309 – Livin’ La Vida Lorca | Priority One Podcast: A Star Trek News Podcast
Greetings, Captains! You’re listening to EPISODE 309 OF PRIORITY ONE PODCAST, your weekly report on all things Star Trek! Recorded LIVE on Thursday, March 9th, 2017 and available for download […]
Beau Jay Grieve on 2017-03-27
I like it because it sounds like the player say to think of there abilities then just just one way, it sounds interesting to the game. there are making the abilities to the specialization system.
Great Job like normal and i like the new website guys.
Beau Jay Grieve on 2019-01-30
I like it because it sounds like the player say to think of there abilities then just just one way, it sounds interesting to the game. there are making the abilities to the specialization system.
Great Job like normal and i like the new website guys.
Marcase on 2017-03-22
STO’s ground mechanic rebalancing went by fairly without a hitch, but the space mechanic is the ‘core business’ of STO – a rebalancing is fine as long as it doesn’t alienate too many regular players (both lifetime and Free2play) by over-nerfing some core mechanics (*cough* Leech *cough*). The final outcome of this ‘rebalancing’is a make-or-break deal for a large deal of STO’s community (no pressure).
What I love about STO is the whole MMO element of the MMO-RPG: as a fleet/community leader I interact daily with people from all over the world, from the US and Canada to Europe all the way to Asia and Australia, joining up to bash Borg in Hive, bash eachother in a PvP, play episodes together or go seriously overboard ‘playing’ Space Barbie.
Oh and get online and play a Star Trek game 🙂
Great show everyone, thanks to everyone in front of and behind the microphones.
Marcase on 2019-01-30
STO’s ground mechanic rebalancing went by fairly without a hitch, but the space mechanic is the ‘core business’ of STO – a rebalancing is fine as long as it doesn’t alienate too many regular players (both lifetime and Free2play) by over-nerfing some core mechanics (*cough* Leech *cough*). The final outcome of this ‘rebalancing’is a make-or-break deal for a large deal of STO’s community (no pressure).
What I love about STO is the whole MMO element of the MMO-RPG: as a fleet/community leader I interact daily with people from all over the world, from the US and Canada to Europe all the way to Asia and Australia, joining up to bash Borg in Hive, bash eachother in a PvP, play episodes together or go seriously overboard ‘playing’ Space Barbie.
Oh and get online and play a Star Trek game 🙂
Great show everyone, thanks to everyone in front of and behind the microphones.
shadow1766 on 2017-03-21
What makes star trek fun for me is getting on with friends and blowing stuff up.
The most annoying thing about the nerfs is the impact on the iconian set hot restarts, this will now only trigger once every 60 seconds and OSS is also a mandatory offline subsystem and hot restart won’t help. This is really annoying. I got the iconian set because the tholians in CCA were wlaways knocking my weapons offline meaning i was not able to effectively contribute to the combat, iconian set fixed this and all has been good. Now i will be back to getting disabled again.
I can understand if the set was not working as intended, but this is not the case and is annoying.
Out of curiosity I did a test run on Tribble vs Holodeck and my dps was about 15% lower on tribble at the moment and the offline subsystem was definitely annoying. For reference this is my main toon and is a tac captain, i normally parse around 80k on ISA runs on holodeck to put the numbers into perspective.
Great show btw
seannewboy on 2017-03-21
Cant use the tweet widget on left border of screen.
Wonderful show everyone.
Things i like about STO: ease of play, community, devs, always evolving.
shadow1766 on 2019-01-30
What makes star trek fun for me is getting on with friends and blowing stuff up.
The most annoying thing about the nerfs is the impact on the iconian set hot restarts, this will now only trigger once every 60 seconds and OSS is also a mandatory offline subsystem and hot restart won’t help. This is really annoying. I got the iconian set because the tholians in CCA were wlaways knocking my weapons offline meaning i was not able to effectively contribute to the combat, iconian set fixed this and all has been good. Now i will be back to getting disabled again.
I can understand if the set was not working as intended, but this is not the case and is annoying.
Out of curiosity I did a test run on Tribble vs Holodeck and my dps was about 15% lower on tribble at the moment and the offline subsystem was definitely annoying. For reference this is my main toon and is a tac captain, i normally parse around 80k on ISA runs on holodeck to put the numbers into perspective.
Great show btw
seannewboy on 2019-01-30
Cant use the tweet widget on left border of screen.
Wonderful show everyone.
Things i like about STO: ease of play, community, devs, always evolving.
Star-Lord on 2017-03-21
PvP made STO fun for me. I’m cautiously optimistic about the balance changes as they could bring about the “meta” from 2014/15 where skill was still very much necessary to PvP than just playing spacebar hero with a string of immunities and disables.
I feel however that the heavy nerf to tactical (although a FAW nerf and stopping APA enhancing sci abilities has been a necessaty for years now) is to make the other classes “more useful” in PvE. I feel this is not entirely right seeing as in PVP engineering captains are much tougher than tactical captains. Science captains and science ships are even tougher than engineering and have always been the bane of Tactical captains due to their control abilities. It wasn’t rare a year or so ago to see a sci ships in Ker’rat taking on 4-5 tactical captains and maybe a cruiser at a time successfully.
A big problem is that the community, especially the PvE side I’m afraid, has been taught that and got used to DPS being the only thing that matters in the game.
Aside from the Voth in the sphere, before they were nerfed to the ground by PvE backlash in the forums, no enemy NPCs have provided enough of a challenge to players where DPS is a hinderance and a balanced, varied build with counter and debuff clearing abilities was necessary.
