> > > 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!
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- 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
Based on all the current positive feedback influx and the rate at which it is coming in, just like the pvp directory, is it not a good idea to have a maintained thread where issues are kept centralised on the first post.
Please keep discussions out of this thread as it is becoming a challenge to pick up all the issues you guys are posting. Please start an alternate thread if you wish to discuss anything further.
Message from Borticus with regards to responses: Borticus:
Items that are not listed below are either not currently under review, or we (Cryptic) have no productive feedback to offer at this time.
"Under review" only means that - we (Cryptic) are planning to review the referenced power/mechanic within the next month or two. This is not a promise of a fix, change, or further information. Our review may, in fact, lead us to conclude that the referenced item is working as intended.
Please could we have feedback either way Bort?
Let the list begin
01. Abilities: Warp Plasma /Gravity Well / Tykens Rift / Theta Radiation Issue: Visual effects for above abilities keep disappearing randomly and become annoying when they can't be seen Status: To be advised by Cryptic
02. Item: Tachyon Mines Issue: Seem to be too powerful at stripping shields and hampering shield repair / regen Status:
1) 5% per Mine (... that seems a bit higher than necessary)
2) This isn't easy to answer, as it has a large number of variables involved. But, as an estimate, it looks like it's about on par with 40% of an equivalent-level Photon Mine.
3) No! Shocking! They were not properly tagged when created, so our power system didn't know to affect them.
03. Ability: Crits Issue: If you get 1 mine to crit, they all crit I.e. Breen cluster torp and tricobalt mines with dispersal patterns. Status: This is a bug central to our Combat Evaluation code, and affects far more than just Mines. It requires Software assistance, which has been requested. Further updates are out of the hands of the Systems team
04. Weapon: Antiproton Issue: All other weapons have [ACC]X3 why not antiproton? Status: [Acc]x3 Antiproton weaponry does exist, but is not currently available in-game. In fact, no Antiproton weaponry drops at all, and is only available from Vendors.
It should be a simple matter to add it. However, the philosophical question of "should we" is still unanswered. Currently, we agree that Accuracy is a better weapon enhancement than Dmg or Crit in almost every possible circumstance, and it's a good idea to attempt to address this discrepancy before reinforcing it with new weapons that capitalize upon it
05. Weapon: Phaser Issue: Has the best PvP orientated proc and makes the other procs seem inferior Status: This was altered once before to include a target-based immunity period. We feel this is sufficient for the time being, and that opinions of the relative power of Phasers, compared to other Energy Weapon Procs, are largely based on learned biases from the powers' original state. Phasers also benefit from being the most dramatic weapon proc in the game, causing a level of confirmation bias among players looking for a reason to dislike its current state.
That said, this isn't a wholesale dismissal of the complaint. Further changes are, however, unlikely to happen over any short-term period
06. Ability: Aceton Beam Issue: cool down too long to be a valid ability in PvP Status: Under review
07. Ability: Boarding Party Issue: Too easily countered by tac teams and easily shot down Status: To be advised by Cryptic
08. Bridge Officer: Human Bridge Officer Issue: Multiple human bridge officers seem too effective compared to other bridge officers Status: Under review
09. Item: Aceton Assimilator Issue: Too many copies of it can be deployed on a map leading to an unfair advantage Status: Under review
10. Weapon: Photon Torpedo Issue: Not as effective as other torpedoes so never used in PvP teams Status: To be advised by Cryptic
11. Weapon: Dual Beam Bank / Beam Arrays Issue: Apart from beam overload, no other focused ability to make it a viable alternative to heavy cannons on escorts. Ie cannon rapid fire for cannons gives single target burst damage. Cannons have rapid fire for single target and scatter for multiple. No beam rapid fire available for beam based weapons Status: To be advised by Cryptic
12. Item: Siphon Drone Issue: Leaves target completely drained of all energy and totally defenceless Status: Are these complaints based on recent play experience? The functionality of Siphon Drones' drain was drastically altered a few months ago Video
