missing something here? Were there many complaints about Fleet Support being overpowered?
EDIT: Changed the formatting again. Vanilla, please don't eat this comment.
does this mean the ship will actually STAY for those full 5 minutes regardless of whether or not you're in combat, or will it still warp out shortly after red alert ends like it does now?
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
I say consider keeping it, because, as we all know the gun belonged to an engineer. It also makes that part of the spec more interesting. But if this isn't going to be kept, pull it before this goes live. This is the kinda thing I'd hate to get used to then have it taken away.
Hey Devs. Interesting Specialization ya got there..
So with the Teir 1 passive "Seal the Deck" and "Automated Leak detection" passively countering both Dots and Drains..
Can we keep the Shield Refrequencers (Exotic Proton Damage) at the same damage output as the are on Holodeck WITH the reduction of 50% shield pen and 5 second Dot thats on Tribble?
As DoTs they dont do damge fast enough to be terrible to players (And now have ALOT of counters as DoTs) but still could be useful in PvE (30k Damage @ 50% shield pen over 5 sec) and that level of damage over time works with other Dot Boff abilities and Console clickes in terms of scale.
Rouge Sto Wiki Editor.
Good question. Were they unresponsive before?
This is the first time I've seen a build number with the letter 'b' in it.
Please read the following bug reports:
Flickering tribbles on Federation fleet starbase
Flickering ground weapons
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
It means what it says. They were deemed not responsive enough and adjusted to be more responsive. I don't have any problem parsing that sentence. Those DOffs should reduce their cooldowns more-consistently now. About the only question that I would have about it is whether they were outright not triggering before, or if the cooldown reductions were being applied too slowly, and I'd bet on the latter.
Engineering Captains have basically no other healing abilities on ground, short of some fleet kits with Medical Tricorder baked into them. (or if they do, then I've missed them) Having half of the Specialization tree be virtually useless is not great.
Engineers have a few person heals at their disposal. Not as many "hull heals" as Science (i think) but tons of shield heals..You already mentioned 1:
https://sto.gamepedia.com/Engineering_Kit_Module_-_Bio-Harmonic_Emitter
https://sto.gamepedia.com/Engineering_Kit_Module_-_Photonic_Barrier_Generator
https://sto.gamepedia.com/Engineering_Kit_Module_-_Nanite_Medical_Generator
https://sto.gamepedia.com/Engineering_Kit_Module_-_Medical_Generator
https://sto.gamepedia.com/Engineering_Kit_Module_-_Protomatter_Generator_Drone
I use these all the time...
https://sto.gamepedia.com/Universal_Kit_Module_-_Phasic_Shroud
https://sto.gamepedia.com/Ability:_Chronoplasty
Personally ...I use few heals on any on my Captain classes (im usually playing on adv missions)..Typically I let my boffs help with the heals.
Rouge Sto Wiki Editor.
That they will work better. Just a hunch. The only ambiguity is about how they were not responsive enough. With the above-mentioned lack of outcry about it, it's likely a minor change, and one that you'll barely notice.
This is not intentional. I have fixed this, and this fix should go to Tribble in a patch soon. Thank you for pointing this out.
It means that instead of waiting ~1.5 seconds before that cooldown reduction applies, the delay will be much lower.
There are several heals available to Engineers, including hyposprays and a Kit Module from the Miracle Worker Specialization itself. I do not think it will be useless to them at all.
What's worse is when I swapped to Miracle Worker my healing and tanking got worse and weaker over the other specializations. At the moment as an Engineer healer I am finding Miracle Worker seems to be a bit pointless.
I can understand why making passive-healing that is coming from things like constructs (drones, generators, and such) would be an issue. It might be nice to try and see if we could have the rate that the buffs gained via the MW-spec traits are procced at a reduced rate, so something like that when healed by a construct summoned by a MW-user instead of it being a guarantied buff (or merely make the bonus applied to the healing of constructs at a reduced rate) it would be a chance of it proccing (or a reduced proc chance if it is already a chance to proc). Hell if we had it that healing from engineering constructs could not crit heal, than having a trait that via the MW-spec allowing them to be able to crit would actually fit to me the idea of the spec.
That is a really terrible idea. If you merge those you would have to choose the merged spec as primary to get the same effect and in turn downgrading your former primary to secondary.
That is if you were using either of those secondary exclusive specs at all, which honestly I see more benefit coming from other specs being slotted into the secondary slot compared to using either of the two secondary exclusive specs instead. I could see a merged version of them actually getting more use, since unlike having them as two secondaries that are tied to exclusively space or ground content that you need to switch out between content creating more downtime an inactivity, not to mention if you get into combat prior to switching an so have a truly worthless secondary spec slotted.
Now if honestly the fact that it would be an issue. I could see them taking the first talents in the two tiers (the two in the first tier, and the one in the second tier) an merging them into three talents that combine the ground an space effects of them, and then having the the other talents remain as exclusively ground or space talents that branch off those three primary ones. This would keep the original power that the secondaries had, but also leave room for some new talents that could be quite interesting an bring some life into some abilities that are otherwise left out.
Oh I agree that changing the spec system to be more like the trait system with ground and space specific load-outs would just be a great idea regardless of if you merged or did not merge the secondaries. Though it would merely remove any hassle of changing content, while giving more flexibility in what specs you choose to run in what content.
Now merging the two secondaries would also make them less of a hassle to players that use them, as well as when they forget to switch out when changing content having to deal with a useless spec choice. It would also create another interesting spec that could both augment maybe some of the less used abilities of careers, while also thru being a primary spec give/gain access to new modules/abilities to some play-styles that are less developed (like some melee oriented modules for instance).
Honestly I always thought that the trait Demolition team from commando made more sense as a talent that would augment your boarding parties causing them to apply the counters, or even if the trait just worked that way honestly, though it would need to be re-balanced with such a change.
This is not exactly related to technicians. It appears to be a UI bug, but it's been going on since Season 8. Can we get a UI programmer to look at it?
EPTX (ept-s, ept-w mostly) have longer Cooldown than it should be *see post #5*