We will be bringing the Tribble server down for maintenance later this afternoon to apply a new update.
General:
The Captain Name and Ship Name text entries in character creation will no longer automatically demand a name before a name has been entered.
Updated the visual appearance of all existing Romulan ships.
Added search options to the exchange for Ship Warp Engines and Ship Singularity Engines.
Systems:
The Rigelian racial trait Spirit Walk has been improved:
It now provides a strong immediate heal based on a percentage of your Maximum Hitpoints.
Its Heal over Time component ticks twice as quickly.
Its Resistance Rating bonus is now 100, up from 20.
The duration of its HoT and Resistance bonus have been reduced from 10 seconds down to 6 seconds.
The recharge of Spirit Walk has been reduced from 210 seconds down to 90 seconds.
The EPS Manifold Efficiency trait has been modified:
It now provides 10 bonus power to subsystems when using any "Emergency Power" Engineering ability.
It also gives 20 bonus power to subsystems when using any Battery.
The duration of these Subsystem Power buffs scales with your Batteries skill.
The Veteran Trait has been updated:
The magnitude of Damage Resistance and Dodge at all ranks has been improved slightly.
Note: This trait is not obtainable by captains.
Melee damage is now more effective against crouching targets.
Emergency Power-class abilities:
The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
Example: Emergency Power to Shields I and Emergency Power to Shields II
All starship equipment and set bonuses that boost a Starship Skill now include a brief explanation of what that skill improves/resists.
For example, a deflector which currently shows "+17.5 Starship Countermeasure Systems" will now have a second line present which states "(Improves Confuse and Placate)".
Self-explanatory bonuses did not receive this treatment.
UI:
Updated the Tailor and Character Creator:
Removed the non-functional gender selection buttons from the tailor.
Updated the display positioning for smaller color palettes.
Improved the visuals for the sliders and made the slider handles larger.
Adjusted the appearance of the gender selection buttons to make them look more like buttons.
Added hover previewing of hairstyles to the Character Creator and Tailor.
The advanced outfit editors now refresh correctly after changing genders.
The scrollwheel now zooms in and out of the character in the empty middle area of the screen when choosing the faction, race, and class.
Updated the power tray:
Slightly increased the size of the icons on the power tray.
Significantly darkened the border around icons on the power tray.
Reduced the space between power icons.
As a result, the overall size of the power trays for both ground and space has been decreased.
The maximum number of fly-in notifications has been changed to 3.
This will help keep them from covering up a large portion of the screen.
The Rename and Modify buttons are now disabled if the player can't modify a Bridge Officer's costume.
Updated the Character select screen:
Your bridge officers have now joined your side!
Updated the lighting on this screen so captains are no longer lit so harshly.
The fleet rank of online players will no longer always display as blank.
Updated the UI for smaller screens to eliminate some deadspace between elements.
Significantly reduced aliasing on several button types.
Known Issues:
The Klingon Mission Journal is currently being re-worked and some missions may not yet be available to existing Klingons.
Neither Klingons nor Romulans are available for new characters.
The C-store is disabled.
Traits cannot be changed or updated.
Players on Wine will need to use a workaround in order to play.
Emergency Power-class abilities:
The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
Example: Emergency Power to Shields I and Emergency Power to Shields II
Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime. However, changing the lockout between two abilities of the same type down to 20 seconds results in the original downtime I had intended for abilities of 11%, rather than the 33% that the previous patch introduced.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Updated the lighting on this screen so captains are no longer lit so harshly.
Has the way that ships are selected to display on the character select screen been updated? It only displays my shuttle on each of my toons that have both active ships and shuttles selected.
Or better yet... Since we're adding our BOffs as a sort of "family portrait" anyway, is there a way we could also jam in both our active ship and shuttle?
EDIT: to clarify, from top back to lower forward:
Ship -> Shuttle -> BOffs (I'm assuming these will be the default away team BOffs and not your entire roster) -> your Captain.
Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime. However, changing the lockout between two abilities of the same type down to 20 seconds results in the original downtime I had intended for abilities of 11%, rather than the 33% that the previous patch introduced.
Well you may at least reduce the shield resistance EPTS gives, because that's what makes cruisers immortal. Try killing one using the right elite fleet shield and an almost permanent EPTS 3 up with your current changes and enjoy your frustration. Don't be shy and share it! Take 3 other escorts with you, see there is little difference. Don't cheat, no snb in your team.
Less downtime is ok if you decrease the magnitude of the power. Something needs to be fixed there, there are too many resistances available.
So the System Cooldown between any two EPtX of the same time is as long as the power buff, equaling infinite uptime?
Is the Global Cooldown between two different EPtX (such as EPtS and EPtW) still 15 seconds or is it 10 seconds? If it's still 15, then cruisers which run 2 different pairs won't infinite uptime (and lets face it, Cruisers with 6 or 7 Engy Slots don't have much else useful to run).
Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime. However, changing the lockout between two abilities of the same type down to 20 seconds results in the original downtime I had intended for abilities of 11%, rather than the 33% that the previous patch introduced.
Thanks for listening Mr. Hawk. Does that cooldown also affect running two types of EptX ability? Well ill test it for sure.
We will be bringing the Tribble server down for maintenance later this afternoon to apply a new update.
UI:
Updated the Character select screen:
Your bridge officers have now joined your side!
I noticed that with the addition of the Boffs, it no longer displays the armor you have equiped. Even if you have it selected to be visible in-game. Intended?
thank you for fixing EPtX gaps. I would have been OK with just extending the power to last the whole 30 seconds and lower the overall resist level, but this is fine. I still think (coming from a shield tanking cruiser, mind you) that the resist bonus from epts should be cut in half.
The problem the original change was causing was the spike damage in the gap when you lost both shield power and the ability itself. It was just too easy to exploit.
I assume that the EPS Manifold Efficiency bonuses will be the same duration as regular Batt power bonuses, even if they activate for EPtX? (i.e. 10s at 0 battery skill, 20s at 99 batt skill)
Is the power bonus a flat +10 for EPtX/+20 for battery use? Does it scale with Starship EPS skill, or higher EPtX ranks? (Can be redone as a % of the power bonus gained from EPtX or batteries?)
Looks interesting though -- and better than the previous battery-only version of the trait!
SCM - Infected(S) - DMG Out: 11,776,567 DPS: 114,224.70 (28.7% of Team) - Pinky@ukcaptain420 I reserve the right to have a completely different standpoint depending on my mood.
What really bugs me about STO is the fact tractor beams are sci boff skills.....arent tractors supposed to be a part of a ship?
Well anyways i hope at somepoint tractors can be equippable like the grapple hook from the NX.
So any idea how much longer tribble gonna be down?
So you'd rather spend a console slot on a Tractor Beam?
The only way that would work is if they were to introduce a new console slots series such as 'Tool slots' or something like that. But that would require a lot of coding, and a lot more trial and error.
Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime. However, changing the lockout between two abilities of the same type down to 20 seconds results in the original downtime I had intended for abilities of 11%, rather than the 33% that the previous patch introduced.
I should have learned never to aruge with a dev or he will just turn a little oopsie into reality. :P
However you may want to reconsider the global cooldown of 15s down to 10s.
Cruisers who rely on cycling emergency powers (since that's 80% of all their available Ensign powers) basically lose out the most with the new system if they attempt to cycle two sets of emergency powers.
I suspect your intent was not a cruiser nerf, but looking at it on paper that's what this appears to be.
I should have learned never to aruge with a dev or he will just turn a little oopsie into reality. :P
However you may want to reconsider the global cooldown of 15s down to 10s.
