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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 23, 2016

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.60.20160319a.2.

General:
  • Nimbus III:
    • Resolved an issue that prevented the Prison Guard from appearing.
    • Set up the front gate of Paradise City so that it is no longer a valid place to create cover shields.
  • Jabberwocky: The Defiant now attacks more reliably.
  • Resolved an issue that would occasionally cause a crash when editing a costume in the tailor.

Systems:
  • Strategist Secondary Specialization:
    • Resolved an issue where Attrition Warfare was not properly affecting Shield regeneration rates.
    • Rebuilt Show of Force to allow for use of Mines and Torpedoes.
      • Show of Force now applies its buff to you based on firing your weapons, not the number of targets hit.
      • One stack can be gained every ~5 sec, and stacks last for 10 sec.
      • Switching to Threatening Stance removes all stacks.
    • Logistical Support now gives 10/20/30% of healing as Temp HP.
    • Logistical Support now states it triggers from Captain and Bridge Officer abilities.
    • Maneuver Warfare's Heal over Time now shows as a buff icon, heals for 5 ticks, and does not benefit from healing buffs or debuffs.
  • Romulan Admiralty Campaign: Increased the number of Tech Upgrades rewarded by completing the Tour of Duty to 4.
  • Resolved an issue that caused the EMP Burst ability to not reduce power transfer rate of affected targets.
  • Resolved an issue that was preventing the Hold/Stun effect of the "Energy Web" Starship Trait from being resistible with Inertial Dampers.
  • Resolved an issue where the Chroniton Split Beam Rifle was not properly triggering its proc.
  • Field Technician now uses the Kit Readiness stat to reduce Kit Module recharge times.
  • Updated the long description of Resilient Shield Arrays to more accurately reflect how incoming damage is distributed when these items are equipped.

