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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 15, 2017

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  • legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    it comes on the vandal, which is neither a BoP nor a raider​​
    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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  • lordharco1lordharco1 Member Posts: 7 Arc User
    it comes on the vandal, which is neither a BoP nor a raider​​

    my bad your correct is only a Klingon tactical Destroyer aka not a drain or science ship that would be used as a drain build
  • halo111111halo111111 Member Posts: 12 Arc User
    To quote your own words "Increase the fun – Games are about having fun, and players should not be made to feel that their fun is "wrong.”" In this quote you said our fun should not feel wrong but in reality you killed my build. I used a beam with crtdx4 for an overload and a massive single target hit and i used dual heavy cannons with that to tear the shields. well you killed in in the way it no longer always crts and nerfed the energy weapons so that each shot takes power instead of each cycle and in return i cant really use dual heavy cannons because it drains to much power. Thank you for taking away my fun and making me think that my fun is wrong really thank you. But here is what you could do instead of beam overload just buffing beam weapons make it to where it buffs cannons as well. and for power, decrease the amount of power cannons use so that they become more viable.
  • captaintpolcaptaintpol Member Posts: 104 Arc User
    antep01 wrote: »
    Yeah Cool thx another nerf for all Sci Players :/

    Gravity Well:

    The damage dealt has been decreased
    Now has a target cap of 25 targets

    Subspace Vortex:

    The damage dealt has been decreased
    Now has a target cap of 25 targets

    Tractor Beam Repulsors

    The damage dealt has been decreased

    Destabilizing Resonance Beam:

    The damage dealt has been decreased

    yeah they did that because it was doing more then what it was supposed to do and was intended to do, and it might seem like a nerf but with my science kdf character i am still doing good numbers with my gravity well from testing on tribble. it ALL DEPENDS NOT ON COOLDOWN it DEPENDS ON YOUR ROTATION OF ABILITY.
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  • lordgyorlordgyor Member Posts: 2,820 Arc User
    I finally got on tribble.

    Hull increases are as follows (roughly)

    At rank 1 Callistos 69,000, Slavers 10,000, Epochs & Scorpians 7,000, Incerceptors 17,000, Armoured Maruading Force Assault Shuttles 21,000.

    At rank 5 Callistos 81,000, Slavers 13,000.

    I tested the Callistos in the Delta Quadrant and Kerrat.

    Quantum Torpedoes do 7,000 to 10,000 damage (none crit) (per hit)
    Dual Cannons 700 to 900 (should be Dual Heavy Cannons according to tool tip, but according to combat log it's only Dual Cannons (they aren't heavy)
    Qaud Cannons 1000 to 1900 damage.
    Turret 300 to 400 per shot.

    Slavers
    Photon Torpedoes 15,000
    Disurptor Beam 1000 to 2000.

    Callistos have better survivablity, but even with Scatter Volley III and Torpedo Spread II I think my one hangar bay of Slavers might be out damaging my two Callisto Light Escorts.

    Also I tried to get my Insult to Injury from the Dilithium store Starship Trait tab, but it won't display the trait.

    If I get it on my KDF character my Slavers should clean up targets extremely well. Imagine 15,000 x6 to the Hull directly.

    I don't know how to use a parser so I'm not sure.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    All Marauding Shuttles don't say they get Layered Defence III in their description.

    It say it does Boarding Party once every 90 seconds.

    They do say they slow the weapons refresh by 3 seconds and have a 50% chance of doing the same to bridge officer powers by 3 seconds.



    This power only seems even weaker then before aside from the very minor 3 second weapon delay.

    Armoured Marauding Shuttles really need a massive buff beyond Hull. A torpedo and Boarding Party III while making it once every 30 seconds instead of 90 seconds would be good.
  • nikeixnikeix Member Posts: 3,972 Arc User
    Subnucleonic Beam
    •Is now a Lt. Commander & Commander Rank Science Bridge Officer Ability
    •Now also debuffs Energy Weapon haste for the duration
    •The duration of Subnucleonic Beam's debuff is now 10 seconds
    •The base cooldown has been increased to three minutes
    •The minimum cooldown is now two minutes

    More and more I'm thinking rather than calving this off as a new Boff ability (restricted to ships with strong Science seating) this "I just put the kibosh on all your clever plans" effect is thematically perfect for the Engineering Ultimate, EPS Corruption. The one everyone feels is currently so terrible compared to its peers.

