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TRIBBLE MAINTENANCE AND RELEASE NOTES - FEBRUARY 17, 2017

Tribble has been updated to: ST.71.20170212a.4

General:
  • Resolved some graphics related crashes.
  • Tangled Webs: Resolved an issue where the "Activate your EV Suit" objective did not resolve when the EV suit was activated.
  • Tzenkethi Front: Enemies now clean up after the queue has been completed.
  • Lukari Marks have been added to Mark Choice reward packs.
  • Unlocked the Klingon knife for players as a uniform piece.
  • Researcher Rescue: Can now be replayed by 23rd Century Captains.
  • Improved all of the female Klingon pauldrons with similar improvements that the males received earlier.
  • Resolved lighting issues on numerous bridge maps.
  • Resolved an issue where the new items were missing from the Winter store.
  • Resolved a few issues with ship separation powers.
  • Technophile Trait now has an icon.
  • Resolved an issue where listed rewards on a reward window pop up would turn black when the mouse pointer was placed on them.

Powers:
  • Captains Powers:
    • All Ground Captain Powers now have a minimum recharge time below which they cannot be reduced. The unmodified cooldowns of these abilities have not changed.
      • Cover Shield cannot be reduced below 30 seconds
      • Orbital Strike cannot be reduced below 60 second
      • Reroute Power to Shields cannot be reduced below 20 seconds
      • Engineering Proficiency cannot be reduced below 150 seconds
      • Support Drone cannot be reduced below 60 seconds
      • Nanoprobe Infestation cannot be reduced below 90 seconds
      • Dampening Field cannot be reduced below 60 seconds
      • Neural Neutralizer cannot be reduced below 30 seconds
      • Scientific Aptitude cannot be reduced below 150 seconds
      • Tricoder Scan cannot be reduced below 10 seconds
      • Fire on My Mark (ground) cannot be reduced below 30 seconds
      • Security Escort cannot be reduced below 90 seconds
      • Strike Team cannot be reduced below 150 seconds
      • Target Optics cannot be reduced below 20 seconds
      • Tactical Initiative (ground) cannot be reduced below 120 seconds
    • Summoning Security Escorts now de-summons your previous security escorts
    • Security Escorts do more damage, especially with their grenades, and run faster
    • Tactical Initiative (ground) now lasts 30 seconds, but only affects your own kit modules.
    • Tactical Initiative and Chroniton Jolt now indicate that they don't affect each other.
    • Tactical Initiative (ground) no longer puts you into combat on activation
  • Stealth Module has been re-designed:
    • Players can now attack when under the effect of stealth module after a period of initial time.
    • Attacking will break the stealth aspect of the buff.
    • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
    • Buff is now Bonus Damage when attacking from behind.
    • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
    • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
    • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
    • Duration is still improved by Stealth Module Armory Duty Officers.
    • Overload Integrity Field can no longer trigger Expedient Repairs each time it heals an ally.
    • Radiant Nanite Cloud no longer always shows a buff icon while slotted.
  • Electro-Magnetic Pulse Probe is now always treated as a control ability.
  • Kligat:
    • No longer always critically strikes
    • The Range is now 20 meters
    • The damage and cooldown have been reduced
  • Photonic Overcharge
    • Resolved an issue where re-activating Photonic Overcharge while it was active would provide no benefit.
    • The damage Photonic Overcharge deals is now either 15% of the attack or 100 damage, whichever is lower.
    • Photonic Overcharge's Critical Severity buff is now 50% Critical Severity.
    • Photonic Overcharge's base duration is now 6 seconds, but more consistently scales with Kit Mark.
  • Electrostatic Field's reflection damage can no longer be scaled.
    • Its DoT damage has been increased to compensate.
  • Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
    • Players can still be affected by one of each.
    • Their descriptions have been updated.
  • Command kits that previously affected an area near the player now instead affect the players team
  • Fabrications can no longer buff or heal fabrications.
  • Paradox Bomb now deals less damage at all ranks.
