Nice long list of fixes but it seems they are still ignoring the Romulan Engineering Kit - Fabrication Specialist Mk XII Trade-In Error where the XII kit is giving the XI modules from the Romulan Embassy. This bug was posted in the Tribble bug section before S9 made it to Holodeck but it still has yet to be fixed or acknowledged. When trading in the Romulan Engineering Kit - Fabrication Specialist Mk XII you receive the wrong modules. The trade-in gives 3 blue Mk XI modules and 1 green XI module in addition to the fleet module. The modules received are the same ones as the Mk XI kit trade-in so it seems that there was a minor mix up in assigning the proper modules for the trade-in. Every other Mk XII kit trade-in gives all Mk XII modules with 3 being purple and then 1 being a lesser version like green or white but they are all Mk XII modules plus the Fleet module except for the Romulan Engineering Kit - Fabrication Specialist Mk XII. Hopefully this can get fixed as it seems we now have a known issues list that this should be added to and give players the proper modules they should have received even if they already did the trade-in.
Whats going on with a DOFF space slot reset bug (is it just me or what ?) , to be precise , on all my toons with all 3 factions (fed.rom,kling) doffs are resetting when ship transfer from map to map since season bug 9. I try with with different ships, ship equipment slot deletions and save new, change DOFFs (green blue purple) with no results. What is GDM amusing , when you have to set DOFFs for every action PvE or PvP from map to map .
IT IS THE PROBLEM WITH BOTH SERVERS HOLODECK AND TRIBBLE.
WHAT WILL HAPPEN WITH THIS PROBLEM ?
PS: My Klingon still have problems with 3 read-only outfits can't do anything with it , put the delete outfit button GDM .
In the beginning there was all and then become nothing
I AM PISSED OFF AFTER 3 YRS. I STILL CAN'T USE OR CHANGE OR DELETE OUTFIT IN 3 OF 5 OUTFIT SLOTS ON MY KLINGON TOON !
[SIGPIC][/SIGPIC]
LMFAO... I couldn't help it, I had to stop the vid when she sang, "Why have a ballroom with no balls?" I know, I'm mature. Really.
And yeah, that went right back to the PvP nerf, which really does seem to be more "Nerf them all and let God sort 'em out!" type of move. Seriously, I just barely PvP on occasion, usually get my TRIBBLE kicked by folks with more skill than I... and I still went "...whoa" at that one. Looks like the folks that "fixed" Tour the Galaxy were involved in this one too. :P
[EDIT] And we can all see just how well prices dropped on the Exchange after the Tour nerf, can't we? That worked really well... and soooo many folks run Tour now, don't they? Please be kind to the real PvPers and just nerf the exploit, not the whole damn thing.
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140525a.2
Enhanced Bio-Molecular Photon Torpedo Launcher Mk XII:
Resolved an issue that was causing Torpedo Spread 2 and 3 to yield more explosions than intended.
Increased the damage dealt by High Yield 3.
[/LIST]
Thank you for making the new set torpedo useless to me as now its just another torpedo . Time to dump it and swap back to basic Quantum’s.
EDIT "All repeatable PVP missions for Fed and Klg (arena and scenario) are now set to a 20 hour cooldown. "
WTF is all I can think off. Why ruin what we find fun for no reason? No other game would be stupid enough to limit PvP to once every 20 hours. What is the logic behind this? What about those of us who like to have a weekend of PvP?
Also I just realized getting the accolade for PvP will take months if not years now. You have to run it what was it 75 times? But can only get the reward once every 3 days due to the limit of one per day. So 7.5 months of daily grinding to get the PvP accolade!!!!
Now i feel like a moron for planning of pvping for the 1st time ....
So, i should gear up and everything to just play for... how much? 1 hour?
And i don't even want to get into the " fix the over 9000 bugs before nerfing something " although a vet friend of mine told me that a lot of players have left the game since the times of LoR ...
Anyway, back to the topic, i have a win-win solution for you :
Why not to just increase the dil/ fleet mark ratio , which would be the fair thing to do by the way ...
People will be more likely to pour their dil into fleet holdings to buy elite gear and less likely to " steal " you money, Cryptic
Thank you for making the new set torpedo useless to me as now its just another torpedo . Time to dump it and swap back to basic Quantums.
EDIT "All repeatable PVP missions for Fed and Klg (arena and scenario) are now set to a 20 hour cooldown. "
WTF is all I can think off. Why ruin what we find fun for no reason? No other game would be stupid enough to limit PvP to once every 20 hours. What is the logic behind this? What about those of us who like to have a weekend of PvP?
To the Torpedo, it clearly states. that they were doing more explosion's than intended. Which means it was unintended. So it's a fix. Does not mean torpedo's will be useless.
And yes when they go with this change, they will totally kill PvP. There are PvPers who spend money. It's a good way to stop some income.
It's not the Dilithium seller's who set the Exchange rate's of Dilithium to Zen coversion. It's the people who buy Zen with Cash. The one's who feed them with money the Zen way.
