Former PWE Community Team Lead
Join Date: Jun 2012
Posts: 9,046
We will be bringing the Tribble server down for maintenance later this afternoon to apply a new update.

General:
  • The Captain Name and Ship Name text entries in character creation will no longer automatically demand a name before a name has been entered.
  • Updated the visual appearance of all existing Romulan ships.
  • Added search options to the exchange for Ship Warp Engines and Ship Singularity Engines.


Systems:
  • The Rigelian racial trait Spirit Walk has been improved:
    • It now provides a strong immediate heal based on a percentage of your Maximum Hitpoints.
    • Its Heal over Time component ticks twice as quickly.
    • Its Resistance Rating bonus is now 100, up from 20.
    • The duration of its HoT and Resistance bonus have been reduced from 10 seconds down to 6 seconds.
    • The recharge of Spirit Walk has been reduced from 210 seconds down to 90 seconds.
  • The EPS Manifold Efficiency trait has been modified:
    • It now provides 10 bonus power to subsystems when using any "Emergency Power" Engineering ability.
    • It also gives 20 bonus power to subsystems when using any Battery.
    • The duration of these Subsystem Power buffs scales with your Batteries skill.
  • The Veteran Trait has been updated:
    • The magnitude of Damage Resistance and Dodge at all ranks has been improved slightly.
      • Note: This trait is not obtainable by captains.
  • Melee damage is now more effective against crouching targets.
  • Emergency Power-class abilities:
    • The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
      • Example: Emergency Power to Shields I and Emergency Power to Shields II
  • All starship equipment and set bonuses that boost a Starship Skill now include a brief explanation of what that skill improves/resists.
    • For example, a deflector which currently shows "+17.5 Starship Countermeasure Systems" will now have a second line present which states "(Improves Confuse and Placate)".
    • Self-explanatory bonuses did not receive this treatment.


UI:
  • Updated the Tailor and Character Creator:
    • Removed the non-functional gender selection buttons from the tailor.
    • Updated the display positioning for smaller color palettes.
    • Improved the visuals for the sliders and made the slider handles larger.
    • Adjusted the appearance of the gender selection buttons to make them look more like buttons.
    • Added hover previewing of hairstyles to the Character Creator and Tailor.
    • The advanced outfit editors now refresh correctly after changing genders.
    • The scrollwheel now zooms in and out of the character in the empty middle area of the screen when choosing the faction, race, and class.
  • Updated the power tray:
    • Slightly increased the size of the icons on the power tray.
    • Significantly darkened the border around icons on the power tray.
    • Reduced the space between power icons.
      • As a result, the overall size of the power trays for both ground and space has been decreased.
  • The maximum number of fly-in notifications has been changed to 3.
    • This will help keep them from covering up a large portion of the screen.
  • The Rename and Modify buttons are now disabled if the player can't modify a Bridge Officer's costume.
  • Updated the Character select screen:
    • Your bridge officers have now joined your side!
    • Updated the lighting on this screen so captains are no longer lit so harshly.
  • The fleet rank of online players will no longer always display as blank.
  • Updated the UI for smaller screens to eliminate some deadspace between elements.
  • Significantly reduced aliasing on several button types.


Known Issues:
  • The Klingon Mission Journal is currently being re-worked and some missions may not yet be available to existing Klingons.
  • Neither Klingons nor Romulans are available for new characters.
  • The C-store is disabled.
  • Traits cannot be changed or updated.
  • Players on Wine will need to use a workaround in order to play.
  • The exchange is down.
Brandon "BranFlakes" Felczer | Former Community Team Lead for Perfect World Entertainment
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,690
# 2
04-12-2013, 03:43 PM
Quote:
Emergency Power-class abilities:
The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
Example: Emergency Power to Shields I and Emergency Power to Shields II
Thank you

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p

Last edited by cynder2012; 04-12-2013 at 03:47 PM.
Captain
Join Date: Nov 2012
Posts: 1,223
# 3
04-12-2013, 03:59 PM
On the whole, looks like a good one. Especially the UI tweaking, which is starting to round its way into form.
--------------------------------------

"We are smart." - Grebnedlog

Member of Alliance Central Command/boq botlhra'ghom
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 4
04-12-2013, 03:45 PM
Quote:
Originally Posted by pwebranflakes View Post
[*]The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
-.-

Immortal cruisers FTW?
Captain
Join Date: Jun 2012
Posts: 1,241
# 5
04-12-2013, 07:46 PM
Quote:
Originally Posted by diogene0 View Post
-.-

Immortal cruisers FTW?

