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Unlisted PvP changes on Tribble

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited July 2010 in PvP Gameplay
Some of these have been mentioned by snix but not included in the patch notes. I tried posting these in the Tribble forum, but it got scrolled off in seconds by people complaining about art bugs and diplomacy.

Seen so far:
  • I got tractor beamed by a fleet support ship (or possibly a photonic one)
  • Ramming speed is no longer available unless at low health (reported 50% or lower)
  • Shield hardness DR/cap seems to be in place
  • New queue tech doesn't let a game start without the proper number of people in it - this leads to games failing to start rather than starting underpopulated
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    They had better deal with RSP, before nerfing shield resists... otherwise we are going to see RSP spamming in a way that makes game play these days seem RSP free.

    So now, effectively, Rotate shield frequency is useless, the science team shield buff is useless extend shields resist and any team shield resist buffs are useless, when targeting an engineer in a cruiser. We are almost always running near 75% anyway so this nerfs our defenses both self and from others across the board.

    GG guys... GG

    This could be season 1.1 version 2.0

    Shield power - 100 = 20% resist
    EPtS 3 = 40% resist
    Additional 25% shield power boost from EPtS 3 = 5%

    Total = 65 %

    Cap = 75%

    Any additional buffs.. no matter how large.. only will count 10%.

    This kills so many abilities and ways to help,.. I can't even begin to describe how this kills the engineer and teamwork for us NON RSP spammers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Sounds like the dumbest move ever, especially when you give a science ability at level 48 that give the team a 50% boost to shield resist so anything after is completely useless. I cant wait for the TRIBBLE to start.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    faithborn wrote:
    hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.

    This is even worse than a hard cap though. We know how hull resistances work, and shield resistances are much weaker and harder to find and stack in the first place.

    But I'm still not sure how it works on tribble yet, nor how to really tell what the actual resists are.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    faithborn wrote:
    hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.

    Great, now I can blow 4 shield resists...and get to like 40%.

    That sounds so much better.

    Good times.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Great, now I can blow 4 shield resists...and get to like 40%.

    That sounds so much better.

    Good times.

    Alternatively, you could have invested effort into hull healing and be laughing your TRIBBLE off right now at the people that are Sorely out of luck with the patch. My job just got easier ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    faithborn wrote:
    Alternatively, you could have invested effort into hull healing and be laughing your TRIBBLE off right now at the people that are Sorely out of luck with the patch. My job just got easier ;)

    I use 1 engineering team 3 and a Engineering team 1 and transfer shield strength. Faithborn. I have invested in it.

    But now, I may as well dump TSS and go hazard emitters.

    I also have 3 other engineering officers with ET 3 I can swap out for other builds. I do fine. I don't stack RSP, I hate that power and frankly none of what you said addresses the issue that this is a nerf primarily to the defensive abilities to the defense class.... while leaving the real bane RSP alone, for now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Edgecase wrote: »
    [*]New queue tech doesn't let a game start without the proper number of people in it - this leads to games failing to start rather than starting underpopulated
    [/LIST]

    Good. I'm glad.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Oh, and they nerfed the grandfathered consoles. Sucks that my +90 starship hazard system is getting knocked down to +45

    [Prototype Console - Science - Halon System Mk X]
    +15 Starship Hazard System
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Hmm at least i can swap EP-S for EP-A or something... :o and finally make use of polarize hull III on my sci ship.

    But at least the ramming speed is fixed to be less gankable...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    faithborn wrote:
    hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.
    IIRC, snix said in another post that it was a "hard cap" with no diminishing returns for now. I definitely prefer that approach.
    Edgecase wrote: »
    Some of these have been mentioned by snix but not included in the patch notes. I tried posting these in the Tribble forum, but it got scrolled off in seconds by people complaining about art bugs and diplomacy.

    Seen so far:
    • New queue tech doesn't let a game start without the proper number of people in it - this leads to games failing to start rather than starting underpopulated
    Not entirely optimal in my opinion. It should extend the wait time or something like that... On the other hand... Don't you automatically re-queue anyway?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    faithborn wrote:
    Oh, and they nerfed the grandfathered consoles. Sucks that my +90 starship hazard system is getting knocked down to +45

    [Prototype Console - Science - Halon System Mk X]
    +15 Starship Hazard System
    Remember to not sell them prematurely, and instead look for Ferengi Traders for extra latinum.

    I wonder if Holo-Emitters will serve as a distraction in PvP. I mean, everyone knows that the Breen Warship is not a Breen Warship, but is it a fragile Escort or a tough Starcruiser?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Rojon wrote: »
    Good. I'm glad.

    I'm not happy about it. I'd rather lose out numbered and still get credit for my dailies, than sit for hours waiting for a PvP match that will never happen and get no credit toward my dailies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Remember to not sell them prematurely, and instead look for Ferengi Traders for extra latinum.

    I wonder if Holo-Emitters will serve as a distraction in PvP. I mean, everyone knows that the Breen Warship is not a Breen Warship, but is it a fragile Escort or a tough Starcruiser?

    While the ship on the screen changes doesn't the ships icon in the target information HUD belie what it is?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Not entirely optimal in my opinion. It should extend the wait time or something like that... On the other hand... Don't you automatically re-queue anyway?

    It does automatically requeue you. I don't know if you go to the front or back of the line (for example, if there are only 5 Feds but 20 Klingons, and one of the Feds is a no-show, do the 5 Klingons who got the aborted queue go to the front of the line or the back behind the other 15?).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Edgecase wrote: »
    It does automatically requeue you. I don't know if you go to the front or back of the line (for example, if there are only 5 Feds but 20 Klingons, and one of the Feds is a no-show, do the 5 Klingons who got the aborted queue go to the front of the line or the back behind the other 15?).

    Assuming similar results from the last time they "fixed" the queue, lets assume the worst case scenario.

    People who don't pvp or only pvp for the daily whined enough about uneven matches EVERY TIME. So now the wait time will be extended exponentially. Pure genius considering that matches become uneven because people have waited so long in queue they went afk or are doing something else and don't join the match.

    Seriously... can't we just go back to allowing players to enter an ongoing match?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    piwright42 wrote: »
    While the ship on the screen changes doesn't the ships icon in the target information HUD belie what it is?

    Not something a lot of players are going to think to check when in the heat of PVP. But yeah, you can get the info that way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    faithborn wrote:
    Oh, and they nerfed the grandfathered consoles. Sucks that my +90 starship hazard system is getting knocked down to +45

    [Prototype Console - Science - Halon System Mk X]
    +15 Starship Hazard System

    That hit gets lessened once you grind out and equip Mk XII consoles. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Dont think those +18 consoles are that much different :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Edgecase wrote: »
    It does automatically requeue you. I don't know if you go to the front or back of the line (for example, if there are only 5 Feds but 20 Klingons, and one of the Feds is a no-show, do the 5 Klingons who got the aborted queue go to the front of the line or the back behind the other 15?).

    I think the mistake now might be that it forces the minimum size instead of forcing a balanced team. No body is bothered by 3v3, but 2v7 sucks. :)
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