Tribble has been updated to: ST.75.20170306c.9
Systems:
- Resolved some issues in how Warp Shadows would interact with threat
- Resolved an issue that caused Torpedo Pre-Fire Sequence to not apply in some cases. Updated the description to be more accurate.
- Destabilizing Resonance Beam's damage has been increased.
- The following abilities now increase or decrease Shield Resistance to All Damage instead of just Energy Damage:
- The Elite Fleet Disruptor Proc
- The Resonant Disruptor Proc
- The Tachyon Dispersal Starship Trait
- The Tachyon Particle Field Console
- Destabilized Tachyon Burst
- Charged Particle Burst
- Juggernaut Shielding
- Turn the Other Cheek
- Shield Scraping
- The Charged Particle Reaction Trait
- The Singularity Inverter console
- The Dynamic Tachyon Warhead Explosion
- The Tachyon Armament Projectile
- The Shield Inversion Console
- Expose Vulnerability: Defenses
- The Deploy Sensor Probe Swarm Console
- The Omni-Directional Tachyon Wave Siphon Console
- Resolved an issue where the K.H.G. Personal Shield and Adapted M.A.C.O. Personal Shield played effects on your character continuously while equipped.
- Updated the description of Surgical Strikes to be more accurate.
- Updated Drain Infection, the Deteriorating Secondary Deflector Proc, and the Inhibiting Secondary Deflector Proc to be counted as Exotic Damage.
- Their damage has been adjusted slightly to compensate for this, but should be better in most cases.
- The [AMP] modifier no longer displays a status icon. Its functionality is unchanged.
- Combat Impulse Engines and Hyper-Impulse Engines now better describe how they differ from normal Impulse Engines.
- Resolved an issue where the Lukari Restoration Initiative Regenerative Shield Array's FX on allies would not completely play.
- The Technicians that reduce the recharge times of bridge officers after activating Auxiliary Power to the Emergency Battery has a better description.
- Resolved an issue that prevented Fire at Will's accuracy rating penalty from applying.
- Resolved an issue that caused Cannon: Scatter Volley II to show an incorrect damage increase for cannon weapons. This is a tooltip change only.
- Resolved an issue that caused Scattering Field to give less resistance rating than it did on Holodeck.
- Resolved an issue where Target Subsystems would not always share a cooldown with other abilities that modify cannons.
- Resolved incorrect naming in the Target Subsystem training manuals.
- The amount of power drained by Target Subsystems has been increased massively.
- The duration of the offline from Target Subsystems no longer scales with rank and is always what the duration of the offline from Rank 3 was prior to this; the chance still scales with rank.
Comments
You changed a description to Aux2Bat Technicians. Are you finally plugging the up-creep Aux power problem that has plagued dual Aux2Bat use?
for the love of motherfudging god, WILL YOU PLEASE PUT VALUES ON STUFF LIKE THIS?!
#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!"
((maniacal cackling)) Hooboy. I've been waiting for the BFAW changes to actually DO SOMETHING. Can't wait to see the parses now.
Now, the bottles at the bar at Starfleet Academy are flickering.
The issue with hair and plant textures is still occurring.
And because of the changes made to "Bloom quality", everything is darker now for people not running Lighting 2.0.
https://www.reddit.com/r/sto/comments/60kkxl/pc_alarming_gfx_ingame_control_settings/df7oz48/
Also, cursors are still broken.
Text input boxes fail to display cursor in leftmost position
Nice detail in your post, but this sentence pretty much sums things up. K-13 is the worst offender with the shadow NPCs.
You wanted to balance the game so balance it. Help projectiles.
Ask someone who keeps Tribble up to date to check?
Edit:
Target Subsystems 1 now reads: "6% chance to knock the target subsystem offline for 23.3s, drain 14 power from target for 10s stacks up to 10 times". This is a ship with 30 CtrlX and 733 DrainX. On my EPG sci ship, the disable is 8s and the drain is -4/stack.
DRB 2 is now 3027/tick, compared with something like 3300 or 3400 on the same ship on Holodeck
Drain Infection went from ~550 damage on the tooltip to 795, and the Deteriorating SecDef proc went from ~5100 to 7800/tick
#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!"
