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Join Date: Dec 2007
Posts: 148
# 131
01-24-2012, 11:23 PM
I did some testing with the MACO set in this thread: http://forums.startrekonline.com/sho...d.php?t=250120

If I'm reading the combat logs correctly, the MACO shields are giving the max 75% shield resist on their own. The MACO shields are working far better than they should be
Join Date: Dec 2007
Posts: 148
# 132
01-26-2012, 11:18 AM
How about adding a Root and Knockback resistance to all the STF Armour sets?
Join Date: Dec 2007
Posts: 148
# 133
01-26-2012, 12:15 PM
Quote:
Originally Posted by DrMoose
How about adding a Root and Knockback resistance to all the STF Armour sets?
It's been added to the shields rather than Armour but it has been added.
Join Date: Dec 2007
Posts: 148
# 134
02-28-2012, 08:17 PM
Quote:
Originally Posted by BorticusCryptic
Many of you are already aware that I've been performing a balance review on the Space STF sets. I was just able to finalize a few of the changes that are about to go into testing on Tribble, and wanted to make you all aware of what's coming so you can be prepared to offer your constructive feedback. These changes should be appearing on Tribble as quickly as I can get them finished. The exact date is beyond my control, so just keep your eye out for patch notes.

Please note that although only a few of these changes are specifically listed as "STILL UNDER REVIEW" this is all subject to change and further tuning and tweaking. The aspects called out as being under review are incomplete as of this moment, or not working as intended.

*** DISCLAIMER: I am not reviewing drop rates or costume effects in this pass. That's not my area. So please keep any feedback related to these changes confined to gameplay mechanics as much as possible. Thanks!

*** ADDITIONAL DISCLAIMER: A second round of changes were publicized on 1/6/12. If this "Round 2" affected changes made in the first section, a note has been added to see additional commentary further down.

----------------

M.A.C.O. (Starfleet Elite)

ENGINE: Increased sector space travel to Warp 12
ENGINE: Increased "Engine Performance" skill boost

DEFLECTOR: Completely rebuilt bonuses to more accurately reflect design purpose of set.
** This is where you will see the biggest skill differences. The rebuilt bonuses are intended to offer a more unified "feel" for the set. In this set's case, it is generally defensive.

SHIELD: Added 5% SHIELD resistance to all energy types (in addition to basic 5% bleedthru resist)
SHIELD: Replaced Plasma SHIELD resist with normal Plasma resist (works when shield is down)
SHIELD: Increased Plasma resist from 10% to 20%
SHIELD: Damage Trigger now stacks up to +10 Energy (max 5 stacks, 2 power each, once per second)

2-PIECE: Removed "Warp Core Potential" skill bonus
2-PIECE: Replaced "Power Settings Resistance" with skill bonus to "Power Insulators" (reduces resistance to energy drains, but adds resistance to shield drains)
2-PIECE: Added 5% Cooldown Reduction to all Bridge Officer powers (yes, all!)

3-PIECE: STILL UNDER REVIEW -- Functionality will not change, but damage and magnitude of secondary effects may. **see additional changes below


OMEGA (Neutral Elite)

ENGINE: Added another Turn Rate modifier
ENGINE: Added "Slipstream Capacitor" boost which speeds up the cooldown of your Slipstream Drive by 50% **see additional changes below

DEFLECTOR: Completely rebuilt bonuses to more accurately reflect design purpose of set
** This is where you will see the biggest skill differences. The rebuilt bonuses are intended to offer a more unified "feel" for the set. In this set's case, it is generally fast/maneuverable.

SHIELD: Added an additional Capacity modifier
SHIELD: Replaced Plasma SHIELD resist with normal Plasma resist (works when shield is down)
SHIELD: Increased Plasma resist from 10% to 20%
SHIELD: Damage Trigger reduced to 50% chance (from 100%) -- MAY REDUCE FURTHER
SHIELD: Damage Trigger TurnRate boost reduced to 30% (from 100%) -- MAY REDUCE FURTHER
SHIELD: Added +5% Defense Bonus to proc

2-PIECE: Works now! All outgoing damage now deals an additional small amount of Tetryon damage
2-PIECE: Added 50% Shield Penetration to bonus damage
2-PIECE: STILL UNDER REVIEW -- Functionality and Damage Output may change **see additional changes below

3-PIECE: Increased Turn Rate debuff time from 5 seconds to 10 seconds
3-PIECE: Added -50% Defense Debuff to target (lasts 10 seconds)
3-PIECE: Added -25% Kinetic Resist Debuff (lasts 10 seconds)


Klingon Honor Guard:


ENGINE: Replaced "Engine Performance" skill with "Warp Core Potential" skill.

