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TRIBBLE MAINTENANCE AND RELEASE NOTES - APRIL 13, 2017

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    I dont suppose the DSD..Should be added to the list of ships to get a Heavy weapon slot :P?

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    tunebreakertunebreaker Member Posts: 1,222 Arc User
    edited April 2017
    @tobiashirt
    I'm pretty sure it will have opposite effect. Right now, we have many people going "Oh, this [rarely-played] queue has 3 people in it, lets queue as well." Or even if you queue for something that has 0 in it, you can remove yourself after 5 minutes of waiting, if you see you're still the only one there. Or, alternatively, after seeing 4 people already in queue, decide to wait for another minute, or ask your friend to join you.
    Nothing like that can happen if you have no way of seeing how many are currently waiting with you in that queue. And you can be fairly sure people will queue up less often if they have absolutely no idea how long they have to wait.
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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    Re: STF Queues, I personally dislike not knowing how many are queued and playing, and will spend less time waiting for an STF if I have zero idea of who is in it and therefore the chance of it popping before the end of time.

    Now, I may jump in and wait for unpopular queues if there's a few already waiting, or make calls for others to join in quickly without having to team or worry about the KDF vs Fed restrictions.

    It was also a useful way to know whether an instance was a failed-optional ISA or not. I don't like being backfilled into those and refuse to play them or help worthless teams sort the mess they've created.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2017
    I still think the new Reputation Traits that lets enemy players drop a buff for your team when you kill them a bad idea. PvP results can often get very one-sided, since once a team loses a team mate, the fight is 4 vs 5 until the respawning player can return to the meelee. This tends to lead to complete team wipes, which makes things even worse, as now players spawn seperated and this gives the other team even more advantage, leading them to be picked up one by one. This buff will reeinforce the effect and lead to overall less satisfying matches.

    I think it would be a better approach to have a "Fight On!" or "Avenge Me" type buff - if you get killed, you drop a buff for your team that team some bonus hull resistance and shield damage reduction - this allows them to survive a bit longer without your aid at least.


    Avenge Me! (Passive) - Tier 3 – Ground
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Fight On! (Passive) - Tier 4 – Space
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2017
    Tribble has been updated to: ST.75.20170412a.1

    [*] Added a Heavy Weapon slot to qualifying Tier 6, Tier 5, and Tier 5-U Starships.
    • Newly commissioned starships will come pre-equipped with one.
    • The Dilithium Store now has a Heavy Weapon available for free in the reclaim tab that can be equipped on any starship with a Heavy Weapon slot.

    What goes in these "Heavy Weapons" slot?
    Besides the freebie in the Tribble DL store?

    :::waiting on Tribble to patch...drumming fingers::::
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    siliconpsychosiliconpsycho Member Posts: 135 Arc User
    I have reloaded multiple times now, and also recopied character to tribble.

    Still no heavy weapon slot showing up on either my T6 Bug Recon or Strike ships
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    where2r1 wrote: »
    Tribble has been updated to: ST.75.20170412a.1

    [*] Added a Heavy Weapon slot to qualifying Tier 6, Tier 5, and Tier 5-U Starships.
    • Newly commissioned starships will come pre-equipped with one.
    • The Dilithium Store now has a Heavy Weapon available for free in the reclaim tab that can be equipped on any starship with a Heavy Weapon slot.

    What goes in these "Heavy Weapons" slot?
    Besides the freebie in the Tribble DL store?

    :::waiting on Tribble to patch...drumming fingers::::

    the freebie ion cannon (because that's what it is, despite its ridiculously long treknobabble name), the railgun off the kittyscorts and the flak cannon coming in the new rep is what's currently available​​
    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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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I have reloaded multiple times now, and also recopied character to tribble.

    Still no heavy weapon slot showing up on either my T6 Bug Recon or Strike ships

    I needed to make two map changes (Ground->Space->Ground) to actually trigger it. Worked for a Bird of Prey and a Temporal Raider at least.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    where2r1where2r1 Member Posts: 6,054 Arc User
    where2r1 wrote: »

    What goes in these "Heavy Weapons" slot?
    Besides the freebie in the Tribble DL store?

