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TRIBBLE Maintenance and Release Notes - September 17, 2012

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    jonathanlonehawkjonathanlonehawk Member Posts: 674 Arc User
    edited September 2012
    koppenflak wrote: »
    I'd like an answer to this too... Is the prefix tied to the skin unlock? Or the actual ship it came with?

    I looked at this on tribble and it appears to be tied to the ship as my regent with the mirror skin couldn't use the ISS prefix. Also on the KDF side it's AKS instead of IKS.

    I was really hoping it'd be attached to the costume unlock and not the ship itself, as I feel the Regent is a MUCH better ship and of course when the fleet version comes out I'd like to use it on that as well.

    Maybe tie it to the material used? Since I can make a Prime Universe Assault cruiser (Regent-looking even) with the Mirror ship itself and have the ISS, then the reason for tying it to the ship itself is kinda moot.
    Formerly Known as Protector from June 2008 to June 20, 2012
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    Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
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    thorodalthorodal Member Posts: 182 Arc User
    edited September 2012
    I looked at this on tribble and it appears to be tied to the ship as my regent with the mirror skin couldn't use the ISS prefix. Also on the KDF side it's AKS instead of IKS.

    I was really hoping it'd be attached to the costume unlock and not the ship itself, as I feel the Regent is a MUCH better ship and of course when the fleet version comes out I'd like to use it on that as well.

    Maybe tie it to the material used? Since I can make a Prime Universe Assault cruiser (Regent-looking even) with the Mirror ship itself and have the ISS, then the reason for tying it to the ship itself is kinda moot.

    Ah, shoot, was looking forward to give my Regent the I.S.S.-prefix >.<
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    kandorouskandorous Member Posts: 114 Arc User
    edited September 2012
    I looked at this on tribble and it appears to be tied to the ship as my regent with the mirror skin couldn't use the ISS prefix. Also on the KDF side it's AKS instead of IKS.

    I was really hoping it'd be attached to the costume unlock and not the ship itself, as I feel the Regent is a MUCH better ship and of course when the fleet version comes out I'd like to use it on that as well.

    Maybe tie it to the material used? Since I can make a Prime Universe Assault cruiser (Regent-looking even) with the Mirror ship itself and have the ISS, then the reason for tying it to the ship itself is kinda moot.

    Very lame!
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    tgebhardttgebhardt Member Posts: 29 Arc User
    edited September 2012
    I play a fed and a kdf engineer and i have to constantly switch kits, because the shieldgenerator is not on fabrication kit, instead I got a useless drone ... that does nothing.


    So if you "fix" that problem, fix the kits first.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited September 2012
    I really don't like the Engineer Kit nerfs. Like said above, some kits just don't go good together.

    With you guys mentioning we would be seeing customizable kits for endgame a while ago, I thought this could be fixed, but now you just limiting engineers to support types than fighting on the field.




    And Operational Assets? They are not worth using. Too much of a hassle to get. And too much Dilithium being burned on such useless items (which are only good for one map).



    Meanwhile, when are we going to see fixes to Season 6 bugs that been around for a while?

    Queueing for Fleet Events put you in STFs.
    Invasion, mobs not giving credit.
    Incursion, bugs where the mission does not progress if you kill outside of the boundries.

    Not to mention the stupid Captain spawn, when you fight some races, they instant kill you. Like the Feklhiri. Or how people dont listen and rush in before people respawn after death, blowing the chances in getting the captain (really, that wasn't the brightest thing given how PuGs are).

    Or Blockade (never seen 21 ships even with the best groups money can buy).


    Or how about fixing the Iso Canon off Negh'vars with that stupid 1-shot kill thing. Didn't you guys learn we hate 1-shot kills from the Borg over the years?

    Or NPC ability spam?

    Nukara respawn times really need decreased as well.



    Finally, what really needs fixed is that unknown CTDing that happens when you beam to First City on Qo'nos.
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    dukedom01dukedom01 Member Posts: 462 Arc User
    edited September 2012
    [...]
    ST.20.20120909a.5
    [...]
    • All Fleet Duty Officers should now have the correct Departments for their Specialization.
    [...]

    Sadly that is not correct. Ticket #28,952 : Some Fleet Armory Officers still in the tac department.

    And quite frankly I do not understand why ground warfare specialist are tactical, too. My gut says they 'should' be security like any other ground related tac doff.

    And while I'm at it. Under which reasoning does the various BUFF provisioning projects increase in cost but stay at 5 buff provisions each tier?
    Ceterum censeo Otha supplendum in praemiis.
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    dukedom01dukedom01 Member Posts: 462 Arc User
    edited September 2012
    And quite a FUBAR ticket #28,953 :

    Shield Distribution Officer alternate power, chance for weapons malfunction on draw fire. Affects ground powers but is a space duty doff. tsk tsk tsk. :D
    Ceterum censeo Otha supplendum in praemiis.
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    cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    trek21 wrote: »
    Not when the 'Bunker Fabrication' is all the Engineer needs ;) A med generator, a shield generator, a turret, and a force field dome (plus the inherent support drone)

    They distract enemies, they add to DPS, and it's all fine. Never needed anything else (too impractical imo)

    You need to think end-game content elite STFs. The gun turrets do not 'distract' .. nor provide DPS. They just die in a matter of seconds after being deployed and die to just one hit. The shield on borg in elites has each gun turret barely doing 2 damage per shot. Its that messed up.

