Career Officer
Join Date: Jun 2012
Posts: 6,416
# 41
12-21-2012, 01:26 PM
Tested it during the Holodeck Patching, and not sure what to think.


The Adapted Set: Overall, its okay, just a copy and paste of the other side. But disappointed we couldn't mix the Adapted Set with the original MK12 sets.

Romulan / Reman Mk12 Set: I mainly tested the Romulan Set and found it either slightly better or en par with the MACO MK12 Set. But noticed that the Romulan 3-Piece BUFF kept going off, so I'm guessing that wasn't supposed to be happening. Also is these sets supposed to have a look?

Romulan Space Weapon Set: While mentioned above there was the wrong Torpedo, I found that Hyper Torpedo set from the vendor to be WAY over powered. The High Yield Impacts individually were as powerful as Tricobalts, and the Plasma DOT was able to cook a good 50% of a Borg sphere and 100% Borg Probes.

I tested against BORG on Elite Setting from the Assimilation mission (Space the Borg were same level) and while on a Chimera Plasma Beam boat, I literally was tearing up the Borg left and right. Only damage I received was plasma fires from my own weapons and the one Undine Plasma Torpedo that landed on me.


Romulan Flame Thrower: 2 Words: HOLY LAGSTORM!

Someone mentioned trying out on Borg, I did the same from the ground portion of the assimilation mission and while I found the effect to be weak.

EDIT: Arc commented the lag is already being looked at.

Last edited by azurianstar; 12-21-2012 at 03:01 PM.
Captain
Join Date: Jun 2012
Posts: 1,739
# 42
12-21-2012, 07:24 PM
Quote:
Originally Posted by maicake716 View Post
THANKS! and hopefully itll be around for every season so we can actually test things
Or ... hopefully this may yet be the birth of a gear testing system that the players have been asking for for like forever ... -- as in :
"I would like to buy that gun/engine/whatever , but I'd like to test it out first !"
"We're not mad at Angry Birds, and we're not trying to defend the universe from Angry Birds. Although you might want to consider defending yourself from Angry Birds. If you aren't paying for the app, you aren't a customer, you're the product ."

- former CIA, NSA chief Michael Hayden -- your guide to F2P ...
Starfleet Veteran
Join Date: Jun 2012
Posts: 492
# 43
12-22-2012, 12:26 AM
Haha, so now we have a - though visible - High Yield torpedo that can actually HURT those STF Borg a bit. *lol*
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
Starfleet Veteran
Join Date: Jun 2012
Posts: 66
# 44
12-22-2012, 05:04 AM
Nice idea, as someone who doesn't do STFs or whatever to get this MACO gear, it's a good opportunity to just have a look for myself as to what it's all about and what to aim for on Holodeck.

I love the shiny polished ship effect from the MACO shields btw
Been on STO since Beta and a fully fledged veteran with the scars to prove it.
Captain
Join Date: Jun 2012
Posts: 956
# 45
12-22-2012, 06:18 AM
Is there any way to get the Adapted ground visuals into the costume customization?

To see if there is any clipping/bugs in there?
Your Heavy Graviton Beam deals 26470 (10583) Kinetic Damage(Critical) to Assimilated Carrier.
Captain
Join Date: Jun 2012
Posts: 956
# 46
12-22-2012, 07:44 AM
From what i tested over a short period of time...


Adapted KHG engines slow increasing to max speed in sector space, warp field bubble is still blue (is this supposed to be blue or red?), similarly shouldn't kdf shields on hit produce a more red shield bubble? while feds are white (from the tv shows/movies :p)

Adapted KHG shield + plasmonic + engineer = happy power levels


Assimilated Borg Space Equipment icons still not Mk?; rather a borg insignia

Adapted Maco Ground set, uses the RED khg covariant icon, while everything else is maco BLUE

Adapted Maco space mask energy field, running on full aux + enhanced plasma manifold effective up to 3-5km, so it?s pretty much the same use as KHG set, not a full cloak, but has its uses (assuming you have full aux)


Romulan flamethrower eats FPS if viewed from third person view; the fps eating can be lessened if camera angle is facing sideways to the player (camera not looking at the majority of flame)

The main body of flame seems to have the same graphical FPS eating as the ?white tears in space? in some of the red alert borg attacks on sector space

Flamethrower secondary fire doesn't last 5seconds as the initial, cops out at 3seconds in


Question about pulse waves, regular fire now states it only hits 3 targets max? And regular pulse wave secondary 5 targets?
Your Heavy Graviton Beam deals 26470 (10583) Kinetic Damage(Critical) to Assimilated Carrier.
Ensign
Join Date: Jun 2012
Posts: 13
# 47
12-22-2012, 04:51 PM
Glad to see this implemented.

