Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
03-27-2012, 03:58 AM
Quote:
Originally Posted by fleve
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.
I to am glad to see the changes as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
03-27-2012, 04:44 AM
wel im still new, and i can't provide more feedback than the senior players have provided.

I will w8 to see, but i have a feeling that the shield thing is going to make fights more quick. and my self liked tha way they were before they start stacking.

I agree with the others in 1 thing, theres not enough consoles slots to use any of ur c.store consoles. honestly i have bought some ships because of the console that come w it, but now i only buy a chip i need and keep the console on my bank .

At least take the consoles that give a special ability like cloack and sourcer separation, and make them inate abilities of that ship.

The rest i think they are good changes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
03-27-2012, 04:47 AM
I went to all the trouble of actually crafting a couple of field generators (ages ago, not to take advantage of the insane stacking), just about the only thing worth crafting right now and they cost a ton of dilithium.

What was wrong with them before? I have three science slots on the ships I fly and there are other useful science consoles out there.

So as it stands on my BOP I can have three engineering damage resistance consoles, three science field generators and three tactical damage enhancers. With little intensive to chose others.

Doesn't this make every other console apart from the c-store ones more or less redundant or at the very least take some of the variety out of console set-ups?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
03-27-2012, 05:16 AM
Could we please have the Belfast interior finally fixed, so that players can leave the ship from any deck, and not just the bridge? It's been like that since the DS9 Bundle release, and it's getting seriously irritating now that the doff assignments have been moved to ships' interior.

Also, I call fail on nerfing the Field Generator console...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
03-27-2012, 05:29 AM
The containers are much better than floating yellow spheres but they seem harder to detect, especially being so used to seeing bright containers. they might need to be a touch bigger or have a little more glow?

not overly worried about the shield console. no one likes a nerf but i hate when consoles provide a diminishing return. makes it harder to tell what multiple consoles will give. so not an ideal change but im fine with it.

having trouble finding the defera missions. hide and seek missions are all well and good but not when you are trying to test it. all i found was two mission from the contact that gives you the probe, and they are simple ones.

I noticed lots of glowing holographic bombs located around the city which suggest there is a mission to find and place them but im not sure if there is a mission to activate them or not?

also is the com tower going to get added. the area is built but cut off? i was hoping this update would open up that area.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
03-27-2012, 05:40 AM
Quote:
Originally Posted by Suavek View Post
Also, I call fail on nerfing the Field Generator console...
Broken to over powered status then nerfed to compensate without fixing the original problem. Even in my short time in STO I'm getting that feeling of deja vu
Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm a bit astounded by this one. You cut a console everybody uses in half. So now everyone needs 2 sci console slots just to get what we had yesterday? Great way to make almost everybody hate you. And it makes people wonder what nefarious reason there is for the change: New ships coming out with 5 sci consoles slots? Devalue the console slots on every ship except perhaps the Oddyssey so that the new ships will have more slots and only they will be able to let people have the power they have on live right now?

I'm perilously close to finding something else to do with my time and money.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78
03-27-2012, 06:21 AM
Quote:
Originally Posted by USS_Ultimatum
B) Remove it from the game, give all ships of appropriate tier a shield modifier increase to compensate or give all shields of appropriate tier higher capacity to compensate.
That's basically what the PvP community has been saying since the wretched thing was announced. If a console is so good that everyone needs to use it, then what's the point of having it? Why not just adjust the stats upward the same amount?

Terrible design decision. And now this latest change, while better than having them stack at full strength, is bound to tick a lot of people off. Every single person in the game is getting nerfed, but if Cryptic didn't do dumb things like designing items that are absolutely must-have they would have never be in this situation :p

As an aside, this patch also has a lot of good changes, like shield distribution officer and HE changes. Unfortunate that sci is getting nerfed further into uselessness though (and this is coming from a guy who pre-season 5 was saying that sci was too powerful in PvP and needed to be toned down) -- 75% resists to science was a monumentally bad idea, although I'm guessing gravity well was broken by accident.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79
03-27-2012, 06:55 AM
Quote:
Originally Posted by ZeroniusRex
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.17.20120326a.0

General:
  • Added many new French and German translations.
  • Updated the appearance for all loot drops.
    • The containers will now indicate rarity.
    • Also, they look really awesome.
  • Lowered the Energy Credit costs for tailoring for players, Bridge Officers, and ships.
  • Character creation will no longer fail when creating a character with a formal name thatís 20 characters long.

Duty Officers:
  • Improved ship interior Duty Officer contact static assignment button behavior.
    • They should grey out now only when the assignment has started or is on cooldown.
  • Added buttons to Duty Officer interface under Department Heads that allow access to your own ship interior non-static assignments.
    • Note you will still need to go to your ship interior to do static assignments, such as making hypos, assembling consoles or turrets, or to invite friends to use your ship interior non-static assignments.
  • Cleaned up some text on some of the ship interior Duty Officer contacts.
  • Increased cooldowns on some sector Duty Officer recruitment assignments.
  • Reduced effectiveness of Shield Distribution Duty Officer active roster power shield heal by 25%.
  • Fixed some incorrect commendation experience rewards for "Provide Support" assignments in the DS9 region.

