Am I seeing this right? The simple act of moving a tribble from your inventory to your character puts the tribble in a 15 sec lock out? Really?!? now tribbles are time gated? Frozen boots locked out for 15 secs as well. I understand (but disagree) with the STF marks nerf but were players collecting their 1 mark every hour too fast? :rolleyes:
What next, when beaming to your starship it has to "warm up" before it will move.
Am I seeing this right? The simple act of moving a tribble from your inventory to your character puts the tribble in a 15 sec lock out? Really?!? now tribbles are time gated? Frozen boots locked out for 15 secs as well. I understand (but disagree) with the STF marks nerf but were players collecting their 1 mark every hour too fast? :rolleyes:
What next, when beaming to your starship it has to "warm up" before it will move.
I think this to stop people carrying 2 of item X in their inventory, using one and then slotting the other to avoid the cool down on the first.
Its utterly ridiculous for ground devices, take frosty boots, by the time it is off cooldown i have reached my destination! Can this please be removed from ground devices!
The tribble swap was a well known exploit and thus has been prevented to lower the power creep as well as the rep traits.. both were the mayor factors in the power creep in this game, that why these are handled first
The tribble swap was a well known exploit and thus has been prevented to lower the power creep as well as the rep traits.. both were the mayor factors in the power creep in this game, that why these are handled first
How on earth is a tribble considered an exploit or power creep, in fact how is any device for ground an exploit...
How on earth is a tribble considered an exploit or power creep, in fact how is any device for ground an exploit...
I believe some of the unique tribbles had outstanding bonuses; doubling them up with the exploit would make people pretty powerful, amiright?
Please reconsider ARC. Please make it optional, at the least. PLEASE.
It seems the vast majority of your most active players (forum regulars) hate the idea... and while that's a small subset of the playerbase, I think it's an important constituency.
THE PLAYERS DO NOT WANT THIS.
How on earth is a tribble considered an exploit or power creep, in fact how is any device for ground an exploit...
It's sarcasm.
The rule wasn't changed in order to nerf tribbles (they're still hour long buffs anyway), but to reduce the viability of hot-swapping other devices in combat, or using stealth to break combat and then relatively quickly switch kit modules.
The rule wasn't changed in order to nerf tribbles (they're still hour long buffs anyway), but to reduce the viability of hot-swapping other devices in combat, or using stealth to break combat and then relatively quickly switch kit modules.
Yes . . . But some actual testing would have been . . . nice/ responsible.
I'm glad frosted boots got a nerf. I've always felt that they should be a novelty item, not a tactical advantage.
Where I feel the pinch from this change is with batteries in space combat. I occasionally like to swap out batteries in combat, or if I run out, I'll put more in from my inventory, and the 15 second cooldown amounts to a minor annoyance. Not the end of the galaxy, but a minor annoyance.
The tribble swap was a well known exploit and thus has been prevented to lower the power creep as well as the rep traits.. both were the mayor factors in the power creep in this game, that why these are handled first
totally agree, irresponsible tribble breeding is the major, if not singular cause of both power creep, klingon/fed peace (not sure why) and possibly maybe related to Undine expansion. How many tribble are undine spies in disguise?
I'm glad frosted boots got a nerf. I've always felt that they should be a novelty item, not a tactical advantage.
Where I feel the pinch from this change is with batteries in space combat. I occasionally like to swap out batteries in combat, or if I run out, I'll put more in from my inventory, and the 15 second cooldown amounts to a minor annoyance. Not the end of the galaxy, but a minor annoyance.
Don't frosted boots go off line the instant you are hit?
It's not a stealth nerf, it's an overt nerf. It was announced on Tribble and in the S9 patch notes.
That being said, I'm really ticked off about consumable devices being put on cooldown when they're equipped. Kits and other reusable gear I can understand, but consumables is ridiculous.
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.
It's not a stealth nerf, it's an overt nerf. It was announced on Tribble and in the S9 patch notes.
That being said, I'm really ticked off about consumable devices being put on cooldown when they're equipped. Kits and other reusable gear I can understand, but consumables is ridiculous.
I must have missed it the wall o text patch notes from yesterday.
The application of this cooldown to tribbles in particular is ridiculous, considering that they already remove all previous tribble buffs as their very first action.
I understand that it was probably easier to just code it to apply the cooldown to ALL equipable devices, but I can not think that the action is reasonable.
Cryptic, please rethink the cooldown of these devices, and the tribble cooldown in particular.
I understand removing exploits, but with tribbles, there was nothing to expoiit to begin with.
Upping the cooldown from 6 seconds to 15 with season 9.5 only makes this worse.
Comments
I think this to stop people carrying 2 of item X in their inventory, using one and then slotting the other to avoid the cool down on the first.
Bit more complicated (need to be out of red alert), but there you go.
No, sorry, I didn't refer to your post.
I was referring to the OP's post about having Tribbles on 15 sec cooldown.
Mine Trap Supporter
Makes sense now to quell the great tribble exploit of 2014!
The tribble swap was a well known exploit and thus has been prevented to lower the power creep as well as the rep traits.. both were the mayor factors in the power creep in this game, that why these are handled first
[SIGPIC][/SIGPIC]
How on earth is a tribble considered an exploit or power creep, in fact how is any device for ground an exploit...
I believe some of the unique tribbles had outstanding bonuses; doubling them up with the exploit would make people pretty powerful, amiright?
It seems the vast majority of your most active players (forum regulars) hate the idea... and while that's a small subset of the playerbase, I think it's an important constituency.
THE PLAYERS DO NOT WANT THIS.
Using another Tribble cancels the effects of the previous one.
It's sarcasm.
The rule wasn't changed in order to nerf tribbles (they're still hour long buffs anyway), but to reduce the viability of hot-swapping other devices in combat, or using stealth to break combat and then relatively quickly switch kit modules.
Yes . . . But some actual testing would have been . . . nice/ responsible.
Where I feel the pinch from this change is with batteries in space combat. I occasionally like to swap out batteries in combat, or if I run out, I'll put more in from my inventory, and the 15 second cooldown amounts to a minor annoyance. Not the end of the galaxy, but a minor annoyance.
totally agree, irresponsible tribble breeding is the major, if not singular cause of both power creep, klingon/fed peace (not sure why) and possibly maybe related to Undine expansion. How many tribble are undine spies in disguise?
in short, tribble were OP.
Yea, except the first action that a tribble does, is wipe any existing tribble buffs, and then applies its own.
Don't frosted boots go off line the instant you are hit?
That being said, I'm really ticked off about consumable devices being put on cooldown when they're equipped. Kits and other reusable gear I can understand, but consumables is ridiculous.
Joined January 2009
I must have missed it the wall o text patch notes from yesterday.
I understand that it was probably easier to just code it to apply the cooldown to ALL equipable devices, but I can not think that the action is reasonable.
Cryptic, please rethink the cooldown of these devices, and the tribble cooldown in particular.
I understand removing exploits, but with tribbles, there was nothing to expoiit to begin with.
Upping the cooldown from 6 seconds to 15 with season 9.5 only makes this worse.
*activates plasma flamethrower*
Can I join?