We will be bringing down the Tribble server for maintenance to apply a new update: ST.60.20160228a.2.
New Feature:Romulan Republic Admiralty Campaign:
- A new Admiralty Campaign which offers players a new group of assignments to assist the Romulan Republic, with a focus on crafting rewards.
- Completing Tours of Duty for the Republic will reward players with three Romulan Republic Universal Tech Upgrades.
- These Tech Upgrades cost no Dilithium to use and give 15,000 Technology Points.
- Reaching Tier 10 within the Romulan Republic Admiralty Campaign rewards the R.R.W. Zdenia Epic-quality Admiralty Ship.
- The Zdenia is an Escort with the unique ability to increase both ENG and TAC for every other ship on the same assignment.
- The Admiralty system can be accessed in the Duty Officer and R&D Systems UI as a new tab once a player’s Captain is level 52.
- This system is still a work in progress.
- For more details, please visit the Romulan Republic Admiralty Campaign blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9843793-star-trek-online:-romulan-admiralty-campaign
General:
- Resolved an issue of missing chests with the FED Female Jacket.
- Resolved an issue in the Federation tutorial where occasionally, the player would not get credit for going into Captain Taggert’s office immediately after ringing his doorbell.
Skill Revamp:
- Threatening Stance:
- Renamed "Threatening" to "Threatening Stance" as originally intended.
- Resolved an issue that was preventing the Threat Control unlock from offering additional Threat while using Threatening Stance.
- Resolved an issue that was causing Threatening Stance to only check its change to apply the MaxHP trigger once every 2 seconds, instead of once every second.
- EPS Corruption:
- Base Damage caused by EPS Corruption has been doubled.
- Triggered damage dealt by EPS Corruption now matches tooltip values.
- Damage caused by EPS Corruption can now be enhanced using Exotic Particle Generators and other Exotic Damage boosts.
- "Enhanced Corruption" still increases this value by 150%.
- "Enhanced Corruption" no longer causes a second tick of damage per trigger.
- Reinstated skill Scaling to Evasive Maneuvers.
- This ability was used to scale with Driver Coil, which no longer exists, so it will now gain a Scaling benefit from Impulse Expertise.
- The radius of Gravity Well once again benefits from Control Expertise skill.
- However, a max radius has been instated, which stops at 4x the base size of the anomaly (which takes +400 Skill to achieve).
- Additional Control Expertise beyond this point will still benefit the Pull values.
- Gravity Well I: Base Radius 2km // Max Radius 8km
- Gravity Well II: Base Radius 2.5km // Max radius 10km
- Gravity Well III: Base Radius 3km // Max Radius 12km
- All "Readiness" Skills now grant a maximum cooldown reduction of 20%, up from 10%.
- Items with the [SciCDR] now provide closer to the same benefit as they previously did.
- Resolved more descriptions and Skill Name translations, so they match new naming conventions.
- The following list of powers have had their base effectiveness increased by 50% in order to offset the fact that the benefit less from Drain Expertise under the new system than they benefited from Flow Capacitors previously:
- Charged Particle Burst (Boff Power)
- Tachyon Inversion Beams (Chimera)
- Tractor Beam Officer (Tractor Beam drains shields)
- Breen Energy Siphon (3pc set bonus)
- Quantum Destabilizing Beam (3pc set bonus)
- Plasmonic Leech (Console)
- Energy Siphon (Boff Power)
- Improved Tachyon Beam (Starship Trait)
- Shield Inversion (Console)
- Enhanced Shield Inversion (Console + Set Bonus)
- The "Techie" Personal Trait now adds +20 to both Hull Restoration and Damage Control, changed from +30 to Hull Restoration.
- The Skill increase values within all ranks of Tactical Team are now properly adjusted to behave as if you had 100% of your Crew.
- 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.
- Improved the skill descriptions on Energy Weapon Training, Projectile Weapon Training and Impulse Expertise.
- All Ground Captain Abilities now scale more similarly to the values attainable via skill in the previous system.
- Resolved an issue with the Starship Perception skill so that it appears correctly on item tooltips.
- All Hangar Pets now gain the correct amount of Damage from Coordination Protocols and the Hangar Damage unlock.
- All Hangar Pets now gain the correct amount of Hitpoints from Coordination Protocols and the Hangar Health unlock.
- Changed wording of Hull Capacity, Shield Capacity and Impulse Expertise skill descriptions in regards to how Small Craft benefit from these skills.
- Resolved an issue that was causing some sources of Threat Control (Ground) Skill to have been incorrectly translated to a new Skill.
- Resolved an issue that was preventing "Readiness" Skills obtained externally from the Skill Tree from having any effect.
- Resolved an issue that was preventing Orion Slaver hangar pets from Stealing Loot from targets.
- The description of Orion Slaver hangar pets no longer mentions stealing Crew.
- Restored lists of player’s current combined Skill Totals to the player status page.
- Skill Tree rows now highlight immediately once they are unlocked, instead of waiting until a point is spent
Known Issues:
- The Skill System Revamp is still a work in progress:
- There may be lingering mentions of “Crew” on reward packs and other items.
- The Romulan Republic Admiralty Campaign is still a work in progress.
- There is an issue occasionally causing maps to crash.
- All Foundry functions have been shut off temporarily.
