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TRIBBLE Maintenance and Release Notes - April 12, 2013

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  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited April 2013
    Umm . . . did you mean Windows XP? ;)

    PS: ukcaptain420, your link works

    No, they fixed the XP issue. Wine however is an XP emulator and doesn't get all the bits right, so they still need the workaround.
  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited April 2013
    Not sure if its mentioned in patch notes or if its new in this patch today but in the dil store theres 2 new options a species trait token for 20k dil and a rep retrain token for 20k dil.
    [SIGPIC][/SIGPIC]
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    5s is livable, plus you have multiple ways to remove that if you want to. Aux2bat or DCEs can help you, though DCEs are horribly unreliable, maybe a DCE change to a static reduction would be better?
    Delirium Tremens
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    Nothing to do anymore.
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  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    messahla wrote: »
    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?

    All ships have tractors, not all ships can use tractor beams as a weapon, which is why the Boff skill comes into play.
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    nicha0 wrote: »
    5s is livable, plus you have multiple ways to remove that if you want to. Aux2bat or DCEs can help you, though DCEs are horribly unreliable, maybe a DCE change to a static reduction would be better?

    Let me copy a guy with 2pc MACO over to Tribble to see if the 5% reduction from that does away with the 5s gap after 40s...hrmm.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    Let me copy a guy with 2pc MACO over to Tribble to see if the 5% reduction from that does away with the 5s gap after 40s...hrmm.

    5% of 45 seconds is 2.25 seconds, so you'd get rid of a little less than half of the gap, I assume (forgot to check this myself when I logged in a bit ago).

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    jbmaverick wrote: »
    5% of 45 seconds is 2.25 seconds, so you'd get rid of a little less than half of the gap, I assume (forgot to check this myself when I logged in a bit ago).

    Yeah, drops the CD down from 45s to 42.9s. I didn't even have to copy the guy, wasn't thinking - been a long day.
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited April 2013
    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).

    Sigh, I didn't say it was super easy. I trained against super tanks aka the invincible cruisers. They were good pilots if they hadn't gone up against me they would still be undefeated 1v1. This is 1v1 not 1v2 I know it would be impossible for me to kill either cruiser with the other healing it.
    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.

    Again I've practice over 60 matches against a few of those ships. After all that hard work I've finally made a build that can kill them 1v1. It was funny in Kerrat this galaxy ship was holding off 3 kdf ships and shrugging them off as if they were mere children. I come help and it dies quickly. The galaxy guy then asked for 1v1 and I killed him 1v1. I know that the galaxy isn't the recluse or star cruiser or wells, but its an example.

    You know the saying there is always someone stronger? Just because you haven't been able to do doesn't mean no one has. People said no one could be no win scenario, but silverwings did. With my build it may take time to do kill the super ship, but they do go down. Also depending on the tank I'd need to alter my build to alternate modes as I adapt to their tanking style.
  • ukcaptain420ukcaptain420 Member Posts: 345 Arc User
    edited April 2013
    Let me copy a guy with 2pc MACO over to Tribble to see if the 5% reduction from that does away with the 5s gap after 40s...hrmm.

    Not sure if this is still active, but you may be able to pick up rep gear from vendor out side ds9
    Edit: For Free
    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.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    OK, I take back what I said..
    So for 2 copies of EPtS its fantastic

    For a cruiser with 4 copies (and nothing else to use thats half decent) It is beyond terrible.
    This is will break cruiser game play, there is nothing else to use that is really decent.

    So all aux2bat cruisers now?
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    General:
    • Updated the visual appearance of all existing Romulan ships.

    Noticed that the Remans you encounter in missions, like "Ground Zero" for example, are using the old Bird-of-Prey and D'deridex-class warbird models, and the updated Mogai-class warbird with Romulan looking hull texture.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • overlapooverlapo Member Posts: 0 Arc User
    edited April 2013
    [*]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.

    It isn't working very well. On my KDF the same ridge officer shows up 4 times, on my Fed the Sci Borg BOFF failed to fully load a couple of times. Mostly the head was missing... but the eyes and some bits were there.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    Ok, after more testing:



    1) Short gap between EPTS 1 x 2 or EPTW 1 / 2, etc. Not a major issue.

    2) Much longer forced gap if juggling multiple types of EPTx powers, i.e.

    EPTS 2
    EPTW 1
    EPTS 2
    EPTW 1

    This is an indirect nerf primarily to Cruisers, a class of ships that quite frankly really needs a boost and not a nerf.

    Very few ship classes as a whole can actually perpetually cycle multiple EPTx powers this way. Only a few outlier non-cruiser builds can realistically do this.



