Starfleet Veteran
Join Date: Jun 2012
Posts: 421
# 11
07-09-2012, 04:20 PM
Quote:
Originally Posted by borticuscryptic View Post
And one last note: Security Escorts beamed in by this Doff are currently not suitable for hazardous environments (such as Nukara) and will combust upon entry. The responsible duty officers are now receiving additional training regarding environmental precautions, and should be capable of avoiding this situation in the future.
Is this training also going to apply to the nurse that beams down to help me and instead bursts into flames?
Formerly known as Protector from June 2008 to June 20, 2012

If the KDF can get a Fleet D7 (That can be upgraded to a T5-U), the Feds should have a Fleet Exeter.
Captain
Join Date: Jun 2012
Posts: 2,007
# 12
07-09-2012, 04:37 PM
Quote:
Originally Posted by mewi View Post
Some people don't want to spend 30-40 minutes trying to find a thread that might or might not exist
It took 10-15 seconds to find that thread. You could have at least tried.

And you'll note that even though I pointed out that your thread was a dupe, I did provide you with a response and a link.

Thanks for telling me that I wasted my time trying to help you.
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Career Officer
Join Date: Jun 2012
Posts: 5,562
# 13
07-09-2012, 05:18 PM
Quote:
Originally Posted by borticuscryptic View Post
The quantum shadow issue is a technical limitation. We can copy your character's base appearance, but not the items you are wearing. Notice that they never show up wearing armor or kits that you may have equipped and showing.

We're working on a way to expand that tech, but for now we're planning to stick your Shadows into EV suits when summoned in hostile environments. They are unlikely to match your own, but I'm afraid it's the best we can do for the time being.
You know... I'd actually kinda plead with you to leave it in.

We don't have enough absurd red shirt deaths in this game.

I'd rather see a gimmick where the extra red shirts dying buffs the team or something. <:-)

Really, I just LOVE that "burns to death" animation.

I wish there was a way I could use that. Even if you put it in the Foundry, I can't auto-kill NPCs or make them disappear.

Although... I would like to suggest an idea for that. I get the issue with making contacts disappear. It could break missions. It would force missions to have too many validations.

So... Instead...

What if a new class of contact was introduced. One that couldn't be used for EITHER mission dialogue or kill objectives. And these contacts, we could have "exit" a map with a choice of exit animations? If neither talking to them nor killing them is essential to the mission objective, authors could do whatever they want.

Effectively, a third NPC class. Neither Contact nor Enemy. Just a "Redshirt" so to speak. An NPC class whose life, death, or exit can have no direct consequences on the mission since they can't be associated with objectives. That would be useful for flare and people could always simulate talking to them via pop-ups and martini glasses or the standard optional, non-required contact dialogue.
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 14
07-09-2012, 05:40 PM
Quote:
Originally Posted by borticuscryptic View Post
The "100% chance" is a blatant lie! How dare the tooltip mislead you in such an evil, evil manner! The correct chance has been 20% to beam in two. After reviewing the power itself, I'm going to be reducing that slightly as it is currently a flat-out 100% improvement over a blue version doff, which violates the approximate curve we're aiming for on these Active Roster powers.

After updated, Purple Security Doffs will have a 20% chance of summoning in ONE additional Rank 3 security team member and only a 10% chance of summoning TWO.

The OP has 3 Security Doffs equipped, this is why multiple tooltips are showing and is not something that is likely to change as each individual doff is applying its bonus separately. In other words, having three 20% chances is not the same as having one 60% chance. The tooltips are set up in this manner to illustrate this difference.
I'm probably going to regret pointing this out, but...

Each of the engineering pet-enhancing DOffs (Armory Officer (turrets), Explosives Expert (mortars) and Fabrication Engineer (support drones)) also behave this way; with a purple DOff slotted, when the effect procs, you always get two extra turrets, drones, or mortars instead of one. I think the "100%" in the tooltip refers to the fact that when the 20% effect procs, there's a 100% chance for the extra item to proc.

I should also note, though, that unlike the Security DOff, the engineering DOffs are not permitted to stack; you are only allowed one of each. I don't feel this is necessarily unfair; after all, they are devoting three DOffs to the enhancement, and thus giving up other possible enhancements.

