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TRIBBLE Maintenance and Release Notes - April 15, 2014

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140330a.13

General:
  • Resolved an issue which locked out the doors to the rest of the ship for the Odyssey.
  • New Earth Space Dock:
    • Updates to art and audio for the interior.
    • Updates to civilian costumes on the new Earth Space Dock.
  • Space Undine:
    • The Planet Killer is no longer immune to space anomalies:
    • Gravity Well, Tyken's Rift, Gravimetric Rift, etc.
    • The Planet Killer in Viscous Cycle and the Dyson Sphere Battlezone will more reliably use its beam attack.
    • The debuff from Bioplasmic Torpedoes can now be cleansed using Hazard Emitters or Engineering Team.
    • The debuff from Bioplasmic Torpedoes no longer stacks with the speed debuff caused by Fluidic Puddles.
    • Heavy Bioplasmic Torpedoes now deal less damage on impact
  • Ground Undine:
    • Ensigns and Lieutenants are more resistant to all sources of damage.
    • Ensigns and Lieutenants may now activate their abilities more quickly in combat.
  • Omega Reputation:
    • Any captain that has a T10 or T11 Set Accolade in progress will find their associated Accolade completed, and will be granted the appropriate Title(s) upon logging in.
      • These Accolades will no longer be accessible to new players, and will not appear in Accolade lists from this point forward.
  • Subspace Jump will now refuse to activate on the Planet Killer in the event "Undine Assault", preventing players from trapping themselves inside it.
  • Omega Weapons Training has been replaced with a new reputation trait, Omega Kinetic Shearing.
    • Omega Kinetic Shearing causes all of your Mine and Torpedo attacks to deal 40% extra damage over a 6 second period.
      • This DoT is based off the damage that reaches the target's hull from the initial impact.
      • Damage dealt to shields is not used in the calculation.
      • The DoT from Omega Kinetic Shearing deals 100% Shield Penetrating Kinetic damage.
      • The DoT from Omega Kinetic Shearing can stack up to 3 times from any given user.
        • Each DoT's value will be calculated based on the projectile that triggered it.
      • The DoT from Omega Kinetic Shearing is counted both as a Hazard and as a Science-type debuff.
  • Traits have been removed from the passives list on the Captain status page.
    • The Deprogrammed and Well Travelled passive abilities are now displayed on the traits page in the Other section.
  • The Trait activate checkbutton will be disabled when not on a social map.
  • Kits:
    • Re-scaled the magnitude of many new module-based kit-powers.
      • Very Rare quality Kit modules are now generally equivalent to Rank III Kit powers in the old Kit system.
    • Resolved issues where some Kit powers were creating level 1 turrets or gas clouds, instead of creating pets at the level of the item that summoned them.
    • Corrected an issue where Suppressing Fire did not receive any bonus scaling from using higher Mark modules.
      • Its duration now increases as the mark of the module used increases.
    • Updated all the Fleet Kit stores to allow a player to buy the Kit Frame and Kit Module separately.
      • The Fleet Kits cost about 70% of the price they previously did.
      • The Fleet Modules cost about 30% of the price that the Kit previously did.
      • Updated all Fleet Kit Modules to be Ultrarare quality, up from Very Rare quality.

Known Issues:
  • The new queued event, Undine Infiltration, is still a work in progress.
  • The Reputation Revamp and 8472 Counter-Command Reputation are both still a work in progress.
  • The Dyson Sphere Undine Battlezone is still a work in progress.
  • The new Earth Space Dock is still a work in progress.
  • Viscous Cycle is still a work in progress.
  • The new queued event Undine Assault is still a work in progress.
  • The new Kit Revamp is still a work in progress.
Post edited by coldsnapped on
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Comments

  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    Known issue, a week before the release and the new rep Undine sets have to be obtained by grinding to test them. I was hoping they would be put in the test console by now.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140330a.13
    • Omega Weapons Training has been replaced with a new reputation trait, Omega Kinetic Shearing.
      • Omega Kinetic Shearing causes all of your Mine and Torpedo attacks to deal 40% extra damage over a 6 second period.
        • This DoT is based off the damage that reaches the target's hull from the initial impact.
        • Damage dealt to shields is not used in the calculation.
        • The DoT from Omega Kinetic Shearing deals 100% Shield Penetrating Kinetic damage.
        • The DoT from Omega Kinetic Shearing can stack up to 3 times from any given user.
          • Each DoT's value will be calculated based on the projectile that triggered it.
        • The DoT from Omega Kinetic Shearing is counted both as a Hazard and as a Science-type debuff.

    So if I'm reading this right...

    "This DoT is based off the damage that reaches the target's hull from the initial impact."