  • Summoning Security Teams now de-summons previously summoned security teams.
  • Security Escorts do more damage, especially with their grenades, and run faster.
  • Resolved an issue where the Engineering Ultimate could be used while cloaked.
  • Resolved an issue where the [CtrlX] mod from secondary deflectors could provide an excessive benefit.
  • Resolved an issue where Distributed Targeting was not working consistently with torpedoes.
  • Concussive Tachyon Emission now drains targets' shields instead taking their shields offline and dealing kinetic damage.
  • The Motion Accelerator Kit Module base duration has been buffed but is now fixed.
    • Bonus Physical damage is now specific to Melee Physical attacks.
  • Resolved an issue where the 23rd Century Medical tricorder was not available for use after upgrading.
  • Resolved an issue where hull regeneration rate would fluctuate excessively when entering or leaving combat.
  • The [Pow] mod on Impulse Engines now has a clearer description.
  • The following Bridge Officer Powers now have clearer descriptions:
    • Tractor Beam Repulsors
    • Attack Pattern Delta
    • Jam Sensors
    • Photonic Shockwave
    • Tyken's Rift
    • Photonic Shockwave
    • Extend Shields
    • Gravity Well
    • Feedback Pulse
  • Resolved an issue where the description of the Duty Officer which provides a chance to create additional Gravity Wells was not consistent in referring to "Gravity Wells".
  • Deadly Intent now scales its duration less with your Kit Performance
    • The delay with Deadly Intent resetting your Secondary Fire has been increased slightly.
  • Ground Shields:
    • Resolved an issue where Damage to Temporary Hitpoints and Shield Drains would not stop ground shield regeneration
    • Resolved an issue where your ground shields would not regenerate consistently after you stopped taking damage.
    • The description of ground shield regeneration is now more accurate as to the delay
  • Resolved an issue where Invasive Control Programming could be triggered more than once per 30 seconds in some cases.
    • Invasive Control Programming now shows up on the tooltips of powers that it affects.
  • The Gravimetric Photon Torpedo Launcher and Particle Emission Plasma Torpedo Launcher now more accurately describe their special effects on their tooltips, especially under the various firing modes.
  • Resolved an issue where the duration of Gravimetric Rifts from High-Yield Gravimetric Photon Torpedoes was not scaling properly with your control expertise.
  • Resolved an issue where Thoron-Infused Polaron Single Cannons were dealing less damage than intended during Surgical Strikes 3.
  • Resolved an issue where some physical buffs that were intended to be melee specific were affecting some non melee sources of physical damage.
  • Resolved an issue where some Disruptor Turrets were doing less damage than intended during Surgical Strikes 3.
  • Causal Entanglement's debuff values have been significantly decreased.
  • Resolved an issue where Biotech Siphon could heal the user from non-melee damage.
    • Its tooltip has been updated to be clearer.
  • Armor Procs that give the player Critical Hit Chance or Severity no longer attempt to scale with the player’s Armor stat.
  • Secondary Deflectors:
    • Updated the description of Deteriorating Secondary Deflectors
    • Updated the description of Inhibiting Secondary Deflectors
    • Resolved an issue where the damage caused by Inhibiting Secondary Deflectors were not scaling properly with the player’s damage buffs.
  • Resolved an issue where the Harghpeng Adaptation proc on some Shields described itself as Phaser Resistance when mousing over the buff icon.
  • Resolved a typo in the Polaron Adaption proc on some shields when mousing over the buff icon.
  • Resolved a typo in Fluidic Cocoon's description.
  • Resolved a typo in Resonant Tachyon Stream IV's description.
  • Updated the short description of Battle Strategies to be more accurate to the kit's functionality.
  • Resolved a typo in the Heavy Phaser Assault Platform console's description
  • Resolved an issue where Graviton Spike would not trigger if the shot killed the target.
«13

Comments

  • gradiigradii Member Posts: 2,824 Arc User
    I'm worried that making fabrications unable to buff or heal other fabrications will result in engineers being even more underpowered than they already are. Please consider a serious buff to base fabrication survivability, as is these are being near instantly destroyed almost as they are placed.

