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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-25-2010, 09:41 AM
Powers and Skills
  • Consumables now have debuff removal properties.
  • Starship Captain Skills: Updated starship captain skills that only affected a single ship type. These skills now provide 25% of their stat improvement to higher tier ships of the same category (cruiser, escort, etc.) This update addresses the concern that Commander and Captain rank starship caption skills were wasted skill points once the player moved into their next tier of ship.
  • New Skill - Starship Attack Vectors: Improves starship accuracy and crit chance.
  • New Skill - Starship Combat Maneuvers : Improves starship attack evasion and turn rate.
  • New Skill - Starship Battle Strategy : Improves starship crit severity and damage resistance.
  • Ability Modifier Changes - Attack Pattern Alpha, Beta, Delta, Omega: These abilities are now modified by Starship Attack Vectors, Starship Combat Manuevers, and Starship Battle Strategy.
  • Ability Modifier Changes - Fire on my Mark: This ability is now modified by Starship Attack Vectors, Starship Combat Maneuvers, and Starship Battle Strategy.
  • Ability Modifier Changes - Tactical Initiative: This ability is now modified by Starship Command, Starship Combat Maneuvers, and Starship Battle Strategy.
  • Ability Modifier Changes - Go Down Fighting: This ability is now modified by Starship Command, Starship Combat Maneuvers, and Starship Battle Strategy.
  • Training Node Changes - Attack Pattern Beta III: This ability is now earned by learning rank 9 of Starship Combat Maneuvers for Tactical Captains.
  • Training Node Changes - Attack Pattern Omega III: This ability is now earned by learning rank 9 of Starship Battle Strategy for Tactical Captains.
  • Ground Stealth Changes: Updated ground stealth to be more in line with space cloak game play. Stealth Module is now a toggle power with unlimited duration, but combat actions cannot be performed while using stealth. Stealth Module is no longer perfect stealth. Its strength is variable based on its version and enemies will be able to detect you at close range. Several abilities can now be used to counter stealth. Tricorder Scan, Target Optics, and Fire on my Mark all now have a stealth debuff element. Engineering fabrications (turrets, mortars, drones) have enhanced perception that can detect an enemy using stealth at longer range. Fire on my Mark in space has also gained a stealth debuff element, making it easier to detect cloaked ships while marked.
  • Modified Klingon Carrier pets (fighters, Probes, Shuttles, Raider) - if you remove the hangar pet items, your pets will de-spawn.
  • Fixed ship configuration requirements for all cannons (a few cannons could be used by all, and some cannons could not be used by certain ships). All Dual and Heavy Cannons can now be used by all Klingon ships (including the new Tier 2 K'Tanco Battle cruiser), all Federation Escorts, and the Federation Lt Cruiser.
  • All Single Cannons can now be used by any ship.
  • Enemies that lose line of sight because of a cover shield will now correctly switch targets
  • Assault Multibeam and Rifle Multibeam now refer to the correct number of targets in their descriptions.
  • Rifle Sniper Shot: Knockback was mistagged as RangedDmg
  • Assault Energyblast: Damage was mistagged as PBAoEDmg
  • Mine Explosions: Were not tagged as AoEDmg
  • Pistol Overload: Knockback was mistagged as RangedDmg
  • Tetryon Bolt Pistols’ primary powers are now correctly taking .25 seconds to activate, instead of 1 second.
  • Pistol stun was mistakenly only doing damage on its first of 3 pulses.
  • Plasma weapon DoTs are now set to stack instead of replace. Previously if the same player proc’d a second DoT using the same power it would cause the duration to refresh but not start a new DoT.
  • Single quantum torpedoes previously received a 20% DPS penalty to compensate for their higher burst damage. They are now improved (only a 15% DPS penalty). Should make photon/quantum a more equal match.
  • Beam Overload now drains 50 weapon power rather than 125 weapon power.
  • Beam arrays and Beam banks were incorrectly doing the same damage with Fire at Will and are now working properly with the power.
  • Antiproton Dual Banks were incorrectly doing Phaser damage and are now working properly.
  • Antiproton banks are now appropriately improved by Antiproton skills, rather than Phaser skills
  • Ground weapons and martial arts are no longer able to be used while cloaked.
  • Changes to ground Exposes and Exploits: added 3 second shared cooldown for all secondary exposes, added 3 second shared cooldown for all secondary exploits.