Not seen this mentioned yet, Assimilated Subtranswarp Engines Mk XII has the same tooltip, as the Mk XI, but stats wise the Mk XII delivers more flight speed, but nothing else. Not sure if that's intended or not.
Lieutenant
Join Date: Aug 2012
Posts: 42
# 48
12-22-2012, 08:40 PM
Sorry if im beating a dead horse but this should have been common practice on Tribble from the moment of its creation.. Every component and ship in game should be able to be obtained for free from a vendor so we as players can test it thoroughly before being implemented on the live server.

This could have prevented quite a few screw ups.. If we would have had access to the Omega tier 4 shield regen passive from the day the Rep system came out we would have identified the bug way before anyone reached tier 4 on the live server and had it patched before anyone even knew about it..

That's just one instance where having instant access to all items and abilities on Tribble will allow us as testers to detect bugs glitches and possible mistakes early on and allow the dev team to fix them before anyone on the live server is ever made aware.


So I give mad props for this change.. But I wish it would have been done much sooner and more widespread. I feel we as testers should have instant access to all abilities and items.
Lieutenant
Join Date: Jun 2012
Posts: 82
# 49
12-22-2012, 10:06 PM
I don't know if it was mentioned in this thread as I only searched for key words in reference to it but... the test vendor doesn't have the new Romulan Plasma weapons listed. Would be nice to have a full test with those in the lineup
Captain
Join Date: Jun 2012
Posts: 873
# 50
12-23-2012, 03:18 AM
Been doing some tests with the romulan weapon set- and noticed the already identified issue of the hyper plasma torpedo not considering itself part of the set.


That being said, the torpedo is definitely very strong- perhaps too strong. There are some issues with it that I think need to be addressed:



1. When you activate it, it starts counting cooldown from that moment. So if it has a 30 second cooldown, it starts during the 6 seconds it takes to complete its firing cycle, rather than at the end of that cycle. This, coupled with even a single cooldown reducing boff means that the torp is available to fire 'more often' than a comparable high yield torp.

I'd suggest that the cooldown only start *after* the firing cycle completes.



2. Unlike when you use say, Torpedo High Yield 3 on a quantum, if you start firing the hyper plasma torpedoes and then turn away so that your target isn't in the line of effect for the launcher... you'll continue spawning the torpedoes (which will crap out the back of your ship as you're flying and make their way to the target).


While this is a potentially cool effect that IMO could serve to be its own weapon (some sort of deployable kamikaze drones perhaps?), the torpedoes should only fire if you have line of effect- and should 'cut off' if you veer out of that line of effect, canceling the remaining torpedoes and skipping directly to cooldown.



Otherwise, the experiemntal beam array is fairly balanced- as it doesn't come in other weapon types, the lack of power drain is a minimal but useful advantage. Being a hybrid weapon is solid, and in conjunction with the romulan weapon set, romulan consoles and that setup, I think it has a lot of potential.


As for the Romulan space set, there are some considerations:


1. It's a direct copy, minus a single stat per item, of the Reman space set. The descriptive language is unchanged, and thus self-rederences as a 'reman set'.

2. Romulan technology, as evidenced by the set, uses forced quantum singularities. They don't have warp plasma. wtf does the set two piece boost particle generators?

3. I'd really rather the romulan set be billed as an actual 'alternate design path' compared to the reman set. So like, leave the items as is, but change some of the set bonuses.


The +plasma torp speed/defense bonus is fine, but as the Romulan experimental tech is, per storyline, borg inspired, I'd expect it to have a more offensive or engineering focus than the more sciency reman set.

To that end, maybe change out +Particle Generators to something like +5 power (to a subsystem), or maybe an engineering skill.


The Covariant Capacitance Cell is a very solid power, yes, but I don't think the reman and romulan sets should have identical 3 piece bonuses, even if I do really like the power itself. If the remans are more focused on science/stealth/defense, and the romulans on tactical/engineering/offense, then... idk. Maybe some sort of shield inverter, applying a 'negative' version of the capacitance cell onto enemies that fire on you? idk. It'd require work, but I think that as the new icnonic romulan set you'd at least have budgeted more work than just cloning the set and changing a few entries.
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