    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    I can already smell my engineers who are my main characters getting TRIBBLE on...

    Here comes more Tactical Captain Online.

    Like my fanpage!
    https://www.facebook.com/CaptainBMoney913
    Join Date: August 29th 2010
  • velquavelqua Member Posts: 1,220 Arc User
    gradii wrote: »
    I'm worried that making fabrications unable to buff or heal other fabrications will result in engineers being even more underpowered than they already are. Please consider a serious buff to base fabrication survivability, as is these are being near instantly destroyed almost as they are placed.

    Even if ENGs are able to buff and heal other fabrications, it still hasn't been sufficient to fight off Cold Flash Fusion from SCIs or Security Team from TACs. Ground tanking is very difficult even with those abilities, which is why I find it odd that this is being done. I would hope that the Developers would rethink this, but my guess is that this is the way things will be from now on.
    18662390068_f716cd60e3.jpg
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited February 2017
    so having fun crapping on Engs? I guess a healcap wasn't enough. tactical captain online must be expanded huh?

    Like my fanpage!
    https://www.facebook.com/CaptainBMoney913
    Join Date: August 29th 2010
  • ccc#9312 ccc Member Posts: 4 Arc User
    edited February 2017
    I like this. Change is good. How about fixes to perception? Gamma Quadrant tribble + any perception traits do not do anything for cloak detection if they are under covert. Also DoT resistance traits do not work vs new DoT sources like cold fusion.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Just finished slowly reading those whole patch notes. This explains why they went silent on bug patching since December. Those are a lot of changes. Not sure how they "increase fun" for most players, but ground PvE content can be handled fine with rep gear. The problem is players learning how to handle ground content which has always been an issue in this game.
  • coolkirk1701coolkirk1701 Member Posts: 8 Arc User
    I'm not so hot on this. In my opinion, "balance" would be better served if you didn't make high tier ships $30 each. Who knows, maybe if you permanently reduce the price, you'll get more buyers.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2017
    I'm not so hot on this. In my opinion, "balance" would be better served if you didn't make high tier ships $30 each. Who knows, maybe if you permanently reduce the price, you'll get more buyers.

    You use your 5th post to complain about ship prices. Ship prices are fine, plus, only buy them when there is a zen boost and ship discount. Way better deal. You could also go over to the dark side and farm zen from Arc daily quests (Which I don't do).

  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited February 2017
    Not liking the "balance" updates that are nerfing Eng and Sci more...
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • risian4risian4 Member Posts: 3,711 Arc User
    Good changes, generally speaking. I think this will be an improvement.

    Of course it's disappointing if you need to swap some gear because it will be performing less well after these changes, but in the end we all benefit from a certain degree of balance - and correction of too much stacking, too much cooldown reduction, removing some benefits from abilities that have almost no drawbacks etc.

    I won't lie, I am somewhat concerned because my Sci is using Fleet armor with a 80% CritD buff and Causal Entanglement. The latter has an important drawback as it's very close range, but I can see why the debuffs had to be adapted a bit - they are very high.
    Sometimes we have to accept a small loss if it's for the benefit of the playerbase at large.


    Also, lots of fixes and it looks like some things will actually perform better as they weren't didn't get the benefits they were supposed to get until now, apparently. All in all a good patch I think, thanks for this.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    Whew... That'a a fair number of changes, I'm concerned about fabrication engineering characters, they had it bad enough before this. I hope that fabrications get a buff across the board, especially the range on shield gens, those things are seriously restrictive and the amount they help PSGs is woeful. I can only see these changes pushing more people to move to buff/debuff engineers.

