It's mainly the Omega Torpedo change that worries me.
It wasn't running out of ammunition because the global torpedo cooldown was making it fire at a quarter of what the tooltip suggests it would be firing at [1 per 2s vs 0.5s/shot]. Of course the individual tubes would recover faster than it can run out like that.
If the weapon is now being "fixed" to just being a 6s recharge, half damage plasma torpedo after the first couple of slightly-higher-maybe-but-not-if-doffs seconds... Meh. We had our cat fixed the same way.
It's mainly the Omega Torpedo change that worries me.
It wasn't running out of ammunition because the global torpedo cooldown was making it fire at a quarter of what the tooltip suggests it would be firing at [1 per 2s vs 0.5s/shot]. Of course the individual tubes would recover faster than it can run out like that.
If the weapon is now being "fixed" to just being a 6s recharge, half damage plasma torpedo after the first couple of slightly-higher-maybe-but-not-if-doffs seconds... Meh. We had our cat fixed the same way.
Yep, they nerfed it, but didn't have the nerve to call it a nerf.
Wow. ...and, here I thought I was going to come back.
Reputation system T5 power cooldowns increase from three to five minutes?
T5 cloak might become viable again (even though 5 minutes is still a long time). Nukara got neutered, though.
All-in-all, pretty lame to dangle those T5 rep rewards in front of us, so we'll grind, only to majorly nerf them later on. Does not inspire much confidence in the next rep.
N.B. What it looks like to me, is that they didn't quite know how to properly fix the fact that Tact Captains were exploiting abilities like Tactical Initiative to shorten the T5 reps powers' CD beyond their intended duration, and then just blindly put a 5 min timer on them all.
As I said on the tribble server threads, I'm still waiting for a dev, with normal gear, to show how you are able to complete the new Tour the Galaxy in less than 15 minutes. Actually, I'd like to see this even with MACO/Borg engines.
As I said on the tribble server threads, I'm still waiting for a dev, with normal gear, to show how you are able to complete the new Tour the Galaxy in less than 15 minutes. Actually, I'd like to see this even with MACO/Borg engines.
As I said on the tribble server threads, I'm still waiting for a dev, with normal gear, to show how you are able to complete the new Tour the Galaxy in less than 15 minutes. Actually, I'd like to see this even with MACO/Borg engines.
Don't you get it?! Soon they'll introduce a 'Tour Duration Extender' token, which you can buy, with Zen, to try and do it in 30 minutes. :P
It's mainly the Omega Torpedo change that worries me.
It wasn't running out of ammunition because the global torpedo cooldown was making it fire at a quarter of what the tooltip suggests it would be firing at [1 per 2s vs 0.5s/shot]. Of course the individual tubes would recover faster than it can run out like that.
If the weapon is now being "fixed" to just being a 6s recharge, half damage plasma torpedo after the first couple of slightly-higher-maybe-but-not-if-doffs seconds... Meh. We had our cat fixed the same way.
Some people are having trouble understanding what the 6 second recharge is for.
The Omega torp has 5 charges. The 6 seconds is the time it is suppose to take for each charge to replenish. Once the charges run out it will take 6 seconds before the weapon can be fired again.
You can fire all 5 charges quickly and in rapid succession with doffs reducing the time in between firing each charge. So if you use up all 5 charges quickly, it will end up taking 6 seconds before you can fire another charge. And if you wait a little bit longer, you'll have more charges to fire quickly.
This is how the torpedo originally worked. But then it broke, was fixed, broke again, and has taken them many months to finally get around to fixing it again. The way it is broken now is that it is not taking any time at all for the charges to replenish. Once all 5 charges are used up, it resets itself back to 5 charges immediately instead of making you wait 6 seconds for a charge to replenish. In other words, the Omega torpedo launcher is suppose to have limited ammo with it taking 6 seconds for each charge to refill.
Edit: To be honest, with the charges not replenishing the way they were suppose to, it always felt like an exploit being able to fire that thing fast and infinitely. But there wasn't anything I could do, except not use it at all, but then I wouldn't have the 3 piece set bonus.
All-in-all, pretty lame to dangle those T5 rep rewards in front of us, so we'll grind, only to majorly nerf them later on. Does not inspire much confidence in the next rep.
How much you wanna bet that you will be able to partly or completely by pass the grind for the next rep by using lobi crystals ala the anni grind? Of course, that rep wont suffer from the nerfing of this pass, you just have to pay for it...
[SIGPIC][/SIGPIC]Thanks to scooterkhan for the awesome sig!
T5 cloak might become viable again (even though 5 minutes is still a long time). Nukara got neutered, though.
All-in-all, pretty lame to dangle those T5 rep rewards in front of us, so we'll grind, only to majorly nerf them later on. Does not inspire much confidence in the next rep.