    :::waiting on Tribble to patch...drumming fingers::::

    the freebie ion cannon (because that's what it is, despite its ridiculously long treknobabble name), the railgun off the kittyscorts and the flak cannon coming in the new rep is what's currently available​​

    Seriously? I will just have an empty Heavy Weapons Slot on my BoP, then. :(

    Awwww....I was hoping to see what mines would look like when fitted in there....hee hee hee.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2017
    I have reloaded multiple times now, and also recopied character to tribble.

    Still no heavy weapon slot showing up on either my T6 Bug Recon or Strike ships

    I needed to make two map changes (Ground->Space->Ground) to actually trigger it. Worked for a Bird of Prey and a Temporal Raider at least.

    I just signed on Tribble and I didn't even have to do that, it showed up immediately.
    My Rom has a Heavy Weapons slot on her Jem'Hadar Attack ship....and that one is a T5-U.

    +++++EDIT+++++
    Rom was already out in a Space map.

    Signed in on my Klingon...she was on First City (Ground map). She had to go out to space then back to ground to get the Heavy Weapon Slot to show up on her BoP. So, one must fiddle a bit to get it to trigger.
    Post edited by where2r1 on
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    nikeixnikeix Member Posts: 3,972 Arc User
    I still think the new Reputation Traits that lets enemy players drop a buff for your team when you kill them a bad idea. PvP results can often get very one-sided, since once a team loses a team mate, the fight is 4 vs 5 until the respawning player can return to the meelee. This tends to lead to complete team wipes, which makes things even worse, as now players spawn seperated and this gives the other team even more advantage, leading them to be picked up one by one. This buff will reeinforce the effect and lead to overall less satisfying matches.

    I think it would be a better approach to have a "Fight On!" or "Avenge Me" type buff - if you get killed, you drop a buff for your team that team some bonus hull resistance and shield damage reduction - this allows them to survive a bit longer without your aid at least.


    Avenge Me! (Passive) - Tier 3 – Ground
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Fight On! (Passive) - Tier 4 – Space
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Agree completely. Snowballing has made a number of full blown e-sports unbearably boring to watch, much less play. Comeback mechanics are FAR more helpful than pile on mechanics.
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    ltminnsltminns Member Posts: 12,569 Arc User
    The Wide-angle Transphasic-Croniton Torpedo that came with the Bulwark (Very Rare) has been upgradable since the AoY Expansion released.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I have to agree that turning the locked rear-weapon slot used for the tempest tail-cannon would be nice to see turned into a full heavy weapon slot, while the tempest cannon could be turned into a patrol escort exclusive weapon. Though there is also the idea that they could be looking at updating the patrol escort to tier six, without keeping the tail-cannon so trading it for a heavy weapon slot.
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    vampeiyrevampeiyre Member Posts: 633 Arc User
    nikeix wrote: »
    I still think the new Reputation Traits that lets enemy players drop a buff for your team when you kill them a bad idea. PvP results can often get very one-sided, since once a team loses a team mate, the fight is 4 vs 5 until the respawning player can return to the meelee. This tends to lead to complete team wipes, which makes things even worse, as now players spawn seperated and this gives the other team even more advantage, leading them to be picked up one by one. This buff will reeinforce the effect and lead to overall less satisfying matches.

    I think it would be a better approach to have a "Fight On!" or "Avenge Me" type buff - if you get killed, you drop a buff for your team that team some bonus hull resistance and shield damage reduction - this allows them to survive a bit longer without your aid at least.


    Avenge Me! (Passive) - Tier 3 – Ground
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Fight On! (Passive) - Tier 4 – Space
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Agree completely. Snowballing has made a number of full blown e-sports unbearably boring to watch, much less play. Comeback mechanics are FAR more helpful than pile on mechanics.

    Yeah, at least three votes against this mechanic. The is an extremely bad idea that can only end in tears.
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    eighrichteeighrichte Member Posts: 338 Arc User
    sarah2774 wrote: »
    This are the ships that have the "Heavy Weapons Slots"

    I believe the Aquarius counts as a raider and is also included. Haven't checked myself yet, but a fleet member indicated that he had the slot on his.
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    roebotsixtyfiveroebotsixtyfive Member Posts: 286 Arc User
    eighrichte wrote: »
    sarah2774 wrote: »
    This are the ships that have the "Heavy Weapons Slots"

    I believe the Aquarius counts as a raider and is also included. Haven't checked myself yet, but a fleet member indicated that he had the slot on his.

