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
Join Date: Tuesday, February 2, 2010
(also, as a Sci captain, liking these changes too)
Glad to see ENGs getting some ground love.
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!
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
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.
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.
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?
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).
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
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!
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
#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!"
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.
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
#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!"
While you're at it, would you look at the activation time? 3 seconds is a death sentence in most situations.
double thumbs up with a bow tie
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.
ingame: @Felisean
Also, they will hit holodeck this thursday?
are you trying to make me a true believer in this revamp?
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
You have been able to do so for weeks.
That was part of the goal.
It certainly looks that way.
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.
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.
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?
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!
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???
Vanilla Ground PvP information