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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 15, 2017

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  • 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: 37,280 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

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  • 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.
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    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>

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    David
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  • 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.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    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.

    Other than TBR part gens cheese, I'd love to know where science is so powerful. That reduction in the sci ultimate pretty much takes science down to useless in the damage department giving all you have to sacrifice to get it.

  • darkbladejkdarkbladejk Member Posts: 3,715 Community Moderator
    lucho80 wrote: »
    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.

    Other than TBR part gens cheese, I'd love to know where science is so powerful. That reduction in the sci ultimate pretty much takes science down to useless in the damage department giving all you have to sacrifice to get it.

    For a science build the sci ultimate is nice to have but you can still do great damage even without it. The ultimate abilities are supposed to have a downside to them. you can pick them up sure, but will that ability justify not picking up the other abilities you had to forego elsewhere. If they feel the answer is yes they may want to pick it up. If the answer is no then obviously they won't use it. As a tank I very rarely if ever use the ultimate abilities as I believe I have to give up way too much in other areas to warrant their use.

    With that said you still have alot of tools to work with in the science department. that new Deflector Overcharge isn't something to sneeze at. Once refined it's pretty much going to function as the science version of Attack Pattern Alpha. There's a ton of exotic buffs and abilities out there you can pick up. Grav Well even in the nerfed state is still very useful as is Subspace Vortex. No they're not as strong as they used to be in terms of damage, but you can still control quite a few folks with them. No other toon type in the game can crank out the amount of control and exotic effects to the level a pure science captain can. They can come close but not quite equal it. A sufficiently strong Grav Well combined with a Tykon's Rift is a very nasty combo. Throw in Subspace Vortex on top of that and boom. You won't be able to hit the Well and Rift at once no but you should be able to get some uptime with both of them together.

    On my own Polaron setup I draw on the Chronometric set which gives a decent energy boost, but a very potent exotic boost as well. Combine that with the Quantum Singularity rep ability and perhaps a battery, and you can kick out some very potent grav wells. On my tac when I use that combo very little that gets drawn into my grav well is capable of breaking free. I shudder to think of what a pure sci captain with even further exotic abilities and damage sources can bring to the table. Sure the nerf to the sci ultimate sucks, but I get why it's being done. Now science will just have to think outside the box more.

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  • nikeixnikeix Member Posts: 3,972 Arc User
    What exactly does "science captain" have to do with Gravity Well? A tactical captain can do just as much damage with APA as Deflector Overcharge adds when they want to smash face with a GW. The skill choices are 100% completely profession agnostic. The ship build/gear doesn't care about the color of the captain's tunic. Sure an Engineer's a little less Gravity Well-y because they don't have overcharge or APA, but they can at least pump their Aux a bit before pressing the button.

    Bridge officer science abilities (and the numbers they're built on) belong to everyone, and almost equally aside from a very small number of captain abilities. Deflector Overload will finally let the Science captain catch up to the Tactical Captain in a decidedly limited way. Given the shooting gallery nature of most of the content, we're a LONG way from parity, but at least we're moving in the right direction :).
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I am still not convinced that Deflector Overcharge is the right direction. I would prefer to keep Subnucleonic Beam and at an Anti-NPC component to it so it becomes more useful in PvE. Say, cause a chance for a subsystem disable and a strong shield hardness and damage strength debuff. (The last two basically mimic what subnuking a typical player ship does.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • nikeixnikeix Member Posts: 3,972 Arc User
    I'm gonna repeat it here because I have no idea if CrypticSpartan is still reading the Ask Me Anything thread he started over in Academy...

    Rather than create a new Science bridge officer ability that's fighting for high value Lt. Cmndr and above science slots, the buff-stripping ability -- hereafter known as "My Precious" for the insane covetousness it inspires in PvP players -- should be made part of the Engineering Skill tree ultimate "EPS Corruption".

    This uses two problems to solve each other:

    1) EPS Corruption is clearly lagging behind the other two Ultimates for desirability and effectiveness. It needs a buff, and ideally a buff other than 'moar deeps!'. A buff that should thematically reveal Engineering's unique strengths. Moving "My Precious" from Science to Engineering improves the feel and relevance of both professions. Sabotaging a target's clever technological ploys (stripping their buffs) is more fitting as a piece of engineering miracle-working than science space magic. Give Geordi la Forge and his goldshirts some love!

    2) By adding the mechanic to EPS Corruption, "My Precious" becomes available to ALL CAPTAINS on ALL SHIPS if they are willing to sacrifice to get it. You will have to give up loads of offensive red and blue choices to take enough yellow choices to unlock "The Precious". Further, Yellow-heavy set-ups are often a bit on the tanky side, which creates an actual role in the PvP team by having a hull-tanky ship the enemy actually wants to shoot at because its the 'ring-bearer', constantly threating to fire "My Precious" at the opposing team if not focus-fired and destroyed. Not everyone will want to make those sacrifices, but everyone will want one on their team.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Any move from SNB from a class ability to something not-class specific also means that you can have the ultimate destruction PvP combo: Attack Pattern Alpha + Buff-Stripping.

    And you can combine it all on one character. 5 copies of this build working together will be hard to beat, and it's doubtful that any competitive PvP build that wouldn't combine these two abilities on every character. The synergy between these two abilities is just too good to pass up.

    In PvE, it doens't matter where you put buff-strippinig. It's an edge case utility option, nothing that will make or break a build or scenario.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    Why do science need high DPS or damage!? Before DR science was still the king in PvP. The fact that you can use control effects to hold/push/pull ships around while needing them to the ground makes sci very powerful. Sure you need very well timed, high damage 60k+ hit to bring a tank with buffs to it's knees in an escort because damage isn't all an escort has to work with. But a science ship can hold, drain and use particle/exotic damage at the same time as clearing their all their buffs and resists to the point where a 20k HY2 will be enough to bring the opponent down.
    Sci doesn't need high damage potential because it can literally take away the opponent's ability to defend themselves from even light damage.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    Why do science need high DPS or damage!? Before DR science was still the king in PvP. The fact that you can use control effects to hold/push/pull ships around while needing them to the ground makes sci very powerful. Sure you need very well timed, high damage 60k+ hit to bring a tank with buffs to it's knees in an escort because damage isn't all an escort has to work with. But a science ship can hold, drain and use particle/exotic damage at the same time as clearing their all their buffs and resists to the point where a 20k HY2 will be enough to bring the opponent down.
    Sci doesn't need high damage potential because it can literally take away the opponent's ability to defend themselves from even light damage.

    That's great, for pvp. What are we supposed to in pve? You know, that thing we have to do to get gear to be powerful in pvp, where NPCs have HP pools in the hundreds of thousands, some even in the millions, we can't disable those, they're immune most of the time, they don't have buffs to strip so that doesn't work, sure you can drain most NPCs but then you have to consider both people who bring so much DPS a non-damage focused science build will get an afk penalty and people who bring so little DPS that with a non-damage focused science build your run will never end.

    Besides, why shouldn't I be allowed to build a damage focused science ship if I so choose? Such a build isn't going to have nearly the same level of control/disable/drain capability of a dedicated control/disable/drain build, I fail to see the issue here.
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