    "Resolved an issue where the damage caused by Inhibiting Secondary Deflectors were not scaling properly with the player’s damage buffs."
    While I'm glad that this is an issue being fixed, I'm worried that it will only serve to expand the gap between tactical and the other captains when flying science ships, I hope one of the following patches finally limits APA to conventional weapons.
    ZiOfChe.png?1
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2017
    Overall these changes are fantastic. I've been saying for years that all ground skills need to have a minimum cooldown. However, I strongly dislike three of the changes listed here.
    • Tactical Initiative (ground) now lasts 30 seconds, but only affects your own kit modules.
    • Tactical Initiative and Chroniton Jolt now indicate that they don't affect each other.
    • Tactical Initiative (ground) no longer puts you into combat on activation
    The entire point of running Tactical Officers is to provide team wide damage buffs and team wide cooldown reduction. This game is supposed to be a team based game. Eliminating the effects of Tactical Initiative from the entire team greatly hurts teamplay and puts the focus more on supporting oneself.

    I cannot stress enough how bad this change is to the game. I understand where this change is coming from; there is a huge problem of having too many tactical officers on this team all spamming Tactical Initiative in order to get everything on minimum cooldown. This was most notably a problem because the game never had minimum cooldowns on captain powers and many kit modules. We finally got minimum cooldowns put on many kit modules after many of us Ground PvPers submitted countless requests to Cryptic.

    This skill needs to remain team wide and effect both kit modules and captain abilities. If it does not, then players will switch to all short cooldown abilities and modules such as Overwatch or the Engineering module Equipment Diagnostics will never see play. Tactical Initiative is what allows players to run somewhat decent, but excessively long cooldown effects, such as the above mentioned Equipment Diagnostics. 90 seconds in ground combat is eternity; especially when you've got modules such as Chroniton Mine Barrier or Weapons Malfunction in completion.
    • Stealth Module has been re-designed:
      • Players can now attack when under the effect of stealth module after a period of initial time.
      • Attacking will break the stealth aspect of the buff.
      • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
      • Buff is now Bonus Damage when attacking from behind.
      • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
      • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
      • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
      • Duration is still improved by Stealth Module Armory Duty Officers.
      • Overload Integrity Field can no longer trigger Expedient Repairs each time it heals an ally.
      • Radiant Nanite Cloud no longer always shows a buff icon while slotted.

    If this change were ever made in space to the Romulan Warbird Cloak there would be an uproar. Stealth Module is fun and unique because it is a toggle ability. It isn't overly powerful, but it doesn't need to be. I and many players enjoy the current functionality of the Stealth Module and would be extremely disappointed if this change were to go live.

    Edit: Also, these changes make the module into a functionally harder to use "Ambush". The Ambush kit module would be functionally superior in every way. Please Cryptic, keep stealth module as it is; a toggle stealth buff with a minor damage bonus on decloak.
    • Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
      • Players can still be affected by one of each.
      • Their descriptions have been updated.

    As with Tactical Initiative, this change is extremely punishing to engineers. The Engineering captains rely heavily on their fabrications. Removing the ability to stack the effects eliminates teamplay and once again focuses on making the player build around protecting oneself only. This is a very bad design in a multiplayer game.

    Other than that, these are some great changes to the game. I'm especially looking forward to the minimum cooldowns on captain abilities and the security escort changes.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • This content has been removed.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    Overall these changes are fantastic. I've been saying for years that all ground skills need to have a minimum cooldown. However, I strongly dislike three of the changes listed here.
    • Tactical Initiative (ground) now lasts 30 seconds, but only affects your own kit modules.
    • Tactical Initiative and Chroniton Jolt now indicate that they don't affect each other.
    • Tactical Initiative (ground) no longer puts you into combat on activation
    The entire point of running Tactical Officers is to provide team wide damage buffs and team wide cooldown reduction. This game is supposed to be a team based game. Eliminating the effects of Tactical Initiative from the entire team greatly hurts teamplay and puts the focus more on supporting oneself.

