I'm not missing the point. Sensor Analysis is awesome and kills TRIBBLE faster when you use it, even if you can't build it to full stacks, and there already exists content with big targets (including everyone's favorite, ISA) that you can get higher stacks of SA from - this whole idea that it's "irrelevant" is flawed, full…
I think it's ridiculous to punish good players who appreciate and can take advantage of the full depth of gameplay options available because there are players who are unable or unwilling to appreciate how best to utilize them. This extends to people who think Sensor Analysis is "useless," or has no place in the current…
I'm sorry you all feel this way, but the truth is, Sensor Analysis is an incredibly potent ability as has been well-documented (see here: https://www.reddit.com/r/stobuilds/comments/4vgb84/trying_to_figure_which_category_of_damage_sensor/d5ydn91). Granted, it requires more thought and attention to maximize its…
If any Romulans want to hop on Tribble in the next 48 hours and team up with me, I can try my hand at investigating these interactions. All I've been able to do is investigate the interactions between Diversionary Tactics and the Sensor Interference Platform, and I can confirm that they work as described (i.e., DT will…
Someone asked me before about Resilient Shields (which aren't actually changing on Tribble, as far as I've been able to tell thus far - the tooltip is just more descriptive of what happens), and also about kinetic damage to shields... This link should help explain some of that (specifically, interaction of torpedoes and…
Sorry, but empirically, they do. In fact, I'm 99% sure the same "bug" that has been corrected for NI is the same emergent "feature" that Spire Cores still have on Live and on Tribble.
Sure, but let's not kid ourselves - while it's theoretically possible to get to 100% shield penetration (I know it's been done in a PvE setting by a captain using torpedoes, but I think it required use of either low-DPV transphasics or the new Krenim Chroniton), it's prohibitively difficult enough there's no way it will…
Refracting Tetryon Cascade just deals Tetryon damage, though. You going to have every weapon with a shield or power level drain proc pick up drain infection? That would be..ill-advised, I think.
It applies to the direct target of any targeted control power *only* (including gravity well) with the exception of Scramble Sensors (it will apply to all ships scrambled, instead). Otherwise, for non-targeted control powers, it should apply to all effected foes, I believe. That's Holodeck functionality. Don't know about…
Hey Borticus - I won't pretend to know if this is at all possible (either in general, or this late to the game), but what about a skill or trait that improves Shield Resiliency (Shield Absorption; i.e., moves the distribution of hull/shield damage received in favor of shields)? That could be a (soft) counter to Shield…
Thanks for the explanation, Borticus! It's much appreciated. Personally, I hope that NI's base WepPow Resist can be tuned (increased from the 20% currently on Tribble) so that we're not seeing *such* a big discrepancy in end effectiveness, because right now the gulf is pretty wide (I agree that *some* reduction, as you…
Okay, so. 100 plasma damage comes at your face (er, your ship). Assuming a Standard Shield (say, one with 10% Bleedthrough, 90% absorption), your hull takes 10, your shields take 90. The 10 to your hull does not care - at all - what goes on with your shields. It *does* care about what your damage resistance modifier is…
It does not have any new (empirically described) effects - that's the entire point. (I'm not talking about whatever re-working was done "under the hood," as I obviously have nothing but speculation regarding that.) What Nadion Inversion does on Tribble is that it makes explicit what was already happening on Holodeck -…
This might be a bit off topic, but could we get a list of the skills that are effected by Inspirational Leader? Trait description and tooltips read "Most Starship Skills," and I suspect that means all Starship Skills that actually have levels associated with them (as opposed to things like Shunt, Drain Infection, Control…
@pottsey5g - You misunderstand. Spartan and Borticus mean that having multiple sources of armor penetration will not amplify one another (that's how I interpret stack). In the transcript you linked earlier, it was explicitly said that multiple sources of armor penetration will simultaneously apply. So yes, all sources of…
@samt1996 - That's not how armor penetration works. It's a damage resistance rating debuff, which means it suffers from diminishing returns (and a maximum effective final multiplier) the same as everything else, and also means it can be countered by...increasing damage resistance rating (e.g., armor consoles, rep skills,…
Actually, last patch removed the interaction between EPS Manifold Efficiency and the Batteries skill, so that's WAI. The intention was so Engineers don't feel forced to take Batteries to improve their trait. It works as a buff to everyone who didn't skill into Batteries, and a nerf to those who used to run above 50 Skill…
This was an interesting compromise idea, yeah. When @Mandoknight89 and I were bouncing ideas off one another earlier, I think we agreed that Shunt vs Repair could be an interesting choice. Still means you need to reshuffle for TC, but... As for the Threat Control vs Pet Skills debate, I can see the value in selecting…
Apologies for the double-post, but I missed the string as I was typing my first response. Let's see. You've got Reactive Armor Catalysts and Hull Patch as nice durabiltiy consumables that tanks love (especially the former); you have Energy Amplifiers as a fantastic damage bonus (in fact, I invested in Batteries initially…
I'm not in love with the Skill Unlocks. Assuming the Skill Unlocks are final (i.e., no more adding/removing), I think I'd favor this progression: ENG 5 = Subsystem Repair / Battery Expertise ENG 10 = Max Hull Capacity / Max Shield Capacity (although I thought Damage Resistance was fine here) ENG 15 = Engine Power / Shield…
Re: [DrainX] - each pt is <I>literally</I> half as effective as it used to be. 100 [Flow] used to be +25%-100% effectiveness (+0.25%-+1% for every skill level); 100 [DrainX] is now +50% effectiveness (+0.5% for every skill level). For, say, Leech, I think that's appropriate - Leech is now under way more control than it…
Yeah, I'm getting a lot of the same errors that have been posted in this thread, and game is consistently crashing halfway through the New Dawn loading screen. Unrecognized command ""H:\Games\Star Trek Online_en\Star Trek Online\Playtest\GameClient.exe"" (did you mean "-"H:\Games\Star Trek Online_en\Star Trek…
This issue is still persisting (and appears to have gone unnoticed/unacknowledged), so I am re-reporting. I have also filed a ticket: [8/1 6:20] [System] [TicketCreated] Successfully submitted ticket ID #3,620,224.
Thanks for the hasty reply, Borticus! At the risk of otherwise derailing the thread, I'm about to ask what might potentially be a really stupid question - does Engineering/Science/Tactical/Intelligence Fleets have a distance limit? I was under the (perhaps mistaken?) impression that they did not - but if that's wrong,…
The wiki is very much out of date. Tachyon Beam was buffed a few months ago, and thanks to the NPC multipliers, the ability is so effective that even heavy investment in Power Insulators doesn't do much to stave off the drain in advanced and (especially) elite content.