Heck I stopped buying Zen the moment I got into debt and stupid choices were made, with STO! I would only buy Zen with Dilithium now. This just means from my point of View I will be buying less Zen!, with my Dilithium or donating less Zen to my Fleet. And even gearing up my own characters slower. 5 hours day to farm 32,000 Dilithium instead of 96,000. One sure way to impede revenue, pvp fleet growth, character growth and player desire to stay. Latter is directly related to revenue!
The only way I'd start buying Zen now, and contribute to their wages. Is stop nerfing things which don't need nerfing. Combat exploits with exploit fixes, combat Gold Farmers Nuke them(not the players)
Now i feel like a moron for planning of pvping for the 1st time ....
So, i should gear up and everything to just play for... how much? 1 hour?
And i don't even want to get into the " fix the over 9000 bugs before nerfing something " although a vet friend of mine told me that a lot of players have left the game since the times of LoR ...
Anyway, back to the topic, i have a win-win solution for you :
Why not to just increase the dil/ fleet mark ratio , which would be the fair thing to do by the way ...
People will be more likely to pour their dil into fleet holdings to buy elite gear and less likely to " steal " you money, Cryptic
Your right about people leaving the game. I was in SETF and KETF at launch. this fleet had 200 plus members and they have left the game, I've had to find a different active Fleet! Had to clean out my huge Friendlist because none of them have logged on for years!
To the Torpedo, it clearly states. that they were doing more explosion's than intended. Which means it was unintended. So it's a fix. Does not mean torpedo's will be useless.
It might have been unintended but it made the torpedo decent and gave it something semi unique.
What I said was correct about the fix. The fix makes the torpedo useless to me. There is zero reason or advantage to use it over other torpedoes on my build now. Why grind out rep points for a set torpedo when I can just easily get an advanced fleet torpedo thats better?
The torpedo is a bit like the lobi quantum mine launcher which does under half the damage of basic quantum mines. Ok its not as bad as the Tethered quantum mine or long range destabilising which have to be the 2 worst lobi items in existence. Both do well below the damage of basic gear. But for me its right down there as not useful for my torpedo boat.
It might have been unintended but it made the torpedo decent and gave it something semi unique.
What I said was correct about the fix. The fix makes the torpedo useless to me. There is zero reason or advantage to use it over other torpedoes on my build now. Why grind out rep points for a set torpedo when I can just easily get an advanced fleet torpedo that’s better?
The torpedo is a bit like the lobi quantum mine launcher which does under half the damage of basic quantum mines. Ok it’s not as bad as the Tethered quantum mine or long range destabilising which have to be the 2 worst lobi items in existence. Both do well below the damage of basic gear. But for me it’s right down there as not useful for my torpedo boat.
If your going for damage, don't use it. However if you are going for tactics. Those torpedo's are fast. When you compare to other Photon's the difference in damage is not that different. More explosions than intended, would make the effect proc more than intended. so you may lose damage, but that aside having the effect proc more made them too powerful. I sat observing channels boost about the secondry effect. And how it alone gave you the upper hand.
But choose damage over tactics mate.
Edit:- So yes it may seem to affect you torpedo boat, it is a pity. But you should see it from a game balance perspective.
I use Romulan Plasma weapons which are lower damage than Fleet Plasma. It's the secondry affect which make them similar to Fleet. This is what I believe you are overlooking.
Interesting way to fix the valdore, and one that makes some sense as obviously having full shields makes it pointless to heal, have to see how this plays out.
Other wise really good to see so many bug fixes, and thank you so much for the fleet mark project! Most appreciated
Ten soldiers wisely led will beat a hundred without a head. - Euripides
I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
The effects of the Shield Absorptive Frequency Generator console will no longer become active until the user has at least one shield facing below 90% maximum capacity.
Ok ill hold my hands up and admit that I was one of those people that argued against any alterations to this console because people were throwing a hissey fit that it was OP, but this change is a step in the right direction. Granted it might not be enough of a change for some people. But at least cryptic have taken on board both sides of the argument and not just swung the nerf bat blindly.
If your going for damage, don't use it. However if you are going for tactics. Those torpedo's are fast. When you compare to other Photon's the difference in damage is not that different. More explosions than intended, would make the effect proc more than intended. so you may lose damage, but that aside having the effect proc more made them too powerful. I sat observing channels boost about the secondry effect. And how it alone gave you the upper hand.
But choose damage over tactics mate.
Edit:- So yes it may seem to affect you torpedo boat, it is a pity. But you should see it from a game balance perspective.
I use Romulan Plasma weapons which are lower damage than Fleet Plasma. It's the secondry affect which make them similar to Fleet. This is what I believe you are overlooking.
What tactics? Apart from the –flight speed which I never noticed the only tactics advantage it had has now been removed. It just lost around 6k dps on my build. The secondary effect doesn’t make then = to fleet. The fleet Quantum hit for more raw damage so Shearing is higher so more hull DoT damage. The changed has pushed the set torp into the useless area for me. Quantum are now superior again and just as fast if not faster.
