Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
05-09-2012, 12:43 AM
Quote:
Originally Posted by GenRammstein View Post
tit for tat klinks you get tachyon drones we get tractor drones deal with it
"Fun for absolutely no one" makes for a horrible game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
05-09-2012, 02:22 AM
You folks should be thinking of alternative abilities for the runabouts so that tractor beam can be ELIMINATED on pets rather than strengthened! Has anyone at Cryptic or PWE (besides Branflakes, because I know he has) seen what those things do in pvp??? Stacking six or seven tractors on a target is simply insane and unacceptable, especially when Omega doesn't properly resist that many tractor beams.

The advanced runabouts are already extremely overpowered for pvp, they do NOT need to be buffed in any way, shape or form. Go talk to Branflakes about his experiences flying a kitty carrier with runabout pets while pvping with my fleet, I think he should have some interesting first-hand experiences to share concerning them...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
05-09-2012, 03:29 AM
Tribble keeps disappearing from the launcher? it there one minute and gone the next.

i know it goes away when every they are patching but they dont usally patch at this time and its come and gone in the space of minutes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
05-09-2012, 05:22 AM
Tribble is still gone from the launcher for me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
05-09-2012, 07:18 AM
What. The. ****?!

I don't even... -redacted due to potentially offensive insinuations pertaining to the competency of the systems team-
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
05-09-2012, 09:05 AM
Quote:
Originally Posted by ZeroniusRex
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.17.20120423a.18

UPDATED to clarify Runabout pet note.

General:
  • Pressing Escape and changing maps will no longer cause the power tray to change positions.
  • Resolved an issue that prevented dragging powers to the power trays.
  • Foundry authors should get better results when setting up dialog trees with Bridge Officers, especially on the Klingon side.
  • Updated tooltips and descriptions for some carrier pets to resolve some typos.
  • Runabout carrier pet Tractor Beam performance scales with their quality level.


oh thank god... this was driving me nuts. Glad to see an actual error being corrected quickly for once... now.. if we can do the rest of them

Does this mean I will be able to see what direct skills need to be spec'd finally for the carrier pets. I know the Kling side spec's just would love to see the fed side

Good Maybe this will fix all the damn ships that just ignore these beams at times (not meaning you pvpers, but alot on the PVE tend to ignore the TB) But Uncommon Pets and advanced pets should be different.. if people are dropping 800CP on Carrier pets they should be worth more then a 3000 ec Varient... Can we now actually make them have more then 1 HP.. You fixed the klink pets .. now for the fed side..


As for the others complaining about the beam, Carrier pets go both ways for both sides. How about the havoc raised by a tach/siphon carrier.. or any of the RF2 pets or even the Frigates. Once June hits I am sure people will ignore the carrier pets.. people will switch off the carrier.. and be on the next toy which will be craftable from the shipyard.. and people will say that is over powered and cry that they are forced to be in a fleet to get ships and it alienates the solo/pvp'r etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
05-09-2012, 09:15 AM
Tribble missing from the Launcher for me also!

It was hit and miss last evening, now I can't get it back
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
05-09-2012, 09:33 AM
Quote:
Originally Posted by dariusmajere
As for the others complaining about the beam, Carrier pets go both ways for both sides. How about the havoc raised by a tach/siphon carrier.. or any of the RF2 pets or even the Frigates. Once June hits I am sure people will ignore the carrier pets.. people will switch off the carrier.. and be on the next toy which will be craftable from the shipyard.. and people will say that is over powered and cry that they are forced to be in a fleet to get ships and it alienates the solo/pvp'r etc.
This is not about one faction having advantage because of better pets, this is about the gameplay ****ed in both sides. I have toons in both factions, and pvp now is unplayable in both, tell me how can u play when u have 5 tractor beams, and 4 chroniton debuff on you 100% of the match? and Attack Patern Omega don't clean any of those (useless vs chroniton debuff, and don't work well agaisnt multiple tractor beams), you can't turn, so you can't put your weapons in firing arc, and you are frozen in the space, so your defense value will drop....
The tractor beams + subnuc, and any escort die in 5 seconds, doesn't matter how good you are.

And those who are "crying" have FAR more experience than u in pvp, so maybe they have arguments and reason for the "crying" that u can't even start to understand.

And why u think ppl will ignore carriers? how a few maps, and maybe a few game modes will make the carriers useless? (that is the only way that ppl will drop their carriers), that will never happend, all the sci players will use carriers because their ships and skills are so nerfed that have negible effect in pvp

The problem is not the carrier, the problem are the pets with spamming debuff
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
05-09-2012, 09:44 AM
Every time one of these is posted, what I read is:

TERRIBLE Maintenance and Release Notes - Date, #, Year

Then I see it's actually TRIBBLE.

Then I laugh because they are pretty terrible, too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
05-09-2012, 10:30 AM
Quote:
Originally Posted by ZeroniusRex
I have updated the patch note for the Runabout carrier pets. The existing (green/uncommon) versions were not changed at all.

Sorry for the confusion!


Zero, I'm begging you. Nerf those runabouts. One runabout is annoying, but 8 of them is just ridiculously annoying and overpowered. And I'm not even talking about the Advanced ones, I'm talking about the standard ones. The advanced ones I don't even want to talk about.
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