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Cryptic Studios Team
Join Date: Jun 2012
Posts: 347
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120909a.20

General:
  • The turn rate debuff applied by the Warp Theorist Duty Officers through Tachyon Beam is no longer lasting longer than it ought.
Empire Veteran
Join Date: Jun 2012
Posts: 1,633
# 2
09-27-2012, 01:31 PM
And we have a winner for shortest Tribble patch notes
Was named Trek17, but still an author.
Captain
Join Date: Jun 2012
Posts: 749
# 3
09-27-2012, 11:55 PM
Nearing year three, and still no turn improvement for FED Cruisers.
Starfleet Veteran
Join Date: Jun 2012
Posts: 29
# 4
09-28-2012, 10:09 AM
Quote:
Originally Posted by burstdragon323 View Post
Nearing year three, and still no turn improvement for FED Cruisers.
But they are cruisers.....They are meant to be slow and clumsy(sort of) and even in the ovies cruisers didn't have that great a turn rate
Ensign
Join Date: Jun 2012
Posts: 18
# 5
09-29-2012, 02:07 AM
Quote:
Originally Posted by llyodstyles View Post
But they are cruisers.....They are meant to be slow and clumsy(sort of) and even in the ovies cruisers didn't have that great a turn rate
Yeah, but there is slow turning and then there is cruisers that turn slower than Titanic playing chicken with an iceberg...
Career Officer
Join Date: Jun 2012
Posts: 1,344
# 6
09-29-2012, 02:15 AM

Sad Hippie is sad.

Was hoping to see more white blob fixes from the taco head, as they are still showing up everywhere. Was hoping to see either more or a confirmation that all the pathing errors and spawn screwups brought on with the Sept 20 Live Server patch were fixed.

Along with the kind of minor bugs throughout you have been sneakily fixing recently.
That's the kind of notes we want to see. The warp theorist debuff certainly counts as one of those small fixes. While awesome, very sad that this is all that is in these notes.

sad hippie is sad.
I will go lament over a bowl of cornflakes.
"... I really don't care if you try to make money, Cryptic. I do care when you have to insult my intelligence by saying it isn't about money, and use a hot button issue like 'content quality' in order to push that narrative." -Iconians
Starfleet Veteran
Join Date: Jun 2012
Posts: 148
# 7
09-29-2012, 05:02 AM
Quote:
Originally Posted by chaosuk83 View Post
Yeah, but there is slow turning and then there is cruisers that turn slower than Titanic playing chicken with an iceberg...
I play two years with cruise and I do not see any problem to turn the ship ...
maybe the problem is learning how to play with the ship
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Captain
Join Date: Aug 2012
Posts: 2,250
# 8
10-01-2012, 03:34 AM
Quote:
Originally Posted by darkwhite0 View Post
I play two years with cruise and I do not see any problem to turn the ship ...
maybe the problem is learning how to play with the ship
Maybe there is a problem in understanding that other people may have other expectations. A ship that needs 45-60 seconds for a full turn is DEFINITELY too slow turning. This is not acceptable and certainly not how Star Trek ships where moving on the shows or in the movies. I don't care about MMO balancing, i expect Star Trek ships be like the ships they are in all other media (movies, TV, even other games).
Slow flying Bricks with no satisfying firepower are not how big Starfleet ships are on TV or movies.
I can understand the Devs love escorts but the are making a Star Trek game here, not a Star Wars game. If they don't like it i am sorry for them, but they shouldn't turn Star Trek ships into some WWII/ Star Wars ship relations.

Last week they buffed escorts without ANYONE even needing this. It's not even funny anymore.

Crusiers need a serious Firepower/Maneuverability buff since start of STO. Since then, the devs are resolved to ignore this and give any advantage to escorts instead.

-> -> -> STO players unite and say NO to ARC <- <- <-

The "TT and/or AtB less builds" - Thread
Starfleet Veteran
Join Date: Jun 2012
Posts: 471
# 9
10-01-2012, 05:27 AM
Escort: Very low HP, medium shields, very high turn rate, high burst damage and DPS, cannon and dual cannon ability, low heal abilities.
Cruiser: High HP, medium shields, low turn rate, but more weapon slots to cumpensate and higher base damage for each weapons (specially beam array), meaning higher DoT than any other ship, medium heal abilites.
Science: Low to medium HP (higher than escort, not lower!), very high shields, medium DPS, medium DoT, very high science damage powers with longer cooldown, high heal abilities and 1 more console slot than ANY other ship.

That's how I see the balance. Gravity Well etc. needs even more damage to cumpensate for the lower stats of the sci ship.
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
Career Officer
Join Date: Jun 2012
Posts: 50
# 10
10-01-2012, 07:09 AM
Quote:
Originally Posted by chaosuk83 View Post
Yeah, but there is slow turning and then there is cruisers that turn slower than Titanic playing chicken with an iceberg...
Here's a simple solution. Drop to 1/2 impulse. Your ship's turning arc will be sharper. Most cruiser captains (If they know this) will drop to 1/2 Impulse to sharpen the turn. Besides, Cruisers are more of a Broadsider than they are a frontal assault ship.


Cryptic Join Date: March 2010
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