    It seems the T6 requirement for Heavy Weapons was dumped (thankfully, as it would've all but killed any T5 Raider/Escort).

    So the requirements are I believe...

    7 Weapons (or Raider type ship), 1 or Less Hangar, No Secondary Deflector OR Cruiser Support Array, Commander Tactical Seat (again, or Raider Type Ship).

    So yes, the Aquarius will count.

    And no. The DSD doesn't count (probably due to it having a Secondary Deflector, and a fused weapon). Although the DSD was supposed to be a Sci Vessel that turns into an Escort, so maybe give it the Heavy Weapon, but only have it active in Escort mode (much like the secondary Deflector is only active in Science mode.

    Also, current choice for Heavy Weapons (unless more are added) are (not proper names in some cases).
    -Railgun: Obtained From Kitty Escorts/T6 Dhelan, Heavy Kinetic Damage To Single Target
    -Ion Cannon: Obtained from Dil Store Reclaim Tab/Slotted By Default, Moderate Electrical Damage To Up To 5 Targets In A Straight Line (akin to a Lance type weapon).
    -Flak Cannon (Space Shotgun): Obtained from PvP/CPvE Rep (Not a fan), Moderate Kinetic (I believe) Damage to up to 5 (again, not entirely sure) in a 45 degree cone (akin to a wide beam Lance). Damage is reduced per target hit.

    So far, all 3 Heavy Weapons have a 4 second firing interval; are single shot; take 10 weapons power to fire; and have a 360 degree radius.
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    If you can't solve it logically, solve it like a moron.

    51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.

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    Want a Star Trek themed starship command fan-made Board Game that isn't fiendishly complicated but not so easy it's a joke? Download mine for free here. https://roebot56.deviantart.com/art/BOARD-GAME-R56-s-Starship-Command-STAR-TREK-Edn-682732468 A Stargate version of the game is available from a link in the description.

    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.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    eighrichte wrote: »
    sarah2774 wrote: »
    This are the ships that have the "Heavy Weapons Slots"

    I believe the Aquarius counts as a raider and is also included. Haven't checked myself yet, but a fleet member indicated that he had the slot on his.

    It seems the T6 requirement for Heavy Weapons was dumped (thankfully, as it would've all but killed any T5 Raider/Escort).

    So the requirements are I believe...

    7 Weapons (or Raider type ship), 1 or Less Hangar, No Secondary Deflector OR Cruiser Support Array, Commander Tactical Seat (again, or Raider Type Ship).

    So yes, the Aquarius will count.

    And no. The DSD doesn't count (probably due to it having a Secondary Deflector, and a fused weapon). Although the DSD was supposed to be a Sci Vessel that turns into an Escort, so maybe give it the Heavy Weapon, but only have it active in Escort mode (much like the secondary Deflector is only active in Science mode.

    Also, current choice for Heavy Weapons (unless more are added) are (not proper names in some cases).
    -Railgun: Obtained From Kitty Escorts/T6 Dhelan, Heavy Kinetic Damage To Single Target
    -Ion Cannon: Obtained from Dil Store Reclaim Tab/Slotted By Default, Moderate Electrical Damage To Up To 5 Targets In A Straight Line (akin to a Lance type weapon).
    -Flak Cannon (Space Shotgun): Obtained from PvP/CPvE Rep (Not a fan), Moderate Kinetic (I believe) Damage to up to 5 (again, not entirely sure) in a 45 degree cone (akin to a wide beam Lance). Damage is reduced per target hit.

    So far, all 3 Heavy Weapons have a 4 second firing interval; are single shot; take 10 weapons power to fire; and have a 360 degree radius.

    They don't really feel like HEavy Weapons. I would have expected low firing arcs, often a low firing ratel, but good damage per shot.