    I cannot stress enough how bad this change is to the game. I understand where this change is coming from; there is a huge problem of having too many tactical officers on this team all spamming Tactical Initiative in order to get everything on minimum cooldown. This was most notably a problem because the game never had minimum cooldowns on captain powers and many kit modules. We finally got minimum cooldowns put on many kit modules after many of us Ground PvPers submitted countless requests to Cryptic.

    This skill needs to remain team wide and effect both kit modules and captain abilities. If it does not, then players will switch to all short cooldown abilities and modules such as Overwatch or the Engineering module Equipment Diagnostics will never see play. Tactical Initiative is what allows players to run somewhat decent, but excessively long cooldown effects, such as the above mentioned Equipment Diagnostics. 90 seconds in ground combat is eternity; especially when you've got modules such as Chroniton Mine Barrier or Weapons Malfunction in completion.
    • Stealth Module has been re-designed:
      • Players can now attack when under the effect of stealth module after a period of initial time.
      • Attacking will break the stealth aspect of the buff.
      • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
      • Buff is now Bonus Damage when attacking from behind.
      • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
      • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
      • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
      • Duration is still improved by Stealth Module Armory Duty Officers.
      • Overload Integrity Field can no longer trigger Expedient Repairs each time it heals an ally.
      • Radiant Nanite Cloud no longer always shows a buff icon while slotted.

    If this change were ever made in space to the Romulan Warbird Cloak there would be an uproar. Stealth Module is fun and unique because it is a toggle ability. It isn't overly powerful, but it doesn't need to be. I and many players enjoy the current functionality of the Stealth Module and would be extremely disappointed if this change were to go live.
    • Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
      • Players can still be affected by one of each.
      • Their descriptions have been updated.

    As with Tactical Initiative, this change is extremely punishing to engineers. The Engineering captains rely heavily on their fabrications. Removing the ability to stack the effects eliminates teamplay and once again focuses on making the player build around protecting oneself only. This is a very bad design in a multiplayer game.

    Other than that, these are some great changes to the game. I'm especially looking forward to the minimum cooldowns on captain abilities and the security escort changes.

    If they had to nerf something, it should be the engineers though I'm sure you can agree.

    That varies actually from year to year. A year and a half ago I would agree, the engineers were insanely strong with their 60 second weapon malfunctions and instant kill Chroniton Mines/Quantum Mortars. Right now you've got a huge issue with Tactical Officers spamming security escort/tactical initiative to get 40 security escorts running around on all team wide tactical buffs. They need to make these changes big time, but they need to make sure they don't hurt the other classes in the process, or cripple teamplay.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • velquavelqua Member Posts: 1,220 Arc User
    Overall these changes are fantastic. I've been saying for years that all ground skills need to have a minimum cooldown. However, I strongly dislike three of the changes listed here.
    • Tactical Initiative (ground) now lasts 30 seconds, but only affects your own kit modules.
    • Tactical Initiative and Chroniton Jolt now indicate that they don't affect each other.
    • Tactical Initiative (ground) no longer puts you into combat on activation
    The entire point of running Tactical Officers is to provide team wide damage buffs and team wide cooldown reduction. This game is supposed to be a team based game. Eliminating the effects of Tactical Initiative from the entire team greatly hurts teamplay and puts the focus more on supporting oneself.

    I cannot stress enough how bad this change is to the game. I understand where this change is coming from; there is a huge problem of having too many tactical officers on this team all spamming Tactical Initiative in order to get everything on minimum cooldown. This was most notably a problem because the game never had minimum cooldowns on captain powers and many kit modules. We finally got minimum cooldowns put on many kit modules after many of us Ground PvPers submitted countless requests to Cryptic.

