Go Back   Star Trek Online > Support > Gameplay Bug Reports
Login

Notices

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
STF Issues - Across All Ground Normal STFs
Date of Issue: 05-20-2012
Last Patched On: 05-17-2012

After the last patch was applied, all the normal STFs have been extremely difficult. As more and more time passes, without a fix, the STFs have become almost unplayable. Speed walking Borg, immortal Elite drones, top level Mk XII gear has virtually zero affect, and some borg have the ability to kill with one shot.

Do other people have this issue?

Have other people noticed this issue?

How is it in elite?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-20-2012, 02:03 PM
I dont often play the ground missions, but I notice in space the Borg vessels can one shot kill ships and it is so easy to loose the secondary objectives. I think the Borg STFS need to be dulled down so its possible to not be instant killed. It is rather annoying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-20-2012, 04:37 PM
I was running quite a number of elite ground STFs today. we managed to do them fine getting optionals every single time. we did KA space elite as well and that seemed fine too. Not sure what might be the problem in your case. :S
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-22-2012, 07:24 AM
I played a normal STF yesterday, (KAS..um, N?) and it seemed okie to me. I haven't done any normal-level grounds though, as all of my previous STFs were fleet thingies at Elite level.

Quote:
Originally Posted by Elis_Grant
I dont often play the ground missions, but I notice in space the Borg vessels can one shot kill ships and it is so easy to loose the secondary objectives. I think the Borg STFS need to be dulled down so its possible to not be instant killed. It is rather annoying.
I took a long break from STO, and when I came back, I found that torpedoes, especially High Yield / Torp Spread ones from ALL NPCs seem a lot stronger.

This scales up in STFs to crazy levels such that 200K hits aren't uncommon.

This should really stop; nothing should instantly kill a player without some way to counteract it aside from "staying more than 10km away" T.T

This gets especially bad in that when the escorts all start firing, the game hits some sort of built-in render limit for "Visual fx" class entities, such that the various death torpedoes aren't even drawn anymore.

Obviously we can't render unlimited graphics or eventually it would take an hour to draw a screen, but if the devs could implement a priority system, it would be nifty. Putting high yield torpedoes and those vger-death-plasma thingies on a high priorty list where they're always drawn and then putting things like scatter fire from escorts on lower priority lists would help a lot.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:49 PM.