Cruisers who rely on cycling emergency powers (since that's 80% of all their available Ensign powers) basically lose out the most with the new system if they attempt to cycle two sets of emergency powers.
I suspect your intent was not a cruiser nerf, but looking at it on paper that's what this appears to be.
I'll post more after testing.
Seconded. In order not to nerf cruisers, GCD between different types of emergency power needs to be lowered from 15s to 10s.
Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime. However, changing the lockout between two abilities of the same type down to 20 seconds results in the original downtime I had intended for abilities of 11%, rather than the 33% that the previous patch introduced.
So basically, for folks running a single EPtX1 - compared to what's on Holo, you've added 10s to the gap.
Let's take a look at what you've done for people running a combination of EPtX1 & EPtY1 (giving them perfect procs from their 3x purple DCE DOFFs), eh?
So basically, for folks running EPtX1 & EPtY1 - compared to what's on Holo, you've added a 10s gap for each of them.
Course, that's with a perfect proc on the 3x purple DCE DOFFs. The reality is that it could be a 10-25s gap after each one.
So uh, if we look overall at what's going on then with regard to the changes and use the new 20s duration; we can say the following, eh?
2x EPtX: for every 80s of uptime, there is 5s of downtime
1x EPtX: for every 80s of uptime, there is 75s of downtime
EPtX/EPtY: for every 80s of uptime for each, there is between 30s-75s of downtime
So uh...was the goal to try to ensure that everybody runs 2x EPtX?
Well you may at least reduce the shield resistance EPTS gives, because that's what makes cruisers immortal. Try killing one using the right elite fleet shield and an almost permanent EPTS 3 up with your current changes and enjoy your frustration. Don't be shy and share it! Take 3 other escorts with you, see there is little difference. Don't cheat, no snb in your team.
Less downtime is ok if you decrease the magnitude of the power. Something needs to be fixed there, there are too many resistances available.
Sounds like you don't have a lot of dps. I can solo "invincible" cruisers just fine in my Jem'Hadar Heavy Escort Carrier. I've killed many ships that never ever died to one ship before. Its funny to see their reactions. ^_^
Sounds like you don't have a lot of dps. I can solo "invincible" cruisers just fine in my Jem'Hadar Heavy Escort Carrier. I've killed many ships that never ever died to one ship before. Its funny to see their reactions. ^_^
Sounds like you've never fought a cruiser that knows what its doing. I've seen the numbers, a Non Engineering captain in a Cruiser with Elite Fleet Shields can easily get Shield DR to 70% (Just 5% away from the shield cap). At that rate, whatever damage you end up doing is easily healed (whether by Boff powers or the new passive healing in the Reputation).
EDIT: Get 2 of these cruisers extending each other, and say goodbye to killing Either (without SNB).
Sounds like you don't have a lot of dps. I can solo "invincible" cruisers just fine in my Jem'Hadar Heavy Escort Carrier. I've killed many ships that never ever died to one ship before. Its funny to see their reactions. ^_^
There are a select few Recluse, Fleet Star Cruiser, and Wells pilots that I have seen tanking multiple (2-4) KDF veteran PVPers including a bug ship and surviving even after subnuc. Nobody would take them out on their own, but it is only maybe 3 or 4 people in the last month I see doing this regularly.
I should have learned never to aruge with a dev or he will just turn a little oopsie into reality. :P
However you may want to reconsider the global cooldown of 15s down to 10s.
Cruisers who rely on cycling emergency powers (since that's 80% of all their available Ensign powers) basically lose out the most with the new system if they attempt to cycle two sets of emergency powers.
I suspect your intent was not a cruiser nerf, but looking at it on paper that's what this appears to be.
I'll post more after testing.
