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TRIBBLE MAINTENANCE AND RELEASE NOTES - FEBRUARY 21, 2017

Tribble has been updated to: ST.71.20170212a.6

Systems:
  • Most Engineering and Science kit modules have shorter cooldowns
  • Engineering fabrications have had their hitpoints and shields increased
  • Engineering Mortars now shoot faster and have more accurate descriptions on them
  • Engineering Turrets and Drones deal increased damage
  • Ground mines now arm in 4 seconds, from 5, and have a more accurate description
  • Cold Fusion Flash's base duration has been increased, but no longer scales with Kit Performance (the damage still does)
  • Cold Fusion Flash's hold is now half duration vs players
  • Cold Fusion Flash's damage is now treated as a DoT
  • Transphasic Bombs now have a better description
  • The duration of Hyperonic and Neutronic Radiation no longer scales with Kit Performance (the damage still does)
  • Hyperonic and Neutronic Radiation's damage has been significantly increased
  • Seismic Agitation now deals more damage
  • Endothermic Induction only lasts 15 seconds, but has had its initial damage increased and the "Hazard" damage has been significantly increased
  • The damage of Anti-Time Entanglement Field has been significantly increased
  • Pistols do more damage
  • Fixed an issue that caused some of the effects of the Subspace Rift kit module to be unresistable
  • Resolved an issue that allowed several engineering fabrications to be knocked or pulled.
  • Nanomolecular Architect :
    • Resolved an issue where the resistance this trait provided to your fabrications would be increased by your damage buffs
    • The resistance buff has been increased to 25
    • The regeneration buff has been increased to 200%/minute
  • Reroute Power to Shields (ground) now heals more and grants a significant amount of Bonus Shield Drain Resistance for the duration.
  • Resolved an issue where the 23c Torpedo Spread 2 and 3 had excessively long cooldowns.


Comments

  • ikonn#1068 ikonn Member Posts: 1,450 Arc User
    ... Oh My! As a primarily Eng player, I like these changes.
    -AoP- Warrior's Blood (KDF Armada) / -AoP- Qu' raD qulbo'Degh / -AoP- Project Phoenix
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  • aliguanaaliguana Member Posts: 262 Arc User
    finally, Engi getting the loving it deserves. sweet sweet loving

    (also, as a Sci captain, liking these changes too)
    LUKARI GUERILLA GARDENING MILITIA - Glowing fingers are Growing fingers!
  • velquavelqua Member Posts: 1,220 Arc User
    Wait! Cold Fusion Flash was never treated as DoT damage!? WOW!!! No wonder the DoT resistance did not work against it. About time this change was implemented!

    Glad to see ENGs getting some ground love. :smile:
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  • rndfluctuation#1470 rndfluctuation Member Posts: 813 Arc User
    edited February 2017
    Just a small comment - consider it's built on top of the 17th notes too (another "refinement" of the balancing so to speak), hope it will be for the benefit of all overall - I am not one who can know or judge this. So just adding this as a reference.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    Ok Cryptic, I am really liking these changes. Moving the gameplay away from teams built around Tactical Initiative is proving to be a good change. Thank you developers for listening and reducing the science and engineering kit module cooldowns to compensate for the lack of Tactical Initiative. This will truly improve gameplay overall on ground in the long run.

    If at all possible could we please see Stealth Module returned to a toggle status? Having battle cloak on ground is a lot of fun. It would be very disappointing to lose that aspect under the current redesign. Thanks!
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  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    Engineering Turrets and Drones deal increased damage

    With regard to turrets, I'd be interested to know exactly what was changed. Did you simply bump up the numbers, or was there a bug in how the damage was computed? After the kit revamp of Season 9, some of us noticed that the new modular turrets did less damage than the old turrets spawned by non-modular kits. Back in May 2014, adjudicatorhawk said that there might have been an error in porting over turrets to the new modular system.
    Turrets weren't nerfed intentionally, but were extremely complex to port to modules, so it's possible undetected errors were made with regards to their inheriting of caster's skillpoints or enhancements or something, resulting in lower DPS.

    As I explained in another thread, I reported this bug three times before, so I'd be interested to know exactly what is (was?) causing modular turrets to have lower damage.
    frtoaster wrote: »
    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.

    • Cold Fusion Flash's base duration has been increased, but no longer scales with Kit Performance (the damage still does)
    • The duration of Hyperonic and Neutronic Radiation no longer scales with Kit Performance (the damage still does)

    Does this represent a general change in the overall design of kit abilities? Is it intended that Kit Performance no longer affect the duration of abilities in general, or will this be evaluated on a case-by-case basis?

    Finally, when will the balance changes come to Holodeck? Will they go live on Thursday, or is this something we won't see for a while?
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  • toivatoiva Member Posts: 3,276 Arc User
    edited February 2017
    Happy to see these buffs for sci and eng.

