test content
What is the Arc Client?
Install Arc

TRIBBLE Maintenance and Release Notes - March 11, 2014

1567911

Comments

  • druhindruhin Member Posts: 7 Arc User
    edited March 2014
    While on the subject of changing skills from one Career path to another (Hazard Emitters should definitely be an Engineer skill);

    Directed Energy Modulation, which applies a "shield penetration" effect to your weapons, why is THIS an Engineer skill? Certainly makes more sense as a Tactical ability. Thou, in my opinion, DEM is incredibly lackluster as is. Perhaps it should have a damage modifier added to it's effect. Something like;

    "You remodulate your weapons, allowing them to temporarily penetrate enemy shields, with increased damage potential."
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    druhin wrote: »
    While on the subject of changing skills from one Career path to another (Hazard Emitters should definitely be an Engineer skill);

    Directed Energy Modulation, which applies a "shield penetration" effect to your weapons, why is THIS an Engineer skill? Certainly makes more sense as a Tactical ability. Thou, in my opinion, DEM is incredibly lackluster as is. Perhaps it should have a damage modifier added to it's effect. Something like;

    "You remodulate your weapons, allowing them to temporarily penetrate enemy shields, with increased damage potential."

    Kind of gets into how many folks were dual MOS. There were Tac/Eng, Sci/Eng, Eng/Sec, etc, etc, etc. It was really only the background characters that were not like that...

    Our Captains should work that way.
    Our BOFFs should work that way.
    Our DOFFs...shouldn't. Background guys.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    druhin wrote: »
    While on the subject of changing skills from one Career path to another (Hazard Emitters should definitely be an Engineer skill);

    Directed Energy Modulation, which applies a "shield penetration" effect to your weapons, why is THIS an Engineer skill? Certainly makes more sense as a Tactical ability. Thou, in my opinion, DEM is incredibly lackluster as is. Perhaps it should have a damage modifier added to it's effect. Something like;

    "You remodulate your weapons, allowing them to temporarily penetrate enemy shields, with increased damage potential."

    No, no, no, and no. It's bad enough on a2b ships with Marion on board, I'd hate to see what an improved version would do.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    Course, I can't which dev said it - but we're better off not talking about major things - cause they'll never happen. Little things, here and there...with enough folks mentioning it, might get done. The big stuff, regardless of how many folks are behind it...just won't.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    After seeing the release notes in Holodeck, it seems this Tribble patch could be part of the changes coming in S9. Crossing my fingers the finish adding the 2nd deflector to all science ships at some point in the next weeks.
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited March 2014
    druhin wrote: »
    While on the subject of changing skills from one Career path to another (Hazard Emitters should definitely be an Engineer skill);

    Directed Energy Modulation, which applies a "shield penetration" effect to your weapons, why is THIS an Engineer skill? Certainly makes more sense as a Tactical ability. Thou, in my opinion, DEM is incredibly lackluster as is. Perhaps it should have a damage modifier added to it's effect. Something like;

    "You remodulate your weapons, allowing them to temporarily penetrate enemy shields, with increased damage potential."

    Ehhhh, I'd rather eng not lose one of its few offensive skills...
    Seems to me that engi should have heals in space and sci should get them on the ground (medic, and technician). Sci has plenty to do in space otherwise, and engi has lots of other action on the ground, so if you were to split them this would be the way to do it.

    I would greatly prefer engi get all heals everywhere but that's definitely not happening

    I like this idea a lot. I'm really disappointed sci space powers have so many heals, and so few ECM/EW abilities, and so few debuffs.

    Meanwhile, it makes more sense on ground for eng to focus on fabrication of fortifications and sci to handle healing and cleansing for the party.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    lucho80 wrote: »
    After seeing the release notes in Holodeck, it seems this Tribble patch could be part of the changes coming in S9. Crossing my fingers the finish adding the 2nd deflector to all science ships at some point in the next weeks.

    Tribble server is for season 9 changes. Redshirt server is open now and has updates that are going out soon.
  • sirokksirokk Member Posts: 990 Arc User
    edited March 2014
    thay8472 wrote: »
    Cearly I didn't think that one through.

    You have been assimilated...

    "We are the Arc. Your biological and technological distinctiveness, including the data on your hard drive, have been added to our own. Resistance is futile." :D
    Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home'
    SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited March 2014
    I hope the MACO/Omega/KHG armors keep their visual option, as it's very important to boff customization (since they can't change slot types).

    MACO/Omega trees are still there under the same separate drop down menu opens. The Kit parts and armor skins are incoporated in the standard uniform trees.
  • organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited March 2014
    druhin wrote: »
    I have a suggestion for an "Improved Kit Revamp" somewhere down the road:

    Remove "Bridge Officer Ground Skills", and let players equip them in these new-and-improved Kits instead.

    ^Yessssssss

    I also wanted to ask that but was afraid to sound noob
  • edited March 2014
    This content has been removed.
  • toivatoiva Member Posts: 3,276 Arc User
    edited March 2014
    I've finally had some time to spend on Tribble.