Skill Revamp:
  • Added a new tutorial when opening the skill window for the first time.
  • Unlocks have again been shuffled, with many changing positions and some even moving to different paths. The new layout is as follows:
    • ENG 5 = Threat Control / Battery Expertise
    • ENG 10 = Max Hull Capacity / Subsystem Repair
    • ENG 15 = Engine Power / Shield Power
    • ENG 20 = Aux Power / Weapon Power
    • SCI 5 = Transwarp Recharge / Sector Space Travel
    • SCI 10 = Max Shield Capacity / Stealth
    • SCI 15 = Control Resistance / Perception
    • SCI 20 = Energy Drain Resist / Shield Drain Resist
    • TAC 5 = Hangar Health / Hangar Damage
    • TAC 10 = Projectile Crit H / Projectile Crit D
    • TAC 15 = Energy Crit H / Energy Crit D
    • TAC 20 = Accuracy / Defense
  • The following Unlocks are no longer offered:
    • Damage Resistance and Shield Hardness.
  • Some of the Training Node unlocks in the Science and Tactical unlock tracks have changed:
    • Sci Node 1: ENG = Engineering Team // SCI = Science Team // TAC = Tactical Team
    • Sci Node 2: ENG = Aux to Battery // SCI = Photonic Shockwave // TAC = Mine Pattern Alpha
    • Sci Node 3: ENG = (no change) // SCI = Gravity Well // TAC = (no change)
    • Sci Node 4: ENG = (no change) // SCI = Tyken's Rift // TAC = (no change)
    • Tac Node 1: ENG = (no change) // SCI = (no change) // TAC = Cannon Rapid Fire
    • Tac Node 2: ENG = (no change) // SCI = (no change) // TAC = Torpedo High Yield
    • Tac Node 3: ENG = (no change) // SCI = (no change) // TAC = Cannon Scatter Volley
    • Tac Node 4: ENG = (no change) // SCI = (no change) // TAC = (no change)
    • Training Manuals not accounted for in the Training Unlocks are still under review for inclusion elsewhere in the game. (Work in Progress)
  • The three "Ultimate Abilities" now only require 24 points spent in that section of Skills, instead of 25.
    • The costs of their 3 Enhancements are also all reduced by one each.
  • EPS Corruption (Eng Ultimate):
    • Recharge time reduced from 120 seconds to 90 seconds
    • Base damage has been doubled
    • Triggered damage from energy weapon activation has been doubled
    • "Weakening Corruption" no longer reduces outgoing damage of foe, but instead causes the foe's energy weapon activation to drain additional power from all subsystems
    • When used against Players, energy weapons only have a 20% chance to trigger damage (and other effects, if applicable)
  • Probability Manipulation (Sci Ultimate):
    • Recharge time reduced from 120 seconds to 90 seconds
    • "Probability Penetration" now stacks faster:
    • -5 Damage Resistance Rating (up from -2.5) but only stacks 5 times (instead of 10).
  • Focused Frenzy (Tac Ultimate):
    • Recharge time reduced from 120 seconds to 90 second
    • Firing Cycle Haste bonus now stacks faster:
    • +5% per application (up from +2.5%) but only stacks 5 times (instead of 10).
  • Some Skills have changed places, and now are available at different ranks than previous:
    • ENGINEERING:
      • Full Impulse Energy Shunt now only requires EPS Flow 1, instead of also requiring EPS Flow 2.
      • EPS and Impulse Expertise skill node sets have been reduced to Rank 2.
      • Damage Control and Hull Plating skill node sets have been increased to Rank 3.
    • SCIENCE:
      • Drain Expertise and Control Expertise skill node sets have been reduced to Rank 2.
      • Shield Hardness and Shield Regeneration skill node sets have been increased to Rank 3.
    • TACTICAL:
      • Weapon Specialization and Weapon Amplification skill node sets have been reduced to Rank 3.
      • Hull Penetration and Shield Penetration skill node sets have been increased to Rank 4.
  • All Ground Captain Abilities now scale more similarly to the values attainable via Skill in the previous system.
  • Offensive Mastery now correctly grants the listed bonus to Weapon Criticals.
  • Defensive Mastery now correctly grants the listed bonuses to Shield Capacity and Health Capacity.
  • [SSRep] Fleet and Reputation Engineering Consoles now display a more decipherable tooltip
  • Ground Science Training Unlocks now display the ability "Electro-Gravitic Field" instead of "Gravimetric Shift".
  • Ground Engineering Training Unlocks now display the ability "Turret Fabrication" instead of "Phaser Turret Fabrication".
  • Attract Fire no longer reduces allies' threat generation when they have Threatening Stance active.
  • The benefit gained per point of Energized Hull Plating and Ablative Hull Plating skills has been increased from 0.15/ea to 0.25/ea.
  • This means that purchasing each Skill node in this set gives more benefit than it previously did.
  • Fixed a bug that was causing many Explosives Duty Officers to be equippable in The Ground Active Duty Roster, instead of The Space Active Duty Roster.
  • Resolved an issue that was preventing some power descriptions from appearing in long descriptions on items that had the [DrainX] mod
  • Resolved an issue that was causing Shield Regeneration rates to be higher than intended as a result of the recent changes to benefits gained from Shield Subsystem Power.
    • Players will see a reduction in their resting Regeneration Rates if they do not have any Shield Regeneration Skill.
  • Changed the way that Shield Regeneration Skill works, so that the Shield Regen it provides is no longer dependent on your current Shield Subsystem Power level.
  • Updated descriptions of Shield Regeneration and Shield Hardness skills.
  • Coordination Protocols, Offensive Coordination and Defensive Coordination have had their functionality expanded:
    • In addition to improving your own Hangar Pets, they will also offer lesser bonuses to all teammates and summoned allies (but not self).
    • These additional bonuses can stack up to 4 times when you are on a full team of 5, if all players have these Skills.
    • Hangar Bonuses remain 20%, while these other ally bonuses are 5% per stack (20% max).
  • Description for "Weapon Damage" skill (Ground) changed from "energy weapons" to "ranged weapons"
  • Description for Projectile Criticals unlocks (Tactical unlock path) changed from "projectile weapons" to "torpedo and mine weapons".
  • "Console - Science - Sensor Probes" items will now grant Starship Perception, which directly improves your ability to detect cloaked ships.
  • A few abilities which previously relied upon the Admiral-Rank science abilities "Countermeasures Systems" and "Subspace Decompiler" have had their base effectiveness reduced by 25% in order to offset the greater availability of "Control Expertise" skill (via items, traits, etc) under the new system:
    • Scramble Sensors (Bridge Officer)
      • The duration of Scramble Sensors is no longer improved by Auxiliary Power
    • Antimatter Spread (Console)
    • Graviton Pulse (Console)
  • Space Skills and Ground Skills have received another icon update.
  • Adding list of Ground Attributes to character stat page.
  • Resolved the innacurate tooltips associated with [SciCD] mods on Fleet Deflector Dishes.
    • These were translated to grant Scientific Readiness Skill as part of the skill revamp.
  • The Leadership Trait once again provides protection against the duration of Subsystem Offline effects.
  • Sweeping Strikes, Lunge and Biotech Siphon now scale with Kit Performance skill.
  • Nadion Inversion now scales up with Drain Expertise.
  • Nadion Inversion now reduces the cost of firing weapons properly.
  • Resolved an issue with Nadion Inversion that could cause it to resist beneficial power bonuses