Seconded, at least as far as the tooltips are concerned, approx. 1800 vs 2200 here. Brief logging of Japori seems to support this.
DRB 2: Avg. Crit = 6276, Avg. Non-Crit = 3322, Min->Max Non-Crit = 2381->4495
DRB 3: Avg. Crit = 5866, Avg. Non-Crit = 2998, Min->Max Non-Crit = 1949->3729
About 50 ticks recorded for each ability, both at a Crit rate of ~52%
I've not checked K-13, but the difference is very noticeable on many maps. What they've done is replace the "Low" and "High" bloom quality settings with a single "On" setting. The new "On" setting is equal in brightness to the old "Low" setting. The problem is that, for people not running Lighting 2.0, many maps are too dark unless "Bloom quality" is set to "High". This is only one of the graphics changes currently on Tribble, but not yet on Holodeck. I know that everyone is preoccupied with the balance pass, but it annoys me that we're not getting any patch notes about graphics, even though they are clearly changing things.
I think the problem is that the devs are basically changing the constants in some equation, and the final result depends on all the variables in the equation, including your skills and equipment. They can tell us what they did to the constants, but the actual result will depend on each player's specific build. I think they should just give us the full equations. Not everyone will understand them, but no one's getting much information out of these vague sentences anyway.
Testers generally have the values if they were on Tribble any time prior to the current patch, and can thus make a comparison. The patch notes are just a general "it's larger or smaller relative to what it was". That, and there are so many factors going into what shows on a tooltip that I'm not sure what single value you'd have be put in the notes. What if someone were reading a space skill on the ground, or they'd forgot to change power allocation etc? The only way to get specific values is to ask or go look, no single universally applicable value can ever really be stated.
Edit: Consider the case that the notes said something like "value was doubled from what it previously was". Just as vague as "it's been increased/decreased", but someone who knows about what it was before can read that and know about what it is now. Maybe they could state the base values of things being changed, before skill input, along with the formulae for the effect different things have, and we could calculate it out?
This is wonderful news. Can we get a buff to disables that were tied to subspace decompiler before the skill change? Even if it's just adding an aux modifier to them 3.2 seconds on Photonic shockwave 1 at 286 CtrlX really isn't enough to work with, especially now that the resist for this is a lot cheaper than it used to be.
Also, on the subject of Viral Matrix, @crypticspartan#0627 why does it scale on drain skill?
Torpedoes have always needed a significant buff. Plasma, Photon and Quantum are alright and could do with a small damage buff to compete fairly with beams (maybe just make the shield reduction less extreme when shields are at less than 25%), while the other 3 need a significant damage AND fire rate buff. Transphasics pierce 40% of shields, which is good, BUT they do so little damage and fire once every 10 (or was it 12, can never remember which one) seconds which makes them so weak they just aren't worth slotting. Chronitons are about as strong as a photon, have a proc that often is useless, and also fire at either 10 or 12 second intervals. Tricobalts are the worst offender, they take a mighty 30 seconds to refire (not even 3 projectile weapons DOffs will fix this), often don't fire AT ALL before going onto Cooldown due to Destructible torps not liking firing when on autofire if you just brought them into firing arc, and do about twice a quantum's damage, but with one of the slowest cooldowns and the added downside of being destructible.
So:
Photons - Could do with a slight damage buff or some form of compensation against low (sub 25%) shields.
Quantums - Could do with a slight damage buff or some form of compensation against low (sub 25%) shields.
Plasmas - Could do with a slight damage buff or some form of compensation against low (sub 25%) shields.
Transphasics - Need a significant damage AND fire rate buff, they are just such a weak choice at the moment.
Chronitons - Need a fire rate buff.
Tricobalts - Need a significant fire rate buff (10 secs) to help mitigate the fact they are destructible.
Mines on the other hand, they all function pretty much the same and have the same basic problems, they are awkward to use (due to deploy time, then activation time, then travel time), take a long time to recharge, and are just not worth the hassle. The 3 more generic torpedo types are at least decent on NORMAL builds (not these crit abusing builds that exclusively spam beams for max DPS).