DEFLECTOR: Completely rebuilt bonuses to more accurately reflect design purpose of set
** This is where you will see the biggest skill differences. The rebuilt bonuses are intended to offer a more unified "feel" for the set. In this set's case, it is generally a defensive stealth bomber.

SHIELD: Added an additional Regen modifier
SHIELD: Replaced Plasma SHIELD resist with normal Plasma resist (works when shield is down)
SHIELD: Increased Plasma resist from 10% to 20%
SHIELD: Removed +Stealth bonus
SHIELD: Removed +Defense bonus
SHIELD: Introduced "Subvert Targeting Array" Damage Trigger:
When receiving any energy damage:
-- 5% chance to Placate enemy (2sec), and apply 10% Accuracy debuff (10sec)
-- STILL UNDER REVIEW -- Functionality will not change, but duration and magnitude of effects may change. **see additional changes below

2-PIECE: Increased bonuses to Crew resistance and Regen
2-PIECE: Standardized Aux Bonus Power to scale properly
2-PIECE: Added damage bonus to High Yield Torpedoes -- STILL UNDER REVIEW **see additional changes below

3-PIECE: Changed to Toggle (Previously could not be canceled prematurely)
3-PIECE: Increased stealth values to match Mask Energy Signature II
3-PIECE: Increased +Def boost while under effects of the field
3-PIECE: Decreased magnitude of +Def boost after cloak fades, but increased linger duration from 5sec to 10sec
3-PIECE: Reduced max duration from 18 seconds to 10 seconds
3-PIECE: Reduced cooldown from 180 seconds to 120 seconds
3-PIECE: STILL UNDER REVIEW -- Needs thorough testing to ensure Fighters & Group mates properly benefiting from the AOE. **see additional changes below

----------------

I look forward to hearing your feedback once you've all gotten a chance to try these changes out on Tribble.

I'll be starting a Ground Set review in the near future that will likely result in a similar series of changes to their mechanics and effects, and I'll do my best to keep you all informed of those changes as they get approved.

----- EDITED: ADDED ON 1/6/12 ----

Based on feedback so far, as well as further internal testing and design discussion, another round of changes is heading to a Tribble server near you!

The following changes include some new stuff, as well as changes made to the previous list of changes. Those following the thread should be able to tell one set from the other, but for everyone else I'll be clarifying the original post after I get this one taken care of.

As always, please remember that these are still subject to change based on further player feedback!

--== ROUND 2 ==--

MACO:
ENGINE: Sector Space Travel Speed Boost is now affected by Driver Coil (this is not yet working as intended - will be fixed soon)
3-PIECE: Decreased damage. Now approximately half that of Gal-X Phaser Lance / Garumba Javelin.
3-PIECE: Shield Penetration increased to 50% (tooltip does not properly reflect this - will be fixed soon)
3-PIECE: Firing arc reduced to 65 degrees
3-PIECE: Increased Repel magnitude
3-PIECE: Removed the Flight Speed Debuff
3-PIECE: Added 100% chance to knock target's Aux system offline for ~3-4 seconds (disables many Borg special abilities)
OMEGA:
ENGINE: Increased cooldown reduction on Slipstream Capacitor (this is not yet working as intended - will be fixed soon)
2-PIECE: Damage increased
2-PIECE: Now only deals damage to shields
KHG:
SHIELD: Damage Trigger may now only fire a max of once in any 5 second period.
SHIELD: Increased proc % on DamageTrigger from 5% to 25%.
2-PIECE: Bonus Kinetic Damage only enhances players' High Yield and Torpedo Spread powers (Note: Increased damage only applies to one projectile currently - will be fixed soon)
3-PIECE: Duration increased.
3-PIECE: Allies under the effects of this power can attack enemy targets (User that activates the power still prevented from attacking while the power is active)

mask energy field for 3x set of klingon gaurd set is crap and it needs replace if you want my opinion
Join Date: Dec 2007
Posts: 148
# 135 OMG Ground get screwed again
03-09-2012, 09:15 AM
I did not read all eleven pages before posting, so pardon me if I repeat something already stated.