Comments
http://www.arcgames.com/en/forums/startrekonline#/discussion/1212502/bug-strengthened-strengths-resistible-resists
Those changes will be in a separate patch that hopefully will be up in the next day or two.
Cryptic - Lead Systems Designer
"Play smart!"
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Upon warp in to any (PvE Queue) Map, you are immediately Dropped from the team and Kicked out.
Looks like the fix for this didn't get into this build.
I know it inhibits your ability to test some things, but there are other content options that might make a suitable temporary substitute? Such as the Badlands BZ maybe?
Cryptic - Lead Systems Designer
"Play smart!"
Would you mind explaining what it means by "still enhances the pull of gravity well?" So the pull radius is capped at a certain amount but further investment will increase the strength of the pull? Or the anomaly is capped at a certain size but the pull radius can extend beyond that? Because that is the aspect of the gravity well everyone uses it for and so clarification on this is kind of important.
Thanks!
He kept his word!
What he said. I don't want my quest for understanding and correctness to be mistaken for lack of appreciation. You folks are clearly working hard on this and I fully appreciate the effort.
The alternative to a hard cap in this case would've been severely reducing the benefit that could currently be obtained. Not a good plan. We don't have allowances for combat far beyond 10km, and can't ensure that it will behave correctly, so limiting this ability to a 12k radius (which is freakin' ENORMOUS - let's not kid around) is in the best interest of keeping things from breaking.
The Pull aspect of Gravity Well = How much a target is yanked every second that they are affected by the Grav Well. Radius and Pull are not the same thing, at all.
Cryptic - Lead Systems Designer
"Play smart!"
And this is only a first pass.
For a peek behind the curtain: Based on information we've gathered, regarding how much Skill the bulk of players have, it was looking pretty reasonable to balance these powers' effectiveness around a point of 200 Skill. By increasing their base values by 1.5 the effectiveness before/after the Revamp will be identical @ 200 Skill. Below that in increases, and above that is lower by comparison.
Cryptic - Lead Systems Designer
"Play smart!"
Thank you!
Abso-freakin'-lutely amazing!
I see these numbers/equations and wonder how I can even pilot my ship out of space dock sometimes.
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
"All "Readiness" Skills now grant a maximum cooldown reduction of 20%, up from 10%."
Tool tip on this still says 10%
GW tool tip does not say it has the Control Amp, but does apply as intended
For example five MK XII drain consoles (fleet or normal) would give around 150 drain skill plus 100 captain skill. Toss in the free Quantum Phase set and they will get 300 easily. That really doesn't change under the skill Revamp at all. If they have a little more resources they could hit 400 without much effort either.
By the way my guesstimates on the Siphon numbers were dead on.
What about CPB, Tachyon Beam, Tykens Rift, Polaron weapon proc and Target subsystem?
Sadly I didn't see anything about destabilizing resonance beam (hoping, but doubt, that's part of the 'scale off Auxiliary Power to gain the incorrect amount of benefit per point of Aux'), or exotic torpedoes, like the particle emissions one, being way off from Holodeck.
Twilight, Particle Physicist that stole the ship.
Original Signup date: August 4, 2008
LTS since Pre-Order
Read his earlier reply to me making the same query. ^^
Edit: Actually it's over in the main feedback thread sorry.
I noticed that several Frigate class hangar pets are still broken. The two that I have played with are the Elite Calisto's and the Elite BOP's for the Vo'Quv. They only use full impulse while not in combat. The problem is that they are going in and out of a combat state every second. They are gaining pet ranks while sitting idle in the SOL system. Their shield matrix is illuminating on and off as they enter and exit combat. When I goto full impulse, they will not catch up and eventually despawn. I have only noticed this problem with certain frigate hangars.
I'm fine with this. Also, if anyone's never played with someone who was maximizing their Gravity Well radius before, it's absolutely hilarious.
Squishing Bugs for a better future
Was surprised to find a drastic difference pre-patch today considering I had only changed ships (same class science dreadnought), but reading patch notes it makes sense.
There's an STF queue problem. Managed to get a pug ISA but then everyone, myself inc, were warped away as soon as we entered the zone. Last time this happened it was me and one other person who didn't get warped out and we managed to complete the ISA.
[9:26] [PvPGeneral] Joining "Infected: The Conduit (Advanced)".
Left channel "Zone".
Joined channel "Zone".
[9:27] [PvPGeneral] You were removed from "Infected: The Conduit (Advanced)".
[9:27] [PvPWarning] You will be removed from the map in 5 seconds.
[9:27] [PvPWarning] You will be removed from the map in 5 seconds.
Mega Wells have been my favourite thing in STO since the fix to gravity well how ever long ago that was. Honestly a cap of a 24k Diameter (Thats the new max for a grav well 3 right?) seems entirely reasonable to me. Most of my builds only pushed it to 18km anyway.
Back in the day it was the Mega-well that enabled me to push my low DPS doing fleet mates to win no-win scenario. Ah the sweet memories...
Also thank you for giving us back our flow caps. You honestly had me scared for the future of science there for a bit.
Thank you for the report. We are aware of this issue and hope to have it resolved shortly.
Sorry, had to go out. I just used my normal Holodeck loadout without tweaks. Yeah, the real difference is 13% if the drain skill were even, but my gear gets extra drain which lowers the differnce down to 7%. I can switch two universal consoles for different universal ones and lower that difference down to close to 5%.
And stop trying to fix what ain't broken.
I bought some just in case though. :P