It might have been useful combined with the tac console if the 26.2% radiation damage worked. But that bonus is useless due to being broken. I just tried my Quantum and Transphasic torpedoes with radiation damage and I had a zero damage boost. Hargh’peng radiation zero damage boosts, Eng powers with radiation no noticeable damage boost. So now the set torpedo with the tac console gives me a very large drop to DPS over a Quantum torpedo and Quantum tac console.
So I stand by what I said on my build the Enhanced bio molecular set torpedo is now useless and needs to be swapped out for a Fleet Quantum torpedo. There is no tactic advantage that I can see for it just a drop in DPS.
Except for the pvp dilithium nerf........................Badley played
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Torpedos suck enough as it is don't take away the extra spread shots.
Yes, torpedoes and torpedo-related abilities need more buffs across the board ... NOT nerfs.
Rather than nerf torp spread on this one torp why not buff torp spread on ALL torpedoes???
100% torpedo boats used to be viable options for high burst damage and sustained DPS. With all the energy weapon buffs/power creep and torpedo nerfs there is now almost no reason to build a torpedo boat (unless you're just bored and want to mess around).
It should be a sign that torps need buffs when you look around and see most of the best builds (in terms of both high burst damage and sustained dps) are 100% energy weapon builds.
Come on, devs, it's time to give torps some love across the board.
In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
Thank you for making the new set torpedo useless to me as now its just another torpedo . Time to dump it and swap back to basic Quantum’s.
I know man. i am down about this change too. Even tho this may be a fix, it totaly takes out of the epicness of a torp spread 3 now
Finally my scimitar looked like it would had 27 photon torpedo bays: http://en.memory-alpha.org/wiki/Scimitar.
Aww guess I'll replace TS 3 with a HY 3 since it no longer apeals to me becouse I didnt cared about the dmg but about the visual efect of a massive torpedo wave. Now it looks like the other torps
It might have been useful combined with the tac console if the 26.2% radiation damage worked. But that bonus is useless due to being broken. I just tried my Quantum and Transphasic torpedoes with radiation damage and I had a zero damage boost. Hargh’peng radiation zero damage boosts, Eng powers with radiation no noticeable damage boost. So now the set torpedo with the tac console gives me a very large drop to DPS over a Quantum torpedo and Quantum tac console.
I noticed that too. The radiation bonus or streangth or what ever its considered doesnt seem to work or its set at 2%. To me, only on Thalaron Pulse, wich has thousens of dmg, it showed only 2k increase in dmg while on other stuff shows very little impact or none at all.
The project its nice since fed toons allready gathered lots of FMs. No comment on the valdore console, will see how that goes, but i do feel that sadly the nerfers will whine again after some time.
And the PvP nerfs were done to stop the farming PvPforDil channels I guess, but those are going on for years and no1 wasnt bothered by them. And there werent that many either, just a small ground in a corner. Actually the mass hoarders with 20-30 toons who farm dil via exchanging contraband from kdf toons are doing a far better job. Sadly this change will afect bigtime the real PvPers wich got their daily dil cap that way, not only the ones that were only using this as an "exploit".
I appreciate every bug fix to the game. It needs them.
But I a m sad about the undine torpedo fix. It was the first and only one I took for the damage. Every torpedo else is just fluff. It made my game a bit more interesting and it was nice at long as it lasted... good bye little damage dealing torp, welcome back beam array...
Maybe we will see a buff for torps in the future. The omega trait is a start.
As for the PvP reward nerf due to so called exploiters. The price of Zen has been steadily increasing albiet slowly sitting at 155 before these notes were released yesterday. This morning it has dropped to 153 while a lobi set sale is ongoing which should be driving prices up.
Obviously while it is not the ideal way to fix the exploit, it is how Cryptic deals with such things. First off exploiters harm the entire economy driving up the prices for everyone and need to be dealt with. Cryptic's style is to remove the capability to exploit with the minimal investment of resources. We all know this.
As for players if it can be exploited it will be. This would be something very easy to exploit if you think about how to do it for a bit, although with the release of mandatory ARC client it would be more, expensive to do so.
This is one of the several hidden cost of STO's so called amazing F2P model no one talks about. The only ways to get resources granted to something is if it can be directly monetized, the resources are not currently being utilized, or it will have a significant return on metrics for the investment.
Hunting exploiters will never meet any of those criteria. Fixing/preventing exploits can only fit the last two and typically will be done with as little investment possible. Not saying I agree with it, saying I accept it for now.
It is also why we only get single episode FEs, the last 5 episode one failed to be properly monetized. It's why we have lock boxes filled with the villain of the week ship. It's why reputation is endgame, an easy copy-paste foundation. It's why balance passes are rare both on rewards and other things. It's why we see 10+ new doff abilities every season and haven't seen a new boff ability in ages. And so on and so on. Not saying I agree with it, saying I accept it for now.
Look at this game less like an MMO, and more like a CCG just like some devs keep saying. You just release a ton of stuff. Ban things obviously broken (nerfs), and don't worry about those crappy common cards that keep piling up. Every once in a while do a bit of a power reset and re-release all your basic TRIBBLE for money again (level cap increase/ FPE release).
