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BORT! What have you done to my SCIENCE!

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    samt1996samt1996 Member Posts: 2,856 Arc User
    The readiness skills stack with all cooldowns normally I don't know what Illcadia was talking about.
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    dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    (Side-note - they're being increased to 20% max benefit in a future patch.)

    Thanks for this, that should help make them feel like less of a trap skill, though I'm still not sure if I'll invest in them since I do have access to most of the other CDRs.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    edited March 2016
    I would point out that tactical and especially engineering are much more challenging to get cooldowns on.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    samt1996 wrote: »
    I would point out that tactical and especially engineering are much more challenging to get cooldowns on.

    Tactical = Equip reciprocity and two Krenim boffs
    Engineering = Aux2bat+Technicians and spam that poor spacebar until it breaks
    lucho80 wrote: »

    Tgt subsystems 1/2/3 Engines/Aux/Weapons/Shields = 12
    Energy Siphon 1/2/3 and Breen set siphon = 4
    Tyken's Rift 1/2/3 = 3
    Tachyon Beam 1/2/3 = 3
    Voth Aceton Console = 1
    Voth Diplomat Doff = 1
    Neutronic torp = 1
    Quantum Phase torp = 1 (well Torp Spread 1/2/3 offers variations so it could be 4)
    Aceton Assimilator =1
    Breen Energy Disipator = 1
    Antiproton Sweep = 1
    Tetryon Glider = 1
    Polarons/Phased Polarons/Dominion Polarons (special case as it's tetryon also)/Polarized Disruptors/Protonic Polaron = ?
    Dominion Polarons/Tetryon/Resonating Tetryon/Refracting Tetryon/Piercing Tetryon/Phased Tetryon/Destabilizing Tetryon = ?

    Quoting myself, but seriously, did I miss anything boosted by flow caps in that post? Whatever it is, it must be something I've never personally used.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    edited March 2016
    AUX2BAT is way outdated.... building a ship without auxiliary Power is suicide in any serious content. Reciprocity is only as effective as you are at getting shot. Highly unpredictable.
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    battykoda0battykoda0 Member Posts: 959 Arc User
    samt1996 wrote: »
    AUX2BAT is way outdated.... building a ship without auxiliary Power is suicide in any serious content. Reciprocity is only as effective as you are at getting shot. Highly unpredictable.

    I love Feedback Pulse (especially with the anniversary ship trait) and it's the same way. Nothing to back 1.4x of if you aren't being shot by energy weapons. I seem to always draw the ire of the not bouncing torpedoes. :|
    Wow. There is a new KDF Science ship. I'll be!
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    samt1996samt1996 Member Posts: 2,856 Arc User
    BTW I've asked this question before but I don't recall seeing it answered anywhere... what do you intend on doing to the Krenim Science consoles? There is one that would give a double bonus to drain after the conversion. The rest should all be fine.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    samt1996 wrote: »
    BTW I've asked this question before but I don't recall seeing it answered anywhere... what do you intend on doing to the Krenim Science consoles? There is one that would give a double bonus to drain after the conversion. The rest should all be fine.

    We're already getting hit hard with the nerf bat on drains, no need to pile on the hurt. Even with 5 of those and every other cheese I can stack on one ship, I can't get energy siphon or plasmonic leech anywhere close to their Holodeck numbers.
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2016
    lucho80 wrote: »
    We're already getting hit hard with the nerf bat on drains..

    Kinda wish you'd stop banging this drum. I've already commented multiple times, in multiple places, that the powers are going to be reviewed for changes to their base effectiveness.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    Kinda wish you'd stop banging this drum. I've already commented multiple times, in multiple places, that the powers are going to be reviewed for changes to their base effectiveness.

    Ok, ok, I'll stop until the skill revamp hits Holodeck.

    ** Dracula goes back to sleep in coffin before he wakes up Q **
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    pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited March 2016
    lucho80 wrote: »
    We're already getting hit hard with the nerf bat on drains..

    Kinda wish you'd stop banging this drum. I've already commented multiple times, in multiple places, that the powers are going to be reviewed for changes to their base effectiveness.