    So far they are all special effects omni-beams, which just feels wrong, and doesn't really play to the Escort/Raider class strengths - the ability to make forward facing weapons matter. It seems it encourages more beam/wide arc weapon builds, which is boring, we already have Cruisers that pull that off well.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    where2r1where2r1 Member Posts: 6,054 Arc User

    They don't really feel like HEavy Weapons. I would have expected low firing arcs, often a low firing ratel, but good damage per shot.

    So far they are all special effects omni-beams, which just feels wrong, and doesn't really play to the Escort/Raider class strengths - the ability to make forward facing weapons matter. It seems it encourages more beam/wide arc weapon builds, which is boring, we already have Cruisers that pull that off well.

    Well, "testing" yesterday....I don't see why I even needed them on my BoP or Bug ship.
    (I wonder if they should have stuck them on a different type of ship?)

    I am assuming people would find them more useful at some higher level point...but on my "normal" level play, it is a "Meh! Why bother." for me.

    And on top of it all, doesn't even do anything very interesting (you are right, probably because of them being omni-beams...which already exist). Maybe in the future they will come up with more unique looking stuff.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Extra damage is extra damage.

    The new Reputations's Flak Shot so far seems to have the nicest looks and almost looks like a Starfleet weapon color-wise. At least on his non-gaming notebook with reduced graphic setttings.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    roebotsixtyfiveroebotsixtyfive Member Posts: 286 Arc User
    eighrichte wrote: »
    sarah2774 wrote: »
    This are the ships that have the "Heavy Weapons Slots"

    I believe the Aquarius counts as a raider and is also included. Haven't checked myself yet, but a fleet member indicated that he had the slot on his.

    It seems the T6 requirement for Heavy Weapons was dumped (thankfully, as it would've all but killed any T5 Raider/Escort).

    So the requirements are I believe...

    7 Weapons (or Raider type ship), 1 or Less Hangar, No Secondary Deflector OR Cruiser Support Array, Commander Tactical Seat (again, or Raider Type Ship).

    So yes, the Aquarius will count.

    And no. The DSD doesn't count (probably due to it having a Secondary Deflector, and a fused weapon). Although the DSD was supposed to be a Sci Vessel that turns into an Escort, so maybe give it the Heavy Weapon, but only have it active in Escort mode (much like the secondary Deflector is only active in Science mode.

    Also, current choice for Heavy Weapons (unless more are added) are (not proper names in some cases).
    -Railgun: Obtained From Kitty Escorts/T6 Dhelan, Heavy Kinetic Damage To Single Target
    -Ion Cannon: Obtained from Dil Store Reclaim Tab/Slotted By Default, Moderate Electrical Damage To Up To 5 Targets In A Straight Line (akin to a Lance type weapon).
    -Flak Cannon (Space Shotgun): Obtained from PvP/CPvE Rep (Not a fan), Moderate Kinetic (I believe) Damage to up to 5 (again, not entirely sure) in a 45 degree cone (akin to a wide beam Lance). Damage is reduced per target hit.

    So far, all 3 Heavy Weapons have a 4 second firing interval; are single shot; take 10 weapons power to fire; and have a 360 degree radius.

    They don't really feel like HEavy Weapons. I would have expected low firing arcs, often a low firing ratel, but good damage per shot.

    So far they are all special effects omni-beams, which just feels wrong, and doesn't really play to the Escort/Raider class strengths - the ability to make forward facing weapons matter. It seems it encourages more beam/wide arc weapon builds, which is boring, we already have Cruisers that pull that off well.

    I agree. I hate Full Beam Builds (they need to have a downside that can't be fixed by spamming batteries/consoles/etc, maybe if you slot nothing but energy weapons (that's anything not a torp or a mine) you suffer a "EPS Grid Overload" if you try to fire too many, that has an increasing chance (that resets on proccing, and starts at say 5% a cycle if firing all, which each cycle not triggering the proc increasing it by 5%) to knock your entire ship offline (all subsystems to 0, no cleansing) for a few seconds if you discharge all of them at once), I also dislike Beam Escorts in general because they just don't sit right with me. Making Heavies 360 just makes them brainless. Narrow arcs on the front would encourage the underused cannons (and maybe even dual beams, which also don't get much love) and if you want something truly unique. Rear-blaster (like the Tempest Tail Gun, but more powerful to make it Heavy), broadsider (like the Veng's broadside arrays), or a unique Front 45 Degree + Rear 45 Degree arc.
    sto_forum_sig_gif_by_roebot56-d9as2al.gif
    If you can't solve it logically, solve it like a moron.