1st: Reduce damage of torpedoes by 20% across the board.
2nd: Reduce shield resistance to torpedoes to a 35% effecting damage pre shield resists. (Like injuries in the formula so to speak I think) from the current 90%.
3rd: Create a new ensign engineering boff ability to modify a torpedo to gain increased shield penetration.
4th: Release shiny +specific energy type/+generic torpedo tactical consoles in next fleet holding.
The Undine torp shouldn't be nerfed. Buff the rest of STO's torpedoes instead. They're the most difficult weapon type to use effectively as is. Some torps, like chroniton, might as well not exist for how useless they are. Nobody uses these.
This nerf is the sort of thing that makes me want to look for other space games, fyi.
It might have been unintended but it made the torpedo decent and gave it something semi unique.
What I said was correct about the fix. The fix makes the torpedo useless to me. There is zero reason or advantage to use it over other torpedoes on my build now. Why grind out rep points for a set torpedo when I can just easily get an advanced fleet torpedo thats better?
The torpedo is a bit like the lobi quantum mine launcher which does under half the damage of basic quantum mines. Ok its not as bad as the Tethered quantum mine or long range destabilising which have to be the 2 worst lobi items in existence. Both do well below the damage of basic gear. But for me its right down there as not useful for my torpedo boat.
Decent? The Torp was leagues beyond decent when used with TS2/TS3. It was decent, a choice to be made, as a standard Torp or as a non-targetable Heavy with Splash. With Torp Spread though? It was way beyond decent.
Useless? That's going to depend on build...and...that's how things should be. Things might be great for one person and useless for another. It shouldn't be a case that something is the best outside of specific builds counting on the Torp being used as part of a set bonus.
Let's compare the E-Bio to the Grav, eh?
E-Bio
[Acc][CrtD][CrtH]
6s CD
Bio-Molecular Incubation (-Flight Speed for 8s, Rad Damage on Expiration)
HY: non-targetable Heavy
TS: x3, x5, x7
Grav
[CrtH]x3
8s CD
Gravimetric Rift (33% chance, 1km radius rift for 4.7s)
HY: targetable Heavy
TS: x2, x3, x4
The bare torp for each does the same damage, but the E-Bio has higher DPS because of the 6s vs. 8s CD.
The Heavy Grav does more damage than the Heavy E-Bio, but the E-Bio is non-targetable and thus actually has the better chance of doing actual damage.
The bare torps for each with a Spread is the same, but the E-Bio is firing x7 and the Grav is firing x4.
Yeah, I've got no clue how you could see that as only being decent. It was broken - obviously so.
What tactics? Apart from the flight speed which I never noticed the only tactics advantage it had has now been removed. It just lost around 6k dps on my build. The secondary effect doesnt make then = to fleet. The fleet Quantum hit for more raw damage so Shearing is higher so more hull DoT damage. The changed has pushed the set torp into the useless area for me. Quantum are now superior again and just as fast if not faster.
It might have been useful combined with the tac console if the 26.2% radiation damage worked. But that bonus is useless due to being broken. I just tried my Quantum and Transphasic torpedoes with radiation damage and I had a zero damage boost. Harghpeng radiation zero damage boosts, Eng powers with radiation no noticeable damage boost. So now the set torpedo with the tac console gives me a very large drop to DPS over a Quantum torpedo and Quantum tac console.
So I stand by what I said on my build the Enhanced bio molecular set torpedo is now useless and needs to be swapped out for a Fleet Quantum torpedo. There is no tactic advantage that I can see for it just a drop in DPS.
From reading this, I'm guessing you're not running it with the Protonic set, eh? The set that provides the +3% CrtH in general, the +10% CrtH to Photons, the +22.9% strength boost to damage, and the +10% CrtD in general?
That's giving you +10% CrtD, +13% CrtH, and +22.9% damage (strength) before you even get to Weapon Mods or deciding whether to go Locators/Exploiters.
[CrtD] = +20%
[CrtH] = +2%
[Dmg] = +5% (strength)
Exploiter = +8% CrtD
Locator = +1.6% CrtH
So yeah, it may end up being useless for your build - but only in the sense that any other item might be useless. Didn't the fact that it worked despite your build stand out as something being wrong...?
As for the Multi-Relay console, it does add to the damage from Incubation. It adds to the damage from Aceton Assimilators. It boosts Rad damage...if it's not boosting Hargh'peng Rad damage, then it's something to keep bugging Cryptic about as a bug. But the console itself, would only be a consideration for certain builds anyway - if it's not BIS for the build, then it doesn't matter.
Reputation system was nerfed badly with season 9 and now a reputation item is nerfed after a lot of people spend time to acquire it just because that item was very good.
The message for me is that in future I shouldn't grind a new reputation until other people finish it and see what really worth grinding and what doesn't.
"There already is a Borg faction, its called the Federation. They assimilate everyone else's technology and remove any biological or technical distinctiveness and add it to their own."
I refuse to be content https://www.youtube.com/watch?v=FwI0u9L4R8U
now a reputation item is nerfed after a lot of people spend time to acquire it just because that item was very good.