    Oh don't mind lucho bort. He just spent so much time banging the 'Fix the deflector doff' drum back in the day that he has never really broken the drum banging habit. Remember he used to bump that thread up every week.

    Heck I've done far too much drum banging myself, remember the old stf accolade thread and the load out threads?

    Its never been meant personally. Us long time players just got so used to being ignored that we keep forgetting STO is under new management these days.

    Honestly so many of the bugs and issues we used to gripe about have been fixed or improved over the last year that we shouldn't be so concerned any more. Its just going to take a few years for us to get used to the idea that you guys listen to us now.

    Grate work on the new tribble patch notes by the way. Now we will have to find something new to moan and complain about... don't worry I am sure we will find something for you.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    lucho80 wrote: »
    We're already getting hit hard with the nerf bat on drains..

    Kinda wish you'd stop banging this drum. I've already commented multiple times, in multiple places, that the powers are going to be reviewed for changes to their base effectiveness.

    Oh don't mind lucho bort. He just spent so much time banging the 'Fix the deflector doff' drum back in the day that he has never really broken the drum banging habit. Remember he used to bump that thread up every week.

    Heck I've done far too much drum banging myself, remember the old stf accolade thread and the load out threads?

    Its never been meant personally. Us long time players just got so used to being ignored that we keep forgetting STO is under new management these days.

    Honestly so many of the bugs and issues we used to gripe about have been fixed or improved over the last year that we shouldn't be so concerned any more. Its just going to take a few years for us to get used to the idea that you guys listen to us now.

    Grate work on the new tribble patch notes by the way. Now we will have to find something new to moan and complain about... don't worry I am sure we will find something for you.

    I still bang the "fix the fleet alert wrapper, SB incursion wrapper , and fight the good fight accolades" every so often. Then there are the DR X2 boff and doff accolades added that are tied to nothing so they never complete. Not holding my breath waiting for those to get fixed.

    At least the coalition disruptor weapons got fixed, just have to test them out with a cruiser to see if the proc ever stacks like in the description.

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    lordjiffer2lordjiffer2 Member Posts: 8 Arc User
    my observations from tribble:

    all values with 130 aux are base and without any buffs activated:
    holodeck partgen: 506
    structural integrity collapse III: 1312
    tractor beam repulsors II: 3391
    resonance beam III: 3911
    isokinetic cannon: 18137
    gravity well III: 2224

    on tribble:
    tribble partgen: 507
    structural integrity collapse III: 851
    tractor beam repulsors II: 2203
    resonance beam III: 2112
    isokinetic cannon: 17424
    gravity well III: 2820

    obviously the fleet combat performance buff is not active on tribble, so isokinetic cannon should be the same.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    my observations from tribble:

    all values with 130 aux are base and without any buffs activated:
    holodeck partgen: 506
    structural integrity collapse III: 1312
    tractor beam repulsors II: 3391
    resonance beam III: 3911
    isokinetic cannon: 18137
    gravity well III: 2224

    on tribble:
    tribble partgen: 507
    structural integrity collapse III: 851
    tractor beam repulsors II: 2203
    resonance beam III: 2112
    isokinetic cannon: 17424
    gravity well III: 2820

    obviously the fleet combat performance buff is not active on tribble, so isokinetic cannon should be the same.

    @borticuscryptic said they'll be doing a pass on our EPG abilities just like they did with the DrainX abilities. I'm looking forward to that really. From what they did with DrainX skills, I am optimistic we won't be losing anything here.
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    battykoda0battykoda0 Member Posts: 959 Arc User
    e30ernest wrote: »
    my observations from tribble:

    all values with 130 aux are base and without any buffs activated:
    holodeck partgen: 506
    structural integrity collapse III: 1312
    tractor beam repulsors II: 3391
    resonance beam III: 3911
    isokinetic cannon: 18137
    gravity well III: 2224

    on tribble:
    tribble partgen: 507
    structural integrity collapse III: 851
    tractor beam repulsors II: 2203
    resonance beam III: 2112
    isokinetic cannon: 17424
    gravity well III: 2820

    obviously the fleet combat performance buff is not active on tribble, so isokinetic cannon should be the same.