    This skill needs to remain team wide and effect both kit modules and captain abilities. If it does not, then players will switch to all short cooldown abilities and modules such as Overwatch or the Engineering module Equipment Diagnostics will never see play. Tactical Initiative is what allows players to run somewhat decent, but excessively long cooldown effects, such as the above mentioned Equipment Diagnostics. 90 seconds in ground combat is eternity; especially when you've got modules such as Chroniton Mine Barrier or Weapons Malfunction in completion.
    • Stealth Module has been re-designed:
      • Players can now attack when under the effect of stealth module after a period of initial time.
      • Attacking will break the stealth aspect of the buff.
      • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
      • Buff is now Bonus Damage when attacking from behind.
      • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
      • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
      • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
      • Duration is still improved by Stealth Module Armory Duty Officers.
      • Overload Integrity Field can no longer trigger Expedient Repairs each time it heals an ally.
      • Radiant Nanite Cloud no longer always shows a buff icon while slotted.

    If this change were ever made in space to the Romulan Warbird Cloak there would be an uproar. Stealth Module is fun and unique because it is a toggle ability. It isn't overly powerful, but it doesn't need to be. I and many players enjoy the current functionality of the Stealth Module and would be extremely disappointed if this change were to go live.
    • Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
      • Players can still be affected by one of each.
      • Their descriptions have been updated.

    As with Tactical Initiative, this change is extremely punishing to engineers. The Engineering captains rely heavily on their fabrications. Removing the ability to stack the effects eliminates teamplay and once again focuses on making the player build around protecting oneself only. This is a very bad design in a multiplayer game.

    Other than that, these are some great changes to the game. I'm especially looking forward to the minimum cooldowns on captain abilities and the security escort changes.

    If they had to nerf something, it should be the engineers though I'm sure you can agree.

    Sorry, but this Engineer disagrees. Engineers need some buffing if they want us to be PvP competitive. Sure we can tank, but a very steep price...and that's only in space. On the ground, shields are basically use- and worthless.
    18662390068_f716cd60e3.jpg
  • tobiashirttobiashirt Member Posts: 630 Arc User
    risian4 wrote: »
    Good changes, generally speaking. I think this will be an improvement.

    Of course it's disappointing if you need to swap some gear because it will be performing less well after these changes, but in the end we all benefit from a certain degree of balance - and correction of too much stacking, too much cooldown reduction, removing some benefits from abilities that have almost no drawbacks etc.

    I won't lie, I am somewhat concerned because my Sci is using Fleet armor with a 80% CritD buff and Causal Entanglement. The latter has an important drawback as it's very close range, but I can see why the debuffs had to be adapted a bit - they are very high.
    Sometimes we have to accept a small loss if it's for the benefit of the playerbase at large.


    Also, lots of fixes and it looks like some things will actually perform better as they weren't didn't get the benefits they were supposed to get until now, apparently. All in all a good patch I think, thanks for this.

    Most of my toons and their boffs use either the CrtH or CrtD fleet armor, skilltree points in armor improvement, and kit frames with [Armor]...it was nice in the voth BZ to have exothermic nuke some smaller things on a good crit -_-
  • spencerb96spencerb96 Member Posts: 248 Media Corps
    I'd recommending adding in an Engineering and Science Initiative ability for Eng/ Sci to help counter the loss of Tac Initiative.

    Currently, just the loss of that alone will significantly weaken non-tac players on the ground. In fact, I'd go as far as to say that removing it without giving them their own version will actually increase the performance gap between Tactical and Sci/ Eng players.

    ----

    Now, if the similar global cooldown rates are applied to space captain abilities, I'd recommending lowering the GCD rates just a little for abilities. Going by the GCD applied to ground abilities, it appears to be a GCD = to 50% of the base CD.

    This highly undervalues some items we've gotten in space that reduce captain ability cooldowns. I believe a GCD = to 1/3rd of the abilities base CD would help preserve the value of some of these items. This still leaves a gap between most abilities, but it means that we'd have a point to still use items/ traits such as All Hands on Deck.
    ffluoti63bi9.png
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    The Engineering captains rely heavily on their fabrications.

    Its true that fabrications are every engineer players first go to ability when they start playing. But in my experience, at end game engineers are far more effective with shield heals and demolitions.

