Yes, noticed it...it has been that way on Tribble and it was the target of several threads and post.
Notice also ALL the science consoles now from Vendors sale have a -50% to the bonus.
Consoles purchased before the update, have not changed, however.
How...interesting...
Slightly Reduced the magnitude of EPS Flow Regulators. They are now more in line with other Console Mods - 4 Mark 10 will double your power transfer rate.
Slightly Reduced the magnitude of EPS Flow Regulators. They are now more in line with other Console Mods - 4 Mark 10 will double your power transfer rate.
At higher levels, I don't think I'm that affected by this... but this is going to suck for the lower levels, whom will apply the consoles and barely see any differences (starting consoles around lieutenant/lieutenant-commander ranks don't appear to do a whole lot already).
i actually don´t understand that nerv.
With full impulse breaking all power settings down to 5, and an adittional 3 sec delay, after deactivation, that means in essense, that you need up to 10 sec to get to full weapon or shield power.
That means that the game just got a lot more static, and the dmg output of different ships got a huge split.
An escort uses mostly burst dmg. So even if he is down to 50 after 3 salvos, his enemy should be dead by then.
Ships with lower dmg output, like cruisers however, have weapon slots like crazy, but if they use energy weapons, they are forced to use several EPS-FG. So the energy-lvl of weapons will not reach up, and you can ask yourself, if 4 turrets on 120 will do more dmg then 5 on 100. And to be honest, even bevore the patch i couldn´t use a cruiser to it´s full slot potential, because i had the trubble, thatmy weapon energy lvls dropt to low.
The second part is the grouping.
With 10 sec wait to get to dmg or shields, ppl have to stick together even more.
The game itself gets slower, but the attack->kill time still is the same.
So thats bad too.
So i ask the devs, please increase the console. Especially in lower lvls, this console has become useless.
Yes, noticed it...it has been that way on Tribble and it was the target of several threads and post.
Notice also ALL the science consoles now from Vendors sale have a -50% to the bonus.
Consoles purchased before the update, have not changed, however.
How...interesting...
that explains why i saw no change in my power drain last night.
although my dps is higher from beams alone due to fairly often critting for 1k~ with a beam against a hull.
i actually don´t understand that nerv.
With full impulse breaking all power settings down to 5, and an adittional 3 sec delay, after deactivation, that means in essense, that you need up to 10 sec to get to full weapon or shield power.
That means that the game just got a lot more static, and the dmg output of different ships got a huge split.
An escort uses mostly burst dmg. So even if he is down to 50 after 3 salvos, his enemy should be dead by then.
Ships with lower dmg output, like cruisers however, have weapon slots like crazy, but if they use energy weapons, they are forced to use several EPS-FG. So the energy-lvl of weapons will not reach up, and you can ask yourself, if 4 turrets on 120 will do more dmg then 5 on 100. And to be honest, even bevore the patch i couldn´t use a cruiser to it´s full slot potential, because i had the trubble, thatmy weapon energy lvls dropt to low.
The second part is the grouping.
With 10 sec wait to get to dmg or shields, ppl have to stick together even more.
The game itself gets slower, but the attack->kill time still is the same.
So thats bad too.
So i ask the devs, please increase the console. Especially in lower lvls, this console has become useless.
Part of the point of this seems to be that you can't just smash space bar and burst everything down. All weapons have a recharge time, and doing sustained dps is a question of managing those recharge times so that you're at the highest power level possible when you fire the weapon again. Prior to Season One, this was artificially enforced for cannons with their shared cooldowns, making them great for sustained dps, but impossible to burst with.