Foundry:
  • Added the New Khitomer interior map as a template map.
  • Added the door from New Khitomer as a Detail object.
  • Added Mirror Universe costumes to the costume creator

UI:
  • Added a Reset button to the Exchange which removes all filters except the sort type.
  • The buttons in the Transwarp UI should now fit within the window better.
  • Added a "Hide" button to the mission list which prevents a mission from appearing on the mission tracker.
  • Resolved an issue which was causing the height slider to not work in the tailor.
  • Updated support for Razer Chroma peripherals:
    • Added Shield, Health, throttle, and expose indicator lighting to Chroma keyboards.
    • Added lighting for login, character selection, and loading screens.
    • Updated The Red Alert lighting.
  • Added an indicator flash to the HUD when a Reputation project has a pending reward.

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 Strategist Secondary Skill is still a work in progress.
  • The Romulan Republic Admiralty Campaign is still a work in progress.
«13

Comments

  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2016
    FYI: Due to the moving of Skill Nodes and Unlocks that came with this patch, most existing captains on Tribble will probably find themselves slightly bugged out and unable to purchase new Skills, or benefit from ones they've already purchased. You will need to do a manual Respec (spending a Retrain Token) to repair yourself out of this state.

    This won't be a problem by the time we go live to Holodeck.

    (EDIT:)
    I'm told this may not require the expenditure of a Retrain Token, in this Tribble Build. Still worth a heads-up though!
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    nimbus updates? interesting...now would you mind also fixing the various bits of paradise city and crashed starship geometry that can no longer be jumped on while standing on, therefore making acquisition of certain accolades damn near impossible?​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • foxman00foxman00 Member Posts: 1,518 Arc User
    May I ask Bort, with damage resistance being no longer offered as a unlock, im guessing nothing will replace it correct?

    Not complaining or angry, just curious, as I am always intrigued by how you guys change things, make decisions, and under the hood stuff.

    Thank you :)
    pjxgwS8.jpg
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2016
    foxman00 wrote: »
    May I ask Bort, with damage resistance being no longer offered as a unlock, im guessing nothing will replace it correct?

    Well, there's this:
    The benefit gained per point of Energized Hull Plating and Ablative Hull Plating skills has been increased from 0.15/ea to 0.25/ea.
    This means that purchasing each Skill node in this set gives more benefit than it previously did.