Pretty much this is my only problem with this change. I appreciate the update, 11% downtime is much more acceptable than 33%. However, cruisers already have such a limited selection of abilities at the ensign level, they often end up taking EPtX powers there, which sets them on an even worse downtime if they try to cycle 2 sets (as virusdancer pointed out). One could argue that cruisers could just have their only EPtX powers at the ensign level, but then what's the point of having the higher rank ones? One could also argue that they could take 2x Engineering team at ensign level. That's usually not optimal, especially since Tactical Team is such a "must have" ability now. I don't think I'd prefer the global cooldown being reduced to 10s though, I'd much rather something else be added to the ensign level, but that's more likely a long-term fix than something that can be done quickly.
I think my overall preference (in terms of a future change) would be to remove the shield resistance effect of EPtS completely, or maybe just make it a very short duration, and move it to a new Ens/LT/LTC power, maybe give this new ability some shield regen as well, but no instant heal. Yes, I know TSS already does this, but I'm talking about a self-target-only heavy resist/light regen rather than the team-target light resist/heavy regen of TSS (so I guess kind of a self-targeting Extend Shields? Maybe shield resistance plus something else instead of the regen to make it different). For escorts, that would mean having to choose between the staying power of heavy resistance and regen (better for sustained damage), or the bursty heal and short-duration resistance of EPtS (better for emergency usage, imagine that). Science vessels get the same choice, but they already have the general option to cycle 2x TSS 3 if they want so they don't lose too much in survivability either. For cruisers, they gain something useful to use in the ensign level while being able to also run EPtS, allowing for heavy tanking as suits their role. (Note: obviously rough idea, but maybe it's something to start with?)
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
Comments
Thank you
-.-
Immortal cruisers FTW? :rolleyes:
God, lvl 60 CW. 17k.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Has the way that ships are selected to display on the character select screen been updated? It only displays my shuttle on each of my toons that have both active ships and shuttles selected.
Or better yet... Since we're adding our BOffs as a sort of "family portrait" anyway, is there a way we could also jam in both our active ship and shuttle?
EDIT: to clarify, from top back to lower forward:
Ship -> Shuttle -> BOffs (I'm assuming these will be the default away team BOffs and not your entire roster) -> your Captain.
Raptr profile
Well you may at least reduce the shield resistance EPTS gives, because that's what makes cruisers immortal. Try killing one using the right elite fleet shield and an almost permanent EPTS 3 up with your current changes and enjoy your frustration. Don't be shy and share it! Take 3 other escorts with you, see there is little difference. Don't cheat, no snb in your team.
Less downtime is ok if you decrease the magnitude of the power. Something needs to be fixed there, there are too many resistances available.
God, lvl 60 CW. 17k.
***Disenchanted***
Real Join Date: Monday, 17 May 2010
Well anyways i hope at somepoint tractors can be equippable like the grapple hook from the NX.
So any idea how much longer tribble gonna be down?
Is the Global Cooldown between two different EPtX (such as EPtS and EPtW) still 15 seconds or is it 10 seconds? If it's still 15, then cruisers which run 2 different pairs won't infinite uptime (and lets face it, Cruisers with 6 or 7 Engy Slots don't have much else useful to run).
Thanks for listening Mr. Hawk. Does that cooldown also affect running two types of EptX ability? Well ill test it for sure.
nm
I noticed that with the addition of the Boffs, it no longer displays the armor you have equiped. Even if you have it selected to be visible in-game. Intended?
The problem the original change was causing was the spike damage in the gap when you lost both shield power and the ability itself. It was just too easy to exploit.
Thank you for listening to us though regardless!
Is the power bonus a flat +10 for EPtX/+20 for battery use? Does it scale with Starship EPS skill, or higher EPtX ranks? (Can be redone as a % of the power bonus gained from EPtX or batteries?)
Looks interesting though -- and better than the previous battery-only version of the trait!
Thanks
I reserve the right to have a completely different standpoint depending on my mood.
Umm . . . did you mean Windows XP?
PS: ukcaptain420, your link works
So you'd rather spend a console slot on a Tractor Beam?
