Career Officer
Join Date: Jun 2012
Posts: 1,502
# 31
08-01-2012, 02:31 AM
*changes to mines:
lots of number changes there
but all i see is that there will be less mines to shoot down now (4 instead of 5),
i rarely fly into one and when i do they do so little damage that it's not even noticeable.

Let me put it like this: in the Gorn mineflield fleetaction i can fly for half a minute or so through that HUGE minefield before they start damaging me... and then 20 or 30 need to hit me before i go boom.
4 mines? that is like trying to break your cars windshield with driving against FLIES with 120 kmh *splash*.
Instead of taking a Hammer and hitting the Glass...

conclusion:
change the numbers all you want, as long as those things are stationary and can be shot down from 10k while only reacting within 2 or 3 k distance, they are worthless to my DPS.
and if the mines despawn after i fired 2 sets, so i can't even really lay a hidden minefield over time, even to defend that Starbase it's just useless.


Quote:
Originally Posted by zer0niusrex View Post
Duty Officers:
  • Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets.
    • KDF already had access to Marauder assignments of the same nature.
  • Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.
    • "Phaser" and "Disruptor" versions of these assignments may also appear in Federation and Klingon space, in addition to their existing locales.
  • The Species, Specialization, and Trait filters will now only show options that are available in the player's roster.
  • Added filtering to duty officer assignment chains.
  • Assignment chains now start collapsed by default.


"Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets."

-> sounds ok, but more like it belongs into the Trading category (for both factions). change that maybe?

Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.

-> no, not needed at all...
just put phaser and disruptors in sectors where people actually fly around,
i get Plasma Torps ALL THE TIME...
and it's not like those were too rare either:
http://img6.imagebanana.com/img/p8ie...0110150893.jpg

as you see i ever gotten 2 Disruptor Turret, 10 Phaser, and 42 Plasma Torps (i only once crafted like 5 of those... just kept collecting them).
I don't know where you get Phaser and Disruptor but it has to be in some odd sector like Alpha Centauri or Psi Velorum, peeps fly around Cardassian / Fed / KDF space a lot, not much interesting DOff stuff in Romulan Sectors.




"The Species, Specialization, and Trait filters will now only show options that are available in the player's roster."

then how do i know what i'm missing?
how about turning the empty ones red? and maybe adding a number how many you have behind it...

like

Astrometric Scientist (5)
Emergency Medical Hologram (0)

...
oh and remove the odd categories like Emergency Hologram, those ended up being normal Doctors, there are like 3 or 4 categories that aren't even used.

Last edited by zerobang; 08-01-2012 at 02:53 AM.
Rihannsu
Join Date: Jun 2012
Posts: 1,544
# 32
08-01-2012, 02:58 AM
Quote:
Originally Posted by matteo716maikai View Post
Why do the transphasic toros even need a shield heal debuff? I don't recall any pve stuff this would be useful against.

99% of the stuff they post to Tribble gets pushed live Reguardless of feedback or testing so why bother whn you can just wait 2 days? A lot of valid concern is being expressed here with no explanation as to why they feel that chrono mines need 100% proc chance or why transphasic torps need a shield heal debuff.

Those effect pvp way more then pve and for absolutely no reason they're gonna be put in.
The Federation has adapted the ability in PVE to use Extend Shields. Not that it's very useful of them to do it. There is a PVE use.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Starfleet Veteran
Join Date: Jun 2012
Posts: 613
# 33
08-01-2012, 04:13 AM
10 million fleet credit limit is not nice for one-man fleets actually. They won't be able to build their starbase to Tear 5 if such a limit exists, unless they buy out stuff from their own fleet stores. Also, why have a 1 billion fleet mark limit if you can only have 10 million fleet credits ... ? That makes abso-loot-ly no sense at all.

Also, why are you limiting the source of your income? The players give you money, and you want it, so why limiting Dilithium to 10 million? I bet there are freaks out there who would want to have more than 10 million, I know it's silly, but why not the usual 1 billion limit for Refined Dilithium and Ore? You might lose money with that restriction, dear PWE.

PS: Let me guess .. the Dilithium Ore / Refined Dilthium limit has existed ever since on Holodeck, butt it was never mentioned since no player has ever hit that cap. And now, maybe some player(s) has(ve) reached that cap and started cumplaints because there was no mention of such a limitation ... right?
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010

Last edited by eristhevorta; 08-01-2012 at 04:30 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 930
# 34
08-01-2012, 04:41 AM
Overall positive feedback from me.

Transphasics mines now do more damage and feel decent. I get around 5600 to hull with the new mines over 3800 with the old mines. (full volley hitting) Transphasics are pretty perfect now.

Breen cluster torpedo way better now. Nice DPS and damage and has not misfired once which is real nice to see.

Negatives

-DMG and other bonus are still broken. DMGx3 Tricobalt mine does the same damage as a DMGx1 Tricobalt. It looks like DMG and others do nothing. Not sure if Crit works fire either.