Star Trek has always been about togetherness and teamwork, endgame PvE content should encourage and reflectthat. Like in most MMOs.
There used to be a polpular saying in PvP, and I hope it comes back: “Teamwork is OP”.
Bring back the teamwork to PvE, it’ll make PUGs less miserable if people get used to working with others. Because at the end of the day playing with friends and fleet-mates has always been more fun than playing by yourself.
P.S. Sorry for the essay, please feel free to condense this. Seeing as I rarely make a comment on the podcast and have only started listening again after a year and a half break, I thought I’d make this comment a big one to make up for lost time.
Kind Regards to the team.
Star-Lord on 2019-01-30
PvP made STO fun for me. I’m cautiously optimistic about the balance changes as they could bring about the “meta” from 2014/15 where skill was still very much necessary to PvP than just playing spacebar hero with a string of immunities and disables.
I feel however that the heavy nerf to tactical (although a FAW nerf and stopping APA enhancing sci abilities has been a necessaty for years now) is to make the other classes “more useful” in PvE. I feel this is not entirely right seeing as in PVP engineering captains are much tougher than tactical captains. Science captains and science ships are even tougher than engineering and have always been the bane of Tactical captains due to their control abilities. It wasn’t rare a year or so ago to see a sci ships in Ker’rat taking on 4-5 tactical captains and maybe a cruiser at a time successfully.
A big problem is that the community, especially the PvE side I’m afraid, has been taught that and got used to DPS being the only thing that matters in the game.
Aside from the Voth in the sphere, before they were nerfed to the ground by PvE backlash in the forums, no enemy NPCs have provided enough of a challenge to players where DPS is a hinderance and a balanced, varied build with counter and debuff clearing abilities was necessary.
Star Trek has always been about togetherness and teamwork, endgame PvE content should encourage and reflectthat. Like in most MMOs.
There used to be a polpular saying in PvP, and I hope it comes back: “Teamwork is OP”.
Bring back the teamwork to PvE, it’ll make PUGs less miserable if people get used to working with others. Because at the end of the day playing with friends and fleet-mates has always been more fun than playing by yourself.
P.S. Sorry for the essay, please feel free to condense this. Seeing as I rarely make a comment on the podcast and have only started listening again after a year and a half break, I thought I’d make this comment a big one to make up for lost time.
Kind Regards to the team.
Prof. Dr. Zarek on 2017-03-21
What i think about the rebalancing?
Nerf to TAC Captains that was for a long time needed. And still be the go to best in all choice or should i phrase it Wolpertinger. https://en.wikipedia.org/wiki/Wolpertinger
Buff to ENG more then needed and welcome still most ENG powers will be only interesting for secondary Utility they add via DOff’s or masteries.
Hughe nerf to SCi Captains, Powers, Ships and Consols, and pushing SCi Captains in a SCi vessel heal support role and i thought STO did not want to do such.
Plasmonic leech rebalancing is a direct nerf to Warbirds as it closed the to harsh power level gap compared to none singularity core ships.
To sum it up instead of tinkering with those powers Cryptic should have working at the way content plays as it is now Space and Ground devolved into a Horde shooter without challenge and strategy.
PS. about Embassy SCi consol cost people should not forget the cost to mk.IV gold those because no one that min maxed did go for less.
Star-Lord on 2017-03-21
Plasmonic nerf was necessary, with the Valdore console romulans are fine. They’ve always been about “high risk high reward” combat.
Sci nerf was definitely necessary. They’ve been top-dog in PvP since LoR.
There’s been a buff to exotic damage though if I’m not mistaken? Besides, sci is extremely powerful when in a team. Even without a team, if you debuff the open to 0 resistance, 20k DPS will feel like 70K.
STO needs to get away from the insane DPS builds that are useless everywhere except a few queues and back to the more varied teamwork based play that it had back in the day. When people actually bothered to learn how to play the game and how to do the queues properly as a team.
Prof. Dr. Zarek on 2019-01-30
What i think about the rebalancing?
Nerf to TAC Captains that was for a long time needed. And still be the go to best in all choice or should i phrase it Wolpertinger. https://en.wikipedia.org/wiki/Wolpertinger
Buff to ENG more then needed and welcome still most ENG powers will be only interesting for secondary Utility they add via DOff’s or masteries.
Hughe nerf to SCi Captains, Powers, Ships and Consols, and pushing SCi Captains in a SCi vessel heal support role and i thought STO did not want to do such.
Plasmonic leech rebalancing is a direct nerf to Warbirds as it closed the to harsh power level gap compared to none singularity core ships.
To sum it up instead of tinkering with those powers Cryptic should have working at the way content plays as it is now Space and Ground devolved into a Horde shooter without challenge and strategy.
PS. about Embassy SCi consol cost people should not forget the cost to mk.IV gold those because no one that min maxed did go for less.
Star-Lord on 2019-01-30
Plasmonic nerf was necessary, with the Valdore console romulans are fine. They’ve always been about “high risk high reward” combat.
Sci nerf was definitely necessary. They’ve been top-dog in PvP since LoR.
There’s been a buff to exotic damage though if I’m not mistaken? Besides, sci is extremely powerful when in a team. Even without a team, if you debuff the open to 0 resistance, 20k DPS will feel like 70K.
STO needs to get away from the insane DPS builds that are useless everywhere except a few queues and back to the more varied teamwork based play that it had back in the day. When people actually bothered to learn how to play the game and how to do the queues properly as a team.
Comments are closed.