OMG Ground gets screwed again! First off the STF Ground sets should not proc at ALL in PvP ! PvP has an enormous pool of gear to choose from. LEAVE MY STF GEAR ALONE !! I don't PvP because of the imbalance in schools and traits. If I could ONE-SHOT a Tactical or De-Buff like a Science then I would PvP on my Engineer.
I should NOT have to roll a Tactical Or Science school toon to be competitive.

Since Season Five's Release ground finally got the long deserved attention, then we received some AWESOME sets for PvE thru the STF re-do. These sets are or were intended on being the TOP END SETS, now I feel that my accolades for 150 runs total and 75 runs each was a waste of time and no MK XII drop yet except for space. I have the "StarFleet Silver Star" and "StarFleet Cross". I did not rush to buy anything with ECD's , I earned the respected salvage types and acquired my sets accordingly.

Why do you insist on screwing the PvE'er Ground? If anything , since we have less than 1% chance to gain MK XII set, the MK XI set should get beef'ed up some. Most of the changes are for PvP issues and the sets are NOT PvP Earned. I play both Space and Ground equally and use 100k points in ground. Now the changes will force a respec at 400 c-points ans as a Gold Member that ****es me off more than you will ever know. The [Borg] Tag line works fine for limits on any "Unintended" use of gear in PvP.

I have Both Space Sets available to my Federation Main and use them as a 3 piece in conjunction with the Borg Universal Console. They work GREAT !! I use the Omega on my Tactical Retrofit and the MACO on my Excelsior Cruiser and both sets are the MK XII versions. LEAVE WELL ENOUGH ALONE.
But that won't happen as the wheel is getting re-worked as obviously stated .

You gave us a great new PVP set via the "2008" series, thanks. Leave the STF Gear alone just make it not usable in PvP.

IMO

P.S. I feel it should be noted that Ground Missions Is a Major Event In Star Trek. It was nor ever has been just about space. So get it right and give us more C-Store Ground Gear. Where is my Customize-able Kit? Where is the Modification packs for weapons? Where is my Ground Combat Vehicle? The ice boots worked, give us a c-store version, all 4 of mine are just about empty since you recently nerfed the time on them from 20 hrs. to 6 hrs.. For crying out loud, The Mission Statement of U.F.P. spells it out very plainly. Lets go where NO Game has gone before!
Join Date: Dec 2007
Posts: 148
# 136
03-11-2012, 04:53 PM
ground combat sucks, needs a total rework to be fun for most people.....far to mmo grinder when it should be far more fps(mass effect, borderlands, global agenda style)

I wish the nerfing on the KDF side would stop, I dont even play my klinker much and I feel sorry for them in pvp.....i mean every time they get something good, fed's cry and it gets nerfed to all hell.....if your gonna make the faction so nobody really wants to play it, why not just remove it or combine it back into the fed side.....*shakes head*
Join Date: Dec 2007
Posts: 148
# 137
03-12-2012, 06:38 AM
So what is the best shield engine and deflector config? I have managed to get a elite shield and deflector tech but im having a hard time actually stopping using my borg stuff coz the heals and shield buff are nice and proc quite often.

Is there any reason to stop using these? i use the M.A.C.O shield but not the elite on and 3 piece borg set for the buffs, should i just get the maco elite shield and carry on using the borg set or go for the full M.A.C.O or Omega set and ditch the borg stuff. Any advice would be great thanks.
Join Date: Dec 2007
Posts: 148
# 138
03-12-2012, 07:36 AM
[Silently he unholsters the [Zombie Control Sniper Rifle of Epicosity Mk XIV], shoots and vaporizes this Zombie thread!]

This thread was raised from the dead (after no posts for 30 days or more) and it had to be put down.
Please remember to check the dates of threads; and if you find an old thread raised from the dead just report it and avoid posting in it.

Note that you're more than welcome to start a new thread on the topic!

Cheers,

Alecto
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