    51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.

    The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.

    Want a Star Trek themed starship command fan-made Board Game that isn't fiendishly complicated but not so easy it's a joke? Download mine for free here. https://roebot56.deviantart.com/art/BOARD-GAME-R56-s-Starship-Command-STAR-TREK-Edn-682732468 A Stargate version of the game is available from a link in the description.

    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.
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    sleeeperr1sleeeperr1 Member Posts: 91 Arc User
    Is the 4 piece set from the new competitive set -%50 damage resist or damage output debuff ?
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    tobiashirttobiashirt Member Posts: 630 Arc User
    sleeeperr1 wrote: »
    Is the 4 piece set from the new competitive set -%50 damage resist or damage output debuff ?

    The wording needs changing, but given what other things in the new season do, I read it as the latter.
  • Options
    tobiashirttobiashirt Member Posts: 630 Arc User
    sophlogimo wrote: »
    @tobiashirt
    I'm pretty sure it will have opposite effect. Right now, we have many people going "Oh, this [rarely-played] queue has 3 people in it, lets queue as well." Or even if you queue for something that has 0 in it, you can remove yourself after 5 minutes of waiting, if you see you're still the only one there. Or, alternatively, after seeing 4 people already in queue, decide to wait for another minute, or ask your friend to join you.
    Nothing like that can happen if you have no way of seeing how many are currently waiting with you in that queue. And you can be fairly sure people will queue up less often if they have absolutely no idea how long they have to wait.

    Then again, many people will then just more likely queue for what they desire to play, and not for what they think has the quickest chance to pop. I say give that approach a try for a few weeks at least.


    (Why not add the few PvP queues that exist to the main queues list, but still hide it so far away. Sure, the effect will be minimal, but it just saves time and UI space.)

    Have them sectioned off like the new/featured stuff at the top of the list, just at the bottom instead?
  • Options
    asuran14asuran14 Member Posts: 2,335 Arc User
    eighrichte wrote: »
    sarah2774 wrote: »
    This are the ships that have the "Heavy Weapons Slots"

    I believe the Aquarius counts as a raider and is also included. Haven't checked myself yet, but a fleet member indicated that he had the slot on his.

    It seems the T6 requirement for Heavy Weapons was dumped (thankfully, as it would've all but killed any T5 Raider/Escort).

    So the requirements are I believe...

    7 Weapons (or Raider type ship), 1 or Less Hangar, No Secondary Deflector OR Cruiser Support Array, Commander Tactical Seat (again, or Raider Type Ship).

    So yes, the Aquarius will count.

    And no. The DSD doesn't count (probably due to it having a Secondary Deflector, and a fused weapon). Although the DSD was supposed to be a Sci Vessel that turns into an Escort, so maybe give it the Heavy Weapon, but only have it active in Escort mode (much like the secondary Deflector is only active in Science mode.

    Also, current choice for Heavy Weapons (unless more are added) are (not proper names in some cases).
    -Railgun: Obtained From Kitty Escorts/T6 Dhelan, Heavy Kinetic Damage To Single Target
    -Ion Cannon: Obtained from Dil Store Reclaim Tab/Slotted By Default, Moderate Electrical Damage To Up To 5 Targets In A Straight Line (akin to a Lance type weapon).
    -Flak Cannon (Space Shotgun): Obtained from PvP/CPvE Rep (Not a fan), Moderate Kinetic (I believe) Damage to up to 5 (again, not entirely sure) in a 45 degree cone (akin to a wide beam Lance). Damage is reduced per target hit.

    So far, all 3 Heavy Weapons have a 4 second firing interval; are single shot; take 10 weapons power to fire; and have a 360 degree radius.

    They don't really feel like HEavy Weapons. I would have expected low firing arcs, often a low firing ratel, but good damage per shot.