    ...vs. a target with Res Shields, then the DoT is based off of 5% of the damage?
    ...vs. a target with non-Res Shields, then the DoT is based off of 10% of the damage?
    ...vs. a target with no shields/no shield facing, the DoT is based off of 100% of the damage?

    All the of the above...after resistance? Or before resistance and then affected by resistance?

    With splash damage, will folks be able to trigger this on themselves?
  • karadrewkaradrew Member Posts: 0 Arc User
    edited April 2014
    Omega Weapons Training has been replaced with a new reputation trait, Omega Kinetic Shearing.
    Omega Kinetic Shearing causes all of your Mine and Torpedo attacks to deal 40% extra damage over a 6 second period.

    So along with the dumb new rep traits system we cant even have the flat out space damage increase in that new system anymore?
  • stomperx99stomperx99 Member Posts: 863 Arc User
    edited April 2014
    Quark stole my post can someone help me?
    ZomboDroid10122015042230.jpg

    I'm sorry to people who I, in the past, insulted, annoyed, etc.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2014
    oh for gods sake just address the immunity to kinetic damage shields have. enough with the convoluted workarounds that are bound to turn into exploits you have to fix.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    oh for gods sake just address the immunity to kinetic damage shields have. enough with the convoluted workarounds that are bound to turn into exploits you have to fix.

    Exploit? Nah, nothing like that's going to happen. ;)

    GW1
    HY1 Temporal Torp
    TS2 Grav Photons
    Destabilized Plasma Torp
    DPB3 Bio Photon Mines

    Clump 'n Thump got Bump'd!
  • stomperx99stomperx99 Member Posts: 863 Arc User
    edited April 2014
    lucho80 wrote: »
    Known issue, a week before the release and the new rep Undine sets have to be obtained by grinding to test them. I was hoping they would be put in the test console by now.

    I know how you feel...:(:(
    ZomboDroid10122015042230.jpg

    I'm sorry to people who I, in the past, insulted, annoyed, etc.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    One of the goals of the reputation trait revamp was to make selecting the traits as exciting as selecting doffs, or more similar I would think.

    It now excites me as much as my federation bridge officer space trait selections. They are now mostly either extremely convoluted and extremely specific in scope for being effective, weaker than a single good boff space trait, or simple meh. I feel bad saying this as I can clearly see the amount of effort that went into creating them but it is how I see it.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    Exploit? Nah, nothing like that's going to happen. ;)

    GW1
    HY1 Temporal Torp
    TS2 Grav Photons
    Destabilized Plasma Torp
    DPB3 Bio Photon Mines

    Clump 'n Thump got Bump'd!

    Nukara mines bypass shields to begin with and deal quite a deadly dot to begin with. Granted I have no idea how they would interact with this trait but I can hazard a guess...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    bareel wrote: »
    Nukara mines bypass shields to begin with and deal quite a deadly dot to begin with. Granted I have no idea how they would interact with this trait but I can hazard a guess...

    Yep, they do...but I was looking at coverage - number of mines (reduce the chance of them all being eliminated) - splash - the incubation slow and rad damage...as well as Bio Photons being part of an overall Photon build for the increased damage from Photon consoles.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    Have to say, in thinking about this aspect...

    "The DoT from Omega Kinetic Shearing is counted both as a Hazard and as a Science-type debuff."

    Doesn't really make sense to me. So basically HE and ST (as well as WCE Supercleanse) can clear it, eh?

    Shouldn't kinetic shearing of the hull be an Eng thing...you know...an ET cleanse?
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited April 2014
    Please make the Undine reputation equipment available in the Drozana console now. There may be additional issues that you have missed.
    EnYn9p9.jpg
  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    glad to see you took a giant **** on that rep passive.

    its official you sheep got nerfed.

    essentially any major buff has already been ****ted on to "mediocre" buff.

    and they straight up ****ed up t2 omega, t4 romulan.

    oh and plz security officer on new romulus command PLZZZZZZZZZ
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140330a.13


    [*]The Planet Killer is no longer immune to space anomalies:
    [*]Gravity Well, Tyken's Rift, Gravimetric Rift, etc.

    [*]The DoT from Omega Kinetic Shearing is counted both as a Hazard and as a Science-type debuff.