  • Rebalanced ground weapon AoEs to normalize their damage and make more weapons viable options. All changes were made to the max targets of the AoEs, or to their DPS
  • All high end armor items purchased with STFs, PvP, and Exploration Marks should now properly have costumes assigned to them and have proper display text
  • Photonic Fleet: Increased the variable range that a photonic fleet uses to spawn in. The arriving ships should now have less of a chance to spawn on top of each other.
  • Martial Arts: Removed the Interrupt secondary effect from martial arts abilities to make delivering combination strikes easier during a martial arts fight between two characters.
  • Lunge: Fixed the error that allowed lunge to vaporize enemies on a killing exploit.
  • Engineering Fabrication: Fixed errors that would allow fabricated engineering pets to persist for longer than their designed duration.
  • Draw Fire: Fixed error that had skill modifying the ability’s duration by a multiple of 5, rather than the designed multiple of .5. Improved the ability’s damage resistance bestowed slightly to offset the shorter duration.
  • Science Team III training: Science Team III is now correctly unlocked by purchasing nine ranks in Scientist, rather than nine ranks of Doctor.
  • Attack Pattern Beta: Reduced stack limit from 10 to 5, but doubled magnitude of debuff. Max bonus is retained and easier to reach by increasing magnitude.
  • Attack Pattern Delta: Reduced stack limit from 10 to 5, but doubled magnitude of debuff. Max bonus is retained and easier to reach by increasing magnitude.
  • Focus Fire: Reduced stack limit from 10 to 5, but doubled magnitude of debuff. Max bonus is retained and easier to reach by increasing magnitude.
  • Full impulse is now deactivated on every warp transition
  • Updated Bridge Officer version of Dampening Field Ranks’ 1, 2 and 3 to ensure they appear at the appropriate rank
  • If you are cloaked or stealthed, interacting with a clicky object will now cancel your stealth/cloak.
  • Fixed an error in math for cannon’s power drain
  • Removed the hold and slow effect from exposes for players. Critters will still be affected.
  • Feedback Pulse icon now appears on the target for the full duration of the ability
  • Plasma Grenade: Improved damage to bring it in line with other grenade abilities
  • Increased the power Drain of Turrets, Single Cannons and Dual Cannons so they are more in line with Beam Arrays. Single Cannons and Dual Cannons now drain 10 (like Beam Arrays) and Turrets now drain 8 - Note Cannons and Turrets still only drain power for half the time as Beam Arrays (Heavy Cannons drain for 1/4 of the time as Beam Arrays).
  • Slightly Reduced the magnitude of EPS Flow Regulators. They are now more in line with other Console Mods - 4 Mark 10 will double your power transfer rate.
  • Fix Starship Weapon Systems Performance so that, once ranked to 9, it will grant training in Energy Modulation III
  • Corrected the error that prevented skill training for Mine Barrier III from being unlocked from Explosives.
  • Fixed Nadeon Inversion so it properly grants resistance to weapon power drain when firing multiple weapons. It can now also be used to resist weapon power drain from any source, including any debuffs.
  • Fixed Security Escort - Security Escort should no longer hold their guns pointed to the ground. Security Escorts with rifles should no longer switch to pistols. Security Escort rifle models should no longer flicker. Security Escort should no longer tap their wrist to beam out.
  • Increased the Turn Rate of all Federation true Cruisers (not starting light cruiser) by 1.
  • Fixed Del Taco promo shuttle pet so it can now also be summoned in system space.
  • Added captain career requirement to description of skill training unlocks.
  • Fixed a problem where certain melee powers weren't getting an exploit highlight on the powers tray
  • Bat'leths are now available in the mark of honor stores
  • Fixed an issue where the full impulse power would not work when used from a player’s power tray
  • Skill information now properly displays on Bridge Officer candidate tooltips after the bridge officer is transferred to a different player
  • Rifle pulsewave description now correctly mentions knockback rather than repel.
  • Rifle overload beam now correctly mentions repel rather than knockback.
  • Scatter Volley I: Fixed error that had it incorrectly listed as Rapid Fire I in the skill window UI.
  • Starship Cloak Abilities: Added short and long descriptions for starship cloak abilities.
  • Fixed an error in the Description of the "Efficient Captain" trait. The trait stated "Multiple applications of the same rank of efficient do not stack." This is untrue, and the description is now updated. "Efficient Captain" and the Bridge Officer "Efficient" trait all stack together. This is only an error in the description, not the trait(s).
  • Updated tooltips for Starship Attack Vectors Starship Combat Maneuvers, and Starshis Battle Strategy skills to more accurately explain the bonuses they grant. Skills were not changed, only the tooltips were modified