I was going to humbly request that something be done that overall increases the chance that we get at least one extra item, though. I feel great when I get three turrets...but feeling disappointed 80% of the time is, well, disappointing. The solution you've proposed (20% chance of 1 extra, 10% chance of two extra) is good if it means that you get at least one extra item 30% of the time, but could also be taken as "20% of the time you'll get an extra security escort; half the time that procs, you'll get a second extra member" (which works out to a 10% chance overall of two extra redshirts). I'd far rather have an increase in the reliabilty of extra performance than a small chance for a massive boost to performance that never comes when you actually need it.
Career Officer
Join Date: Jun 2012
Posts: 96
# 15
07-09-2012, 06:51 PM
Can you make it so that our red shirts don't fall over dead from a borg just simply looking at them? They are still very weak after some release notes have claimed to buff them. My medic that beams in seems tougher than my red shirts.
http://www.the-bums.com
Captain
Join Date: Jun 2012
Posts: 771
# 16
07-09-2012, 07:24 PM
Quote:
Originally Posted by borticuscryptic View Post
The "100% chance" is a blatant lie! How dare the tooltip mislead you in such an evil, evil manner! The correct chance has been 20% to beam in two. After reviewing the power itself, I'm going to be reducing that slightly as it is currently a flat-out 100% improvement over a blue version doff, which violates the approximate curve we're aiming for on these Active Roster powers.

After updated, Purple Security Doffs will have a 20% chance of summoning in ONE additional Rank 3 security team member and only a 10% chance of summoning TWO.

The OP has 3 Security Doffs equipped, this is why multiple tooltips are showing and is not something that is likely to change as each individual doff is applying its bonus separately. In other words, having three 20% chances is not the same as having one 60% chance. The tooltips are set up in this manner to illustrate this difference.

And one last note: Security Escorts beamed in by this Doff are currently not suitable for hazardous environments (such as Nukara) and will combust upon entry. The responsible duty officers are now receiving additional training regarding environmental precautions, and should be capable of avoiding this situation in the future.
Yes, judging by how the purple doffs work with Support Drones, Phaser Turrets, and Quantum Mortars, I think the 20% chance for two security officers was intentional on Heretic's part, to represent a clear step up from the blue versions, and he allowed slotting multiple Security doffs because unlike the Engineer turrets and drones, they last for a lot less time, and die much easier.
Ainu - Join Date: Aug 2008
Foundry Missions: 1) The Source of Power (ST-HSWUBD5TQ) [Federation] 16+
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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
07-09-2012, 07:30 PM
Quote:
Originally Posted by tangolight View Post
Yes, judging by how the purple doffs work with Support Drones, Phaser Turrets, and Quantum Mortars, I think the 20% chance for two security officers was intentional on Heretic's part, to represent a clear step up from the blue versions, and he allowed slotting multiple Security doffs because unlike the Engineer turrets and drones, they last for a lot less time, and die much easier.

This.


Not to mention that for ground active duty for a Tac captain there is very little of use to slot for something like STFs.

A "chance" to reduce Grenade cooldowns by a few seconds is basically pointless.

Then there are the melee DOFFs...yeah.


And finally Rally cry, which is OK I suppose but talk about super conditional powers.

For the more powerful part of this ability your friends have to first be dead, and then it's only a chance to rez them.



Borticus, please rethink nerfing the Security DOFFs, or please add some more DOFFs for tacs to use on the ground that are actually useful on STFs.
Ensign
Join Date: Jun 2012
Posts: 15
# 18
07-09-2012, 07:47 PM
Also keep in mind that Security Escort is on a 3 minute cooldown, while the engineering kit powers that create generators and turrets are on cooldowns of less than half a minute, seeker drones on 1 minute CD, and support drones on 2 minute CD. Even taking Tactical Initiative into account, an engineer can create pets a lot more often.
Career Officer
Join Date: Jun 2012
Posts: 96
# 19
07-10-2012, 03:30 AM
Quote:
Originally Posted by eminencegrise View Post
Also keep in mind that Security Escort is on a 3 minute cooldown, while the engineering kit powers that create generators and turrets are on cooldowns of less than half a minute, seeker drones on 1 minute CD, and support drones on 2 minute CD. Even taking Tactical Initiative into account, an engineer can create pets a lot more often.
How dare you bring logic into this conversation. J Man has a shiny nerf bat and he intends to swing it fast and hard. Who gives a crap about tactical captains? Certainly not the developer who hasn't ever played one. No, lets nerf into oblivion as a knee jerk reaction, that always works best.

Anyone remember how worthless orbital strike used to be?
http://www.the-bums.com
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 20
07-10-2012, 06:32 AM
Quote:
Originally Posted by eminencegrise View Post
Also keep in mind that Security Escort is on a 3 minute cooldown, while the engineering kit powers that create generators and turrets are on cooldowns of less than half a minute, seeker drones on 1 minute CD, and support drones on 2 minute CD. Even taking Tactical Initiative into account, an engineer can create pets a lot more often.
Seeker drones don't get buffed by the fabrication engineer, and there's no alternate DOff that gives an extra chance of Seeker Drones (or I'd use the hell out of that).
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