    On the planet killer thing, you should make those changes to Scimitar boss ships which ignore gravity well's effects completely. (The can't cloak part)

    The DoT being counted both as a Hazard and a Science type debuff makes it pure junk. Most ships carry either or both. What good is it if both counter it?
  • razorwalkerrazorwalker Member Posts: 160 Media Corps
    edited April 2014
    This is pure speculation on my part, but it does make sense.......I am starting to see a pattern here and IF I am right, all the revamps and changes are maybe not a great thing, but needed. I see a level cap raise coming real soon. Not necessarily with Season 9, but with maybe the next expansion. Follow me here for a sec..... All the major parts of the game are either getting revamped or nerf'd..Why? Well, IF they are getting ready to raise the cap, without the revamps or nerf's, then most traits, skills, and reps will drastically increase the power creep. This way, they bring it down some and when they raise the cap to 60 (or whatever), all new powers, traits & skills are introduced and makes everything balance out again. Granted, I seen some of the leaks that have been posted about the forums and internet concerning Mk XIV weapons and gear, so that is helping to fuel the speculation, but when you look at the larger picture and the amount of changes taking place, I do believe it is not a far stretch of the imagination that we will see a cap raise really soon. Now, to be fair about it, I have ZERO proof. No inside info from the Devs, no special beta testing or anything else. But, just look back at the past 6 months or so of the release notes and changes to the game and I am sure that you will agree with me :)
  • gofasternowgofasternow Member Posts: 1,390 Arc User
    edited April 2014
    This is pure speculation on my part, but it does make sense.......I am starting to see a pattern here and IF I am right, all the revamps and changes are maybe not a great thing, but needed. I see a level cap raise coming real soon. Not necessarily with Season 9, but with maybe the next expansion. Follow me here for a sec..... All the major parts of the game are either getting revamped or nerf'd..Why? Well, IF they are getting ready to raise the cap, without the revamps or nerf's, then most traits, skills, and reps will drastically increase the power creep. This way, they bring it down some and when they raise the cap to 60 (or whatever), all new powers, traits & skills are introduced and makes everything balance out again. Granted, I seen some of the leaks that have been posted about the forums and internet concerning Mk XIV weapons and gear, so that is helping to fuel the speculation, but when you look at the larger picture and the amount of changes taking place, I do believe it is not a far stretch of the imagination that we will see a cap raise really soon. Now, to be fair about it, I have ZERO proof. No inside info from the Devs, no special beta testing or anything else. But, just look back at the past 6 months or so of the release notes and changes to the game and I am sure that you will agree with me :)

    I could see it, yeah.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    concerning Mk XIV weapons and gear

    VR Mk I = C Mk IV
    VR Mk IV = C Mk VII
    VR Mk VII = C Mk X
    VR Mk X = Unc Mk XII

    Unc Mk XII = C Mk XIII
    R Mk XII = C Mk XIV
    VR Mk XII = C Mk XV
  • razorwalkerrazorwalker Member Posts: 160 Media Corps
    edited April 2014
    VR Mk I = C Mk IV
    VR Mk IV = C Mk VII
    VR Mk VII = C Mk X
    VR Mk X = Unc Mk XII

    Unc Mk XII = C Mk XIII
    R Mk XII = C Mk XIV
    VR Mk XII = C Mk XV

    What I seen was posted by [Redacted] Fleet, I think was the name, was VR Mk XIV Weapons, Space Gear and Kit Modules, among other stuff to suggest the cap raise. These all had the actual "Mk XIV" on the item picture, which, I have never seen in this game before. I tried to get the link, but the post was flagged for violation of terms, so I can not provide images of what I saw. They claimed to have gotten the images from the .hogg files, which I know is possible, but I do not mess with game files because I like my account too much :P

    And yes, I added the redacted part, I am not trying to get anyone in trouble on here :)
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited April 2014
    bareel wrote: »
    Nukara mines bypass shields to begin with and deal quite a deadly dot to begin with. Granted I have no idea how they would interact with this trait but I can hazard a guess...

    Unless its been changed in the last week or two, Nukara mines can not be buffed by any consoles. The only thing that affects them is your captain skills.

    I like to use them on my bomber for messing with high shield targets but could not find anything to increase the base dmg on them.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    ikuruyo wrote: »
    Unless its been changed in the last week or two, Nukara mines can not be buffed by any consoles. The only thing that affects them is your captain skills.

    I like to use them on my bomber for messing with high shield targets but could not find anything to increase the base dmg on them.

    2pc T'varo affects them...with its boost to Projectile Damage. But yeah, even Generic Mine consoles don't boost the Nukara.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2014
    That Omega Torp passive looks like a nice bump in effectiveness for Sci/Sci setups firing cluster torpedoes and Transphasic Mines.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited April 2014
    That Omega Torp passive looks like a nice bump in effectiveness for Sci/Sci setups firing cluster torpedoes and Transphasic Mines.