N.B. What it looks like to me, is that they didn't quite know how to properly fix the fact that Tact Captains were exploiting abilities like Tactical Initiative to shorten the T5 reps powers' CD beyond their intended duration, and then just blindly put a 5 min timer on them all.
You must have missed this part of the January 30 patch notes then:
All Tier 5 Reputation powers are unaffected by abilities which decrease cooldown time, such as Tactical Initiative.
Looks to me they did fix the "exploit". Though I have no idea what they're talking about. I've actually tested it months ago on a tac character in DS9 out of curiosity. I used tactical initiative and then the T5 omega rep ability Medical Nanite Cloud. Still had a 10 minute cooldown. It never seemed that tactical initiative worked on it. But it has been a long time since I tested it, so maybe it broke sometime after the last time I tried it.
I'm OK with rep abilities not being affected by cooldown reduction powers. It is also a relief that the T5 Omega rep ground ability is having it's cooldown cut in half, from 10 minutes to a standardized 5.
Curse you Cryptic. I was looking forward to playing my last Mirror Universe Incursion Event, but you have to do the maintenance 1 hour early, thanks for nothing. Yeah yeah MUI staying but changed, blah blah blah. BTW there is nothing in 8.5 that remotely interests or of use to me.
Patch looks good Happy Faw & Crit is fixed! Cheers Brandon, Please convey thanks to your team for the hard work
yeah the patch looks really great. all we need now is a set of skills for every ship, or at least 2 set of skills... without it the new system of selecting your ship in the space sector is almost useless:(
Wraith, today is Day 3. The daily freebies (a lvl 10 Fed ship, and a lvl 20 Klink ship) are currently free in the C-store. Since that's scheduled to end at 10am PST tomorrow, and since the maintenance is scheduled to overlap with that, Bran's recommending that everyone collect their ships before the maintenance starts at 6am PST.
For some reason, when i'd read this, my mind was registered it as "collect Day 4 rewards before the patch".
why only a 5sec debuff with the Biochemist doff for example using a mini gun it has a 2-3sec? spin-up before it starts firing so most of the debuff is wasted. was hoping for a 7-10 sec debuff duration especially since it no longer stacks.
15 minutes for Tour the Galaxy. We're gonna need that new ship and it's Lightyear Hop thing. I can complete it in, like, 16-17 minutes using my MVAE with Mk X Borg gear.
Yeah. My most basic Rep-gear setup for a cut-off point comparison:
Nebula ADV retrofit (no Oddy bonus)
Full Driver Coil skill
Mark XI core (no SSS, SSR)
Mark XI assimilated engine
Warp 20.93 sustained (when not in slipstream)
No DI (for testing)
No RP (for testing)
Capable of completing one of the most popular of the old short runs, a full eight times in the prior multi-circuit Tour. A complete long run / all sectors tour (minus Tau Dewa & tested today with good sector map load times) = approx. 16.5 mins.
With DI/RP handout and -possibly- a modified route (didn't do as much research as the old tour) I reckon I could shave a couple of minutes off. But that's still pushing the new limit, for a basic Rep-gear ship, without the addition of Tau Dewa and with no allowances for traffic problems: e.g. slow sector map load times; congested entry points (damn you Scimitars!); missing optimised U-turn points in Zeta Andromedae & Iota Pavonis; etc.
Hi there. I'm trying to level my Klingom character to level 20 to claim the ship. Any chance you can extend the deadline or allow lower level character to claim that ship?
Thanks
Yeah. My most basic Rep-gear setup for a cut-off point comparison:
Nebula ADV retrofit (no Oddy bonus)
Full Driver Coil skill
Mark XI core (no SSS, SSR)
Mark XI assimilated engine
Warp 20.93 sustained (when not in slipstream)
No DI (for testing)h
No RP (for testing)
Capable of completing one of the most popular of the old short runs, a full eight times in the prior multi-circuit Tour. A complete long run / all sectors tour (minus Tau Dewa & tested today with good sector map load times) = approx. 16.5 mins.
With DI/RP handout and -possibly- a modified route (didn't do as much research as the old tour) I reckon I could shave a couple of minutes off. But that's still pushing the new limit, for a basic Rep-gear ship, without the addition of Tau Dewa and with no allowances for traffic problems: e.g. slow sector map load times; congested entry points (damn you Scimitars!); missing optimised turn points in Zeta Andromedae & Iota Pavonis; etc.
No Rep-gear, no chance!
So for new chars ur saying it cant really be done cryptic need to change there name to nerth.
Comments
Some people claim their items 2 minutes before 10 am PST.
I get that you guys are removing the hourly events but there isn't even going to be a daily event? Just weekend events?
Not too happy about this but it is what it is.
Tour The Galaxy should have a limit of 22 minutes. But that's just my opinion.
It wasn't running out of ammunition because the global torpedo cooldown was making it fire at a quarter of what the tooltip suggests it would be firing at [1 per 2s vs 0.5s/shot]. Of course the individual tubes would recover faster than it can run out like that.