    You can kill two birds with one stone - making this effect available to any capatain on any ship who wants it badly enough, and make "monkeywrenching" an Engineer effect, giving Engineering more of a distinct flavor in game.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    lordgyor wrote: »

    Also I tried to get my Insult to Injury from the Dilithium store Starship Trait tab, but it won't display the trait.
    Map changes didn't work? That's normally the thing that triggers an update of your available traits.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Nope, but I'll check again.
  • nikeixnikeix Member Posts: 3,972 Arc User
    Hmm. Make sure you've copied over a character with the ship and trait unlocked to tribble and see if that unlocks it for others of a different factions. Same faction you have to grind it out yourself of course :).
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    I made sure to try what you suggested, still can't get Insult to Injury on my KDF character.

    Just tested my Advanced Callistos vs. Elite Slavers and the slavers still out do the Callistos in damage,, a Slavers Photon Torpedo does 13,000 to 16,000 (not including crit) and the Callistos Quantum torpedo does 9000 to 10,000 damage.

    The Disurptor beam and the Phases Quad Cannons deal around a 1000 damage most of the time, but the dual phased cannons only usually deal 700 to 900 damage per hit, I though cannons were supposed to do more damage per hit then beam?
  • legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    cannons only do more damage than beams if you can actually keep them on target - which pets have ALWAYS had a hard time doing​​
    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.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Could the difference in rarity, ADVANCED Callistos vs. ELITE slavers?

    Quantum Mines do the odd 5000 to 7000 damage on the Slavers as well.

    1 hangar bay of slavers rips down shields and destroys a target way faster then 2 bays of Callistos. Much of that is the AI not being able to use cannons right, but part of it is that the Slavers deal more damage per hit.
  • marcase2marcase2 Member Posts: 103 Arc User
    Subnucleonic Beam is the Science Officer's signature ability. I am very unhappy to see this skill not only moved off science officers, but rendered useless by moving it to a 3 minute cooldown bridge officer ability. The goal of this re-balance was supposed to help move the game away from the current all damage builds, but you're taking away a Science debuff and replacing it with...another damage buff.

    Cryptic, the fun part about Science captains is the fact that they are support captains. Replacing subnuke beam with another bland tactical buff (albeit for science skills only) is a design change that leaves me quite dismayed. You're also forcing science officers to play science heavy ships in order to take advantage of their primary science ability. That is not fun and is greatly reducing design capabilities. Please, reconsider this change before it goes live.

    I support and second this 200%. Please, please reconsider.
    Marcase-Medal-banner-2.png
    The Mighty 44th. Boldly bashing Borgs to bits since 2010.



  • lordgyorlordgyor Member Posts: 2,820 Arc User
    I just tried my Callistos on holodeck, the damage dealt is absolutely higher on tribble except for the Quantum Torpedo which was exactly the same range on both.
  • redwren89redwren89 Member Posts: 257 Arc User
    Just wondering if anybody can tell me if these changes affect the non carrier pets like beam placement platforms, separate ship bots, command platforms etc?
  • hyprodimushyprodimus Member Posts: 196 Arc User
    marcase2 wrote: »
    Subnucleonic Beam is the Science Officer's signature ability. I am very unhappy to see this skill not only moved off science officers, but rendered useless by moving it to a 3 minute cooldown bridge officer ability. The goal of this re-balance was supposed to help move the game away from the current all damage builds, but you're taking away a Science debuff and replacing it with...another damage buff.

    Cryptic, the fun part about Science captains is the fact that they are support captains. Replacing subnuke beam with another bland tactical buff (albeit for science skills only) is a design change that leaves me quite dismayed. You're also forcing science officers to play science heavy ships in order to take advantage of their primary science ability. That is not fun and is greatly reducing design capabilities. Please, reconsider this change before it goes live.

    I support and second this 200%. Please, please reconsider.

    I feel the same way, voice your opinions in the poll: Science Captains: Which abilities to keep and which to drop
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Here is another question. Could we maybe have the new ability deflector overload, and science fleet (something some players feel is abit lacking compared to the other fleet abilities) merged into a new version that has aspects of both abilities in the effect of the new version of science fleet.
  • blackshap9#1072 blackshap9 Member Posts: 174 Arc User
    How about a better question: How about we leave things as they are? Huh..
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Tribble has been updated to: ST.75.20170306c.4

    Systems:

    [*] Boarding Party:
    • Boarding Party shuttles should fly much faster at their target
    • Boarding Party shuttles now have a very high amount of physical and kinetic resistance
    • The increased recharge effect is now guaranteed on weapons if the shuttles reach the target
    • The damage dealt by their point defense turrets has been increased
    • The chance to inflict recharge to bridge officer abilities no longer scales with rank, but the duration of that delay does
    • The chance to take a subsystem offline no longer scales with rank, but the duration now does
    • The duration of that subsystem offline now scales with the owner's Drain Expertise

    Why the heck is subsystem offline tied to DrainX and not Control expertise? So much for cleaning up things correctly.