I'm not sure I'll ever understand the following mindset that so many players have...
"Cryptic, you need to fix all the bugs that adversely affect us; but you need to stop fixing all the bugs that benefit us!"
...I mean, c'mon - seriously?
If it's a bug, it needs to be squashed...
edit: It would be one thing if it had been a planned boost to put Torpedoes over the top and had been applied to all Torps; but it wasnt that - it was a bug.
Do Torps need love? You're going to find all sorts of arguments for that, ranging from they just need a little tweaking to folks that want them to slaughter everything without any investment in them.
They're often brought up in relation to DPS vs. Beams and FAW...ISE...right? ISE is rigged for FAW. It's not an objective scenario to run a comparative parse.
Here, I'll help you understand: the enhanced bio-photon, at present, is how torpedoes *should* work. All other torps are too weak. Torps are STO's trickiest, most difficult weapon system to employ. Most players run energy builds for a reason. Most players scorn torpedoes for a reason too.
A nerf to the most difficult-to-employ weapon system in STO is about as necessary or desired as a TRIBBLE on your elbow.
If anything, all other torp types should be buffed. I can't remember the last time I saw someone fire a chroniton torp, for example, or spec in plasma torps.
[*]Alienware keyboards and mice glow red when your character is in a Red Alert state.
This applies to when the player is on ground or space maps.
The keyboard and mouse will remain red until the player is out of a Red Alert state.
This applies to all Alienware keyboards and mice which have this interactive backlight function.
Hyperonic Radiation now has a minimum cooldown of 15 seconds.
It cannot be reduced below this threshold.
Exothermic Induction Field now has a minimum cooldown of 15 seconds.
It cannot be reduced below this threshold.
Nanite Health Monitor will no longer consume charges attempting to remove Debuffs that it cannot cleanse.
Weapons Malfunction now correctly grants 30 seconds of resistance on expiration, instead of only 5 seconds.
All repeatable PVP missions for Fed and Klg (arena and scenario) are now set to a 20 hour cooldown.
alienware changes...cool.
min cds on radiation and exothermic its about time really 15 sec is a bit long 10 would have been better as it pretty much makes the doffs for cd worthless.
nanite changes i had been using this since season 7 to give infestation/fire on my mark to sci medics in pvp to waste heals then kill...i can see a scis are op medics never die please nerf thread inbound eventually...
weapon mal finally chained wm was annoying thank you.
klg? slight reference to a kdf pvp fleet?:P kig
pvp dailys nerf that will make my accolade collecting of pvp go alot slower i think..unsure yet.
p.s. no fix on the undine t3 ground weapon set item hopefully fix incoming, nice bunch of fixes
“Yeah, I've got no clue how you could see that as only being decent. It was broken - obviously so.”
Considering my maxed out torpedo build based around it was only getting around 16k dps, perhaps 20k if enough pattern betas got used I wouldn’t say it was broken. Compared to maxed out energy builds 16k to 20k is perfectly reasonable. If anything it brought torpedoes up to a decent level around where they should be. It made torpedo boats almost competitive. Yes it might be broken in comparison to other torpedoes but I was looking at it from a torpedo V energy boat point of view and it only looked broken as other torps are so bad. (bad in comparison to energy boats)
Extra torps for torpedo spread is hardly new. The Omega torp shoots far more torpedoes up to 40 torpedoes out in 1 volley if I recall correctly and no one calls that broken. The set torpedoes was only 28 torpedos before the fix wasn’t it? So I was hoping it wasn't a bug just a different version of the Omega torp.
"From reading this, I'm guessing you're not running it with the Protonic set, eh?”
I was using it but now I removed some of the set as I just realized it isn’t worth it and I was never convinced the 10% crit part worked. Now the torp has been fixed my Quantum build outperforms the Photon build by a noticeable amount. Due to that I skipped the Protonic console as all it gave me of use was 10% severity and there are better options then that console. But I keep the Grav torp in the rear slot for the 3% crit chance to Quantum's.
As for the tac console the radiation damage doesn’t boost the radiation damage on my [borg] torpedoes and I didn’t notice any change to aceton beams. The 22.9% damage is worse then a Locators/Exploiters console. So I removed the console. Overall now the torp has been fixed its useless to my builds and I am swapping back to Quantum for better performance.
Comments
Romulan Engineering Kit Mk XI
http://i.imgur.com/xsMZITT.jpg
Romulan Engineering Kit Mk XII
http://i.imgur.com/u3kuGVN.jpg
IT IS THE PROBLEM WITH BOTH SERVERS HOLODECK AND TRIBBLE.
WHAT WILL HAPPEN WITH THIS PROBLEM ?
PS: My Klingon still have problems with 3 read-only outfits can't do anything with it , put the delete outfit button GDM .
I AM PISSED OFF AFTER 3 YRS. I STILL CAN'T USE OR CHANGE OR DELETE OUTFIT IN 3 OF 5 OUTFIT SLOTS ON MY KLINGON TOON !