The biggest problem with this design philosophy is that there's already a lot going on in combat (managing movement, shield reinforcement, activating abilities), and no mechanism is provided to help with the managing of recharge staggering. So the old EPS flow regulators were used as a work around, and we would just spacebar smash everything to death. Now that option isn't there, so we're stuck with seeing who can split their attention the most effectively in order to maintain sustained dps.
that explains why i saw no change in my power drain last night.
although my dps is higher from beams alone due to fairly often critting for 1k~ with a beam against a hull.
my torps have also critted for ~10k
at tier 5 in a assault cruiser.
i've had a very similar experience with my torps/beams now...i like the EPS nerf, it forces people to be a little less reckless with their fire-all-weapons spam and not just full impulse into a mob of 8 (not that this will prevent that much)...perhaps the idea was to make people consider their pre-engagement strategy more carefully instead of gung ho into the fight not a care in the world
Actually, what I see most is that people are pulling out their BoP's, Escorts and science ships, and hanging up their cruisers. The effect of the EPS Nerf is that those ships are easier to manage (i.e. more effective) now. If they lie by saying "teensie weensie little EPS adjustment" and it's 67%, shame on them. The fact it's a beam boat nerf too when beam boats already had FBP to deal with, is pretty much going to globally change behavior.
The reason for tac/escort dominance right now has little or nothing to do with EPS Flow Regulators. They're dominant because they blow everything up in 3-5 seconds or less thanks to damage buff stacking and the re-introduction of space crits. How is that in any way related to EPS?
Because they are burst damage and get more out of nerfed EPS regulators than beam boats who are hitting for less and critting for less as a consequence? Too obvious I guess.
i've had a very similar experience with my torps/beams now...i like the EPS nerf, it forces people to be a little less reckless with their fire-all-weapons spam and not just full impulse into a mob of 8 (not that this will prevent that much)...perhaps the idea was to make people consider their pre-engagement strategy more carefully instead of gung ho into the fight not a care in the world
naw, i still spam my beam weapons and expect everyone else will too.
i mean on paper it seems like fire all energy weapons should be for burst, but then you actually get to the point where you have to do it to be viable.
besides that firing it once in a while isn't really bursty. it's not viable in that fashion.
and why have more than one weapon per side if you're not going to use them?
full power to weapons, 2x eps consoles, and 6x weapons on autofire. I still win.
didn't know autofire was "fixed" in this patch but... since i still run into ships that use FBP on me in my exploration daily, i guess i'll stick to spamming spacebar.
Because they are burst damage and get more out of nerfed EPS regulators than beam boats who are hitting for less and critting for less as a consequence? Too obvious I guess.
By what mechanism does an EPS Flow Regulator provide a greater benefit to a burst/cannon setup than a beam setup? I don't believe this is at all obvious, as prima facie the DHC setup with 14 power drain per weapon on a ship with fewer engineering consoles (for EPS) and engineering BOs (for EPtW) should be suffering just as much, if not more.
You could be correct, but I'm asking for an actual explanation.
i've had a very similar experience with my torps/beams now...i like the EPS nerf, it forces people to be a little less reckless with their fire-all-weapons spam and not just full impulse into a mob of 8 (not that this will prevent that much)...perhaps the idea was to make people consider their pre-engagement strategy more carefully instead of gung ho into the fight not a care in the world
Haha! If you group with me - which only my friends will - I will keep you alive and everything I can out of commisionned or debuffed. HOWEVER, since we started, if you go in guns blazing, especially an escort, Im not gonna try to save your rear
Im a big chicken! I will make sure I have full power to appropriate settings before I get within 15km.. since I got to RA, ive had to be a lot more strategic with my Scramble and some of my other skills. We dont have an engineer to group with so if I am cc and tanking the first of the aggro from the enemy, I get my way or I whine Its more fun to take it a bit slower - at least for the science captain
I, unfortunately, was unable to test the nerfed EPS with the increased cannon energy requirement last night. I spent around 2 hours unnecessarily agonising over my respec. >.< By the time I was done, the servers went down to apply the new patch. I did, however, run across someone complaining that enemy hulls were made ~30% tougher. I postulated that it was a combination of the EPS nerf and cannon energy cost increase dropping his sustained DPS and making it feel like the enemy hulls are 30% stronger.
Slightly Reduced the magnitude of EPS Flow Regulators. They are now more in line with other Console Mods - 4 Mark 10 will double your power transfer rate.