    If the gun turret was replaced by the mortar it would be a completely different story though.
    frtoaster wrote: »
    That depends on how you play engineer. If you prefer to build fortifications, then the above makes sense. My preferred kits are enemy neutralization and equipment technician, and I think they mostly work fine as is. With both those kits, you can hit tough enemies with weapons malfunction, fuse armor, and orbital strike. With enemy neutralization, you can run in front of a group of enemies, drop mines, and pulsewave. With equipment technician, you can keep your shields up longer.

    You prefer to fight on the move. Fine. Thats why I proposed 2 kits which are precisely for that.


    Team Support kit:

    Shield Heal
    Fuse Armor
    Weapons Malfunction
    Combat Supply


    Combat Engineer Kit:

    Bomb
    Seeker Drone
    Mines
    Force Field Dome

    The only thing you miss out from the current two kits you like for on -the move combat is diagnostics...which is linked to the construction kit since it does provide a boost to the constructs. With the above two kits you can not only do damage and debuff but also each has a shield-based defensive ability.
    On the other hand, the transphasic bomb that comes with enemy neutralization seems less useful than the chroniton mines. I can never position it properly next to enemies; either that or they run away before I can detonate it. It's still useful for blowing up static structures such as generators though.

    Thats an issue with the character HUD system. I had to disable the 'turn to face target' and 'target whatever attacks me' so it would stop changing the facing of my character as it was setting the mines and bomb.
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    futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited September 2012
    Yes, medics need fixing next. A medic can put nanites on his whole team by just swapping 5 seperate kits to avoid the cooldown.
    The best reason for this fix is it opens the way for the custom kits The Devs want to make where we can hand pick the abilities. Gotta fix the kit mechanics first.

    That is my take on it as well. I very much hope they are planning to introduce custom kits in the future (and if they are, sell your Borg Medical Analysts now before they become worthless).
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    cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    Fix the mechanics?

    Just replace the damn thing.

    Give each player a 2nd row set of 'device' slots.

    Then make the kit abilities into devices. Each career type can equip only its own career specific devices.

    Voila. Instant custom 'kits'.


    The current kit slot? Turn into a new equipment slot. We have shield, armor and 2 weapons...why not then use this for visual cosmetics?

    capes, uniforms, different weapon looks (hate those silly looking mk 12 guns? this kit makes them into cooler looking guns), ground holo-emitters, social items (dancing girls emitter, singing elvis hologram, etc). imagination is the limit.
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    starfleetdanstarfleetdan Member Posts: 47 Arc User
    edited September 2012
    Mirror ships can now change their ship name prefix to I.S.S.

    I think STO should assign the I.S.S prefix and the ship color of the MIRROR UNIVERSE to all classes of vessels!!! Players are also looking forward to creating a character & pilot a ship of the MIRROR UNIVERSE with these features!!!
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    ikuruyoikuruyo Member Posts: 132 Arc User
    edited September 2012
    I hope no one missed it. They removed the gambling device from the ferengi box. Going to have to buy some of those and open some boxs to stock up before the price jump.

    Ah nm. I just looked at the new post, the gambling device is going to be just 50 lobi now instead of a random drop.


    EDIT:
    Hmm, any chance of getting the max number of commodities you can buy at once increased from 50 to at least 250?
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    ikuruyoikuruyo Member Posts: 132 Arc User
    edited September 2012
    Just looked at the new Lobi store. The Mirror Universe Delta Flyer Pet is still using the old naming convention instead of the new one.

    Its called: Special Requisition Pack - Mirror Universe Delta Flyer Pet
    Instead of: Space Non-Combat Pet - Mirror Universe Delta Flyer Pet

    I don't remember the selection of earrings being in there. Possible i missed it though.

    Tacking on the word "New" to the one item is interesting but it was only added for the Horta hatchling, is that because its a new to game item? I would expect the "New" to be for items that were new to to Lobi store as of the most recent update.

    The list is getting nice and long so we have lots of options and might miss something that was just added to the store. I'm really happy to see the return of the Ferengi set, I had wanted it but did not have the Lobi when it was pulled.
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    bookreader84bookreader84 Member Posts: 0 Arc User
    edited September 2012
    defalus wrote: »
    Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.

    This makes me cry.

    KHAAAAAANNNNNNNNNN!!!!!!!!!!!!


    and that is all
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited September 2012
    You prefer to fight on the move. Fine. Thats why I proposed 2 kits which are precisely for that.


