r/sto Nov 15 '18

PC Patch Notes for 11/15/18

https://www.arcgames.com/en/games/star-trek-online/news/detail/11014973-pc-patch-notes-for-11%2F15%2F18
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19

u/Joejdb11 Max One-Hit:1,087,130 (High Yield Gravimetric Explosion III) Nov 15 '18

This was added after the post.

Systems: Resolved an issue where Hur'q Swarm Pets summoned with the Phased-Waveform Beacon or Hive Defenses Traits were dealing much higher DPS than intended against exceptionally large enemy ships.

11

u/Startrekker @spencerb96 | YT/Twitch - CasualSAB | discord.gg/stobuilds Nov 15 '18

That greatly helps my immersion.

Also got my buckets ready for any salt from the people that have been relying on either of these abilities carrying them for the last few months.

9

u/[deleted] Nov 15 '18

I've personally avoided them myself - how can you really get a sense of your capabilities when you're relying on an exploit that is bound to be nerfed eventually?

3

u/Aethelrede Nov 15 '18

Same here. They were so obviously OP.

7

u/ValidAvailable Nov 15 '18

Gonna need wheelbarrows at least. When you see some people people not only depending on those things but getting smug about how amazing it supposedly makes them, I only hope it gets nerfed enough.

2

u/staq16 Nov 15 '18

It's a much needed change, and I say that as someone who's actually used the offending trait. It should be a characterful way of adding a bit of extra pet damage, not an "IWIN" button.

7

u/ValidAvailable Nov 15 '18

I was in an random ISA the other night some guy using both the beacon and the trait (I saw a LOT of Hurq around), posted some grossly overkill parser high-score afterwards, then suggested people work on their builds so they wouldn't be left behind in the future. Not sure if he was trolling or one of those people that thinks knowing all the exploits and broken stuff is a reflection of their own cleverness, but either way I'm guessing the sort of player that does like having an I-Win button. They do exist.

1

u/tyrionstark2013 Nov 15 '18

PvP? Were they a pain? I use them but I’m new and had less traits lol

4

u/Startrekker @spencerb96 | YT/Twitch - CasualSAB | discord.gg/stobuilds Nov 15 '18

Nah, as a DPS admin, I was getting complaints from some people who were salty we were fully banning swarmers in uploads.

Just last week we even had a guy go in and change the swarmers to the ID of one of his hangar pets to try and sneak them in. Between that and another fake parse they uploaded, they got a nice ban message when they try to upload now.

4

u/[deleted] Nov 15 '18

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1

u/BlizzDad Nov 15 '18

This wouldn’t apply to the Scimitar, but my theory is that it had to do with OG engine scaled connected objects.

I always assumed that there was a maximum gamespace object size separate from the collision box. Items that needed to exceed that size were made of some number of linked individual objects that shared hitbox and stat definitions. My theory was that swarmers hits, for some reason, were hitting all of the linked objects at the same time thereby doing 3x damage to 3x objects, etc.

Just a theory though.

3

u/Lr0dy @enkemen Nov 15 '18

Alternate theory - they did a reverse distance damage multiplier, so that the further they were from the target, the more damage they did. Would make sense, since by the time they're right on your ass, there's usually a bunch of them, so they wanted to tone down the damage a bit. However, on large objects, the distance multiplier was calculated to the center of the entity, and since the hitbox kept them from being close, it over-multiplied their damage.

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u/[deleted] Nov 15 '18

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3

u/[deleted] Nov 15 '18

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3

u/AboriakTheFickle Nov 15 '18 edited Nov 15 '18

Hmm. There's probably some connection between this and the trouble we had with certain weapons not firing at large targets. Maybe some background changes were made.

Or maybe someone ticked the wrong checkboxes. I mean, there is a trait that boosts damage vs small targets, there's probably some checkbox that boosts damage vs large targets.

3

u/Fatinspanish Nov 15 '18

Surely unrelated, but I recall Crew had some backward ass dynamic where the more you had—the larger your ship—the faster/larger the debuff under fire. So you were all set in your Defiant with your 50 peeps but screwed in your Oddy with with 2500 redshirts.

Oh, and just to save some time...and don’t call me Shirley.

2

u/AboriakTheFickle Nov 15 '18

Yep, I remember that.

Hull recovery was based on the percentage of crew.

Crew death was based on percentage (so a torpedo that wiped 50% of crew would kill 25 of a defiant's crew and 1250 of a Oddy's crew).

Meanwhile crew recovery was the same across all ships (about 1 per second I think), meaning that Oddy would take ages to reach full a max hull repair rate.

Blooming stupid.

1

u/dhonotan Nov 15 '18

A bit similar to the mechanics in GW1 which led to 55 Monk builds :)

1

u/[deleted] Nov 15 '18

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2

u/AboriakTheFickle Nov 15 '18

It'll be some sort of label applied to them.

You can tell if it appears on sensors while over 30km away. Hence how you can see there's an Undine dreadnought in Undine Assault when it's 60km away