We will be bringing down the Tribble server for maintenance to apply a new update: ST.60.20160207a.16.
General:
- Character transfer to Tribble has been turned back on.
- Characters that were present on Tribble last week have been restored.
- Unfortunately, the new characters made over this last week will need to be wiped in order to bring back the old ones.
- Skill Revamp:
- All Space Training Node Unlocks have had their Points Spent requirements reduced by 5.
- Thus the first unlock is now at 2 Points Spent (down from 7), the second is at 7 Points Spent (down from 12), etc.
- Unlocks for all 3 categories of Space Skills have been re-ordered. Here is the new order for each:
- Engineering:5 = Subsystem Repair // Battery Expertise
- Engineering:10 = Hull Capacity // Hull Resistances
- Engineering:15 = Engine Power // Auxiliary Power
- Engineering:20 = Weapon Power // Shield Power
- Science:5 = Sector Space Speed // Transwarp Cooldowns
- Science:10 = Shield Capacity // Shield Hardness
- Science:15 = Perception // Control Resistance
- Science:20 = Power Drain Resist // Shield Drain Resist
- Tactical:5 = Projectile CritH // Projectile CritD
- Tactical:10 = Energy CritH // Energy CritD
- Tactical:15 = Stealth // Threat Control
- Tactical:20 = Hangar Weaponry // Hangar Health
- "Flanking Resistance" Ground Unlock now functions.
- Also updated the description to be more accurate.
- "Flanking Angle" Ground Unlock has been removed and replaced with a "Flanking Damage" Ground Unlock, which increases the damage your weapons deal on a successful Flank.
- Reinstated Skill Scaling to Evasive Maneuvers.
- This ability used to scale with Driver Coil, which no longer exists, so it will now gain a scaling benefit from Impulse Expertise.
- Resolved an inconsistency in the Weapon Criticals ground skill description, where Crit Severity was displayed without a %.
- The recharge time on Neural Neutralizer is no longer reduced with Kit Efficiency skill
- Resolved an issue that was allowing Control Expertise to provide resistance to some effects it was not supposed to impact, such as Subsystem Offline durations.
- Updated description on Impulse Expertise to indicate more correct method of calculating the Speed bonus it gives you.
- Resolved an issue that was causing powers that scale off Auxiliary Power to gain the incorrect amount of benefit per point of Aux.
- Updated the descriptions of Targeting Expertise and Defensive Maneuvering skills, so that the explanation of Accuracy vs. Defense is far more accurate and thorough.
Known Issues:
- The Skill System Revamp is still a work in progress:
- Shuttles and other Small Craft do not get the correct benefit from Hull Capacity and Shield Capacity skills.
- Not all Hangar Pets benefit equally from Coordination skills.
- There may be lingering mentions of “Crew” on reward packs and other items.
- All Foundry functions have been shut off temporarily.
Comments
Sorry about this! We'd been planning to merge the databases, but it turned out to not be possible. If we'd known ahead of time that this week of effort would be lost, we'd have let you know ahead of time.
The good news is, you can copy characters again!
Cryptic - Lead Systems Designer
"Play smart!"
Yes, no biggie. Training a new toon (i.e., going thru the annoying tutorial) was just meant to be temporary anyway. I'll just grab a series of respec tokens, and will try again with my main toon.
In the current build on Holodeck the skills that affect kit modules also boost captain abilities like Dampening Field, Target Optics, Support Drone, etc. but on the current Tribble build there are no skills that boost these abilities.
Is this intentional or an oversight that needs to be fixed?
Tactical:10 = Energy CritH // Energy CritD
Tactical:15 = Stealth // Threat Control
Tactical:20 = Hangar Weaponry // Hangar Health"
Can this go back to where it was. I liked that I could get the threat without having to spend so much in to the tact line, this way my tank/healer can pull more aggro
I feel like you are getting more DPS for spending less in the tact line now
And you say it like it's a bad thing. :P
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right and most pets are used on enig cruiser ships
Also, aren't we supposed to spec more, not less, into tac to buff our damage output capabilities?