    @arbiterhawk

    End results

    > Cruisers/EPTx jugglers nerfed.
    > Due to long gap between cycling EPTx of different types, EPTSx2 now becomes an even more likely choice for nearly everyone as reducing the coverage gap to as low as possible takes priority. (which seems to be the complete opposite effect of what I believe was the original intent).


    That is to say, that I am even less likely to ever use any non EPTS power in the new system even with the new & improved benefits for EPTE/A/W than I am in the old (current holodeck) system where my global cooldowns do not hamper each other.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    Dear Cryptic,

    Please just leave the cooldowns as they currently are on holodeck. If you insist there needs to be a less than 100% coverage please just let the ability boosts last for 25 seconds. Simply put any other option will have severe unintended consequences when interactions with doffs, system cooldowns, and other things (aux2batt) enter the system. In addition my spacebar could use a decrease in mashing instead of an increase.

    Signed,
    Me
  • overlapooverlapo Member Posts: 0 Arc User
    edited April 2013
    overlapo wrote: »
    It isn't working very well. On my KDF the same ridge officer shows up 4 times, on my Fed the Sci Borg BOFF failed to fully load a couple of times. Mostly the head was missing... but the eyes and some bits were there.

    Ok, the tailor name of the appearances of the bridge officers was the cause. They had the same name. As soon as I changed each of them to something unique the problem was solved and now four different boffs show up.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited April 2013
    diogene0 wrote: »
    -.-

    Immortal cruisers FTW? :rolleyes:


    Nope. Consider the bonus Emg2Wep now gives and that it stacks with every tac/escort capt buffs and you will realize how utterly screwed those cruisers and sci ships are.
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    Ok yeah I take back what I said about being happy with this.

    Sure, I can cycle EPtS just fine now, but cycling powers was the cruisers bread and butter. DCE doffs for EPtS3 and EPtW is now worthless, so I might as well drop the doffs and just run 2 copies of EPtS2 and NEVER TOUCH ANYTHING ELSE. There is even less reason now to have another other emergency powers.

    Guess I'm stuck at sub par weapon power, not that I did any damage as an eng in cruiser anyway.

    However now I am stuck with 3 worthless ensign slots.
  • portgazdportgazd Member Posts: 0 Arc User
    edited April 2013
    Suppose a cruiser has 2 EPtS and 2 EPtX (X=engines, auxiliary or weapons) (because it can). And assuming you want to have EPtS up as long as you can

    Currently on Holodeck you can run it like this:

    T0:EPtSA (45 sec CD, 30 sec buff, 30 sec GCD for EPtSB, 15sec GCD for either EPtX)
    T15: EPtXA (45sec CD, 30 sec buff)
    T30: EPtSB (45 sec CD, 30 sec buff, EPtSA buff ends)
    T45: EPtXB (45 sec CD, 30 sec buff)
    T60: (REPEAT)

    this allows for use of other EPtX abilities other than EPtS, while still running EPtS that has 100% uptime

    Currently on Tribble:

    T0:EPtSA (45 Sec CD, 20 sec buff, 20 sec GCD for EPtSB, 15 sec GCD for EPtW)
    T15: EPtW becomes available (not used so that EPtSB can be used at T20)
    T20: EPtSB (45 sec CD, EPtSA ends, 15 sec GCD of EPtW)
    T35: EPtW becomes available (not used so that EPtSA can be used at T45)
    T40: EPtSB buff ends
    T45: EPtSA (repeat from the top)

    In this version you can run 2 versions of EPtS every 45 seconds with a 5 second gap at the end of it. However, this way doesn't leave any room to use any other Emergency power. If you do use another emergency power after using a EPtS, then you are left with a 10 second gap in shield resist, before you can use another version of EPtS, that apparently is a an eternity in PVP time. If you only have 1 copy of EPtS that is a sizable 25 second gap before you can use it again, which essentially makes you a sitting duck.

    In conclusion: running anything but multiple versions of EPtS is not desirable if you don't want to die.

    If I have made any miscalculations, please inform. I just don't want cruisers gimped further.
    Vice-Chancellor of Federation Fleet Directive 010

    DISENCHANTED
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited April 2013
    Well interesting the tooltip for epts1 says that the shield damage resistance is for the full 30 seconds, but the extra power is only 20 seconds.
  • hurleybirdhurleybird Member Posts: 909
    edited April 2013
    Well interesting the tooltip for epts1 says that the shield damage resistance is for the full 30 seconds, but the extra power is only 20 seconds.

    Typo

    /10char
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Oh well, poor ships with 3 engineering ensigns...seems like Cryptic want's us to not use higher ranks of emergency powers.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    portgazd wrote: »
    If you do use another emergency power after using a EPtS, then you are left with a 10 second gap in shield resist, before you can use another version of EPtS, that apparently is a an eternity in PVP time.