I think at this point they need to consider giving everyone a free month. Just because testing and feed back was poor on tribble or the Dev's decided not to listen to the input, we on the pay game server should not need to pay the price.
The Bugs I encountered tonight were just insane. Along with still dealing with the old bugs we have even more new ones. I did not sign up to be a game tester. I am a player, a paying player and yes I understand there will always be a few issues. Its an MMO nobody gets it perfect but this should of been held much longer on the test server (IMO) and more emphasis's need to be place on issue resolution first, game play second and additional content third. It seems to me they did it in reverse.
Wile the game was in initial release mode, I understood that and accepted the short comings of the game with the assumption these would improve. This is not the case the game play has degraded.
I am not a stupid player, I do not run into a pack of mobs with my guns-a-blazing. I realize strategy, correct builds and a bit of common sense is (and should be) required. But what ever you have done to science ships needs to be undone. While I did not feel overly challenged prior to the patch I was at least having fun and progressing. It was still exciting and you really had to think to get yourself out of a tight spot.
Now its miserable, get into even just a little trouble (2 or more ships) and sci ships are just ripped up like wet paper and this was happening on stuff 3 levels lower than I. I have a very good build, I don't waste points on stuff I do not use, and if anything I should even be stronger now with the re-spec.
(Interesting point here: I now see my crits are doing 8 to 10k in damage when before it was 3 to 4k. However if you have added this same scaling to the mobs, yet not improved EPS (No you nerfed the heck out of this) , shields and nerfed all Science consoles, you have place the player at a great disadvantage.
I am an engineer in a science ship with MK VIII rare shields with roughly 9k of shields, If I cant keep my shields up with EPSIII and rotate shield freq III on (and at some points emergency power to shields II too) then I think there is a bit of a problem. I am not talking about me vs 6 ships here. I had two heavy turrets just rip me up (-3) before I got my second salvo of quantum's out of the bay. I had energy drain on, rotate shields, emergency power to weapons, brace for impact and was tossing High Yield III quantum's at em. I don't know what happened, but one of the turrets must of critted me and I was done.
You cant cripple the player and buff the mobs this drastically, I agree that some change needed to be made, but this is horrible. What was fun and exciting is now just brutal and frustrating now.
As far as ground combat I have not noticed much of a change here (DS9 FE sucks) but besides that missions seem to have not been affected much.
If I was Cryptic I would think of a way to sooth some PO'd players and resolve some issues before they start to loose player base. In fairness I will give this two more weeks, but I will not let more more payment happen until I feel some of these matters have been addressed.
And for goodness sake....can some one please fix the map scaling issues! Both mini and main maps are just a PITA!)
I think at this point they need to consider giving everyone a free month. Just because testing and feed back was poor on tribble or the Dev's decided not to listen to the input, we on the pay game server should not need to pay the price.
I can't remember which company would regularly do that, but I remember one of the old MMOs I played had a dev team that was forever tacking free days, weeks and months to my acct. I never even noticed until once when I was having some billing issues, I checked my acct and I saw this huge list of free days, free weeks and even a couple of free months; each with a little note explaining that they were freebies because of some of the technical difficulties. Was such a brilliant little find and really drew me in to supporting the dev team.
...
Unfortunately, due to an unforeseen side effect of one of my medications, my memory is a bit like swiss cheese and I can't remember which company it was.
In any case, I am behind this idea. Track the amount of server down-time and add it as free time to the customers who pay month to month, 3 month recurring, 6 month recurring and yearly recurring. Sure it's only a few hours, here and there, but hours turn into days and days into weeks. Perhaps if an issue is ever bad enough, an entire month could be gifted to the subscribers to make them feel better about their dev team. Then when a vocal minority ever tries to climb all over them, the majority would talk them down: "Look, TRIBBLE, they gave us a free month because of it while they're working on a fix; take a deep breath and give them time."
Comments
Notice also ALL the science consoles now from Vendors sale have a -50% to the bonus.
Consoles purchased before the update, have not changed, however.
How...interesting...
http://forums.startrekonline.com/showthread.php?t=142766
My mistake.