- Tricobalt mines and Tricobalt torpedo?s have a shared cooldown, can this be unlinked? Why can we not use the Tricobalt mines with Tricobalt torpedoes at the same time? I would love to have x2 torpedo and x2 Tricobalt mine is there a reason why they have a shared cooldown?

- Tricobalt mines are not classed as mines so you cannot use mixed mines Variable Geomety detonators to boost all mine damage. Well you can but the Tricobalt gain no extra damage from 17% to all mine damage.

EDIT: Concentrated Tachyoun Mines now only drop 4 mines and have no damage numbers no refrence to these in patch notes.

Last edited by pottsey5g; 08-01-2012 at 05:04 AM.
Career Officer
Join Date: Jun 2012
Posts: 102
# 35
08-01-2012, 05:36 AM
Quote:
Originally Posted by zer0niusrex View Post
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120729.0

General:
  • The Follow Target camera option will no longer change to Free Camera when using the mouse and tabbing through enemies
Finaly we get a new Camera (the old one was broken) now we get a Sony Handycam HDR-PJ580 wich is nice

Vereniging van Vloten: De Verdedigers, Gathering of Tweakers & Ariesfleet en Heroes of Qo'nos
Dont Mess with the Dutch Assassin
Steam user for life Say No to ARC

Last edited by salacnar070890; 08-01-2012 at 05:44 AM. Reason: Got the wrong camera
Career Officer
Join Date: Jun 2012
Posts: 883
# 36
08-01-2012, 06:57 AM
What PvErs don't understand here is that the issue isn't as much to do with balance (though it does play a part) as much as it is to do with fun.

Spam isn't fun.

With these changes, if you aren't running chroniton and/or transphasic mines on basically every member of your team (besides possibly the escort) you're putting yourself at a disadvantage.

The ability to debuff shield healing is a good idea, but would work better as a Boff ability or weapon proc. Tying it to spam and encouraging yet more spam in the process is unfortunate.

Between this and a little help from MWO, I think Cryptic will finally succeed in driving out the last remnants of the once vibrant PvP population.

Last edited by hurleybird; 08-01-2012 at 07:00 AM.
Lieutenant
Join Date: Jun 2012
Posts: 61
# 37
08-01-2012, 07:25 AM
In what build will you fix the plasmonic leech console?
Career Officer
Join Date: Jul 2012
Posts: 45
# 38
08-01-2012, 08:39 AM
If You're going to increase disables on mines are you going to fix the weapons glitch beforehand on holodeck, or just realease the increase to holodeck????? hmm?? . ref.->>> http://sto-forum.perfectworld.com/sh...d.php?t=332961
http://nuke.lasagnaludica.com/Portals/0/Apocalypse_banner1.jpg @sleeperdemon
"Integrity over success ,Integrity is the essence of everything successful."
Career Officer
Join Date: Jul 2012
Posts: 45
# 39
08-01-2012, 08:50 AM
Quote:
Originally Posted by hurleybird View Post
What PvErs don't understand here is that the issue isn't as much to do with balance (though it does play a part) as much as it is to do with fun.

Spam isn't fun.

With these changes, if you aren't running chroniton and/or transphasic mines on basically every member of your team (besides possibly the escort) you're putting yourself at a disadvantage.

The ability to debuff shield healing is a good idea, but would work better as a Boff ability or weapon proc. Tying it to spam and encouraging yet more spam in the process is unfortunate.

Between this and a little help from MWO, I think Cryptic will finally succeed in driving out the last remnants of the once vibrant PvP population.
I totally agree with this statement , You guys should actually play the game before you make changes like this when they are "working" atleast somewhat as is , What was it bort said, cut twice? 3 times? measure later? no thats not right . Alot of players are getting flat out sick of it . correct whats wrong first before bringing in more stupidity. Oh and people don't pvp because of crap like this. too many exploitable procs off otherwise useless weapons "team effort abuse" repulsor lag and the list goes on. . you're killing gameplay in both PVE and PVP . less cheese plz please please pretty please? I'm begging here.
http://nuke.lasagnaludica.com/Portals/0/Apocalypse_banner1.jpg @sleeperdemon
"Integrity over success ,Integrity is the essence of everything successful."
Captain
Join Date: Jun 2012
Posts: 2,388
# 40
08-01-2012, 09:47 AM
Quote:
Originally Posted by awolfe59 View Post
This seems ass-backwards. Fleet Credits should have a higher limit than Fleet Marks. Most people in the game have a low balance of Fleet Marks and a high balance of Fleet Credits. My own FC balance is over 1 million, and my starbase is only Tier 1. I'll hit a 10 million cap long before our starbase reaches T4, let alone T5.
I believe that's to ALLOW EVERYONE in the fleet the chance to participate and not just a few.
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