[SIGPIC][/SIGPIC]
LMFAO... I couldn't help it, I had to stop the vid when she sang, "Why have a ballroom with no balls?" I know, I'm mature. Really.
And yeah, that went right back to the PvP nerf, which really does seem to be more "Nerf them all and let God sort 'em out!" type of move. Seriously, I just barely PvP on occasion, usually get my TRIBBLE kicked by folks with more skill than I... and I still went "...whoa" at that one. Looks like the folks that "fixed" Tour the Galaxy were involved in this one too. :P
[EDIT] And we can all see just how well prices dropped on the Exchange after the Tour nerf, can't we? That worked really well... and soooo many folks run Tour now, don't they? Please be kind to the real PvPers and just nerf the exploit, not the whole damn thing.
You, or me?
:mad:mode:
...b u f *.....
just hit a switch, eh? no need to put some thought into it, eh? hell... this game now can go to .... :mad:
u may have a look at these threads:
of hope and pvp season
incoming nerf to pvp rewards
not to forget these ones:
a history of sto pvp
Just for fun S8 all about PvP they said...
one really could get angry on u guys! :P
EDIT "All repeatable PVP missions for Fed and Klg (arena and scenario) are now set to a 20 hour cooldown. "
WTF is all I can think off. Why ruin what we find fun for no reason? No other game would be stupid enough to limit PvP to once every 20 hours. What is the logic behind this? What about those of us who like to have a weekend of PvP?
Also I just realized getting the accolade for PvP will take months if not years now. You have to run it what was it 75 times? But can only get the reward once every 3 days due to the limit of one per day. So 7.5 months of daily grinding to get the PvP accolade!!!!
Why on earth are they doing this!? Absolutely disgraceful!
This will encourage 'leavers'.
So I can only PvP once a day now? Forced to pve if I want dil? Total joke...especially bad for Klingons...
Not logical!! Very disappointed...
Now i feel like a moron for planning of pvping for the 1st time ....
So, i should gear up and everything to just play for... how much? 1 hour?
And i don't even want to get into the " fix the over 9000 bugs before nerfing something " although a vet friend of mine told me that a lot of players have left the game since the times of LoR ...
Anyway, back to the topic, i have a win-win solution for you :
Why not to just increase the dil/ fleet mark ratio , which would be the fair thing to do by the way ...
People will be more likely to pour their dil into fleet holdings to buy elite gear and less likely to " steal " you money, Cryptic
To the Torpedo, it clearly states. that they were doing more explosion's than intended. Which means it was unintended. So it's a fix. Does not mean torpedo's will be useless.
And yes when they go with this change, they will totally kill PvP. There are PvPers who spend money. It's a good way to stop some income.
It's not the Dilithium seller's who set the Exchange rate's of Dilithium to Zen coversion. It's the people who buy Zen with Cash. The one's who feed them with money the Zen way.
Heck I stopped buying Zen the moment I got into debt and stupid choices were made, with STO! I would only buy Zen with Dilithium now. This just means from my point of View I will be buying less Zen!, with my Dilithium or donating less Zen to my Fleet. And even gearing up my own characters slower. 5 hours day to farm 32,000 Dilithium instead of 96,000. One sure way to impede revenue, pvp fleet growth, character growth and player desire to stay. Latter is directly related to revenue!
The only way I'd start buying Zen now, and contribute to their wages. Is stop nerfing things which don't need nerfing. Combat exploits with exploit fixes, combat Gold Farmers Nuke them(not the players)
Your right about people leaving the game. I was in SETF and KETF at launch. this fleet had 200 plus members and they have left the game, I've had to find a different active Fleet! Had to clean out my huge Friendlist because none of them have logged on for years!
What I said was correct about the fix. The fix makes the torpedo useless to me. There is zero reason or advantage to use it over other torpedoes on my build now. Why grind out rep points for a set torpedo when I can just easily get an advanced fleet torpedo thats better?
The torpedo is a bit like the lobi quantum mine launcher which does under half the damage of basic quantum mines. Ok its not as bad as the Tethered quantum mine or long range destabilising which have to be the 2 worst lobi items in existence. Both do well below the damage of basic gear. But for me its right down there as not useful for my torpedo boat.
If your going for damage, don't use it. However if you are going for tactics. Those torpedo's are fast. When you compare to other Photon's the difference in damage is not that different. More explosions than intended, would make the effect proc more than intended. so you may lose damage, but that aside having the effect proc more made them too powerful. I sat observing channels boost about the secondry effect. And how it alone gave you the upper hand.
But choose damage over tactics mate.
Edit:- So yes it may seem to affect you torpedo boat, it is a pity. But you should see it from a game balance perspective.
I use Romulan Plasma weapons which are lower damage than Fleet Plasma. It's the secondry affect which make them similar to Fleet. This is what I believe you are overlooking.
Other wise really good to see so many bug fixes, and thank you so much for the fleet mark project! Most appreciated
Ok ill hold my hands up and admit that I was one of those people that argued against any alterations to this console because people were throwing a hissey fit that it was OP, but this change is a step in the right direction. Granted it might not be enough of a change for some people. But at least cryptic have taken on board both sides of the argument and not just swung the nerf bat blindly.
