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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
I was playing around with my RSV last night, this ship if set up correctly can do quite a bit of damage…..I think. Problem is, I'm not completely sure of how to set it up. I am very happy with the Tactical Bridge Officers and the Engineering Bridge Officers are not that bad either. It’s the Science ones I am not sure about. My setup is listed below; advise would be appreciated. The science consoles can also be changed as they are so cheap to buy from the AH it’s a joke.
I am using:
Fore:
Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
Quantum Torpedo Launcher MK XI [Acc] [CrtD] [Dmg]
Aft:
Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
Quantum Torpedo Launcher MK XI [Acc] [CrtD] [Dmg]
Equipment:
Jem'Hadar Impulse Engines Mk XI
Positron Deflector Array Mk XI [Em] [Stl] [ShdS]
Shield Array Mk XI [Cap]x3
Consoles:
RCS Relay MK XI (Blue)
Neutronium Alloy MK XI (Blue)
Field Generator MK XI (Blue)
Assimilated Module
Particle Generator MK IX (Blue)
Particle Generator MK IX (Blue)
Phaser Relay MK XI (Blue)
Phaser Relay MK XI (Blue)
Phaser Relay MK XI (Blue)
I use a macro to constantly keep HYT1 up and torpedoes are currently set to auto fire (though I don’t know how, as they are not on my action bars (1-9) and I do not have a key bound to fire all projectiles…. Umm – sticky Ctrl key perhaps, I will look into this when I get home).
This is running at about 30 degree turn rate, so I can literally keep the rear launcher on cooldown without having to drop broadside DPS from the beams.
I would also like some advice on power levels assigned to systems, with my current setup I’m running about 75/25/25/75 (base) as A2SiF1 / HE1 / TSS2 / TSS2 / GW3 all rely on a high aux value. However would it be better to run abilities that don’t use Aux as a contributing factor and run high power to both weapons and shields?
Bridge Officer powers I do not like are PO2, VM1 (but this could become a much better ability if I run a low Aux Science Ship), If I run a low Aux ship, then A2SiF1 has got to go, I will switch in ET2 in its place.
Or would using a high Aux ship be justifiable? Using Photonic Shockwave / Gravity Well / Charged Particle Burst / Tachyon Beam. I just can’t see how these abilities are able to drop shields as quickly has Phasers with 125 weapon power. Please someone with some knowledge of this give me some advice.
IOr would using a high Aux ship be justifiable? Using Photonic Shockwave / Gravity Well / Charged Particle Burst / Tachyon Beam. I just can’t see how these abilities are able to drop shields as quickly has Phasers with 125 weapon power. Please someone with some knowledge of this give me some advice.
You're right, they don't. Weapons are the best way to drop shields. CPB and TB drain a smidge from all shield facings, but it's a drop in the bucket as far as I can tell. I got rid of CPB, kept shockwave for an extra "torpedo" and/or point defense vs heavy plasma balls/boarding parties/etc, and use tyken's instead of GW (not that there's anything wrong with GW!)
My MO has basically to start in high Aux mode, drop my big sciency powers (in your case, Gravity Well), then switch to weapon and shields and start pounding them. As far as I can tell, that's THE way to maximize the console loadout of the Recon.
Personally in a ship as maneuverable as the Luna-class I'd have a dual beam bank up front. Sure, it's a science vessel and not an escort, but that little extra firepower on attack runs always helps, and it would especially compliment all of those sci abilities that require you to face your opponent.
Personally in a ship as maneuverable as the Luna-class I'd have a dual beam bank up front. Sure, it's a science vessel and not an escort, but that little extra firepower on attack runs always helps, and it would especially compliment all of those sci abilities that require you to face your opponent.
I've had a hard time with that question. Sure, damage increases up front, but soon enough you're swimming back and forth around your target. If you stay broadside so that the bulk of your weaponry is hitting, then the DBB never gets a chance to fire. If you try to stay pointed at the target, then the rear beam arrays aren't firing.
Either way, it seems that you're doing less damage than if you had 5 beam arrays broadside over the course of an actual fight.
I suppose there's always the turret scenario for rear, but as they're considered cannons, don't get the benefit of the beam boosters so still probably doing less damage.