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Join Date: Jun 2012
Posts: 344
# 21
04-10-2013, 11:05 PM
well if they do this there will be a lot of qq about damage so they will nerf that ect ect...
Join Date: Jul 2012
Posts: 2,192
# 22
04-10-2013, 11:12 PM
Originally Posted by omgrandalthor View Post
well if they do this there will be a lot of qq about damage so they will nerf that ect ect...
Hmm I prefer chain nerf over neverending power creep tbh.
Join Date: Jun 2012
Posts: 1,764
# 23
04-10-2013, 11:15 PM
That's what happened to tricobalts. The only ones benefitting were Ferjal frigates...

I'm a bit ambivalent over this. The Dragon build is effectively dead with this, and that means even less useful uses for Eng slots.

I made the switch to battlecruisers only half a year ago, and it seems to keep paying off. There's just too many Eng slots on Fed ships. KDF BCs don't seem to suffer from this problem at least, and unlike Fed cruisers they don't keep getting replaced by the next update.

Karfi, Guramba, Tor'kaht. That's 3 fleet purchases and 2 C-stores setting up all my KDF mules for life.
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Last edited by khayuung; 04-10-2013 at 11:18 PM.
Join Date: Jan 2013
Posts: 3,158
# 24
04-10-2013, 11:15 PM
Originally Posted by dontdrunkimshoot View Post
its a branding problem. instead drop the 'emergency' from 'emergence power to'. make it just 'power to weapons' or 'power to shields'.
I'm not sure there is a branding problem: COMBAT certainly qualifies as an emergency.
Join Date: Jun 2012
Posts: 1,983
# 25
04-10-2013, 11:16 PM
Has anyone tested whether the increased duration of the damage bonus from EPtW actually compensates for the shorter duration of the weapon power bonus? A back-of-the-envelope calculation seems to suggest that this is not the case.

1. With 99 in "Starship Electro-Plasma Systems", EPtW1 grants +22.4 to weapon power.
2. Each unit of weapon power adds 2% of the base damage of the weapon.
3. The damage bonus from EPtW1 adds 10% of the base damage of the weapon.
4. Old EPtW1: damage bonus lasts 5 seconds, weapon power bonus lasts 30 seconds.
5. New EPtW1: damage bonus lasts 20 seconds, weapon power bonus lasts 20 seconds.

Gain from increased duration of damage bonus: 0.1 * (20 - 5) = 1.5
Loss from decreased duration of weapon power bonus: 0.02 * 22.4 * (30 - 20) = 4.48

Note: This is not as reliable as testing, since there may be something wrong with my assumptions.
Join Date: Feb 2013
Posts: 21
# 26
04-10-2013, 11:19 PM
Brave change, thanks for having the guts to try it, hope it works for you/us. More dynamic gameplay is always a good thing. Better than the existing auto-choice of EPTS with endless cycling. If you're going to design an ability to have a 100% uptime with cycling, just make it a passive and be done with it.

I really like Eradicators idea of scaling durations for different slots. Let lower level engineers use it for a burst of firepower/survivability/speed, while higher level slots give you better sustain/pressure. I'd also like to see (if it's possible) these emergency power abilities push past the power cap, to give brief spurts of proper "give it everything she's got". Even if this means a longer cooldown.

Originally Posted by ussultimatum View Post
Because TT / EPTS are the foundation on which all survivability is based. Change those, and you need to seriously re-evaluate the rest of the endgame.
100% agree. And this is really sad, because TT in it's current state renders the entire shield facing mechanic completely redundant.
Join Date: Feb 2013
Posts: 258
# 27
04-10-2013, 11:22 PM
Originally Posted by superherofan View Post
Can you please, please, pretty please add a tractor break to Emergency Power to Engines? I really think it would add utility to the power and the Engineering branch should have a power that does it.
There are already at least three tractor break skills in the game, all of which are useful in their own right. We don't need another one.
Join Date: Feb 2013
Posts: 258
# 28
04-10-2013, 11:30 PM
I'm interested in trying out the new changes on Tribble.

Since I primarily use EPtS, I suspect this is going to be a pretty big nerf, and I won't like it much, but at least these powers will be easier to understand.

This might be an opportunity to change the Engineer space trait from that battery boosting "meh" to perhaps extending the duration of EPtX powers for engineers.
Join Date: Jun 2012
Posts: 72
# 29 congrats cryptic
04-10-2013, 11:52 PM
I have been a happy member of the sto community since luanch,gone along with every change. But this time they have gone too far.... On tribble epts only has shield res for 20 seconds instead of 30,while still having 30 second cd... This will make cruisers as weak as sci vessels... Most of my toons builds depends on this and honestly i might as well just leave the gaming community rather than spend years trying to find a build that will work again just to realize i should have stoped playing in the first place.Why am i posting here? We must stop this MEGANERF right now before it hits holodeck.I have heard people say that ept skills didnt feel like emergencys.
1. Every battle where you would get poped in 5 seconds without that buff is a emergency

2.Why not just rename it

This game is turning into escort online and im sorry but im looking for sto. While cruisers tanking buffs get nerfed eptw gets buffed further -_-. I can take escorts being a little op but if you nerf cruisers im out. Escorts dont fit my play style and cruisers would be too weak. And yah thats what i have to say... guess i should just enjoy my last few days of sto... it was good while it lasted though... I pray this wont happen i really do but.....
Join Date: Jun 2012
Posts: 321
# 30
04-10-2013, 11:52 PM
Since this is the official one. copy pasta from the release notes thread.


A good start the time changes needed to happen as shields was way out of line with any other eptx power. However, theres gonna need to be some testing, and most defiantly in pvp as you can get away with gaps in PvE as the borg dont watch your power timers. A team of players will however flay you alive the moment your shield resists drop.

You can either fix this by some further mods to epts or I think the best but more painful route of changing how base shields behave.

Atm I hate how you must have epts# up and running 100% or you will explode in the next 3 seconds in high difficulty's or even more so PvP. I would like epts not to be a must absolutely have. And atm it is not because the others suck which they did, but because if you dont you die pitifully.

I think in an escort you could get away with the new change if you are evasive as hell and KHG shield + rom passive to reduce incoming hits. So you could technically just push escorts into a new playstyle while everyone else drops their pants every 20 seconds. Thats bad try an avoid that outcome.


In the release notes Dontdrunk and many other people outine the primary problem with the latest change and I agree with them. I think that the whole shield resistance system needs a bit of a rework instead of just simply making EPTS# the must cycle power it is atm for the majority of builds.

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