    We didn't add the additional Shield Hardness in anywhere else, though. Which is fine, since it's brand new anyway.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • deathray38deathray38 Member Posts: 210 Arc User
    If shield power settings no longer affect shield regen, then what is the reason of putting it anywhere over 15 power level? ATM nearly everyone, no matter the ship class, (in FED/KGN, ROM have even less power to waste) run 100/15/15/70 config, I don't understand how this change may fix this situation...
  • foxman00foxman00 Member Posts: 1,518 Arc User
    foxman00 wrote: »
    May I ask Bort, with damage resistance being no longer offered as a unlock, im guessing nothing will replace it correct?

    Well, there's this:
    The benefit gained per point of Energized Hull Plating and Ablative Hull Plating skills has been increased from 0.15/ea to 0.25/ea.
    This means that purchasing each Skill node in this set gives more benefit than it previously did.

    We didn't add the additional Shield Hardness in anywhere else, though. Which is fine, since it's brand new anyway.

    Cool, thank you very much, Interesting change and decision. Always love this tinkering stuff with test servers :)

    pjxgwS8.jpg
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    nimbus updates? interesting...now would you mind also fixing the various bits of paradise city and crashed starship geometry that can no longer be jumped on while standing on, therefore making acquisition of certain accolades damn near impossible?​​

    How bout also fixing the fact that its.....uh..... THE WRONG PLANET!!!! (Planet Model in the Space Map)

    Unless they did mass terraforming and didn't say anything.... lolol
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited March 2016
    deathray38 wrote: »
    If shield power settings no longer affect shield regen, then what is the reason of putting it anywhere over 15 power level? ATM nearly everyone, no matter the ship class, (in FED/KGN, ROM have even less power to waste) run 100/15/15/70 config, I don't understand how this change may fix this situation...

    shield power still affects shield resist - or 'hardness' i guess it should be called now
    primar13 wrote: »
    nimbus updates? interesting...now would you mind also fixing the various bits of paradise city and crashed starship geometry that can no longer be jumped on while standing on, therefore making acquisition of certain accolades damn near impossible?

    How bout also fixing the fact that its.....uh..... THE WRONG PLANET!!!! (Planet Model in the Space Map)

    Unless they did mass terraforming and didn't say anything.... lolol

    the wrong planet model doesn't prevent me from getting accolades...not being able to jump while on those slanted support beams near the lookout tower used in one of the accolades, however, does, because it prevents me from getting on the paradise city rooftops for the Watching the Nothing, Tipsy Top and Nimble on Nimbus accolades​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    deathray38 wrote: »
    If shield power settings no longer affect shield regen, then what is the reason of putting it anywhere over 15 power level? ATM nearly everyone, no matter the ship class, (in FED/KGN, ROM have even less power to waste) run 100/15/15/70 config, I don't understand how this change may fix this situation...

    Shield Subsystem Power still affects Shield Regen.

    The above patch note is meant to say that the Shield Regen SKILL no longer relies upon Shield Power to determine how much additional Regen it grants. Investing in the SKILL will always give you the same Regen benefit, regardless of what your Shield Subsystem Power is set to.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • darkbladejkdarkbladejk Member Posts: 3,815 Community Moderator
    The big thing that worries me is the Attract Fire change. One of the big things with Attract Fire is this allows threat tanks to have another means of ensuring they keep threat by reducing the threat generation of their allies. The thing I worry about happening now is you'll see once again people who have issues with threat and things of this nature. As well you'll have people entering into instances with threatening stance active just for the extra heals. While there's nothing wrong with extra healing, at the same time this is going to negate a good chunk of the bonus threat you're getting from threatning stance since you can't reduce allied threat. At the end of the day I worry that it's going to go back to being just attract fire and purely the threat consoles again, which would negate the reason for having the threatening stance in the first place. Most everything I see looks good. this however is the one that worries me.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
  • dragon1608#3534 dragon1608 Member Posts: 33 Arc User
    AHH a big thank you for fixing the web trait, it really helps alot
    yay im so excited to see this fix go live :smiley:
  • This content has been removed.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited March 2016
    coldnapalm wrote: »
    So...we are back to both pet abilities being tier 1 nodes?!?