Nope. Consider the bonus Emg2Wep now gives and that it stacks with every tac/escort capt buffs and you will realize how utterly screwed those cruisers and sci ships are.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Commander
Join Date: Dec 2012
Posts: 405
# 6
04-12-2013, 08:22 PM
Ok yeah I take back what I said about being happy with this.

Sure, I can cycle EPtS just fine now, but cycling powers was the cruisers bread and butter. DCE doffs for EPtS3 and EPtW is now worthless, so I might as well drop the doffs and just run 2 copies of EPtS2 and NEVER TOUCH ANYTHING ELSE. There is even less reason now to have another other emergency powers.

Guess I'm stuck at sub par weapon power, not that I did any damage as an eng in cruiser anyway.

However now I am stuck with 3 worthless ensign slots.
Empire Veteran
Join Date: Jun 2012
Posts: 74
# 7
04-12-2013, 08:28 PM
Suppose a cruiser has 2 EPtS and 2 EPtX (X=engines, auxiliary or weapons) (because it can). And assuming you want to have EPtS up as long as you can

Currently on Holodeck you can run it like this:

T0:EPtSA (45 sec CD, 30 sec buff, 30 sec GCD for EPtSB, 15sec GCD for either EPtX)
T15: EPtXA (45sec CD, 30 sec buff)
T30: EPtSB (45 sec CD, 30 sec buff, EPtSA buff ends)
T45: EPtXB (45 sec CD, 30 sec buff)
T60: (REPEAT)

this allows for use of other EPtX abilities other than EPtS, while still running EPtS that has 100% uptime

Currently on Tribble:

T0:EPtSA (45 Sec CD, 20 sec buff, 20 sec GCD for EPtSB, 15 sec GCD for EPtW)
T15: EPtW becomes available (not used so that EPtSB can be used at T20)
T20: EPtSB (45 sec CD, EPtSA ends, 15 sec GCD of EPtW)
T35: EPtW becomes available (not used so that EPtSA can be used at T45)
T40: EPtSB buff ends
T45: EPtSA (repeat from the top)

In this version you can run 2 versions of EPtS every 45 seconds with a 5 second gap at the end of it. However, this way doesn't leave any room to use any other Emergency power. If you do use another emergency power after using a EPtS, then you are left with a 10 second gap in shield resist, before you can use another version of EPtS, that apparently is a an eternity in PVP time. If you only have 1 copy of EPtS that is a sizable 25 second gap before you can use it again, which essentially makes you a sitting duck.

In conclusion: running anything but multiple versions of EPtS is not desirable if you don't want to die.

If I have made any miscalculations, please inform. I just don't want cruisers gimped further.
Vice-Chancellor of Federation Fleet Directive 010

DISENCHANTED
Lt. Commander
Join Date: Jun 2012
Posts: 135
# 8
04-12-2013, 09:31 PM
Well interesting the tooltip for epts1 says that the shield damage resistance is for the full 30 seconds, but the extra power is only 20 seconds.
http://sto-forum.perfectworld.com/sh...d.php?t=490421 We want this help build support!
Career Officer
Join Date: Jun 2012
Posts: 879
# 9
04-12-2013, 09:34 PM
Quote:
Originally Posted by deusemperor View Post
Well interesting the tooltip for epts1 says that the shield damage resistance is for the full 30 seconds, but the extra power is only 20 seconds.
Typo

/10char
Behold, The Jorf Guide
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 10
04-12-2013, 10:02 PM
Quote:
Originally Posted by portgazd View Post
If you do use another emergency power after using a EPtS, then you are left with a 10 second gap in shield resist, before you can use another version of EPtS, that apparently is a an eternity in PVP time.
Yep, just long enough to eat CRF for a full 10s.



Quote:
Originally Posted by portgazd View Post
In conclusion: running anything but multiple versions of EPtS is not desirable if you don't want to die.
Yeah, unfortunately as interesting as the revised EPTE/W/A look, forcing a 10s gap is just too undesirable.

The ships I have that run EPTS / EPTW now, will actually be forced to unslot EPTW when these changes go into effect.

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 08:06 AM.