Wait what......You have got to be friggin kidding about the PvP wrappers. Nothing like a nice big cup of *you too* when waking up in the morning. Wow.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
It might have been useful combined with the tac console if the 26.2% radiation damage worked. But that bonus is useless due to being broken. I just tried my Quantum and Transphasic torpedoes with radiation damage and I had a zero damage boost. Hargh’peng radiation zero damage boosts, Eng powers with radiation no noticeable damage boost. So now the set torpedo with the tac console gives me a very large drop to DPS over a Quantum torpedo and Quantum tac console.
So I stand by what I said on my build the Enhanced bio molecular set torpedo is now useless and needs to be swapped out for a Fleet Quantum torpedo. There is no tactic advantage that I can see for it just a drop in DPS.
Except for the pvp dilithium nerf........................Badley played
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Yes, torpedoes and torpedo-related abilities need more buffs across the board ... NOT nerfs.
Rather than nerf torp spread on this one torp why not buff torp spread on ALL torpedoes???
100% torpedo boats used to be viable options for high burst damage and sustained DPS. With all the energy weapon buffs/power creep and torpedo nerfs there is now almost no reason to build a torpedo boat (unless you're just bored and want to mess around).
It should be a sign that torps need buffs when you look around and see most of the best builds (in terms of both high burst damage and sustained dps) are 100% energy weapon builds.
Come on, devs, it's time to give torps some love across the board.
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
I know man. i am down about this change too. Even tho this may be a fix, it totaly takes out of the epicness of a torp spread 3 now
Finally my scimitar looked like it would had 27 photon torpedo bays: http://en.memory-alpha.org/wiki/Scimitar.
Aww guess I'll replace TS 3 with a HY 3 since it no longer apeals to me becouse I didnt cared about the dmg but about the visual efect of a massive torpedo wave. Now it looks like the other torps
I noticed that too. The radiation bonus or streangth or what ever its considered doesnt seem to work or its set at 2%. To me, only on Thalaron Pulse, wich has thousens of dmg, it showed only 2k increase in dmg while on other stuff shows very little impact or none at all.
The project its nice since fed toons allready gathered lots of FMs. No comment on the valdore console, will see how that goes, but i do feel that sadly the nerfers will whine again after some time.
And the PvP nerfs were done to stop the farming PvPforDil channels I guess, but those are going on for years and no1 wasnt bothered by them. And there werent that many either, just a small ground in a corner. Actually the mass hoarders with 20-30 toons who farm dil via exchanging contraband from kdf toons are doing a far better job. Sadly this change will afect bigtime the real PvPers wich got their daily dil cap that way, not only the ones that were only using this as an "exploit".
But I a m sad about the undine torpedo fix. It was the first and only one I took for the damage. Every torpedo else is just fluff. It made my game a bit more interesting and it was nice at long as it lasted... good bye little damage dealing torp, welcome back beam array...
Maybe we will see a buff for torps in the future. The omega trait is a start.
Obviously while it is not the ideal way to fix the exploit, it is how Cryptic deals with such things. First off exploiters harm the entire economy driving up the prices for everyone and need to be dealt with. Cryptic's style is to remove the capability to exploit with the minimal investment of resources. We all know this.
As for players if it can be exploited it will be. This would be something very easy to exploit if you think about how to do it for a bit, although with the release of mandatory ARC client it would be more, expensive to do so.
This is one of the several hidden cost of STO's so called amazing F2P model no one talks about. The only ways to get resources granted to something is if it can be directly monetized, the resources are not currently being utilized, or it will have a significant return on metrics for the investment.
Hunting exploiters will never meet any of those criteria. Fixing/preventing exploits can only fit the last two and typically will be done with as little investment possible. Not saying I agree with it, saying I accept it for now.
It is also why we only get single episode FEs, the last 5 episode one failed to be properly monetized. It's why we have lock boxes filled with the villain of the week ship. It's why reputation is endgame, an easy copy-paste foundation. It's why balance passes are rare both on rewards and other things. It's why we see 10+ new doff abilities every season and haven't seen a new boff ability in ages. And so on and so on. Not saying I agree with it, saying I accept it for now.
Look at this game less like an MMO, and more like a CCG just like some devs keep saying. You just release a ton of stuff. Ban things obviously broken (nerfs), and don't worry about those crappy common cards that keep piling up. Every once in a while do a bit of a power reset and re-release all your basic TRIBBLE for money again (level cap increase/ FPE release).
1st: Reduce damage of torpedoes by 20% across the board.
2nd: Reduce shield resistance to torpedoes to a 35% effecting damage pre shield resists. (Like injuries in the formula so to speak I think) from the current 90%.
3rd: Create a new ensign engineering boff ability to modify a torpedo to gain increased shield penetration.
4th: Release shiny +specific energy type/+generic torpedo tactical consoles in next fleet holding.
This nerf is the sort of thing that makes me want to look for other space games, fyi.