    Stop thinking about them from a leveling player's perspective (I know, it sucks for them) and think about them from a Science carrier captain's perspective. I was in favor of moving them farther in the path, until they were and I realized that it sucked. 15 is the most that would be acceptable for these, but 10 is safer and 5 is great.

    KDF players can get Flight Deck Cruisers at level 20 and 30. Having these skills early in the Tactical path isn't that big of deal.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited March 2016
    So why does aux power no longer affect scramble sensors? You can reduce its effectiveness more if you want but auxiliary Power is to science players what weapon power is to other players and we spend a great deal of time and effort acquiring items to improve that power level in the belief that it will help our entire build. So, why this particular change? I'm guessing it has to do with OSS and such?

    BTW nice patch I like all the changes especially moving the offensive science skill nodes down a level. Thank you for listening to my feedback on that, it will be great for new players who try science while leveling.
  • eldritchxeldritchx Member Posts: 120 Arc User
    [*] Some of the Training Node unlocks in the Science and Tactical unlock tracks have changed:
    • Sci Node 1: ENG = Engineering Team // SCI = Science Team // TAC = Tactical Team
    • Sci Node 2: ENG = Aux to Battery // SCI = Photonic Shockwave // TAC = Mine Pattern Alpha
    • Sci Node 3: ENG = (no change) // SCI = Gravity Well // TAC = (no change)

    Sneaked in an Aux to Bat 3 there ;)

  • primar13primar13 Member Posts: 1,896 Bug Hunter
    FYI: Due to the moving of Skill Nodes and Unlocks that came with this patch, most existing captains on Tribble will probably find themselves slightly bugged out and unable to purchase new Skills, or benefit from ones they've already purchased. You will need to do a manual Respec (spending a Retrain Token) to repair yourself out of this state.

    This won't be a problem by the time we go live to Holodeck.

    (EDIT:)
    I'm told this may not require the expenditure of a Retrain Token, in this Tribble Build. Still worth a heads-up though!

    Hey boss,

    Now I'm sure this was likely a tribble only Bug, but I want to bring it up anyways.

    When the New Skill system went live I copied a toon over to Tribble to Duplicate my Build. Marin@primar13.
    He Had the Command, and Pilot Specilizations Maxed, and then a small amount of points in Intel, but I digress.

    With the Rearranging of Skills Today, I have noticed that All points in the Command Specialization have been revoked. Pilot is still there fully filled, but Command is now Empty.

    I had bought the Max amount of Skill Points from the Drozana store on Day one, so I cannot confirm weather the points were refunded or "eaten".

    I have Since Copied Marin over again today Marin 2@primar13 and both specs are full, so I'm pretty certain this was due to the re-arranging of the new skills, but I just want to make you aware, so that you may be able to give it a quick, once over before launch. So we can be 1000% sure it won't happen with any holodeck toons, when the skill changes hit.

    Thanks Boss. :)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    That's a little frightening. We'll definitely give it another look. Thanks for reporting it! (though that shoulda been in the bug forum...)
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • neogabi1neogabi1 Member Posts: 31 Arc User
    [*] Description for "Weapon Damage" skill (Ground) changed from "energy weapons" to "ranged weapons"
    I'm glad to see that change. Speaking of the Weapon Damage skill, do things like unarmed strikes and smacking someone with your rifle butt count? What about captain traits like Bite for Gorn and Pounce for the cats? Are there any skills that affect these?
    [*] Sweeping Strikes, Lunge and Biotech Siphon now scale with Kit Performance skill.
    Thank you so much for this!
    Team Fencebane - All Adventure, No Direction!
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited March 2016
    Scramble Sensors (Bridge Officer)

    The duration of Scramble Sensors is no longer improved by Auxiliary Power

    What will improve the duration of Scramble Sensors?