    Yep, just long enough to eat CRF for a full 10s. :)


    portgazd wrote: »
    In conclusion: running anything but multiple versions of EPtS is not desirable if you don't want to die.

    Yeah, unfortunately as interesting as the revised EPTE/W/A look, forcing a 10s gap is just too undesirable.

    The ships I have that run EPTS / EPTW now, will actually be forced to unslot EPTW when these changes go into effect.
  • sechserpackungsechserpackung Member Posts: 135 Arc User
    edited April 2013
    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).

    The emergency powers have been there since I have been playing (since F2P if you need to know), yet there never was a complaint about them being too strong. Then Starbases came along with elite fleet shields and people like you want to get EPS nerfed.

    Looking at the text it is always "it is impossible to kill an eps cruiser that has elite fleet shields".

    So to do something against that problem you want to nerf emergency powers, the thing EVERYBODY can get without being forced to join a fleet or invest massive resources. As such you are taking things away from the "masses" to keep the game the same for the "upper crust".

    That is called entitlement.

    The problem as such does not lie with the emergency power but with the new shields intorduced into the game.
  • oracle54oracle54 Member Posts: 199 Arc User
    edited April 2013
    Just a heads up, looks like trying to rename your ship causes you to time out/disconnect.
  • x3of9x3of9 Member Posts: 157 Arc User
    edited April 2013
    My BOff assignments won't stick now. Every time I zone, they get cleared.
    U.S.S. Marathon - NX-92781
    Joined: August 11, 2008
  • naldorannaldoran Member Posts: 0 Arc User
    edited April 2013
    I'll add my voice to the comments about emergency power timers, and agree with the urge to keep the cd timers like they are currently on holodeck.

    Let us take a look at the Galaxy class cruiser. This ship has three ensign-level engineering boff abilities. The only abilities that can be placed in an ensign engineering slots are eptX & engineering team 1. You really shouldn't run eng team 1 on a galaxy, since eng team 3 is a much stronger heal, and you have the slots for it. Running engineering team 1 & 3 together is stupid, since you can just use doffs to give eng team 3 a 15-second cooldown. This means that you'll be running at least 3 eptx abilities, and given the current changes, you are guaranteed to have wasted and inefficient cooldown cycles and an inability to use all your abilities on a regular basis.

    Escorts can run perfectly efficient BO layouts (CRF 3 / Omega 1 x2 / CRF 1 / Delta / TT x2 , epts1x2, rsp, hazards, tss) that have no ability slots wasted. I can use every single one of those abilities when it comes off cd, gaining the benefit of every single BO ability over a 1-minute cycle.

    Science ships (not going to bother with a build, there are so many) have long cooldowns on many of their powers, and have a sufficient variety of powers (though 3x ensign sci stations can be awkward) that you aren't going to have 'wasted' abilities.

    Cruisers should have the same, and not be unable to cycle their powers efficiently as the other two ship classes. Keep the current duration timers, and buff the engine, aux & weapon powers for the full 30-second duration. The changes break the 4x eptx power relay that serves as the backbone of the most effective cruiser builds. Cruisers need to become more effective, not less.
    12th Fleet | Sad Pandas | Starfleet M.A.C.O.
  • messahlamessahla Member Posts: 1,160 Arc User
    edited April 2013
    avitrek wrote: »
    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.

    It could be made standard equip kinda like the enhanced battle claok is for the B;rel and the enhanced transwarp drive is for the excelsior retrofit.

    That way we get a standardised tractor AND not waste a console slot :)

    anyways just an idea i was thinking about
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited April 2013
    messahla wrote: »
    It could be made standard equip kinda like the enhanced battle claok is for the B;rel and the enhanced transwarp drive is for the excelsior retrofit.

    That way we get a standardised tractor AND not waste a console slot :)

    anyways just an idea i was thinking about

    something that the fed runabouts have? but without that lame 2 min CD.
  • mancommancom Member Posts: 784 Arc User
    edited April 2013
    • The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
    ???

    If you reduce the global to 20s but keep the systm cooldown at 15s, you essentially kill all 2 EPtX + 2 EPtY builds because you force them into having a gap in their EPtS rotation that they could avoid by only doubling up on EPtS.

    This looks like the worst possible change for cruisers that rely on a EPtS/EPtW 2+2 combination. Just bump everything from 20s to 30s or lower the system cooldown to 10s.

    (Or make the duration scale between 20s and 30s from EPtX 1-3?)
    1042856
  • bradaighbradaigh Member Posts: 0 Arc User
    edited April 2013
    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.

    Hi adjudicatorhawk,

    did you realize, that this change will break all Aux2Bat-builds (and all builds that use two EPtX of the same level)? Because they chain EPtX of the same level, they still have a gap of 11 (eleven) seconds. Is there a chance to get this fixed too?

    Cheers.
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