> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***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
If you would all like to make a new "Top Concerns of PvP Balance" thread to air other grievances, I promise to give it a read, and respond where/when possible.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Jman will you download ACT and use it with hilbert's plug in?
And do the actual Weapon test.
The bug we suspect is that the weapon modifier properties isn't working with FAW. Not that FAW is ignoring all accuracy in the game period. Whatever your baseline plug in for the games default Accuracy math is what FAW runs on, instead of the [Acc] on the weapons themselves.
It's a pretty easy test, and looking though hilbert's guide you even get that mentioned IIRC. Heck it's even been mentioned in those ancient Cruiser Threads, repeatedly.
Seriously, try it. ACT and the plug in takes a whole of five minutes to get to work, and all you have to do then is pick up a few double Acc beams and then double CrtH, and run FAW on each and see the large damage disparity.
You'll never use whatever garbage Cryptic gives you guys again once you use ACT and hilberts tracker for damage, and accuracy tests.
If you would all like to make a new "Top Concerns of PvP Balance" thread to air other grievances, I promise to give it a read, and respond where/when possible.
Oh please not yet, can you clarify a few things incase I missed them?
You said faw should be fixed, does that mean it was in the patch, or will be in the next one?
You also mentioned there are other boff abilities suspected of similar problems, could you tell us what they are?
Oh please. The only reason Tac Sci hasn't completely replaced Sci Sci is because of the ''gentlemans agreement'' we all took to not use SNB doffs. If we were all willing to use them no one would ever take a science captain for anything beyond 1. Sci would become the pre f2p engineer, only taken by 1 player to supplement the teams assets.
Tac Sci hasn't been a power either since the kick to the crotch of PSW3, unless someone carries SNB doffs on it.
Cryptic should leave Tac Sci's buffing alone. For one thing it completely hoses the MVAM (Like it needs another kick in the nuts ) to remove it, for another, it makes the already tenuous at best Tac Sci combo completely useless in pvp.
If anything Cryptic should make sci captains capable of making the debuff aspects of their powers stronger. Instead of a damage reduction booster, scattering field should make sci debuffs stronger, to counter the insane 50 percent + resistances that the skill tree provides, that any even half competent player will be speccing into.
agreed, i basically said the same thing too. and mentioned the MVAM and breen ship loosing any sort of tactical edge with its station setup
You said faw should be fixed, does that mean it was in the patch, or will be in the next one?
Piecing together some of his posts, I'd say it was the following:
Not seeing the issue. Found the issue. Going to look at the issue. Anniversary Event's happening, so it may be a couple of weeks. Fixed that particular issue internally, but the Anniversary Event's still happening - so it may still be a period of time before it hits Tribble and then Holodeck.
With possible outside speculation that it may or may not be part of a batch patch addressing potential other related issues rather than being done piecemeal...
Pudding cup.
What? Pudding cup?
Yeah, this is my new signature.
Piecing together some of his posts, I'd say it was the following:
Not seeing the issue. Found the issue. Going to look at the issue. Anniversary Event's happening, so it may be a couple of weeks. Fixed that particular issue internally, but the Anniversary Event's still happening - so it may still be a period of time before it hits Tribble and then Holodeck.
With possible outside speculation that it may or may not be part of a batch patch addressing potential other related issues rather than being done piecemeal...
Thanks man, I guess that means we will have even more reason to celebrate.
The question about sci powers being tac buffed is would removing or reducing that make it where they would be rebalanced so that they would function adequately based on skill spec, and not on how much dps TBR/FBP puts out with full tac buffs.
I want tachyon beam to do something and be a worthwhile skill to take on a burst damage Vesta build but its not, its not even any where close to useful compared to TB and TBR or even GWIII.
Sci skills shouldn't be about the damage numbers they should be about the effects. VM is a good example it does 0 damage at all but is useful if you take it as it causes the enemy to use up options to counter it giving you an opportunity to make a kill. And TB is basically the space version of hold to the ground and pummel no one cares about the miniscule damage it does, the effect is worth so much more. Yet only a few people use TBR for the push effect most are still using it for the damage.
As far as tachyon beam I'd like to toss the drain and turn it into a just a flat reduces shield resist or possibly increases bleed through damage by % amount skill. That way instead of being a shield damage skill its a shield affecting skill.
Wow. I'm gone for 5 months & this is still an issue.
Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,