The only way that would work is if they were to introduce a new console slots series such as 'Tool slots' or something like that. But that would require a lot of coding, and a lot more trial and error.
I like the Tractors the way they are now.
I should have learned never to aruge with a dev or he will just turn a little oopsie into reality. :P
However you may want to reconsider the global cooldown of 15s down to 10s.
Cruisers who rely on cycling emergency powers (since that's 80% of all their available Ensign powers) basically lose out the most with the new system if they attempt to cycle two sets of emergency powers.
I suspect your intent was not a cruiser nerf, but looking at it on paper that's what this appears to be.
I'll post more after testing.
Shouldn't this be Ship Warp Cores and Ship Singularity Cores?
Seconded. In order not to nerf cruisers, GCD between different types of emergency power needs to be lowered from 15s to 10s.
Old (Holo):
000 EPtS1A (30s Dur, 45s CD, 30s TCD)
030 EPtS1A expires, EPtS1A TCD expires, EPtS1B (30s Dur, 45s CD, 30s TCD)
045 EPtS1A CD expires
060 EPtS1B expires, EPtS1B TCD expires, EPtS1A (30s Dur, 45s CD, 30s TCD)
0s Gap/Downtime
Old (Tribble):
000 EPtS1A (20s Dur, 45s CD, 30s TCD)
020 EPtS1A expires
030 EPtS1A TCD expires, EPtS1B (20s Dur, 45s CD, 30s TCD)
045 EPtS1A CD expires
050 EPtS1B expires
060 EPtS1B TCD expires, EPtS1A (20s Dur, 45s CD, 30s TCD)
10s Gap/Downtime
New (Tribble):
000 EPtS1A (20s Dur, 45s CD, 20s TCD)
020 EPtS1A expires, EPtS1A TCD expires, EPtS1B (20s Dur, 45s CD, 20s TCD)
040 EPtS1B expires, EPtS1B TCD expires
045 EPtS1A CD expires, EPtS1A (20s Dur, 45s CD, 20s TCD)
065 EPtS1A expires, EPtS1A TCD expires, EPtS1B CD expires, EPtS1B (20s Dur, 45s CD, 20s TCD)
085 EPtS1B expires, EPtS1B TCD expires
090 EPtS1A CD expires, EPtS1A (20s Dur, 45s CD, 20s TCD)
20s up/20s up/5s down/20s up/20s up/5s down
So basically, for folks running 2x EPtS1 - compared to what's on Holo, you've added a 5s gap after they've run both of them.
Let's take a look at what you've done for people running a single EPtX, eh?
Holo:
000 EPtX1 (30s Dur, 45s CD)
030 EPtX1 expires
045 EPtX1 CD expires, EPtX1 (30s Dur, 45s CD)
075 EPtX1 expires
090 EPtX1 CD expires, EPtX1 (30s Dur, 45s CD)
15s Gap/Downtime
Tribble:
000 EPtX1 (20s Dur, 45s CD)
020 EPtX1 expires
045 EPtX1 CD expires, EPtX1 (20s Dur, 45s CD)
065 EPtX1 expires
090 EPtX1 CD expires, EPtX1 (20s Dur, 45s CD)
25s Gap/Downtime
So basically, for folks running a single EPtX1 - compared to what's on Holo, you've added 10s to the gap.
Let's take a look at what you've done for people running a combination of EPtX1 & EPtY1 (giving them perfect procs from their 3x purple DCE DOFFs), eh?
