> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Passive ability: Has separate duty officer active space slots exclusively reserved for engineering doffs. This ship will have the standard 5 active space duty officers plus 4 extra engineering-only duty officers.
Science Ships (does not include carriers)
4 native abilities: Subsystem targeting as it is now with one of two changes:
#1- make the native subsystem attacks have full training equivalent timers. Currently they are too long.
#2- retain current long timers on subsystem attacks but remove the shared timer between them. That is, the sci ship can fire subs-shld and then subsys-eng with no delay.
Passive ability: Sensor Analysis : Slight change to sensor analysis: It does not instantly vanish if player changes target. Instead it 'degrades' at the same rate it builds up. This is needed because a sci ship switching target to a friendly ship to heal it will lose SA debuff on its original target. 2 additional doff slots exclusive to science.
These minor changes enable the sci ship to better perform its debuffer role.
Escorts (does not include bird of prey raiders, includes raptors)
4 native abilities: Emg to Engines 1, Aux to Dampeners 1, Transfer shield strength 1, mask energy signature 1.
Passive Ability: bonus to inertial dampener skill (reduce effect of holds on the ship),2 additional doff slots exclusive to tactical.
These abilities and passive enable the escort ships to play on their primary hull class strength: mobility with some minor self-healing and utility skills. resistance bonus to holds enable the escort to prevent being completely immobilized by tractor beams or other hold abilities.
Carriers (excludes VoQuv class)
4 Native abilities: Subsystem targeting with same changes as science ship
Passive ability: Similar extra doff slots like cruisers except these will be for operations doffs (enables use of flight deck officers on top of the normal 5-doff assignments)
Benefits are self explanatory.
Dreadnaughts (includes VoQuv carrier and Galaxy Dreadnaught)
4 Native abilities: Same as cruisers
Passive Ability: Additional 4 active space doff slots. No restriction on doff type.
Benefits are self explanatory. VoQuv is included in this category due to its dreadnaught design.
Raiders (Bird of Prey)
4 Native Abilities: Emg to Engines 1, Polarize Hull 1, Aux to Dampeners 1, Hazard 1
Passive ability: 2 additional doff slots, no restriction on type and new ability that is similar to sensory analysis in its 'build up' sense: Threat Modification : Ship emits a 10km aoe threat reduction proc that builds up over time. Based on AUX power. This enables the bird of prey to not become the target of enemies the very instant they decloak dependent on how long the bird of prey has been building up the -threat. Usually should take about 1 minute to clean all threat to itself.
I.K.S. Shinano
Named after a carrier launched before it was ready, without a working air wing and a crew of novices. Sunk on its maiden voyage. Ring a bell Cryptic?
I.K.S. Shinano
Named after a carrier launched before it was ready, without a working air wing and a crew of novices. Sunk on its maiden voyage. Ring a bell Cryptic?
While we're at it lets have a button labelled God mode and make you invincible for 10 seconds.
The idea of giving each ship innate abilities is alright but 4 is way too many especially as they are mostly all good abilities that every captain in those ships would want and not need to use boff slots for. This would just raise heals and durability to stupid levels that even 5 on 1 would end in a stalemate.
So i read the whole thing and here is what I translated from it.
When I dedicate everything I have to DPS I can't get enough officers to do things like defense and heal. When I have a cruiser I don't get the same DPS I get out of my escort. My science ship doesn't do enough damage with the way I have it set up.
Please just add all the things I don't want to deal with so I can focus more on DPS.
Thanks.