    @borticuscryptic said they'll be doing a pass on our EPG abilities just like they did with the DrainX abilities. I'm looking forward to that really. From what they did with DrainX skills, I am optimistic we won't be losing anything here.

    That and it took some playing around with the trees. I have been trying to keep an eye on consoles that haven't quite translated. It's not always obvious that they aren't performing right - the numbers match but the output doesn't. Three consoles that I use have been fixed so far. I suspect there are many more that are in the queue for an examination. The console doctor has a full waiting room I would think.
    Wow. There is a new KDF Science ship. I'll be!
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    battykoda0 wrote: »
    I have been trying to keep an eye on consoles that haven't quite translated. It's not always obvious that they aren't performing right - the numbers match but the output doesn't. Three consoles that I use have been fixed so far. I suspect there are many more that are in the queue for an examination. The console doctor has a full waiting room I would think.

    Which ones? Have you posted about them in the bug report forum?

    It'd help make sure none are missed if I have another list to work from, in addition to my own tracking.

    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    battykoda0battykoda0 Member Posts: 959 Arc User
    edited March 2016
    battykoda0 wrote: »
    I have been trying to keep an eye on consoles that haven't quite translated. It's not always obvious that they aren't performing right - the numbers match but the output doesn't. Three consoles that I use have been fixed so far. I suspect there are many more that are in the queue for an examination. The console doctor has a full waiting room I would think.

    Which ones? Have you posted about them in the bug report forum?

    It'd help make sure none are missed if I have another list to work from, in addition to my own tracking.

    I do believe you found them. They were the R&D with the PartGens and GravGens were not boosting Plasma Emission torpedoes. They are now. I thought I had posted they were. Apologies, Bort. The Embassy consoles are working just fine after swapping them with the R&D (+PGens +Plasma exotics).

    One that might need looked at is the Mine Holding +turn on the monotanium and neutronium. I am looking at the STO Gateway as I can't currently break away to go into the game. Turn rate seems to be just a shade lower. It's not much, however. It's nothing I am concerned about but since you asked if anything seemed off a bit, I thought I would offer those up.

    Also, Bort, some positives. I never extensively played tac or engi so I will have to leave that to those who do, but the new skill system makes it much easier to build a science ship. There were a lot of tiny interconnected parts in the old tree and the new tree just greatly simplifies it.
    Wow. There is a new KDF Science ship. I'll be!
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    e30erneste30ernest Member Posts: 1,794 Arc User
    I haven't been able to come back into Tribble (lack of bandwidth) since the last adjustment of EPG skills, but does this seem right? I was under the impression DRB was supposed to be buffed back up to old levels?
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited April 2016
    e30ernest wrote: »
    I haven't been able to come back into Tribble (lack of bandwidth) since the last adjustment of EPG skills, but does this seem right? I was under the impression DRB was supposed to be buffed back up to old levels?

    Drb..Is not quite at Holodeck levels...But (on my copy past holo-tribble toon) for the same skills,gear and such... TBR and FBP are higher then they were..Ill have to check my favored consoles (isometric charge) to see if they are blow,at,or above my holodeck version.

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    innuwarriorinnuwarrior Member Posts: 305 Arc User
    I been following this thread with interest and read it from end to end.

    I tried it tonight, I did what I always do to test my built, new romulus patrols and so far I'm really satisfied of the results. On average I get between 1.5k and 2k more damage on tribble. I attribute that to the fact that on holodeck grav gen isn't at max(85) while I get 100 (controlx) on tribble so since grav well pulls more it does more damage by keeping everything closer to the center (anyway it does make sense like that to me). TBR does about the same damage too and it feels like my torps do more damage than on holodeck.

    I fly a fleet dauntless torp boat/part gen by the way. I didn't test drb for now but will try it out later on to see how it does.

    So while this thread has me concerned for a while it sure look like bort kept his word and made it on par with what's on holodeck. Tumb up from me

    P.S.: for those concerned about the GW radius everything seemed just fine to me tonight, so its most likely been fixed.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
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