What's more insulting is that there is now another Kinetic damage weapon (The Heavy Railgun) which not only has some shield pen (20%), a much faster fire rate (Every 4 seconds), a massive firing arc (360 Degrees) and about as much damage as a Tricobalt. But it's currently for just one escort, but will soon be rolled to all escorts. Why can't a torpedo hit that hard? Why do torpedoes have to be such a weak option? I know torpedoes are meant to be burst damage, but when that burst damage is not significant enough to keep it on par with energy weapons, what's the point in having it.
I'm a big fan of Torpedoes for the sake of canon, out of over 80 level 50+ characters, only 2 I can think of don't use a Torpedo, those being an all cannon Vonph, and my attempt at a crit abusing beamspam Scimitar.
P.S. Apart from the loss of damage from Grav Well and Subspace Vortex (both of which have been a Sci Vessels main source of damage for a long time) and the general lack of interest in how badly Torpedoes perform compared to energy weapons, I am very happy with these balance changes and gladly await their rollout (and almost inevitable emergency day 1 patch like most Seasons).
Also, I know it's a minority thing, but if you are going to take all Foundry Missions offline with every Season or Expansion, can you at least make them all reupload? Some of them do, but most of them don't, and when you have around 12 for both factions, it get's very tedious to upload them all as you have to load each one up (which takes a while), start the upload (which takes a while), close, repeat. If auto reupload isn't a thing, maybe an upload button on the selection screen so you don't have to load each project just to reupload it.
Also Also, on the subject of the Foundry, giving us enemy factions is nice, but for actually making a story with them, we need an NPC contact or 2. It's currently very difficult to use something like Na'kuhl or Tzenkethi (or any other species that can't be made with the limited Aliengen races (maybe the foundry could have a fully unlocked Aliengen race that lets us build pretty much any humanoid in STO)) due to not having any NPC contacts for them.
The three piece set bonus for those ships is Multi-spectral Particle Generator. It's effect is similar to the Deteriorating Secondary Deflector.
I was curious to see if they changed the bonus damage from Multi-spectral Particle Generator to Exotic Damage as well.
Might sound weird but giving transphasic torpedoes/mines a chance to leave a shield by-passing/piercing debuff that affects other torpedo/kinetic damage sources, and maybe a slightly reduced in strength debuff that affects energy weapons. This would make them appealing to use in mixed weapons, and make them feel more impressive an so appealing.
I would not mind seeing cluster-torpedoes getting some buffs, and maybe alterations to allow it to be affected by both torpedo an mine buffing boff abilities, but yet the degree of affect reduced. THe idea of being able to use torpedo spread on a cluster torpedo is appealing, or launching one that is affected by either of the mine-attack patterns would be interesting, but also I do wonder if they might convert cluster torpedoes into a heavy weapon. Give them a buff an you could see a quite good weapon worth the long cd between launches.
I know they like to keep the specifics in the dark, but giving us the equations in the first place would:
1) Pinpoint any problems quickly
2) Keep all players more informed on how things work
Unfortunately, most games treat us like we are 5 year olds playing Pokemon Go where instead of giving us specifics, they give us some Cryptic (pun intended) superficial description on how good your pokemon is.
It sucks having to always reverse engineer these equations.
Frankly, I think there was some TRIBBLE up in this whole change. Viral matrix, target subsystems disable, and all other disables were tied to Control skill. This is the second skill I hear of being changed without reason. First one being boarding party if I'm not mistaken.
Not only are torpedo skills no longer consistent with other skills but I am completely fed up and frustrated with my torpedo skills doing zero damage due to the new changes. Plus the fun factor of flying my ship like they do in the TV show has been lost. Torpedo skills just do not feel like Star Trek anymore.
The changes don’t make sense to me as the fix is worse than the problem it was trying to solve, fun factor has been lost, frustration levels increased. Why are they going ahead with this!