Holo:
000 EPtX1 (30s Dur, 30s CD, 15s TCD)
015 EPtX1 TCD expires, EPtY1 (30s Dur, 30s CD, 15s TCD)
030 EPtX1 CD expires, EPtY1 TCD expires, EPtX1 (30s Dur, 30s CD, 15s TCD)
045 EPtX1 TCD expires, EPtY1 CD expires, EPtY1 (30s Dur, 30s CD, 15s TCD)
EPtX1 - 0s Gap/Downtime
EPtY1 - 0s Gap/Downtime
Tribble:
000 EPtX1 (20s Dur, 30s CD, 15s TCD)
015 EPtX1 TCD expires, EPtY1 (20s Dur, 30s CD, 15s TCD)
020 EPtX1 expires
030 EPtX1 CD expires, EPtY1 TCD expires, EPtX1 (20s Dur, 30s CD, 15s TCD)
035 EPtY1 expires
045 EPtX1 TCD expires, EPtY1 CD expires, EPtY1 (20s Dur, 30s CD, 15s TCD)
050 EPtX1 expires
060 EPtX1 CD expires, EPtY1 TCD expires, EPtX1 (20s Dur, 30s CD, 15s TCD)
EPtX1 - 10s Gap/Downtime
EPtY1 - 10s Gap/Downtime
So basically, for folks running EPtX1 & EPtY1 - compared to what's on Holo, you've added a 10s gap for each of them.
Course, that's with a perfect proc on the 3x purple DCE DOFFs. The reality is that it could be a 10-25s gap after each one.
So uh, if we look overall at what's going on then with regard to the changes and use the new 20s duration; we can say the following, eh?
2x EPtX: for every 80s of uptime, there is 5s of downtime
1x EPtX: for every 80s of uptime, there is 75s of downtime
EPtX/EPtY: for every 80s of uptime for each, there is between 30s-75s of downtime
So uh...was the goal to try to ensure that everybody runs 2x EPtX?
Sounds like you don't have a lot of dps. I can solo "invincible" cruisers just fine in my Jem'Hadar Heavy Escort Carrier. I've killed many ships that never ever died to one ship before. Its funny to see their reactions. ^_^
still havent fixed that one yet huh?... lets get crackin cracker jack..
EDIT: Get 2 of these cruisers extending each other, and say goodbye to killing Either (without SNB).
There are a select few Recluse, Fleet Star Cruiser, and Wells pilots that I have seen tanking multiple (2-4) KDF veteran PVPers including a bug ship and surviving even after subnuc. Nobody would take them out on their own, but it is only maybe 3 or 4 people in the last month I see doing this regularly.
Pretty much this is my only problem with this change. I appreciate the update, 11% downtime is much more acceptable than 33%. However, cruisers already have such a limited selection of abilities at the ensign level, they often end up taking EPtX powers there, which sets them on an even worse downtime if they try to cycle 2 sets (as virusdancer pointed out). One could argue that cruisers could just have their only EPtX powers at the ensign level, but then what's the point of having the higher rank ones? One could also argue that they could take 2x Engineering team at ensign level. That's usually not optimal, especially since Tactical Team is such a "must have" ability now. I don't think I'd prefer the global cooldown being reduced to 10s though, I'd much rather something else be added to the ensign level, but that's more likely a long-term fix than something that can be done quickly.
I think my overall preference (in terms of a future change) would be to remove the shield resistance effect of EPtS completely, or maybe just make it a very short duration, and move it to a new Ens/LT/LTC power, maybe give this new ability some shield regen as well, but no instant heal. Yes, I know TSS already does this, but I'm talking about a self-target-only heavy resist/light regen rather than the team-target light resist/heavy regen of TSS (so I guess kind of a self-targeting Extend Shields? Maybe shield resistance plus something else instead of the regen to make it different). For escorts, that would mean having to choose between the staying power of heavy resistance and regen (better for sustained damage), or the bursty heal and short-duration resistance of EPtS (better for emergency usage, imagine that). Science vessels get the same choice, but they already have the general option to cycle 2x TSS 3 if they want so they don't lose too much in survivability either. For cruisers, they gain something useful to use in the ensign level while being able to also run EPtS, allowing for heavy tanking as suits their role. (Note: obviously rough idea, but maybe it's something to start with?)
The universe has a wonderful sense of humor. The trick is learning how to take a joke.