    Btw I'm also for keeping Stealth module as a toggle. If you don't like tacs having that ability, give it also to engs and scis (with the same limitations that you basically can't do anything fighting related while stealthed).
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
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    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    do NOT revert stealth module back to a toggle, unless you also change it so that ALL powers can still be activated while it is in effect and doing so toggles it off

    the fact that i have to MANUALLY toggle it off again after first toggling it on so i can continue using other powers is the exact reason i don't use it in its current iteration

    also, having made those changes to stealth module, don't forget about all the other SM-esque abilities out there, like the shroud clicky on the jem'hadar ground set, the distortion clicky from the omega set and that one phasic whatchamacallit gene resequencer from the na'kuhl lockbox​​
    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

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    I gain power by understanding both.
    In the chaos of their battle, I bring order.
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  • roebotsixtyfiveroebotsixtyfive Member Posts: 286 Arc User
    Buffing Eng + Sci, slightly reducing Tac. I like this.

    Can we see a similar thing happen in space?

    On the subject of balance, could you please reduce the [CrtD] (and innate CrtD proc on Antiproton weapons) weapon modifier to 5% (which would put it more in line with the [Dmg], [Acc] and [CrtH] which all give around a 5% boost (while CrtD gives a MASSIVE 20% boost). I am personally sick of going into a queue, and someone comes along mashing spacebar in an 8 beam ship (normally Coalition Disruptor or Antiproton, all with [CrtDx4] or [CrtDx3] [Pen] as their modifier) with massive crit severity, killing everything before anyone else can even get a shot off. This all coming from weapons that are SUPPOSED to be the 2nd weakest energy weapon (in return for having the second widest firing angle), ahead of just turrets.
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    If you can't solve it logically, solve it like a moron.

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    Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    oh, and something for the changes in THESE notes...while buffing fabrication damage/HP/etc. is all well and good, the REAL problem with them is how long they take to deploy (which much of the time is linked to that crouching animation), to the point where by the time you've finally gotten even ONE out, the fight is already long over and the rest of the group is moving on

    sooo...any chance of making fabrications deploy the same way drones are? those deploy almost instantly, so they're equally useful in missions that require lots of movement or ground-standing, whereas fabrications are really only useful in the latter kind of mission​​
    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.
  • kaarruukaarruu Member Posts: 133 Arc User
    Tribble has been updated to: ST.71.20170212a.6
    • Reroute Power to Shields (ground) now heals more and grants a significant amount of Bonus Shield Drain Resistance for the duration.

    While you're at it, would you look at the activation time? 3 seconds is a death sentence in most situations.
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    :: how my ENG feels about this ::

    DWav-001.jpg
    double thumbs up with a bow tie
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    Sig? What sig? I don't see any sig.
  • gardatgardat Member Posts: 280 Arc User
    These balance changes look very promising. Nice work!
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  • feliseanfelisean Member Posts: 688 Arc User
    Tribble has been updated to: ST.71.20170212a.6

    Systems:
    • Endothermic Induction only lasts 15 seconds, but has had its initial damage increased and the "Hazard" damage has been significantly increased

    Don't forget to do the same with Endothermic Induction Field :)

    But for me it feels a bit like we're on the same point as b4 now, maybe even running into powercreep again. Personally i see the same DPS-Numbers again, maybe significantly higher than before.
  • nandospcnandospc Member Posts: 1,260 Arc User
    +1 for these changes, thanks.
    Also, they will hit holodeck this thursday?
  • inferiorityinferiority Member Posts: 4,450 Arc User
    edited February 2017
    Resolved an issue where the 23c Torpedo Spread 2 and 3 had excessively long cooldowns.
    You mean we're finally able to train Boff's in these skills?
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  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    rubs eyes in disbelief - is the christmas come again?

    are you trying to make me a true believer in this revamp?
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

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  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    Resolved an issue where the 23c Torpedo Spread 2 and 3 had excessively long cooldowns.
    You mean we're finally able to train Boff's in these skills?

    You have been able to do so for weeks.
    rubs eyes in disbelief - is the christmas come again?

    are you trying to make me a true believer in this revamp?

    That was part of the goal.
    nandospc wrote: »
    +1 for these changes, thanks.
    Also, they will hit holodeck this thursday?

    It certainly looks that way.
    :: how my ENG feels about this ::

    DWav-001.jpg
    double thumbs up with a bow tie

    :)
    frtoaster wrote: »
    With regard to turrets, I'd be interested to know exactly what was changed. Did you simply bump up the numbers, or was there a bug in how the damage was computed?

    As I explained in another thread, I reported this bug three times before, so I'd be interested to know exactly what is (was?) causing modular turrets to have lower damage.