    Like my Vesta Class using the Grav Torp & Apdated MACO space set
  • razar2380razar2380 Member Posts: 1,187 Arc User
    edited April 2014
    This is pure speculation on my part, but it does make sense.......I am starting to see a pattern here and IF I am right, all the revamps and changes are maybe not a great thing, but needed. I see a level cap raise coming real soon. Not necessarily with Season 9, but with maybe the next expansion. Follow me here for a sec..... All the major parts of the game are either getting revamped or nerf'd..Why? Well, IF they are getting ready to raise the cap, without the revamps or nerf's, then most traits, skills, and reps will drastically increase the power creep. This way, they bring it down some and when they raise the cap to 60 (or whatever), all new powers, traits & skills are introduced and makes everything balance out again. Granted, I seen some of the leaks that have been posted about the forums and internet concerning Mk XIV weapons and gear, so that is helping to fuel the speculation, but when you look at the larger picture and the amount of changes taking place, I do believe it is not a far stretch of the imagination that we will see a cap raise really soon. Now, to be fair about it, I have ZERO proof. No inside info from the Devs, no special beta testing or anything else. But, just look back at the past 6 months or so of the release notes and changes to the game and I am sure that you will agree with me :)


    I have mentioned this to some fleet mates a few months ago. There is a problem with it though. If you increase the max level, but don't fix the enemy AI, it will result in missions being way too easy. They are already easy to beat once you know how to play them.

    As it stands now, the changes are lowering some of our DPS potential, however it is only going to effect PVP matches. With STFs and PVE we now have more than enough DPS to not need the passives.
    Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
  • edited April 2014
    This content has been removed.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    f2pdrakron wrote: »
    I am going to say this, we have to end the whole "scaling to level" to some point, in STO because everything scales there is no sense of progression for the player part except more stuff to press, I dont feel that at Lv 50 I am more capable that at lv 35, at one point the initial curve stops being a curve and the experience is the same regardless of level difference.

    TBH, I have no idea how you can say that.

    Player Level 1 ~= Mob Level 1
    Player Level 2 > Mob Level 2
    ...
    Player Level 35 > Mob Level 35
    ...
    Player Level 50 > Mob Level 50

    Even though NPCs scale up as the player levels, the curve at which they scale is much lower than the curve at which the player progresses.

    It creates the scenario where it is easier to fight a Level 50 version of Mob X than it is to fight a Level 10 version of Mob X.

    The Player is more capable by default...since the NPCs simply don't scale appropriately with the Player. The Player can actually get worse at the game as they progress...and show progression over the NPCs - simply because of how the NPCs scale.

    As sad as it is to say, if the NPCs actually scaled to match the player it would be a vast improvement. Then you take a look at "Elite" content, boosting the NPCs from the improved curve...and...there might actually be the challenge. As it is, boosting them from the weaker state imposed by their lackluster curve has resulted in the lackluster experience.

    edit: But as evident in the thread discussing "difficulty" and the like...so many of the folks out there would be happier if the NPCs scaled even worse rather than better...meh.
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    edited April 2014
    Great the last of the Torpedo and mine powers have now been massively nerfed and there are no decent powers left for them :(

    This just killed the reputation system for me. Also concerned about the major bugs that have been reported and are not in the fix or known issue list.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2014
    coffeemike wrote: »
    Like my Vesta Class using the Grav Torp & Apdated MACO space set

    Sort of. With the Gravimetric Torp, the DoT will very likely be based on the initial impact and not your Rifts, so if you touch bare hull it'll be a nice bump, but if you do all your killing with the gravimetric shears, then you'll probably see a couple hundred extra damage being tacked on from the DoT.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited April 2014
    Edit:

    Nevermind, misread.
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited April 2014
    [/LIST]
    [*]Updated all the Fleet Kit stores to allow a player to buy the Kit Frame and Kit Module separately.
    • The Fleet Kits cost about 70% of the price they previously did.
    • The Fleet Modules cost about 30% of the price that the Kit previously did.
    • Updated all Fleet Kit Modules to be Ultrarare quality, up from Very Rare quality.

    How is this pricing even remotely considered acceptable. Right now I can go and buy a kit for 60,000 Fleet Credits and get a kit and five powers, that's the equivalent of 12,000 Fleet Credits per power with the kit for free! Instead you want me to spend 42,000 Fleet Credits on the Kit Frame and 18,000 Fleet Credits on ONE power!

    This is an utter rip off and there is nothing in the notes about the kit trade in.
    [SIGPIC][/SIGPIC]
  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited April 2014
    How is this pricing even remotely considered acceptable. Right now I can go and buy a kit for 60,000 Fleet Credits and get a kit and five powers, that's the equivalent of 12,000 Fleet Credits per power with the kit for free! Instead you want me to spend 42,000 Fleet Credits on the Kit Frame and 18,000 Fleet Credits on ONE power!

    This is an utter rip off and there is nothing in the notes about the kit trade in.

    132.000 FC for a Fleet Kit with 5 powers compared to the 60.000 FC before. They more than doubled the price. I wonder how much they will increase the attached dilithium costs.
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