Tribble has been updated to ST.97.20190812a.3
Starbase 234 Combat Test Map:
- Test your ships against foes old and new!
General:
- Many beam array energy weapons have had their basic attack, Fire at Will and Beam Overload weapon FX reduced in width by about half.
- Some dual-beam bank weapon basic attack, Fire at Will and Beam Overload weapon FX have also been reduced in width.
- These changes were done to:
- Improve the game’s sense of scale in space by making ships feel larger relative to beam attacks.
- Ease visual clutter in FX heavy missions and TFOs.
- Enhance visual fidelity by making beam weapons feel more precise.
Systems:
- Resolved an issue that caused the B'rel Bird-of-Prey Retrofit's Admiralty Ship to only give +8 Tac or SciShip, instead of the listed 10.
- The base armor stats for "Burnham's CQC Environmental Suit" have been adjusted to correctly reflect its status as an Environmental Suit, instead of sharing these stats with its Armor counterpart.
- This only affects its damage resistance values.
- Resolved an issue where the 45 second lockout on the Temporal Insight Starship trait wasn't working correctly.
- Resolved an issue that caused Advanced Fleet Plasma beam weapons from K13 to use the incorrect visuals under Beams: Overload.
- Resolved an issue that was causing Boronite Laced Weaponry to no longer activate on weapon hits against a primary target.
Comments
It was fun while it lasted, U.S.S. Firework Factory
It's also appreciated that it's one of the combat maps that allow you to switch to any other ship (as opposed to the shuttle only). Is there any chance of allowing players to change ship traits as well?
The point of the test dummies is to test your ship against certain enemies and at certain difficulties. Why was that not obvious?
Thank you, I'm glad it's useful to you so far!
The test dummies are there if you want an incredibly controlled enemy to test something against. That may not be something needed for the average player. It would be easy to move the option for test dummies to the bottom of that list if it seems most players don't want it, to improve accessibility of the other options.
At this point, it is not possible to allow you to switch traits or specializations on a combat map, although it is something we're aware would help. There is also bank access by the Starbase itself, if you were looking for that.
- Spartan
1) I only notice its usable on test dummies. Is this intended, or did I overlook something?
2) and 3) When I start a parse, I have a hard time getting it to stop. I'll hit "Stop Parsing", and the option to Stop keeps popping up. I have to go into a menu (I forget which, I'm not on there atm) to select Stop Parse. Then it takes a while to pop up the "results" and I always see 0 damage, 0 time spent, thus 0 DPS.
Is there a better way to get the Parser to record my damage and time correctly? And is there a better way to get it to stop and start reliably without going through a menu? (Those questions are aimed at both the developers and players).
Thanks!
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
> (Quote)
>
> The point of the test dummies is to test your ship against certain enemies and at certain difficulties. Why was that not obvious?
If you’d actually tried it before making snide remarks you’d know that the test dummies are distinct from the enemies with customisable faction etc.
For one thing, the test dummies appear to be effectively indestructible.
#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!"
Personally, I think this will turn out to be a BAD change (I like to see my Beams). The real "VFX Clutter" that needs to be cut down on are Cryptic's 'nonsese' added effects life large bright circles and the like that fire off when we activate some of the Captain powers as I've never seen a Star trek series that displays THOSE things on screen.
TLDR: You're changing the wrongs effects (IMO).
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
And some minor niggles:
And, if you're still reading, I have a couple of selfish requests :P
OH COME ON! i just spent an Ultimate Tech Upgrade on it less than a week ago too
#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!"
Thanks for trying it out and leaving feedback!
1) The parser is automatically enabled when fighting normal enemies - it starts when you start fighting, and ends when you are killed or beat the encounter. I will look into communicating this information clearer to players.
2) & 3) With text dummies active, the "Stop Parsing" button should bring up a window to confirm the stop. The parse will stop within a second, and then take a second or two more formatting text to bring it up. I'm looking into how to improve both, so that the Stop Parsing button on the side stops it immediately, and the parse is presented on less of a delay, but I can't currently commit to progress on either front.
Thank you for the feedback on this map! I'll keep this all in mind for my next update to the map, and there's a few things I wanted to comment on before then.
The map wasn't intended to be a team map, and the logic is going to have issues as you note with multiple players on the map.
All of the enemies used on this map are using the generic versions, and spawning with the same logic - Basic Encounter 1 spawns two Cruiser-rank enemies and three Frigate-rank enemies. For the Borg, that's two Spheres and three Probes, and for Hirogen that's two Hunter Escorts and three Seeker Frigates. If they're doing anything unexpected, such as the Elachi using the Discovery-era warp effects, that's what they will be doing elsewhere. Your note on the Hirogen being easier than the Gorn or the Fek'Ihri is a note that's most likely true in general, as such.
There are some partial exceptions to that. Some of the spawns are set to Tough or Weak, powering them up or down relatively, and Difficult Encounter 2 powers up the dreadnought significantly; but this is still true no matter what enemy faction you chose.
Thanks, I'm glad you like it! We'll take a look into the skill tree issue.
* When you find something good while looking for something else. It's hard to translate, but imagine that you're groping underneath the sofa for the remote and you find a $100 bill instead.
i really want this for my Jem'Hadar (and i thing the entire communit want this costume back to the game)