    Team Support kit:

    Shield Heal
    Fuse Armor
    Weapons Malfunction
    Combat Supply

    Combat supply is pretty much useless. Almost everyone carries stacks of the consumables they need. And if they run out, someone can always give them some from his or her inventory. I would prefer that combat supply be replaced by chroniton mines or equipment diagnostics. Of course, with equipment diagnostics instead of combat supply, the above kit is the same as the current equipment technician kit.
    Combat Engineer Kit:

    Bomb
    Seeker Drone
    Mines
    Force Field Dome

    Force field dome pushes enemies away. I want enemies to come towards the mines and bombs. Maybe, you can position the mines and push the enemies into them with the force field dome, but I'm not sure how easy that is to pull off. I also don't want enemies to go chasing after a seeker drone when I'm trying to attract them towards the mines.
    The only thing you miss out from the current two kits you like for on -the move combat is diagnostics...which is linked to the construction kit since it does provide a boost to the constructs. With the above two kits you can not only do damage and debuff but also each has a shield-based defensive ability.

    I use equipment diagnostics to buff my own damage resistance, not to buff fabrications.

    I agree with everyone else that custom kits would be best. That way, we can each fight using our preferred style. We can also try out new combinations and tactics that are currently not possible.
    Waiting for a programmer ...
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    docroadie69docroadie69 Member Posts: 0 Arc User
    edited September 2012

    [*]Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.


    Now i'm confused. What is the purpose of doing that?? I don't know about any other engineer but I alternate between my Fabrication Specialist kit and my Enemy Neutralization kit when playing ground Elite STF's. I place my turrets down first and switch out to the 'bomb/mine' kit.
    It has been allowed to do this for as long as I can remember. And now somebody is deciding to change it?? seriously wth??
    Yes, all kit swapping cheats need to be fixed. There are more fun ways to play this game.

    How exactly is it a cheat to swap kits?? It's a cheat if nobody else can do it. As far as I know every Captain (Tac, Sci, or Eng) can swap out kits. And if it's being changed because of PvP players crying then make it so that it affects you playing only PvP not PvE.
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    starfleetdanstarfleetdan Member Posts: 47 Arc User
    edited September 2012
    Chairs now have their own custom interact icon
    the custom interact icon about the chairs don't work in some rooms of the ship interior:
    - In the captain office & quarters
    - In the Lounge
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    nicha0nicha0 Member Posts: 1,456 Arc User
    edited September 2012
    I find it hilarious that engineers are upset about fixing an exploit being, they are now calling a nerf.

    Engs need to role a tac on the ground and see how they like it.

    All but 2 kits are garbage, one of those two is pretty superior to the other.

    One kit stays in circulation soley for the cloak ability.

    Our buffs are so short you can't possibly hope to switch kits to abuse the powers.

    Our security guards, recently buffed, still don't survive more than 5s, every player has better guards available through the shards of possibilities than we do.
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    cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    nicha0 wrote: »
    I find it hilarious that engineers are upset about fixing an exploit being, they are now calling a nerf.

    Engs need to role a tac on the ground and see how they like it.

    I have both tactical and engineer ground VA that play only on elites. Both have their ground skill sets maxed for their role.

    I can tell you, right now, the tac captain can buff himself up with one kit, switch to another and deliver an ungodly high damage attack.

    Its how you can toss a ~1k damage photon grenade. Think on that for a moment. Thats more damage than 3 engineer mortars + 3 engineer turrets put together. All because kits can be swapped.
    All but 2 kits are garbage, one of those two is pretty superior to the other. One kit stays in circulation soley for the cloak ability.

    Just because you don't know how or when to use them doesn't mean they are garbage. Each tac kit has a fully fleshed out 'role' when you wear them. Unlike engineer kits which are left needing the ability of another engineer kit to make stuff work properly.
    [/quote]
    Our buffs are so short you can't possibly hope to switch kits to abuse the powers.

    It can and is easily done. The 'abuse' as you mention it is even higher than the engineer. I'd suggest you try it and see for yourself how ridiculously powerful of a first strike the tac capt can do with the kit swapping buffs.

    Science can buff themselves up with the hypo-kit and then with the healing kit and finally switch to their damage kit and go at it..the buffs dont wear off.

    Engineer on the other hand... was putting down healing and shield generators, STATIC ones..for the TEAM. And engineer gets nerfed because of it? Thats some messed up logic.

    Nerf science and tac team kits so that their buffs wear off when kit is changed. Fair is fair right?
    Our security guards, recently buffed, still don't survive more than 5s, every player has better guards available through the shards of possibilities than we do.

    The issue is the tac captains I commonly see dont use their brains when using the security teams.

    Oh look. the next room is full of borg. *calls security team*

    ...redshirts rush to next room and die in 5s. Accomplish nothing.

    and they keep doing this TRIBBLE nonstop and then whine and complain about their redshirts.

    Then come the few tac players that understand how to use the redshirts...and call them only when the borg are about to swarm them @ melee range. Bewm. instant reinforcements, chaos and tons of damage delivered by redshirts via flanking damage. The borg no longer all target one team-member or two... but the redshirts. With the borg targeting redshirts AND turning and exposing their flank and rear to the players, the players end up delivering boosted damage and taking tons less damage. Most surprisingly, the redshirts tend to survive that encounter.

    THAT is what security team is for.
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