    I used five purple Mk XII countermeasure consoles to power Scramble Sensors 3 at full Aux in Adv/Elit. Counterpoint and Adv. Mirror Invasion and found the duration and magnitude needed a boost.
    Joined STO in September 2010.
  • nebfabnebfab Member Posts: 672 Arc User
    That's a little frightening. We'll definitely give it another look. Thanks for reporting it! (though that shoulda been in the bug forum...)

    This happened to me as well. Command tree was reset along with the skills, points seem to be refunded, although I'm not sure if I've got back all of them (I've got 20 spec points back, but I'm not sure if I had 20 or 22 back when I transferred the alt) This seems to not at all affect those alts that had been there before, but weren't forced to reset because they hadn't any skills from the altered trees.
  • aliguanaaliguana Member Posts: 262 Arc User
    those unlocks when choosing skills never work for me. I get a window popping up, with ticboxes asking if i'd like shields or weapons (or something), but I can't tick the box and can't click ok. And then the window vanishes a few seconds later.
    LUKARI GUERILLA GARDENING MILITIA - Glowing fingers are Growing fingers!
  • daviddxxdaviddxx Member Posts: 200 Arc User
    edited March 2016
    thx for fixing that web trait. nice.

    maybe.. just maybe we also can clear it with sci teams aswell like nukaramines.. would be nice.
    hope you can do this.
    again.. thx boss.
    Regarts
    David
    fIDFtkM.gif
    Star Trek Online
    *** Aktiv since 03.06.10 ***
  • nebfabnebfab Member Posts: 672 Arc User
    edited March 2016
    aliguana wrote: »
    those unlocks when choosing skills never work for me. I get a window popping up, with ticboxes asking if i'd like shields or weapons (or something), but I can't tick the box and can't click ok. And then the window vanishes a few seconds later.

    Not sure if this is the root of your issue but what always mildly annoyed me about those unlock pop-ups is that you need to click the bubble on the track and then move your mouse very slo-o-o-owly and ca-a-a-a-arefully stra-a-a-a-ight up, so that at no moment it's even one pixel outside the pop-up. I have no ideas that won't make it even worse, except maybe building in a couple seconds delay for detecting that you really moved the cursor away on purpose.
  • ficasoczficasocz Member Posts: 25 Arc User
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.60.20160319a.2.

    [*] Unlocks have again been shuffled, with many changing positions and some even moving to different paths. The new layout is as follows:
    • ENG 5 = Threat Control / Battery Expertise
      ...
    • Attract Fire no longer reduces allies' threat generation when they have Threatening Stance active.

    yepee...

    I am FED ENG and I am tank... and using batteries a lot.
    I will no longer can chose threat and battery together... (Battery cannot be magnified other than this skill and threat is essential for tank)

    It sounds good. I will never overcap aggro of ROM TAC Scimitar anymore... (which is highly based on DPS)

    I have several thousand of ZENs prepared for presidio and oddysey bundle. Just waiting for skill revamp. It seems cruisers will not be good choose for FED ENG.

    Skill revamp will be fine .. but not for me... :-(

  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    I am very happy with the unlock arrangement now. This looks much more workable.

    I am saddened by the ultimate buff though. Encouraging skill specialization is going discourage people from trying different builds and ship types as they will feel that they have locked themselves out of them (even if their effectiveness would not actually be that greatly effected).

    Still my disappointment with the ultimate buff (nerf them, nerf them to Gre'thor) is outweighed by my delight at the new unlocks, and so I am content.

