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Jolan tru Captain!
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***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
so last night i decided to get the vor' kang.......i mixed it with torkat nacelles and vorcha neck and it looks pretty damm awesome so thank you dev team for that.......but.......and this is a big but.......the isometric charge is horible to me and was a waste of space verry valluble enginering space.....although veryy efective against 4 fighters(a broadside is just as effective) elsewhere in the game especially pvp its realy a uncontrolable weapon that leaves way to much open to chance and 9 out of ten was a wast to fire......no it wouldt be so bad if i didnt have to wait 2 minutes for it i think thats what the cool down is....if it was every 30 secs that would be cool considering its a chance weapon and that would give you more of a chance any ways thats how i feel about it.....gorn pee
I'd be careful with the hornets nest you klinks are opening, the lance even with having massive bonuses to accuracy misses about 50% of the time against most ships even when they are sitting still, from what it looks like your Isometric Charge does at least 5x the damage of the lance even at 125 weapon power and Phaser Consoles.
This is with reading the following damage readout.
Quote:
Originally Posted by Idali
Something must be buffing the console,
[19:20] Your Isometric Charge deals 57898 (45513) Electrical Damage to Adduelit Frigate.
Unlike the lance or Javelin, the charge has several draw backs.
1) the damage build sup over time, you need at least 3 targets in range to have the possibility for the max damage.
2) targets after the first are random and don't discriminate between player ships, npc ships or mines and destructible torpedos.
3) all targets must be 5km from the next one.
4) the charge travels slow, slow enough for player ships to just hit EM when it comes in and get out of range.
5) to buff its initial damage, you have to spec in deflectors, deflector dish, star ship operations and get items that boost those skilsl as well, reducing your weapon damage output and survival in the progress. unless you are a sci or eng.
6) if one target in the chain gets destroyed by it, the chain stops right there.
Unlike the lance or Javelin, the charge has several draw backs.
1) the damage build sup over time, you need at least 3 targets in range to have the possibility for the max damage. 2) targets after the first are random and don't discriminate between player ships, npc ships or mines and destructible torpedos.
3) all targets must be 5km from the next one.
4) the charge travels slow, slow enough for player ships to just hit EM when it comes in and get out of range.
5) to buff its initial damage, you have to spec in deflectors, deflector dish, star ship operations and get items that boost those skilsl as well, reducing your weapon damage output and survival in the progress. unless you are a sci or eng. 6) if one target in the chain gets destroyed by it, the chain stops right there.
This.
The first three hits will outright kill any mine; the second and third jumps will kill fighter/shuttle sized stuff. It's far too easy to counter with scorpion fighters, mines or other spam. It's definitely not as good as its Fed-equivalent Antimatter Spread.
Also, because of point 6 (as quoted), this console encourages spam. Fix point 6 and it will discourage it.