    • Cold Fusion Flash's base duration has been increased, but no longer scales with Kit Performance (the damage still does)
    • The duration of Hyperonic and Neutronic Radiation no longer scales with Kit Performance (the damage still does)

    Does this represent a general change in the overall design of kit abilities? Is it intended that Kit Performance no longer affect the duration of abilities in general, or will this be evaluated on a case-by-case basis?

    Finally, when will the balance changes come to Holodeck? Will they go live on Thursday, or is this something we won't see for a while?

    Turrets was a numeric increase in damage. I am aware of the bug you filed and am sorry about how long it has taken to be responded to. I have an idea of what caused that, but have more investigation to do on that at this point that I hope to do in the relatively near future.

    The main design change is a standardization of the fact that scaling the same thing twice is bad. For a more direct example of this, you can reference the "Strengthenable Strengths" post that Borticus made about an issue where, broadly speaking, some buffs scaled up with the sum of your other buffs and some resistances were amplified by the target's resistance. Cold Fusion Flash, Hyperonic Radiation, and Neutronic Radiation scaled both their damage and their duration with Kit Performance; this is an issue. Motion Accelerator was another example of an ability that scaled its duration and its amount, and that kit module received the same treatment in the previous Tribble patch.

    As you can probably see at this point these changes are going live with this week's Holodeck patch.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    oh, and something for the changes in THESE notes...while buffing fabrication damage/HP/etc. is all well and good, the REAL problem with them is how long they take to deploy (which much of the time is linked to that crouching animation), to the point where by the time you've finally gotten even ONE out, the fight is already long over and the rest of the group is moving on

    sooo...any chance of making fabrications deploy the same way drones are? those deploy almost instantly, so they're equally useful in missions that require lots of movement or ground-standing, whereas fabrications are really only useful in the latter kind of mission​​

    Yeah I could definitely agree that for the time it takes to deploy fabrications (mostly turrets, gens and such) it would be nice to give them a quicker method of deploying. Though for me I liked the idea of giving them a mechanic module that could give them a mobile mode that you toggle on, which could give that long duration more value when you have a group that has alot of damage output. For me the idea of deploying a fabrication that has a 180 second duration on a 1.25 deploy time with the speed of killing in many groups is abit backwards, but if you had a module that reduced the duration time while giving the fabrication of mobility aspect it would give them more value. I could see it work as fallows.

    Fabrication mode-change module: I could see this module being a mechanic module, which would be somewhat of a toggle the player can use to switch their fabrications between a mobile an stationary mode. This mode-change would I think have a internal cooldown of say 5-15 seconds, while taking a second or two to deploy between modes (their animation of digging into the ground an deploying). Though i would keep in mind that if you have three fabrications you are deploying would take 3.75 seconds (that is 1.25 seconds each) for the player to deploy taking them out of any other actions, while through this module it would take 1-3 seconds that would not be tied to the player being taken out of commission in the fight (and rendering the remainder of the fabrication's duration as a loss.). Also I could see it that while in this mobile mode the fabrications are disabled from doing anything other than moving, or have a greatly reduced output if they can still fire/heal/affect other players, and reduced the duration of your fabrications to say 90 seconds after the have been under the effect fo the mobility mode.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    frtoaster wrote: »
    With regard to turrets, I'd be interested to know exactly what was changed. Did you simply bump up the numbers, or was there a bug in how the damage was computed?

    As I explained in another thread, I reported this bug three times before, so I'd be interested to know exactly what is (was?) causing modular turrets to have lower damage.

    Turrets was a numeric increase in damage. I am aware of the bug you filed and am sorry about how long it has taken to be responded to. I have an idea of what caused that, but have more investigation to do on that at this point that I hope to do in the relatively near future.

    Thanks for the update, and thank you for looking into this. If it turns out that you do need to fix a bug in the calculation, will the numbers be readjusted again to keep turret damage roughly the same as it is now in this patch?
    Waiting for a programmer ...
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  • doublechadoublecha Member Posts: 241 Arc User
    It was a long time since I had seen such a good patch. In recent times, it was to wonder if Holodeck had become the test server.
    Qapla'
  • nulonunulonu Member Posts: 507 Arc User
    Like the changes so far. Eng felt good to play again for pvp. If anything my eng felt a little too strong, but it has been terribly weak for a long time. The TR116 is still something eng has little defense against.

    Posted in bug reports also that hyperonic radiation is damaging the caster and not affecting enemies in case you didn't see that. Neutronic blah, cold fusion blah I always loved and have always stuck with hyperonic, so please fix! :smile:

    You know you guys (devs) actually got my attention back on STO. It had been months since I logged in. The story stuff is great but the mechanics of the game have just felt so broken with one OP thing released after another. This is pleasing to see though it seems I'll need to rework my tactical officer a bit. Could we maybe see a revival of ground pvp???
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