If the weapon is now being "fixed" to just being a 6s recharge, half damage plasma torpedo after the first couple of slightly-higher-maybe-but-not-if-doffs seconds... Meh. We had our cat fixed the same way.
Yep, they nerfed it, but didn't have the nerve to call it a nerf.
http://youtu.be/ogAqgkkTV5U
Commander, Starfleet Corps of Engineers • 7th Fleet
Commanding Officer, U.S.S. HEART OF OAK • NX-1759-B • Odyssey class Star Cruiser ( Lexington Tactical Configuration))
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Cheers,
Brandon =/\=
T5 cloak might become viable again (even though 5 minutes is still a long time). Nukara got neutered, though.
All-in-all, pretty lame to dangle those T5 rep rewards in front of us, so we'll grind, only to majorly nerf them later on. Does not inspire much confidence in the next rep.
N.B. What it looks like to me, is that they didn't quite know how to properly fix the fact that Tact Captains were exploiting abilities like Tactical Initiative to shorten the T5 reps powers' CD beyond their intended duration, and then just blindly put a 5 min timer on them all.
You and me both.
Don't you get it?! Soon they'll introduce a 'Tour Duration Extender' token, which you can buy, with Zen, to try and do it in 30 minutes. :P
Some people are having trouble understanding what the 6 second recharge is for.
The Omega torp has 5 charges. The 6 seconds is the time it is suppose to take for each charge to replenish. Once the charges run out it will take 6 seconds before the weapon can be fired again.
You can fire all 5 charges quickly and in rapid succession with doffs reducing the time in between firing each charge. So if you use up all 5 charges quickly, it will end up taking 6 seconds before you can fire another charge. And if you wait a little bit longer, you'll have more charges to fire quickly.
This is how the torpedo originally worked. But then it broke, was fixed, broke again, and has taken them many months to finally get around to fixing it again. The way it is broken now is that it is not taking any time at all for the charges to replenish. Once all 5 charges are used up, it resets itself back to 5 charges immediately instead of making you wait 6 seconds for a charge to replenish. In other words, the Omega torpedo launcher is suppose to have limited ammo with it taking 6 seconds for each charge to refill.
Edit: To be honest, with the charges not replenishing the way they were suppose to, it always felt like an exploit being able to fire that thing fast and infinitely. But there wasn't anything I could do, except not use it at all, but then I wouldn't have the 3 piece set bonus.
Still haven't addressed the other problems that make the ship loadout system horribly broken.
As per the norm, it gets pushed to live anyway....
How much you wanna bet that you will be able to partly or completely by pass the grind for the next rep by using lobi crystals ala the anni grind? Of course, that rep wont suffer from the nerfing of this pass, you just have to pay for it...
You must have missed this part of the January 30 patch notes then:
Looks to me they did fix the "exploit". Though I have no idea what they're talking about. I've actually tested it months ago on a tac character in DS9 out of curiosity. I used tactical initiative and then the T5 omega rep ability Medical Nanite Cloud. Still had a 10 minute cooldown. It never seemed that tactical initiative worked on it. But it has been a long time since I tested it, so maybe it broke sometime after the last time I tried it.
I'm OK with rep abilities not being affected by cooldown reduction powers. It is also a relief that the T5 Omega rep ground ability is having it's cooldown cut in half, from 10 minutes to a standardized 5.
Check out the notes again. As they state, load outs are not going live tomorrow, but very soon -- this will allow us to resolve those issues.
Cheers,
Brandon =/\=
That is good news!
yeah the patch looks really great. all we need now is a set of skills for every ship, or at least 2 set of skills... without it the new system of selecting your ship in the space sector is almost useless:(
For some reason, when i'd read this, my mind was registered it as "collect Day 4 rewards before the patch".
Thank you for the clearification.
will it still stack with tricorder scan?
Yeah. My most basic Rep-gear setup for a cut-off point comparison:
Nebula ADV retrofit (no Oddy bonus)
Full Driver Coil skill
Mark XI core (no SSS, SSR)
Mark XI assimilated engine
Warp 20.93 sustained (when not in slipstream)
No DI (for testing)
No RP (for testing)
Capable of completing one of the most popular of the old short runs, a full eight times in the prior multi-circuit Tour. A complete long run / all sectors tour (minus Tau Dewa & tested today with good sector map load times) = approx. 16.5 mins.
With DI/RP handout and -possibly- a modified route (didn't do as much research as the old tour) I reckon I could shave a couple of minutes off. But that's still pushing the new limit, for a basic Rep-gear ship, without the addition of Tau Dewa and with no allowances for traffic problems: e.g. slow sector map load times; congested entry points (damn you Scimitars!); missing optimised U-turn points in Zeta Andromedae & Iota Pavonis; etc.
No Rep-gear, no chance!
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
Thanks
So for new chars ur saying it cant really be done cryptic need to change there name to nerth.