No. Your fun makes everyone else's fun wrong by default.
This is going to suck for pet builds, I don't doubt it. But from a practical and not personal view, it's a very small minority that use pets as primary anything, while everyone pretty much uses either torps or energy. While it's going to suck for my carrier, it makes more sense to cater to the majority in this case then the vocal minority.
But I am, the silent majority!
Rouge Sto Wiki Editor.
These are all brand new bonuses! You didn't need them before, why feel penalized if they take effort to achieve? It's not like you're losing anything.
Cryptic - Lead Systems Designer
"Play smart!"
It is not that you feel like your are losing them.
Just I dont know why you get more dam bonus low tier, when it should be the other way around.
The higher you go the higher the damage bonus.
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Normally dont agree with this guy..However...I agree with this guy..
Rouge Sto Wiki Editor.
Today we marked the 25th of February, the day in which two opposing forces came together, and thus it was good. Shall share a Key each and every February 25th to celebrate this fine occasion
Temporal Mauraders!
Description:
Rank Requirement : Lvl 60
Rewards : Choice of Marks.
Log in to Tribble, character appears in ESD, disconnected in 5 secs
Log in to Tribble, character appears in ESD, disconnected in 15 secs
I think eventually I'll be able to remain in Tribble long enough to actually test.
Spoilers! Lol, bet there is a post tomorrow about it.
Asking @borticuscryptic to see what he can make of this build in the new system
On Holodeck i fly the T6 Ody and i do like 30k DPS and have a hull of 101k HP
No I agree with you, it's still having to pick and choose which is the name of the game. I kind of agree with others though that since most carriers in the game are science, a 20 point delve into tactical makes carriers not quite as sciency as they could be in order to use what their primary purpose is pets though.
Still it's a damned if you do damned if you don't moment really in your case Bort. You have to put it somewhere, and everything else seems kind of right where it belongs. I'd maybe switch the tac 15 choices with the tac 20 choices. It seems to me that if you want threat generation, you're going to want it later in the game really anyway, and most tanks will drop 20 points in tac anyway for a higher dps treat generation, which would also allow the pets to go to 15, allowing a slightly less need to go too deep into the tac tree for sciency carriers.
Though to be fair I don't fully get your arguement of "It's not like you're losing anything". If it's that unimportant to the game... why bother even having it? It either makes a difference to pet builds or it doesn't.
Still in essence I basically agree that it needed to be higher in the tree (I said that earlier too). It's just that as a carrier pilot it's going to hurt to have to delve that deep into the tac tree, but I'll figure it out.
Tactical:5 = Stealth // Threat Control (since most people want to either be the center of attention or to avoid attention)
Tactical:10 = Projectile CritH // Hangar Health (not everyone has torps, not everyone has pets, but it should cover most)
Tactical:15 = Projectile CritD // Hangar Weaponry (same here)
Tactical:20 = Energy CritH // Energy CritD (these should go at top tier to prevent everyone from getting an easy DPS buff)
IMHO, of course.
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Why don't you?
Here:
Eng: 2 Hull Rest, 3 Hull Capacity, 1 Hull Plating, 3 EPS+Energy Shunt, 2 Impulse Expertise, 1 Def Subsys, 1 Off Subsys, 3 Warp Core Potential+Eff
Sci: 2 Shield Rest, 3 Shield Capacity, 1 Shield Hardness, 2 Drain Exp
Tac: 3 Energy Wep, 3 Projectile Wep, 2 Targeting, 2 Defensive, 2 Hull Pen, 3 Shield Pen
7 points left. You could top off Hull plating, the Def/Off subsystems, and get one in Long-range sensors to compensate for the new beam drop-off formula. Threat control unlock is reached, as is Sector space travel (Driver Coil). You also get new subsys rep/battery, damage resist/hull cap, extra engine/aux +2 power, projectile critH/critD, and energy critH/critD.
Ground:
Weap prof, weap exp, endurance training, armor exp, armor master, personal shields expert, kit performance expert, with 3 pts remaining.
Was there a point to this? Or did you just want someone else to do it? :-p