  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    lucho80 wrote: »
    Tribble has been updated to: ST.75.20170306c.4

    Systems:

    [*] Boarding Party:
    • Boarding Party shuttles should fly much faster at their target
    • Boarding Party shuttles now have a very high amount of physical and kinetic resistance
    • The increased recharge effect is now guaranteed on weapons if the shuttles reach the target
    • The damage dealt by their point defense turrets has been increased
    • The chance to inflict recharge to bridge officer abilities no longer scales with rank, but the duration of that delay does
    • The chance to take a subsystem offline no longer scales with rank, but the duration now does
    • The duration of that subsystem offline now scales with the owner's Drain Expertise

    Why the heck is subsystem offline tied to DrainX and not Control expertise? So much for cleaning up things correctly.

    It does seem peculiar, could it be due to the way subsystem offline works in code?
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  • daviddxxdaviddxx Member Posts: 200 Arc User
    hyprodimus wrote: »
    marcase2 wrote: »
    Subnucleonic Beam is the Science Officer's signature ability. I am very unhappy to see this skill not only moved off science officers, but rendered useless by moving it to a 3 minute cooldown bridge officer ability. The goal of this re-balance was supposed to help move the game away from the current all damage builds, but you're taking away a Science debuff and replacing it with...another damage buff.

    Cryptic, the fun part about Science captains is the fact that they are support captains. Replacing subnuke beam with another bland tactical buff (albeit for science skills only) is a design change that leaves me quite dismayed. You're also forcing science officers to play science heavy ships in order to take advantage of their primary science ability. That is not fun and is greatly reducing design capabilities. Please, reconsider this change before it goes live.

    I support and second this 200%. Please, please reconsider.

    I feel the same way, voice your opinions in the poll: Science Captains: Which abilities to keep and which to drop

    3>

    Regarts
    David
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    Star Trek Online
    *** Aktiv since 03.06.10 ***
  • yumarielyumariel Member Posts: 8 Arc User
    edited March 2017
    Carrier Pets:
    Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining

    i tested my Elite Romulan Drone Ships on holodeck and tribble,they have the same hp at level 0 on holodeck/tribble(59896) and level 5 stars on holodeck/tribble (63761)
  • antep01antep01 Member Posts: 96 Arc User
    Yeah Cool Thx you Nerfed the Sci to Hell!!

    The Only BO Ability that make more Dmg then Before is Tyken Rift.All other that most used lost up to 60% on Dmg.

    488 Epg und 126 Aux

    GW3 ca. 1971dmg Tribble --- 2732 Holodeck
    Vortex 3 ca. 3066dmg Tribble --- 5050 Holodeck
    Tractor Beam repulsor 2 ca. 2100 dmg Tribble --- 3308 Holodeck
    Resonance Beam 1 ca. 988 dmg Tribble --- 2004 Holodeck
    Tyken 2 ca. 2050dmg auf Tribble --- 991 Holodeck
  • kyle223catkyle223cat Member Posts: 584 Arc User
    edited March 2017
    Tykens Rift 2 does more damage than Gravity Well 3 now? That seems stupid.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    kyle223cat wrote: »
    Tykens Rift 2 does more damage than Gravity Well 3 now? That seems stupid.
    Why not? Tyken's Rift can't hold its target in its area of effect on its own, meaning that enemies will likely escape and never take the full damage of it.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • antep01antep01 Member Posts: 96 Arc User
    OH Yeah and before i forgot Sci Ulti down from 30 Sec. to 15 Sec!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2017
    antep01 wrote: »
    OH Yeah and before i forgot Sci Ulti down from 30 Sec. to 15 Sec!

    Spartan keeps finding new and innovative ways to nerf science captains. The 30sec thing was to make up for the massive loss of damage from going full on the sci tree.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Spartan is experimenting, he's likely to dial it down on sci captains and sci boffs by the time he is done.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    Love how people complain about sci nerfs even though they extremely powerful in PvP. Probably op tbh.
    But then again in PvP you don't fight sponges and there's someone to actually debuff instead of FAW spamming.
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