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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 think they should improve the damage of the cruisers.
in pve i can tank all enemys while flying with reverse speed.
4 Cannons 4 Turrets (Polaron) + TT1 + CRF1 (7,5 s cd doff) + EPtW1 + NAD + EPSFLOW and the Energy doffs the Mirror Assault Cruiser performs very well.
The average DPS witch is displayed in space is arround 4800 DPS @ 100 Weapons Energy.
But Torps are nearly Useless... Why did the big Ships has only 1 Torp Tube... it will be much more usefull if they have 2 Torptubs so the TS1 cann effect 2 launchers and give a massive Spread.
With the actual System you can do only damge if you are closer then 5 km... 180 Damage per Shot @ 10 km and 600 Damage per Shot @ 1 km...
The average DPS witch is displayed in space is arround 4800 DPS @ 100 Weapons Energy.
With the actual System you can do only damge if you are closer then 5 km... 180 Damage per Shot @ 10 km and 600 Damage per Shot @ 1 km...
At 1km you should be doing 100% of your possible damage with no drop-off for range. You state 600 damage per shot.
At 10km you should be doing 65% of your maximum damage. So at 10km you should be seeing roughly 350+ damage instead of 180.
180 DAMAGE PER SHOT makes it sound as if your beams are behaving as Cannons instead as they lose damage over range.
Cannons do 100% damage at 2km and at 10km they are suppossed to be doing 35% of maximum. So a cannon doing 600 points at 2km would do around 180 at 10km.
If you numbers are correct then it seems that beams may be bugged and are using the wrong depreciation of damage over range. Such a bug would greatly affect how Beams appear to be effective in combat and may be what is at the core of why Cruisers/Beam users seem to be weaker than they where before now.
Beams are meant to do more damage than cannons at longer ranges as part of the inherent stats they posses. If they are not then that is a error.
Beams = 100% damage at 1km / 65% damage at 10km. Depreciation is 4% per km starting at 2km.
Cannons = 100% damage at 2km / 35% damage at 10km. Depreciation is 8% per km starting at 3km.
Is that the damage it was supposed to deal or the damage it did deal after enemy resist modified it?
No idea. I only noticed that the number provided showed a drastic drop off for beam over range than what is suppossed to happen.
Now I wonder if beams have been bugged this whole time that the "cruiser suck" mentality has been floating around.
I think the problem is, that escorts have a very similar energy out put like a cruiser. A tiny ship like the Defiant has a nominal energy output that is only 5 points lower then a star cruiser.
At 1km you should be doing 100% of your possible damage with no drop-off for range. You state 600 damage per shot.
At 10km you should be doing 65% of your maximum damage. So at 10km you should be seeing roughly 350+ damage instead of 180.
180 DAMAGE PER SHOT makes it sound as if your beams are behaving as Cannons instead as they lose damage over range.
Cannons do 100% damage at 2km and at 10km they are suppossed to be doing 35% of maximum. So a cannon doing 600 points at 2km would do around 180 at 10km.
If you numbers are correct then it seems that beams may be bugged and are using the wrong depreciation of damage over range. Such a bug would greatly affect how Beams appear to be effective in combat and may be what is at the core of why Cruisers/Beam users seem to be weaker than they where before now.
Beams are meant to do more damage than cannons at longer ranges as part of the inherent stats they posses. If they are not then that is a error.
Beams = 100% damage at 1km / 65% damage at 10km. Depreciation is 4% per km starting at 2km.
Cannons = 100% damage at 2km / 35% damage at 10km. Depreciation is 8% per km starting at 3km.
Thing is in Next Gen, DS9, movies, etc, the big ships, like the galaxy class were capable of firing multiple phaser blasts at a target as well as torpedoes, which made them seem all the more impressive on the screen. But you come to STO and you're limited to 4 forward weapons and 4 aft weapons, and while yes you can broad side and bring 8 beams to bear, its still not like its portrayed on TV.
Now I'm not saying that the game needs to play like it does on TV, but that's where people got their initial feel for star trek, on TV. They want their ship to be just like that... they want their defiant class ship to rip apart hostiles like its tearing through a wet paper sack, they want their big cruisers to blast holes in the sides of borg cubes, and they want their ships councilor to wear skimpy risa outfits. However, that doesn't translate well into STO. And unless they make some serious game breaking changes, it wont.
no =p not like they do on TV unless you're going after lvl 2's in your lvl 50 ship =p recall, the defiant in the series could fire 2 or 3 phaser cannon shots and annihilate a jem bug or klink bop... takes a lil more effort than that in STO.