    So far they are all special effects omni-beams, which just feels wrong, and doesn't really play to the Escort/Raider class strengths - the ability to make forward facing weapons matter. It seems it encourages more beam/wide arc weapon builds, which is boring, we already have Cruisers that pull that off well.

    I agree. I hate Full Beam Builds (they need to have a downside that can't be fixed by spamming batteries/consoles/etc, maybe if you slot nothing but energy weapons (that's anything not a torp or a mine) you suffer a "EPS Grid Overload" if you try to fire too many, that has an increasing chance (that resets on proccing, and starts at say 5% a cycle if firing all, which each cycle not triggering the proc increasing it by 5%) to knock your entire ship offline (all subsystems to 0, no cleansing) for a few seconds if you discharge all of them at once), I also dislike Beam Escorts in general because they just don't sit right with me. Making Heavies 360 just makes them brainless. Narrow arcs on the front would encourage the underused cannons (and maybe even dual beams, which also don't get much love) and if you want something truly unique. Rear-blaster (like the Tempest Tail Gun, but more powerful to make it Heavy), broadsider (like the Veng's broadside arrays), or a unique Front 45 Degree + Rear 45 Degree arc.

    I don't mind beam heavy builds, yet I do think they could use more downside to them. Maybe make them gain less of the bonus from sources like consoles compared to other narrower firing arc weapons, or the fact that merely narrower firing arcs gain a higher ratio of the bonus that the wider arc weapons would normally gain. Like maybe make it that wide ar weapons (180 degree or higher) gain a one to one ratio, while narrower arc weapons would gain 1.25 (or 1.50) to one ratio. Such a change would give the narrower arcs a tangible advantage that all players could feel, without using a mechanic that might actually turn a who style of play into an unplayable state (not good at all).

    I agree that we could use some narrow arc heavy weapons added to the heavy weapon slots, since that could actually create some variance in playstyles. like for instance with the tempest rear rail-cannon would push a more strafing/raider/hit and run like style of play with it's use. Though you would need traits an abilities that might utilize such a weapon/combat style, maybe like I have suggested for the tier six patrol-escort ship trait that the longer you have a your rear weapons firing on a target (or that you only have targets in your rear firing arc) you gain a stacking buff to your forward weapons (or all weapon output). Though i also think adding some beam-oriented weapons like a mass-produced lance type weapon would be interesting,
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter

    nikeix wrote: »
    I still think the new Reputation Traits that lets enemy players drop a buff for your team when you kill them a bad idea. PvP results can often get very one-sided, since once a team loses a team mate, the fight is 4 vs 5 until the respawning player can return to the meelee. This tends to lead to complete team wipes, which makes things even worse, as now players spawn seperated and this gives the other team even more advantage, leading them to be picked up one by one. This buff will reeinforce the effect and lead to overall less satisfying matches.

    I think it would be a better approach to have a "Fight On!" or "Avenge Me" type buff - if you get killed, you drop a buff for your team that team some bonus hull resistance and shield damage reduction - this allows them to survive a bit longer without your aid at least.


    Avenge Me! (Passive) - Tier 3 – Ground
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Fight On! (Passive) - Tier 4 – Space
    • When you are killed you drop a pick-up buff.
      • Picking up the buff grants to your team:
        • Brief Speed Boost
        • Resistance Buff
        • Shield Damage Reduction Buff

    Agree completely. Snowballing has made a number of full blown e-sports unbearably boring to watch, much less play. Comeback mechanics are FAR more helpful than pile on mechanics.

    I'll +1 this. Those traits are horrible ideas. Why the heck give the winning team the upper hand?

    Unfortunately, they probably took months designing these and since they decided to release these so close to the new season release, they'll have a time creating the reverse version of these (buff on death to losing team) without bugs.
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    hajmyishajmyis Member Posts: 405 Arc User
    One thing that I feel needs to happen for a more user friendly for pvp is better load out system.

    Changing traits should be built into the load out system now. Having to change out traits just to go into pvp is annoying.

    "Frankly, not sure why you're on a one man nerf campaign. "
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    not just traits, but skills too - in other words, take a lesson from what your sister game, neverwinter, is about to do with THEIR loadout system​​
    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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