Slightly? Hmmmmmmmmmmmm.
3.0 to 1.3 is more than slightly it is a 67% decrease.
At higher levels, I don't think I'm that affected by this... but this is going to suck for the lower levels, whom will apply the consoles and barely see any differences (starting consoles around lieutenant/lieutenant-commander ranks don't appear to do a whole lot already).
With full impulse breaking all power settings down to 5, and an adittional 3 sec delay, after deactivation, that means in essense, that you need up to 10 sec to get to full weapon or shield power.
That means that the game just got a lot more static, and the dmg output of different ships got a huge split.
An escort uses mostly burst dmg. So even if he is down to 50 after 3 salvos, his enemy should be dead by then.
Ships with lower dmg output, like cruisers however, have weapon slots like crazy, but if they use energy weapons, they are forced to use several EPS-FG. So the energy-lvl of weapons will not reach up, and you can ask yourself, if 4 turrets on 120 will do more dmg then 5 on 100. And to be honest, even bevore the patch i couldn´t use a cruiser to it´s full slot potential, because i had the trubble, thatmy weapon energy lvls dropt to low.
The second part is the grouping.
With 10 sec wait to get to dmg or shields, ppl have to stick together even more.
The game itself gets slower, but the attack->kill time still is the same.
So thats bad too.
So i ask the devs, please increase the console. Especially in lower lvls, this console has become useless.
that explains why i saw no change in my power drain last night.
although my dps is higher from beams alone due to fairly often critting for 1k~ with a beam against a hull.
my torps have also critted for ~10k
at tier 5 in a assault cruiser.
Part of the point of this seems to be that you can't just smash space bar and burst everything down. All weapons have a recharge time, and doing sustained dps is a question of managing those recharge times so that you're at the highest power level possible when you fire the weapon again. Prior to Season One, this was artificially enforced for cannons with their shared cooldowns, making them great for sustained dps, but impossible to burst with.
The biggest problem with this design philosophy is that there's already a lot going on in combat (managing movement, shield reinforcement, activating abilities), and no mechanism is provided to help with the managing of recharge staggering. So the old EPS flow regulators were used as a work around, and we would just spacebar smash everything to death. Now that option isn't there, so we're stuck with seeing who can split their attention the most effectively in order to maintain sustained dps.
i've had a very similar experience with my torps/beams now...i like the EPS nerf, it forces people to be a little less reckless with their fire-all-weapons spam and not just full impulse into a mob of 8 (not that this will prevent that much)...perhaps the idea was to make people consider their pre-engagement strategy more carefully instead of gung ho into the fight not a care in the world
naw, i still spam my beam weapons and expect everyone else will too.
i mean on paper it seems like fire all energy weapons should be for burst, but then you actually get to the point where you have to do it to be viable.
besides that firing it once in a while isn't really bursty. it's not viable in that fashion.
and why have more than one weapon per side if you're not going to use them?
didn't know autofire was "fixed" in this patch but... since i still run into ships that use FBP on me in my exploration daily, i guess i'll stick to spamming spacebar.
By what mechanism does an EPS Flow Regulator provide a greater benefit to a burst/cannon setup than a beam setup? I don't believe this is at all obvious, as prima facie the DHC setup with 14 power drain per weapon on a ship with fewer engineering consoles (for EPS) and engineering BOs (for EPtW) should be suffering just as much, if not more.
You could be correct, but I'm asking for an actual explanation.
Haha! If you group with me - which only my friends will
Im a big chicken! I will make sure I have full power to appropriate settings before I get within 15km.. since I got to RA, ive had to be a lot more strategic with my Scramble and some of my other skills. We dont have an engineer to group with so if I am cc and tanking the first of the aggro from the enemy, I get my way or I whine
it's not, i used a program that right clicked them to autofire for me. check your pm, DK.
ahh thanks but no thx.
i know it's not against the rules but i only have to press spacebar(well a thumb button on my n52) once per 4 seconds or so.
plus the FBP thing...