Decent? The Torp was leagues beyond decent when used with TS2/TS3. It was decent, a choice to be made, as a standard Torp or as a non-targetable Heavy with Splash. With Torp Spread though? It was way beyond decent.
Useless? That's going to depend on build...and...that's how things should be. Things might be great for one person and useless for another. It shouldn't be a case that something is the best outside of specific builds counting on the Torp being used as part of a set bonus.
Let's compare the E-Bio to the Grav, eh?
E-Bio
[Acc][CrtD][CrtH]
6s CD
Bio-Molecular Incubation (-Flight Speed for 8s, Rad Damage on Expiration)
HY: non-targetable Heavy
TS: x3, x5, x7
Grav
[CrtH]x3
8s CD
Gravimetric Rift (33% chance, 1km radius rift for 4.7s)
HY: targetable Heavy
TS: x2, x3, x4
The bare torp for each does the same damage, but the E-Bio has higher DPS because of the 6s vs. 8s CD.
The Heavy Grav does more damage than the Heavy E-Bio, but the E-Bio is non-targetable and thus actually has the better chance of doing actual damage.
The bare torps for each with a Spread is the same, but the E-Bio is firing x7 and the Grav is firing x4.
Yeah, I've got no clue how you could see that as only being decent. It was broken - obviously so.
From reading this, I'm guessing you're not running it with the Protonic set, eh? The set that provides the +3% CrtH in general, the +10% CrtH to Photons, the +22.9% strength boost to damage, and the +10% CrtD in general?
That's giving you +10% CrtD, +13% CrtH, and +22.9% damage (strength) before you even get to Weapon Mods or deciding whether to go Locators/Exploiters.
[CrtD] = +20%
[CrtH] = +2%
[Dmg] = +5% (strength)
Exploiter = +8% CrtD
Locator = +1.6% CrtH
So yeah, it may end up being useless for your build - but only in the sense that any other item might be useless. Didn't the fact that it worked despite your build stand out as something being wrong...?
As for the Multi-Relay console, it does add to the damage from Incubation. It adds to the damage from Aceton Assimilators. It boosts Rad damage...if it's not boosting Hargh'peng Rad damage, then it's something to keep bugging Cryptic about as a bug. But the console itself, would only be a consideration for certain builds anyway - if it's not BIS for the build, then it doesn't matter.
The message for me is that in future I shouldn't grind a new reputation until other people finish it and see what really worth grinding and what doesn't.
I refuse to be content https://www.youtube.com/watch?v=FwI0u9L4R8U
I'm not sure I'll ever understand the following mindset that so many players have...
"Cryptic, you need to fix all the bugs that adversely affect us; but you need to stop fixing all the bugs that benefit us!"
...I mean, c'mon - seriously?
If it's a bug, it needs to be squashed...
edit: It would be one thing if it had been a planned boost to put Torpedoes over the top and had been applied to all Torps; but it wasnt that - it was a bug.
Do Torps need love? You're going to find all sorts of arguments for that, ranging from they just need a little tweaking to folks that want them to slaughter everything without any investment in them.
They're often brought up in relation to DPS vs. Beams and FAW...ISE...right? ISE is rigged for FAW. It's not an objective scenario to run a comparative parse.
A nerf to the most difficult-to-employ weapon system in STO is about as necessary or desired as a TRIBBLE on your elbow.
If anything, all other torp types should be buffed. I can't remember the last time I saw someone fire a chroniton torp, for example, or spec in plasma torps.
alienware changes...cool.
min cds on radiation and exothermic its about time really 15 sec is a bit long 10 would have been better as it pretty much makes the doffs for cd worthless.
nanite changes i had been using this since season 7 to give infestation/fire on my mark to sci medics in pvp to waste heals then kill...i can see a scis are op medics never die please nerf thread inbound eventually...
weapon mal finally chained wm was annoying thank you.
klg? slight reference to a kdf pvp fleet?:P kig
pvp dailys nerf that will make my accolade collecting of pvp go alot slower i think..unsure yet.
p.s. no fix on the undine t3 ground weapon set item hopefully fix incoming, nice bunch of fixes
Extra torps for torpedo spread is hardly new. The Omega torp shoots far more torpedoes up to 40 torpedoes out in 1 volley if I recall correctly and no one calls that broken. The set torpedoes was only 28 torpedos before the fix wasn’t it? So I was hoping it wasn't a bug just a different version of the Omega torp.
I was using it but now I removed some of the set as I just realized it isn’t worth it and I was never convinced the 10% crit part worked. Now the torp has been fixed my Quantum build outperforms the Photon build by a noticeable amount. Due to that I skipped the Protonic console as all it gave me of use was 10% severity and there are better options then that console. But I keep the Grav torp in the rear slot for the 3% crit chance to Quantum's.
As for the tac console the radiation damage doesn’t boost the radiation damage on my [borg] torpedoes and I didn’t notice any change to aceton beams. The 22.9% damage is worse then a Locators/Exploiters console. So I removed the console. Overall now the torp has been fixed its useless to my builds and I am swapping back to Quantum for better performance.