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"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
Some characters were stuck in a loading screen with a "Server Not Responding" message
I'd prefer they kept the cap at 125. Weapon Power is too powerful already comared to the others, and no power level should get special treatment in regards to overcapping.
It is usually the hapless escort types who benefit most from this, so I am fine with weapon power getting the benefit from over capping. But actually all other power levels also benefit in the same way as it means Target Sub System attacks are less damaging (as they drain power) if you can boost power beyond 125, and I am also fine with that.
You know I was thinking... I wonder why they bother with soft/hard caps. If 135 is the "hard cap" - why not just have the system go up to 135? Why have invisible power to begin with? It seems to me as something that will just lead to confusion/uncertainty.
Well, if we want to start discussing things being confusing, I'd suggest a lot of changes. For example, it's confusing that you can actually do less damage by equipping too many weapons, and that weapons scale differently at different power levels.
All of that could have been made much more intuitive by simply having energy drain be a percentage of your weapon power setting, rather than a fixed value. Then you'd get the same results whether you fired at 50 energy or at 100 energy, only at 50 energy your weapons would all do half as much damage.
That simple change would make it so you wouldn't practically be forced to run with high weapons power, and make it so people couldn't inadvertently gimp themselves by equipping too many weapons for their power level.
A hard cap at 125 instead of 135 would also really make more sense.
The whole space energy system could use a bit of an overhaul, but I don't get the sense that it's a priority, so we'll just have to make the best of how things are.
Now that the turret energy recovery bug has been fixed, would that change your weapon damage scaling chart for turrets at all?
It should boost damage probably 10-15% toward the far end of the curve, and less as you get back toward the beginning as energy drain has less of an impact with fewer weapons. Expect an update on the turret scaling at both 100 and 125/135 in the next week or two. I'll do 100 first, and then focus on 125 after that. I also have some ideas about testing the extra DPS of adding turrets to a build (ex: how much more damage does 3 dual cannons and 2 turrets do than 3 cannons and 1 turret or no turrets), so that may follow. I've been holding off on doing too many turret tests due to the bug, and now that it's fixed I can move forward on them.
Well, it seems there might be a hold up in retesting turrets because the fix seems to have been made to Holodeck, but not on Tribble, where I do all of my testing. I no longer have a live character that has the identical skill setup to the other tests, so I can't test there without retesting everything, which I'm obviously not interested in doing.