Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
03-27-2012, 12:44 AM
Quote:
Originally Posted by yris View Post
I have! Advanced escort, Maco MK XII, just put 3 consoles on and have 11k shields....

It does not show up in sector space, or ground but just head to Deep space encounter area.
That's what I mean, I haven't seen any increase in encounter space...

Also why are they +18%? o_O Who's bright idea was that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
03-27-2012, 12:48 AM
Quote:
Originally Posted by USS_Ultimaturm
1) Console slots are already at a premium. The Field Generator alone, is now the only thing anyone will ever slot in their Sci Slots. Whether you have 1 slot, or 4 slots, this is the absolute must have console.
My PvP Sci ship with its tripled-up Particle Generators would like to have a word with you, unless you think that hitting folks for 20K with my shockwave is a waste of console slots. :p

I also did a funny bit of testing against a friend's cruiser, with him alternating between a shield regen console & single capacity boost, and two capacity consoles (Field Generators). Guess which setup made him squishier? Two capacity consoles were worse in a sustained engagement.

There is in these patch notes a strong nerf for science ships, which I should think would be at the bottom of the to-nerf list.
1) Photonic Shockwave damage just got nerfed considerably since + kinetic damage consoles don't help it anymore.
2) Running torp & mine science harasser builds just got harder since I can't get a console to boost both torpedoes and mines.
3) In order to maintain current shield capacity, I would have to give up a very valuable science console, which would make me very sad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
03-27-2012, 01:01 AM
Didnt read all, too much already - but:

If the goal is to limit the shield bonus, then arrange for a setup of two consoles to give the same bonus in either version.

Example (that may not be true to real numbers):

Lets assume the console gives 30% now and 20% after patch.
Now assume diminishing returns by one third for more then one console:

Tribble:
20 + 20 = 40
20 + 20 + 20 = 60

Suggestion:
(30 + 30) * 2/3 = 40
(30 + 30 + 30) * 2/3 = 60

That way only the third console would give a (small) bonus above what you seem to deem balanced, yet nobody just using one console would loose anything.
As someone correctly stated, only stacking shield bonuses weakens the ship more then a more diverse setup.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
03-27-2012, 01:05 AM
Quote:
Originally Posted by Alastor_Forthright View Post
Can we get some screenshots of the new loot containers? There's a pretty good chance some testers might not see a Very Rare or even Rare drop while testing.
http://img195.imageshack.us/img195/7470/galor.jpg

Exact same as the old ones, except it has a tiny silhouette of a Cardie ship on the boxes.

Now why would they do this when they have stopped dropping?

Easy, they want all lockboxes to use the same graphic (for the green/gold boxes), to make it easier to distinguish between them, all lockboxes will have a different silhouette on the side.

So they will all look exactly the same other then the tiny new silhouette for each series of box.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
03-27-2012, 01:06 AM
Quote:
Originally Posted by Alastor_Forthright View Post
Can we get some screenshots of the new loot containers? There's a pretty good chance some testers might not see a Very Rare or even Rare drop while testing.

Quote:
Originally Posted by shapey
http://img195.imageshack.us/img195/7470/galor.jpg

Exact same as the old ones, except it has a tiny silhouette of a Cardie ship on the boxes.
Those aren't the loot containers that were changed. We're talking about the loot containers, not mystery boxes or cardassian lockboxes.

The new loot containers are definitely more detailed, but may be a bit easier to miss, especially the ground loot containers on busy maps. They're no longer the glowy orbs and shapes we used to know. Now they're more like actual metal boxes and cones, with a few lights decorating them:

Common Space Loot Container

Uncommon Space Loot Container

Rare Space Loot Container

Common Ground Loot Container

Uncommon Ground Loot Container

Rare Ground Loot Container

(sorry, didn't come across any Very Rare Loot Containers last night/this morning)

EDIT: fixed rare space loot container link
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 66
03-27-2012, 01:22 AM
when I think about it, the Fieldgenerator stacks now on Holodeck without the new Patch.....
and with the Nerf they only want to cover up their inability...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 67
03-27-2012, 01:39 AM
Quote:
Originally Posted by Arwed View Post
when I think about it, the Fieldgenerator stacks now on Holodeck without the new Patch.....
and with the Nerf they only want to cover up their inability...
Its also going to be a great selling point for new +1 ships down the line. Imagine a +1 Advanced Escort Refit with 5 Sci Slots... hmmm 4-5 field gens great selling feature. Perhaps a +1 Recon Sci Ship with 4 tac slots and 5 sci with 2 engi... ya I see that selling well. lol

Devaluing of our current ships slots... means Valuing of Future ships extra slots. Right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
03-27-2012, 02:04 AM
Yeah. Diminishing returns should work with its current +35% cap on holodeck.

Slot 1, get a +35% capacity bonus as stated. Slot 2, the cap is increased by only +18%. Slot 3, +9% boost.

So take a Covariant shield on a cruiser with a 7800 cap. Each Mk XI Blue Field Generator beyond the first adds half its given bonus then half again. You'd get something like this: 7800 + 35% + 18% + 9% = 13544 Max Shield Capacity. See that? THAT is how it needs to work. This way you don't get a really valid excuse to use more than 1 console because stacking them gives you less and less just like with the armor consoles. In this situation your shield increase with 3 field generators of the same mark and quality would only give you an additional 5744 shield HP.

Do it like this. Don't nerf/punish people that are content to use only one field generator.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
03-27-2012, 02:17 AM
:::Uncloaks:::

I was wondering when the console would get looked at since the "accident" of them being stackable on holodeck.

I am supprised that this could not be corrected and to reduce and them and make them stackable was likely an long overdue outcome.

I just checked the figures on my Sci Oddy with an Engineer VA, I have only ever ran one console even after the accident and I remember grinding the exploration badges way back when for it.

I have a modest build but stats where:

Holodeck currently: 12971
Tribble : 11577
% reduction : 10.7%

I would have liked to have seen perhaps keeping the old valaue but have a % reduction when you used more than one console or revert to the old setup.

However with the way things are panning out and the top base line being lowered to "balance" the more this casual PvE and PvP player feels there is something very wrong with the mechanics of the game. Especially since this game is now a DPS game to some extent.

After two years the high end players really do need to see the level cap raised and more new content and I don't mean shiny new toys like dilithim mining I mean real new story lines and currently the changes even to this causal player seem to be becoming more stiffled and freedom of builds and different classes seems to be getting harder to do.

I won't be using more than one of those consoles as I have enough fun balancng out my ships loadout as it is.

End of the day, I will adapt like the borg

I do respect the Dev's and I do wonder that sometimes that a combination of things like CBS, PWE and other things get in the way of the growth of the game.

Respectfully

A long time casual player

:::Re-cloaks:::
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
03-27-2012, 02:34 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
you would think such great changes to FAW, Hazard Emitters,Theta and plasma would be the biggest news, but the field generators gets the all the headlines again!
This. Add the Shield Distribution Doff change, and you have a package of bug fixes and balances that is actually very much going in the right direction.

I run three shield DOFF's, yes I don't like to see them nerfed, but yes I see its logical and necessary because I'm tanking far too much through brace for impact already.
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