    Apparently Sensor Analysis works pretty much as intended (tested on Intrepid retrofit), except the 10km rule where it's supposed to vanish. Not sure if it's somehow also part of the design that it's taking (a very long) time before the accumulated stacks dissapear and from what little I've seen, you actually need to be at over 20 km from the target.

    I've tested this on both friendly and enemy targets with the same results (friendly in Sol, enemy and friendly in Kerrat).



    One alarming bug I've found is dissmissing items doesn't give ECs (though reclaiming the same items will actually cost you what you didn't get by dissmissing them). I may look again next time I log to Tribbe if it was only some temporary glitch.



    When it comes to new Kits, is it intended Mk X green modules in a Mk X green kit are very much inferior to current holodeck Mk X purple kits? As in say Seeker drone with 22 DPS compared to 32 DPS in the current holodeck kit. I would compare the same rarity but was unable to get a single better than green piece from the test console on Drozana.


    (And something unrelated I'm just excited about: Whoever worked on the Risian Corvette did a tremendous job! As part of this Tribble 'soiree', I decided to look into the customization options of the corvette and was blown away. Guess one of my toons may receive a new toy soon. :P )
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited March 2014
    toiva wrote: »
    When it comes to new Kits, is it intended Mk X green modules in a Mk X green kit are very much inferior to current holodeck Mk X purple kits? As in say Seeker drone with 22 DPS compared to 32 DPS in the current holodeck kit. I would compare the same rarity but was unable to get a single better than green piece from the test console on Drozana.[/COLOR]

    I was curious about this myself. I wasn't too fond of the Dilithium pricing for the Mk IX common abilities, but I couldn't find gear to test that was a whole lot better. Over 5k in Dilithium for a common power seems a bit high, especially when you consider that most people have already bought their Mk XII fleet kits, so giving them another dilithium cost for a new custom kit might be a bit expensive dilithium-wise. I would be curious to know if the fleets will be getting a new five slot kit and Mk XII powers as well. I currently use the Mk X close combat kit, since there isn't a better version of that one.



    The Icon for sweeping strikes Kept flashing in my power tray.


    Did anyone else have issues of the armor and colors being inconsistent and discolored in the tailor? While playing around with the visual styles (which was nice) I found that the colors I was picking weren't always the color of the item. Black was sometimes orangish or bluish, and in some cases a light metallic. A decent red was difficult to get, and missing from the lightup options all together, which as a tac is bad.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    For graphics resets, /screenshot_ui_jpg your settings on the holodeck server, then you can compare what changed on Tribble. Use this as a guide to where the settings were moved in the new Tribble build:
    http://i4.photobucket.com/albums/y110/mightybob2000/4589dfgh3798/STOSettings.jpg~original

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    toiva wrote: »
    Apparently Sensor Analysis works pretty much as intended (tested on Intrepid retrofit), except the 10km rule where it's supposed to vanish. Not sure if it's somehow also part of the design that it's taking (a very long) time before the accumulated stacks dissapear and from what little I've seen, you actually need to be at over 20 km from the target.

    The new version stays if the target flies away more than 10km but you can still see it, but it doesn't keep stacking while its more than 10km away. It starts dropping off at 45 seconds every 3 seconds. So if you had it fully stacked, it dissapears after a minute if the target is still more than 10Km away.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    lucho80 wrote: »
    The new version stays if the target flies away more than 10km but you can still see it, but it doesn't keep stacking while its more than 10km away. It starts dropping off at 45 seconds every 3 seconds. So if you had it fully stacked, it dissapears after a minute if the target is still more than 10Km away.

    That makes sense really. Since there are times where you'll fly just out of range to let your shields recharge or repair some hull damage etc. Would be kind of annoying I guess if doing that meant you started back at square one because of a few seconds outside of the 10Km range.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited March 2014
    overlapo wrote: »
    Too many changes in here to go live this Thursday. When is the release planned for holodeck?

    most of this is season 9 stuff my guess would be late April or to be exacted April 29th as that is when the fleet special project get done and it usually is a new season after that but that is only my guess.
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited March 2014
    not sure how much i am going to use this sense i already have so much invested in the kits i already have.

    i do like the fact all the kit visuals are opened and are not class specific as i always liked how the science hits looked with the holographic bits think you could open them up to the boffs as well? they seem to only be limited up tot he commander level kit visuals would like to use the higher level visuals on them
    victoriasig_zps23c45368.jpg
  • velhymstovelhymsto Member Posts: 0 Arc User
    edited March 2014
    KDF Marauding Boffs (Human Sci Female, at least) do not have *any* of the new armor options. The ability to wear armor costumes is also gone on every Boff that I've given Omega, KHG, etc armors.

    Could we perhaps have our boffs able to access our costume unlocks?
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited March 2014
    Well, the posts end up at 26 pages and I don't feel like going through them all so I'm not sure if this has been mention yet or not.