EDIT: There are two main categories of skills for weapons. Continuous effect skills like Fire at Will, Rapid Fire, Scatter Volley which had an effect for the entire duration of the skill and a shorter activation duration. Then there was the other category like mine patterns, beam overload, high yield, torpedo spread which all had a one off effect that didn’t last over the duration of the skill but had a longer activation duration. Moving high yield & torpedo spread into the same category as continuous effect skills not only breaks the consistently between skills but creates new problems like torpedo skills failing to fire and doing zero damage at times. Why is the double tap fix only being applied to torpedo skills and not to any of the other weapons skill that can double tap? You can still double tap beam overload or mines for example. If anything the changes to beam overload mean it should be moved to the Continuous effect category and only have a 10 seconds window to use.
Tricobalts also need fixing at some point the cooldowns got broken and they started trigging a 15second cool down not only on each other but between torpedoes and mines as well. When Tricobalts damage was cut in half the cooldowns got removed but somehow it sneaked back in. Plus the Tricobalts mines triggering a cooldown on torps and torps on mines make them unusable in the same build.
Also, we aren't just supposed to read the notes and say: "Ah, yes, that's 500 less DPS, it's useless now" - Tribble is only really useful to Cryptic if we go out and actually test stuff there! Mere speculation about abstract numbers will not really them how well their changes will work in play. And reading the patch notes definitley won't tell us if the "significant increase/decrease" actually happened or was neutered in a side effect of another change.
Don't mines on Holodeck target at 7.5km? Have you thought of grabbing a fleetmate or creating a second account so you can deploy mines on a challenge map and then creep one km closer every X interval of time and see when they lock on and move toward the target?
Torpedoes:
1) It is insane to assume even for a moment that energy weapons are not firing at at least 100 energy level. The energy IS coming from somewhere, but a DBB will surpass a photon before 110 power.
2) Torpedoes have a cooldown floor and a shared cooldown. They do not get haste. So torpedoes do a bit less, AND they'll be doing their bit-less less often too.
3) An ability such as Cannon:Rapid-Fire may seem weaker at first glance than Torpedo High Yield... But affects *all* weapons of that category for its entire duration. Rather than one photon launch of 296.8%, you get 3 barrages of 150%... Times those three DHCs, and those two turrets in the back.
4) After all of the above have already compounded to make energy weapons decidedly more capable, we finally get to the shield problem. Torpedoes do less damage, less often, with less multipliers, and then get what they've done viciously divided once again.
As a weapon that is 100% efficient at max range and does not require weapon energy, it is perfectly understandable that it would have drawbacks. However, point 1 alone seems to be in the appropriate ballpark for this drawback all on its own. Those with issues about potential burst damage would likely be far more satisfied if that single photon was not doing 296.8% but instead was separated with the idea that two launchers will each get to use the bonus twice while it's in use, for a higher "over time" total but less immediate burst damage. The rest, the rest just needs to go.
Edit:
@adamkafei : Normal mine detection range on holodeck is 3km, I believe it wasn't doubled but upped to 5km with hot pursuit (it's been a while since I touched that alt... and uh I can't remember which one it was that had it). 7.5km would be a huge boost.... I'd probably start equipping the damn things with 7.5km if it weren't for the fact that there's like NO sets for it and it won't match my all-torpedo consoles...
Actually, with 7.5km, if the cooldowns weren't making it impossible I'd shove the damn things in the front as well, just to see *FIELDS* of the little buggers fly off most satisfyingly. It wouldn't be all that strong but damn if that wouldn't be fun to watch.
To my understanding, anything that affects subsystems (drains, subsystem disable) is DrainX, and anything that affects powers/movement, is CtrlX. For example, VM is DrainX because it shuts down a subsystem whereas Photonic Shockwave is CtrlX because it disables Boff powers for a few seconds.
On the live server
-Photon mines have increased stealth and have a 3km range which is doubled to 6km with hot pursuit.
-Quantum Mines have increased flight speed, Increased explosion triggering distance and increased explosion radius but only 2km range doubled to 4km with hot pursuit.
So I can believe Photo mines with hot pursuit break past 7km on tribble. Due to the torpedo changes I am giving up on torpedoes and going back to a full mine layer setup.