    Thanks for listening cryptic. This round on tribble has been a fantastic example Dev player cooperation and will certainly have an effect on my future propensity for cynicism.
  • alphahydrialphahydri Member Posts: 391 Arc User
    edited March 2016
    Have you guys looked into the stat distributions for the Assimilated Deflector Array yet? Currently on Tribble the Assimilated Deflector Array provides no bonuses to drain expertise, despite having power insulators pre-skill revamp.

    Also, it seems to me that the skill icons for the ground skills are really dull and a lot less vivid than their space counterparts or the specialization skill icons. Even when you have the skill specced into, the icons are noticeably less brighter than other skill icons. I don't know why this is, and I was wondering if you guys would consider this an issue in need of a fix or an intentional design choice.

    EDIT: Also, the description for the "Improved Flanking Damage" on the bottom progression bar for ground skills still doesn't tell exactly how much of a damage boost it provides. This is bothersome when compared to its sister skill "Improved Flanking Resistance" and all other self-boosting skills on that progression bar that do provide exact numbers.

    EDIT 2: The "Drain Infection" skill for space also doesn't provide numbers on its tooltip as to how much damage its DoT effect does. This is critical information for many, as damage numbers would let people know if its worth speccing into to enhance their current build(s).
  • icegavelicegavel Member Posts: 991 Arc User
    edited March 2016
    Skill Revamp:
    • TAC 5 = Hangar Health / Hangar Damage
    I find myself asking... why is this so low on the unlock list? The lowest-tier ship any player can get that has a Hangar Bay is the KDF Dacoit Flight-Deck Cruiser at Commander - and indeed, only KDF players have any Hangar Bay ships before Tier 5. So anyone getting this unlock on a new character is sinking a Utility selection on something that quantifiably isn't a utility to them. Indeed, a fair number of players won't get any use out of this at all - and I say this as someone who actively uses Hangar Pets (both in my Fleet Yamato and my Paradox). If this were an end-game only system, it might make sense. But it isn't. The ability to take this Utility so early... is kind of a waste. And yet almost everyone will be taking one of them because it's literally the first Tactical utility and I can't imagine there will be many people sinking less than five points into Tactical skills.

    A similar case can be made for the Eng 5 Utility. Players won't get Threatening Stance until they're level 32, so I fail to see why they could take a Utility to boost its effectiveness as early as level 10 - especially since most low-level players aren't likely to be using Batteries, either, while extra Hull could be a definitive asset at early levels.

    A full work-up of the present (as of this patch) skill system will be dropped in the proper feedback thread sometime later tonight. I'd just like to know why those are where they are.
  • rygelx16rygelx16 Member Posts: 161 Arc User
    TAC 5 = Hangar Health / Hangar Damage
    TAC 10 = Projectile Crit H / Projectile Crit D
    TAC 15 = Energy Crit H / Energy Crit D
    All potentially meaningless choices. Not a good system design IMO.

    a better design would be
    TAC 5 = Hangar Damage / somthing not hanger related
    TAC 10 = Energy Crit D/ Projectile Crit D
    TAC 15 = Energy Crit H / Projectile Crit H

    Every build has a meaningful choice here now.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    It is low on the tree because we asked them to put it there for carrier builds which are NOT tactical heavy in most cases. It also now gives a bonus to all pets and a lesser bonus to team mates so it's just perfect, leave the hangar unlocks alone.
  • xebovxebov Member Posts: 8 Arc User
    Overall, would it be possible to not have to accept every single skill? There are MMOs out there that let you move your way through the Skilltree and let you accept the whole build once you are done. Retraining is not free and the issue im seeing here is that less experienced players start to push in there points and end up with half complete builds because tehy simply ran out of points on there way down the tree.

    I dont see the big issue with TAC 5. There are also ppl that dont use Torps/Mines that have to deal with TAC 10.

    Shield Regeneration:
    5%, 8,5%, 10% more regeneration seems a bit low to be a bonus, especially if you count in that the corresponding hull skill (Damage Control) seems to have a way better outcome per point.
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