    Lunge and Pounce are gone from my Tac Catian. The kit she had on only has 3 abilites, lunge is not there at all. I checked in the power list and neither of them are there.

    The icon for Sweeping Strikes also constantly flickers in and out on the hot bar.
  • longasclongasc Member Posts: 490
    edited March 2014
    I am trying to find kit powers to equip on the new kits on Tribble. But I have no idea where to get them.

    Who can tell me?
  • mikiiymikiiy Member Posts: 216 Arc User
    edited March 2014
    The new arc character-transfer page needs a fix, its only showing 8 toons for me in the selectbox, theres people with way more then that.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited March 2014
    mikiiy wrote: »
    The new arc character-transfer page needs a fix, its only showing 8 toons for me in the selectbox, theres people with way more then that.

    If it behaves the same as the Neverwinter character-transfer then it shows a max of 8 lines. If you have a character with a really long name it wraps it and you lose that line.

    Before messing with the code on the page I could only see 6 of my 8 characters for the NW transfer. Was able to increase the length of the line so that the names did not wrap and could then see all 8. Not sure if the same could be done for the tribble transfer.
  • blassreiterusblassreiterus Member Posts: 1,294 Arc User
    edited March 2014
    ikuruyo wrote: »
    Well, the posts end up at 26 pages and I don't feel like going through them all so I'm not sure if this has been mention yet or not.

    Lunge and Pounce are gone from my Tac Catian. The kit she had on only has 3 abilites, lunge is not there at all. I checked in the power list and neither of them are there.

    The icon for Sweeping Strikes also constantly flickers in and out on the hot bar.
    Lunge and Pounce are bugged on Tribble. Hawk already said that it was a bug.
    Star Trek Online LTS player.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited March 2014
    Ding ding ding ding!

    Also, as an aside, players drastically overvalue Tactical consoles. Their actual enhancement of any given weapon is quite limited. The tooltips on the consoles are misleading, which is why this valuation exists. But personally, if I'm building a ship for DPS, the difference between a 5 tac console ship and a 3 tac console ship is potentially entirely negated if the 3 tac console ship has higher DPS uptime during a fight by a factor of tens of seconds. That uptime can be due to turn rate keeping things in firing arcs, to higher survivability allowing my positioning to be closer to the boss, or due to the ability to slot more offensive-oriented BOff powers - any of these things can more than account for one or two tactical console slots.

    While true before the spire, now its an effective 3.2% loss of Critchance. Higher amount of tac console usually gives more tac BO abilties (and higher ones), resulting in an higher (felt) damage-output. The real + on damage came from better BOs (thats why a Excelsior or Avenger still outclasses a Gal-X on the same pilot, the Gal-X can compete with an Ody). But thanks to Spire Consoles the gap between ships with different number of tac consoles just got wider again.

    And when thinking about sci ships and cruisers, they dont really have many slots to slot rom. embassy BOs (Ody&Monbosh excluded, they can easily slot 3), so the relative difference of CrtH is greater than on Escorts.


    The only thing thats still true is that piloting is very important. A good Player starts a new char with 8-9k base-dps in Elite STFs, a bad one cant even surpass 4k with the most shiniest gear. But well, if I see what we get in missions (enterprise c, dyson destroyer) or as default-weaponry in the shipyard, its not very surprising.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited March 2014
    Lunge and Pounce are bugged on Tribble. Hawk already said that it was a bug.

    Thanks for that notification. I gave up reading the thread at about page 12 with people were all arguing and discussing side issues.

    Good to know that they know about it.
  • soleta63soleta63 Member Posts: 42 Arc User
    edited March 2014
    longasc wrote: »
    I am trying to find kit powers to equip on the new kits on Tribble. But I have no idea where to get them.

    Who can tell me?

    Mark XI Kit Modules are Available on Drazona at the "TRIBBLE CONSOLE" you can also find Mark X kit powers in the Dilithium Store on your drop down tab. these are all "GREEN" Quality so far I haven't seen "BLUE", "PURPLE", or Mark XII yet.

    NOTE: "LUNGE" Every Melee Tactical Officers favorite is not yet available.

    Solo
    [SIGPIC][/SIGPIC]
  • intrepid74656intrepid74656 Member Posts: 0 Arc User
    edited March 2014
    lucho80 wrote: »
    Any ETA on getting the 2nd deflectors on all science ships?

    @adjudicatorhawk can we get an answer please?
    [SIGPIC][/SIGPIC]
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited March 2014
    @adjudicatorhawk can we get an answer please?

    Probably Season 9, since the BoP update on tribble now is set for then. It would make sense to do both at once.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    @adjudicatorhawk can we get an answer please?

    For now, I can't say for sure. We're working on them, and that's really all I can say about them. Once I'm more than 99% confident in my answer, I'll let you know.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
Sign In or Register to comment.