Lt. Commander
Join Date: Dec 2007
Posts: 120
Some of these have been mentioned by snix but not included in the patch notes. I tried posting these in the Tribble forum, but it got scrolled off in seconds by people complaining about art bugs and diplomacy.

Seen so far:
  • I got tractor beamed by a fleet support ship (or possibly a photonic one)
  • Ramming speed is no longer available unless at low health (reported 50% or lower)
  • Shield hardness DR/cap seems to be in place
  • New queue tech doesn't let a game start without the proper number of people in it - this leads to games failing to start rather than starting underpopulated
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-09-2010, 06:45 PM
They had better deal with RSP, before nerfing shield resists... otherwise we are going to see RSP spamming in a way that makes game play these days seem RSP free.

So now, effectively, Rotate shield frequency is useless, the science team shield buff is useless extend shields resist and any team shield resist buffs are useless, when targeting an engineer in a cruiser. We are almost always running near 75% anyway so this nerfs our defenses both self and from others across the board.

GG guys... GG

This could be season 1.1 version 2.0

Shield power - 100 = 20% resist
EPtS 3 = 40% resist
Additional 25% shield power boost from EPtS 3 = 5%

Total = 65 %

Cap = 75%

Any additional buffs.. no matter how large.. only will count 10%.

This kills so many abilities and ways to help,.. I can't even begin to describe how this kills the engineer and teamwork for us NON RSP spammers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-09-2010, 06:55 PM
Sounds like the dumbest move ever, especially when you give a science ability at level 48 that give the team a 50% boost to shield resist so anything after is completely useless. I cant wait for the gay to start.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-09-2010, 07:46 PM
hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-09-2010, 07:49 PM
Quote:
Originally Posted by faithborn
hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.
This is even worse than a hard cap though. We know how hull resistances work, and shield resistances are much weaker and harder to find and stack in the first place.

But I'm still not sure how it works on tribble yet, nor how to really tell what the actual resists are.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-09-2010, 07:50 PM
Quote:
Originally Posted by faithborn
hey guys, its called diminishing returns; Now shield resists don't actually give you the flat number anymore.
Great, now I can blow 4 shield resists...and get to like 40%.

That sounds so much better.

Good times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-09-2010, 08:00 PM
Quote:
Originally Posted by Jaruslothran View Post
Great, now I can blow 4 shield resists...and get to like 40%.

That sounds so much better.

Good times.
Alternatively, you could have invested effort into hull healing and be laughing your ass off right now at the people that are Sorely out of luck with the patch. My job just got easier
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-09-2010, 08:21 PM
Quote:
Originally Posted by faithborn
Alternatively, you could have invested effort into hull healing and be laughing your ass off right now at the people that are Sorely out of luck with the patch. My job just got easier
I use 1 engineering team 3 and a Engineering team 1 and transfer shield strength. Faithborn. I have invested in it.

But now, I may as well dump TSS and go hazard emitters.

I also have 3 other engineering officers with ET 3 I can swap out for other builds. I do fine. I don't stack RSP, I hate that power and frankly none of what you said addresses the issue that this is a nerf primarily to the defensive abilities to the defense class.... while leaving the real bane RSP alone, for now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-09-2010, 08:45 PM
Quote:
Originally Posted by Edgecase View Post
[*]New queue tech doesn't let a game start without the proper number of people in it - this leads to games failing to start rather than starting underpopulated[/list]
Good. I'm glad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-09-2010, 11:43 PM
Oh, and they nerfed the grandfathered consoles. Sucks that my +90 starship hazard system is getting knocked down to +45

[Prototype Console - Science - Halon System Mk X]
+15 Starship Hazard System
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 07:28 AM.