Missions:
  • Mining event updates:
    • You can now accept the mission directly from Isihl if you hail her from the event or the journal.
    • Also added Isihl to the interior of the airlock
    • Mission explainer on Isihl now tells you that you don't need a mining laser, that we do that for you automatically.
    • Added a practice minigame to the console by the Dilithium in the airlock.
    • Added minimum level info to mission, contact, and both event texts.
    • Added transwarp locations to asteroid mining mission.
    • Resolved an issue that prevented KDF characters from getting credit for mining some of the Dilithium locations.
    • The entrance to the mining location will now have only one button to enter.
    • Updated text to specify that the mission is once per day.
  • Updated "Boldly They Rode"
    • The mission should function with the new EV suits.
    • Tweaked how Jem'hadar ships target in final battle; they are now less likely to target players unless player attacks first.
    • Made shrouded Jem'hadar in Promenade all Ensign groups, instead of 2 Ensigns and 1 Lieutenant.
    • Corpses are now properly affected by Zero G.
  • The Borg Invasion of Defera has been updated.
    • There are a bunch of random new missions all over; itís like hide and seek.
    • More info on this to follow.
    • This event will be active 24/7 temporarily to aid in testing.

Systems:
  • Space pet AI updates:
    • Pets that are following will now fly in formation.
    • Pets on attack mode will move into a wedge formation in front of the player until an enemy target is found.
    • Updated text descriptions of the carrier command powers so that they explain about the toggle functionality.
  • Updated Bird-of-Prey carrier AI so that Birds-of-Prey retreating under cloak will move at maximum throttle.
  • Hazard Emitters will now properly cleanse Hazard debuffs over the power's full duration, every .5 seconds
  • Theta Radiation clouds no longer stack their debuffs on targets unfortunate enough to get caught inside
  • Performed a balance pass on the following Space STF enemies:
    • Borg Cube, Borg Tactical Cube, Vila Battleship, Tethys Dreadnought, and all unique versions of these same critters.
      • Reduced their innate damage bonuses:
        • This will reduce their base damage by approximately 10% across the board.
        • This has a more obvious impact on high-damage abilities, like High Yield Plasma, and should not reflect much of a difference for their standard weaponry since they already possess a 10%-20% variance.
      • These ships no longer have the ability to Critically Hit:
        • This will keep these critters deadly, while removing many of the "one shot = one kill" abilities that have been reported.
    • Engineering Support Drone:
      • Resolved an issue that caused its Perception Bonus to not be properly applied.
      • Should now affect the entire team while the Drone is active.
  • Updated Beam - Fire at Will:
    • All ranks of this power should now be capable of missing their target, rather than having an artificial 100% accuracy.
    • The accuracy of this power should now properly inherit the modifiers of the user and target.
  • Updated Space Klingon Honor Guard - Two Piece Set Bonus
    • Doubled the magnitude of the Crew-based skill boosts.
  • Separated saucers should not constantly try to move around behind if the owner is rotating in place.
  • Field Generator Console mods can now be stacked.
    • As such their effectiveness has been reduced.
  • Mine and Torpedo Tactical Console mods have been fixed so they only affect Mines or Torpedoes.
    • They will no longer affect other abilities that happen to do Kinetic damage.

UI:
  • Changed the label of the button to access the department's assignments not say "Speak" but instead "Assignments".
  • Itís now possible to scroll through characters on the Character Select screen using the up and down arrow keys.
  • Resolved an issue that caused players to not have a team indicator on the mission tracker while in a PvP map.
  • Bridge Officers should always display the correct class icons in the Choose Your Away Team window.
  • The Request Reinforcements button will now only display when itís a valid option for the player.
  • When discarding items with 0 value, the confirmation window will no longer report that the player will receive energy credits.
  • Resolved an issue that would prevent item comparison tooltips from working correctly in space.
  • Rapidly clicking on the secondary attack as it exits cooldown will no longer cause the attack to misfire.
  • Polarize Hull will now display consistent stats in the skill information and power tray tooltip.

Known Issues:
  • Itís not possible to exit a PvE Queue map without successfully completing the mission.
    • This has already been addressed, but the resolution isn't yet in a build--it should make it to Tribble soon.
Fix tetryon glider you ...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
03-27-2012, 07:11 AM
Quote:
Originally Posted by ZeroniusRex

Reduced effectiveness of Shield Distribution Duty Officer active roster power shield heal by 25%.
...
Performed a balance pass on the following Space STF enemies:
Borg Cube, Borg Tactical Cube, Vila Battleship, Tethys Dreadnought, and all unique versions of these same critters.
Reduced their innate damage bonuses:
This will reduce their base damage by approximately 10% across the board.
This has a more obvious impact on high-damage abilities, like High Yield Plasma, and should not reflect much of a difference for their standard weaponry since they already possess a 10%-20% variance.
...
Field Generator Console mods can now be stacked.
What is your problem with shields? I like shields, *looks to side* do you like shields? *they nod* Yeah that guy likes shields. You basically negated the fix for STFs, aside from the critical fix. Just stupid. Keep the field generator where it is, allow it to stack, but give it diminishing returns. You have a game philosophy that makes tanking completely irrelevant. So, why are you making systems changes towards making tanks stronger and non-tanks weaker? All this does is harm non-tanks...which is everyone.

This also smacks of PvP changes affecting PvE balance...again. Stop it. HAVE WE NOT LEARNED?! PvP and PvE should be completely separate in terms of ability effects. Period.

I don't want your dirty PvP creaping into my PvE. My shield distro officers were just fine where they were. Put them back the way you found them, and don't touch my stuff again.
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