    Fabrications slow you down and inevitably knock you over when they go boom. Shield healing abilities that the engineer uses directly, like shield pulse and recharge, are a far better way to support a team on the move, and demolitions are a better way to kill things.

    Fabs could certainly use a buff.
  • lsegnlsegn Member Posts: 594 Arc User
    Holy nerf batman!
  • sarah2774sarah2774 Member Posts: 238 Arc User
    nerf is bad

    eng says nerf sci and tac
    tac says nerf eng and sci
    sci says nerf tac and eng

    Solution give all access to other ability then no need to nerf by ground traits, That way you cannot get all ablility as there are limited ground traits.
    OPv9m3F.jpg
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Personally I would have thought just make the strength of the effect given to the fabrications by other fabrications would ahve been better, like say your fabrications only recieve 35-50% of the bonuses/healing from other fabrication (this could be changed also wiht a trait), which could be a better way of balancing fabrications than removing it fully like in these changes.

    Personally I could go for some changes like giving a mechanic mod that you could toggle your fabs between a stationary mode that buffs them with higher damage an defenses while in it, but also that you can toggle them into a mobile mode that allows you to give the fabs movement orders like your boffs though with abit of reduction as a trade off. I also find it weird that we beam down mines, but yet we can't beam them down on our primary target, and so it would be nice to have a doff or even mod that allows you to deploy mines at your target's location.
  • nikeixnikeix Member Posts: 3,972 Arc User
    sarah2774 wrote: »
    nerf is bad

    eng says nerf sci and tac
    tac says nerf eng and sci
    sci says nerf tac and eng

    Solution give all access to other ability then no need to nerf by ground traits, That way you cannot get all ablility as there are limited ground traits.

    That is possibly the dumbest thing I've read in months, and it's been a bad couple of months for stupid flying around unchecked.
  • nikeixnikeix Member Posts: 3,972 Arc User
    lucho80 wrote: »
    Just finished slowly reading those whole patch notes. This explains why they went silent on bug patching since December.

    Yup. That's normal when you start a new code branch you're not ready to reveal - you don't waste time debugging a live branch you plan to abandon.
    The problem is players learning how to handle ground content which has always been an issue in this game.

    Sounds like a tutorial problem and maybe a ramp up problem in the mission content. What behaviors are you seeing consistently lacking among players who 'can't handle the content'? Is it more of a 'can't drive' or 'forgot to fill up the gas tank' issue? Bad builds? bad gear? Bad strategy?

  • brwjames85brwjames85 Member Posts: 84 Arc User
    I agree on the fact that balancing things was a need-to-do. I don't understand however, the act of nerfing universal stuff, like for example the kligat? It's fun to use to rush through ground battlezones, especially if you have multiple characters.
    Also, I don't think sci's should be complaining about being nerfed? the temporal skill tree was mainly designed with sci in mind.

    All-in-all, I'd say let's test it, and see where it goes... but still a bit dissapointed about the kligat (yh yh, rant rant rant :p ) have to check for other stuff to one hit pot shot heavy tac drones :p
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  • amosov78amosov78 Member Posts: 1,495 Arc User
    Are we going to be able to upgrade the spec tree kit modules when this update eventually goes live?
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    nikeix wrote: »
    Sounds like a tutorial problem and maybe a ramp up problem in the mission content. What behaviors are you seeing consistently lacking among players who 'can't handle the content'? Is it more of a 'can't drive' or 'forgot to fill up the gas tank' issue? Bad builds? bad gear? Bad strategy

    When I was worse at ground than I am now (I still don't consider myself good, I just don't fail dismally anymore) it tended to be that there were just so many skills available but unlike with space it seemed a lot harder to choose the 'right' ones. Add to this that in space you can compensate with plain damage where on ground you can't and then there's also the fact that easily 75% of this game is space so why bother with setting up ground properly?

    I ultimately spent a few months playing with various ground setups and now my ground teams synergise a lot better although I could probably swap out a couple of boff skills here and there and I notice the difference now when I run with someone else's boffs or a mix of theirs and mine.

