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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
Based on the amount of info in this thread, should we not post 2 separate threads?
PVP Space issues?
PVP Ground issues?
Also have it so that everyone posts generically eg.
Item / Ability concern:
On activation of attack pattern epsilon, we are led to believe based on the description that everyone in team should get 15% tac buff, but all enemies die instantly.
aka naz1911
"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
My main gripe with PvP, and possibly with the system as a whole, is the general disparity between defense and offense. A cruiser with 5 eng slots can not slot them all with resistance consoles because of diminishing returns.
This is not actually true, and it's not your fault at all (intuitively I thought the same thing when I first started toying around with resistance).
A good opportunity is here for me to make a very simple request that (if Jesse is to be believed) the devs are already on board and thinking about carrying out:
Tooltips need a complete overhaul. Both as developers and as players, we need to know just what exactly each stat, skill and item in the game does. In OPvP a dev agreed with me that the quality of in-game information was poor and often confusing.
For what it's worth, I think such a planned change could be easier to sell to the higher-ups than others, because tooltips/in-game info isn't a PvP-exclusive issue.
Then really shouldn't Gorn be even more OP on ground? Why should ground be unbalanced at all? I agree that there should be advantages in certain areas with traits and species, however, making a species superior in all types of combat (melee, mobility, and dodge) is too much. At least take away access to covert trait for cats so they can't lunge and pounce while totally invisible.
Let's introduce a new space superior race, like the aquatic Xindi, that get 'Space Instincts' : +10% accuracy +10% elusive +10 power to all systems + 3 other traits. And give access to a unique racial trait 'system restore' that recools all BO powers by 50% with a 30 second cooldown. That would force all space PvPers to either be Xindi or go home, much like Caitians have done for ground PvP.
How about adding a new species Wolverine design. They have these steel claws and regenerate health very fast.....
Originally Posted by guriphu View Post
Pounce (Caitian/Feresian Ground Active)
Note that this power benefits from a tactical officer's superbuff, and does NOT consume the Ambush buff. (You can ambush Pounce, then ambush Lunge, then ambush your shot, on the same Ambush.)
Quoted to make sure it does not get lost in all the posts. This is a problem with Lunge and Pounce. Grenades also work the same way.
That is just one 'proposed' solution. The recool with Lunge is going to happen and only affects Tacs. The exploit to expose would affect all professions and I do not endorse that specific change. Borticus is not asking for solutions. He wants us to point out the balance concerns.
Covert trait is not a Cat specific problem, but it causes a lot of problems by allowing a player to stay cloaked 100% of the time and cannot be uncloaked with sensor scan. Using Tactical Initiative, Operative kit, Omega set cloak, shroud Generaters, Ambush cloak, it is possible to remain invisible and untargetable while continuously attacking and 1-shotting opponents. The frost boots allow a cloaked player to negate the movement penalty.
The current OP ground PvP build = Catian/Ferasion Covert, Pounce chained with Lunge, Cloak kit with Omega cloak, Cryo pulsewave. Player remains invisible, has a weapon that negates armor resistance, has 2 chainable exploit attacks that put him at point blank range for maximum pulsewave damage, has Doffs to stun opponent on melee and increase crits on melee. These travel in packs and so share Tactical Initiatives and stack Omega dodge bonuses. You cannot shoot back or debuff them unless they make a mistake and uncloak for a second. Sonic pulse is negated by willpower and does nothing to stop an attack. Neural Neutralizer has a delay that allows a player to kill you before it activates. Non-covert cloaking can be seen at close range, covert cloaking cannot.
Last edited by buccaneerdtb; 01-31-2013 at 09:58 AM.
Jem'Hadar Attack Ship
Highest turn-rate of all escorts, excluding raiders.
Aside from Escort Carriers, the highest HP of all escorts.
Shield Rating of 1, while most other escorts tend to have around 0.9
Two universal boff slots
5 tactical console slots
Benefits from Jem'Hadar Space Set
In other words, for an escort the ship has no flaws. Other ships at the very least tend to trade defensive stats for offense or turn rate etc. In this case... it's an OP ship and the whole community knows it.
It may have a higher shield rating but has only 1 sci slot, so your not going to get some HUGE shield cap number on a bug,,,secondly,,the 2 universal slots are only LT,,with an ens eng,,,,then commander and LT comm tac slots,,,it has higher hull because it cannot create a large shield cap,,,and what is the point in a large shield cap as a tac captain anyway? You more than likely dont have the sci slots to heal such a large cap, on my jem bug i dont even use my sci slot for a shield boost,,i stick my rom zero point console in it,,and run nothing but hull heals on Boff buffs.
The 5 tac slots is not OP,,,i used to think that would make some huge difference,,,,its nice yes, but its not some ungodly weapon power, if you run into people who know what they are doing and have the right setup even with a jem bug with 5 mark XII purple mags in tac slots you will have problems.
A cruiser with 5 eng slots can not slot them all with resistance consoles because of diminishing returns.
This is not actually true, and it's not your fault at all (intuitively I thought the same thing when I first started toying around with resistance).
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
Yes you can stack them to gain resistances where the fifth will provide nearly as much EHP as the first one did.
Yes they do have diminishing returns but it is not extremely severe until you start pushing over 100 raw resist.
The ironic thing is, to me anyway, resist consoles are more effective in the long run on a ship that lacks multiple hull heals like escorts. Whereas cruisers will tend to really hit the diminishing returns issue while abilities like Aux2Strut are active.
Wait, so I can stack 5 Neutronium Alloys and get full benefit to damage resistance with no diminishing returns? Can you please clarify what's exactly not true?
Iirc it basically goes as follows:
1x10% resist console
100 incoming damage -> 90
2 x 10% resists console
100 incoming damage -> 90 (100-10) -> 81 (90-9)
Instead of 10x2 = 20, then 100-20=80
What I don't know is if you have say 36 % console vs 2x18%
64 vs
82 - (82x.18)=67.24
In otherwords it seems it's better to have 1 high Kinetic resist + 1 high Energy rather than multiple lower ones.