My mouse decided to boycott STO, so i was stuck with spacebar spam. for me it was either 100% autofire or carpel-tunnel.
i only use my mouse to turn my view.
i could see spacebar spam being an issue in escorts for sure.
but for beams i don't have to spam it anymore often than i had to spam 2 in wow as a mage.
"Slightly Reduced"... um yeah! :rolleyes: Too bad I can't slightly reduce what I paid them for my sub.
lol yes, by the same ratio xD
The Bugs I encountered tonight were just insane. Along with still dealing with the old bugs we have even more new ones. I did not sign up to be a game tester. I am a player, a paying player and yes I understand there will always be a few issues. Its an MMO nobody gets it perfect but this should of been held much longer on the test server (IMO) and more emphasis's need to be place on issue resolution first, game play second and additional content third. It seems to me they did it in reverse.
Wile the game was in initial release mode, I understood that and accepted the short comings of the game with the assumption these would improve. This is not the case the game play has degraded.
I am not a stupid player, I do not run into a pack of mobs with my guns-a-blazing. I realize strategy, correct builds and a bit of common sense is (and should be) required. But what ever you have done to science ships needs to be undone. While I did not feel overly challenged prior to the patch I was at least having fun and progressing. It was still exciting and you really had to think to get yourself out of a tight spot.
Now its miserable, get into even just a little trouble (2 or more ships) and sci ships are just ripped up like wet paper and this was happening on stuff 3 levels lower than I. I have a very good build, I don't waste points on stuff I do not use, and if anything I should even be stronger now with the re-spec.
(Interesting point here: I now see my crits are doing 8 to 10k in damage when before it was 3 to 4k. However if you have added this same scaling to the mobs, yet not improved EPS (No you nerfed the heck out of this) , shields and nerfed all Science consoles, you have place the player at a great disadvantage.
I am an engineer in a science ship with MK VIII rare shields with roughly 9k of shields, If I cant keep my shields up with EPSIII and rotate shield freq III on (and at some points emergency power to shields II too) then I think there is a bit of a problem. I am not talking about me vs 6 ships here. I had two heavy turrets just rip me up (-3) before I got my second salvo of quantum's out of the bay. I had energy drain on, rotate shields, emergency power to weapons, brace for impact and was tossing High Yield III quantum's at em. I don't know what happened, but one of the turrets must of critted me and I was done.
You cant cripple the player and buff the mobs this drastically, I agree that some change needed to be made, but this is horrible. What was fun and exciting is now just brutal and frustrating now.
As far as ground combat I have not noticed much of a change here (DS9 FE sucks) but besides that missions seem to have not been affected much.
If I was Cryptic I would think of a way to sooth some PO'd players and resolve some issues before they start to loose player base. In fairness I will give this two more weeks, but I will not let more more payment happen until I feel some of these matters have been addressed.
And for goodness sake....can some one please fix the map scaling issues! Both mini and main maps are just a PITA!)
My Opinion, my money, my two cents.
I can't remember which company would regularly do that, but I remember one of the old MMOs I played had a dev team that was forever tacking free days, weeks and months to my acct. I never even noticed until once when I was having some billing issues, I checked my acct and I saw this huge list of free days, free weeks and even a couple of free months; each with a little note explaining that they were freebies because of some of the technical difficulties. Was such a brilliant little find and really drew me in to supporting the dev team.
...
Unfortunately, due to an unforeseen side effect of one of my medications, my memory is a bit like swiss cheese and I can't remember which company it was.
In any case, I am behind this idea. Track the amount of server down-time and add it as free time to the customers who pay month to month, 3 month recurring, 6 month recurring and yearly recurring. Sure it's only a few hours, here and there, but hours turn into days and days into weeks. Perhaps if an issue is ever bad enough, an entire month could be gifted to the subscribers to make them feel better about their dev team. Then when a vocal minority ever tries to climb all over them, the majority would talk them down: "Look, TRIBBLE, they gave us a free month because of it while they're working on a fix; take a deep breath and give them time."
Could you please PM this program to me as well?