    In conclusion, I'm not sure there really is any one thing that can be done to 'fix' ground although I suppose one could increase player damage and PSG HP indirectly somehow, that would go some way to alleviating the issues that plague players who don't put in the time to optimise their ground setups.
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  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    My ground specialist is an engineer who gets her fun from fabrications. These lies say very clearly this fun is wrong. Fine. I will retire that character and not play ground anymore. I can take that hit. If, however, exotic damage in space gets nerfed by 1 dps my playtime will go from daily to weekly or monthly. If bfaw and or tac unique abilities get buffed along with a sci nerf, the lies will just be too insulting to continue. After 6 years I simply will not be able to play anymore.
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  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited February 2017
    There needs to be a feedback thread for these changes, probably two: one for space and one for ground.
    Stealth Module has been re-designed:
    • Is now a duration based click ability with a 60 second cooldown, which will start when pressed

    Let me see if I understand this correctly: Cloak now lasts only 60 seconds? Why was this changed made? To simplify the implementation? To simplify the UI for consoles? I'm not really sure why this change was necessary.

    Stealth Module has been re-designed:
    • Buff is now Bonus Damage when attacking from behind.

    What is the angle on this bonus? How does it stack with other flanking bonuses? Is it resisted by traits which grant resistance to flanking?

    Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
    • Players can still be affected by one of each.

    OK, but which one? The closest fabrication? The one which gives the largest bonus?

    Fabrications can no longer buff or heal fabrications.

    I agree with other players who say that fabrications are kind of fragile. They are also hard to use on maps where you need to remain mobile. They are good in situations where you need to hold a position like in the old mission "Mine Trap" and in the mission "Nukara Prime: Self Destructive Tendencies". However, in most cases, by the time I finish spawning my fabrications, the team has moved on.


    Regardless of whatever balance changes are made, can we make sure that things actually work properly? Some abilities have bugs that have remain unfixed for years. I'll quote myself from another thread:
    frtoaster wrote: »
    Since ground combat is getting looked at, can we get someone to review some of the really old bugs affecting ground abilities?

    1. Turret kit modules do less damage than turrets from old non-modular kits from before the first kit revamp. I reported this bug three times. The lastest bug report is here:

    Holodeck ticket 4,012,165: Turret modules do less damage than turrets from non-modular kits

    I actually have more data -- from before and after the second kit revamp -- but I haven't gotten around to filing another bug report yet.

    2. The expose chance on Nanoprobe Infestation is still half what it's supposed to be. I have no idea why this bug hasn't been fixed yet, especially since it's been fixed on other abilities.

    Holodeck ticket 2,853,424: Expose chance of Nanoprobe Infestation halved from 10% to 5%

    3. The first kit revamp added a delay of 6.5 seconds to Chroniton Mine Barrier. Cryptic has never confirmed whether this change was intended or not. If the delay wasn't intended, then you should remove it. If it was intended, then you should document it in the description of the Chroniton Mine Barrier, because 6.5 seconds is a rather long time to wait for an ability to activate.

    Holodeck ticket 2,853,430: Delay of 6.5 seconds not mentioned in descriptions of Chroniton Mine Barrier

    4. Under certain circumstances, a chroniton mine can hit twice when it detonates.

    Holodeck ticket 2,638,391: Mines hit twice when triggered at the moment of activation
    Post edited by frtoaster on
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  • bioixibioixi Member Posts: 764 Arc User
    So, balance changes are actually nerf everything on ground for some reason. Way to balance...
    Seriously, wtf? ground is more balanced than space and you nerf everything to make gameplay slower for some reason.
  • carcosa#4225 carcosa Member Posts: 161 Arc User
    edited February 2017
    Isn't that a bit of overkill on the Kligat? maybe the damage was a little high but the range too? just bought one haven't even used it yet... thought it might be a good attack for my engineer...
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