Yes it is - Based on very recent Klingon queue experience
13. Ability: Charged Particle Burst Issue: No longer a viable offensive sci ability due to super resistances Status: Under review
14. Ability: Photonic Shockwave Issue: No longer a viable science based kinetic damage solution based on the "fix" it had Status: Under review
15. Ability: Tachyon Beam Issue: No longer a viable offensive sci ability due to super resistances Status: Under review
16. Doff: Sub Nucleonic DOFF Issue: Still feels too overpowered Status: To be advised by Cryptic
17. Ability: Attack Pattern Omega Issue: Too many buffs for 1 ability compared to other attack patterns makes it a required ability on escorts Status: To be advised by Cryptic
18. Ship: JHAS Issue: Makes all other escorts inferior in turn, hull and bridge officer layout Status: To be advised by Cryptic
19. Ability: Extend Shields Issue: Perceived to be overpowered. Should Sub Nuke remove this buff from target or leave it intact? Should it / Does it multi stack? Status: To be advised by Cryptic Issue: Healer can permanently chain this ability with 100% up time Status: To be advised by Cryptic
20. Category: All Emergency Powers Issue: For a few months now, when using more than one type of EPTX in a ship you will get a drift of around 2 to 3 seconds when executing a secondary EPTX at the 15 second mark of the primary EPTX Status: To be advised by Cryptic
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
21. Profession: Engineers Issue: Lack of profession specific abilities which are castable on team mates (MW and RSF) Status: Under review
22. Ability: Defense and Movement Issue: All or nothing nature leads to a held target being disproportionally vulnerable Status: To be advised by Cryptic Issue: Lack of other sources of defense leads to disproportionate value for sources of movement immunity and ships which can maintain that immunity Status: To be advised by Cryptic
23. Ability: Tactical Team Issue: Removes debuffs for 10s when all other teams work for 5s. Makes debuffing nearly impossibly Status: To be advised by Cryptic
24. Ability: Mask Energy Signature Issue: I can't think of a use for this in any part of the game. The cloak's low value can be seen even by NPCs from far off Status: Under review
25. Ability: Photonic Officer Issue: Woefully underpeforming compared to advertised rates, long cool down. The ability seems to scale very little between tiers Status: Under review. Likely to be completely re-designed
26. Category: UI / Targeting Issue: Tagreting mechanics in general need improvement, however the UI (and player performance) can truly suffer when mass pets and deployables such as mines can literally swamp the field of view Status: To be advised by Cryptic
27. Effect: Cooldown Recharge Debuff (e.g. SNB, Temporal Inversion Field) Issue: The cooldown debuff also affects DHC cooldowns. (But it doesn't affect beams iirc.) Status: Under review
29. PVP Arena: Ships glitch into ceiling Issue: On use of jump console, ships get glitched in ceiling and cant move Status: Under review
30. PVP Arena: Kill counts not working correctly Issue: Kills are not registered in a PVP match potentially linked to death by warp plasma or plasma dots Status: To be advised by Cryptic
32. Boffs / Gear / Reputation: Various things Issue: There are many shipclass-agnostic things that provide a huge amount of innate resists and regeneration (both hull and shields) to any ship that equips them which completely negate pressure damage and lead to a situation where the only kills in a premade vs premade situation are super spike kills from 100% to 0% health that happen with tons of tac buffs and multiple subnukes in a timeframe of just a couple of seconds. This invalidates any damage-dealing builds that are not based on SNB or massive spike damage Status: This sounds like a complaint that is exclusive to 1v1 scenarios, and PvP is not and cannot be effectively balanced around duels when we have 5v5 (or more) arenas as the standard match. If you are in a team environment, the combined damage of coordination is likely to outstrip an enemy's ability to counter.
Teamwork is OP, but we have to assume that everybody uses it
33. Ensign Space Abilities: Tactical Team 1, Polarized Hull 1, Tractor Beam 1, EPT Aux 1,EPT Engines 1 Issue: Listed powers all provide enough of a buff at an Ensign slot invalidating higher tier version Status: To be advised by Cryptic
34. Ability: Nadion Inversion Issue: Becomes disabled when weapons go offline. Seems underpowered based on in game description Status: Nadion Inversion is no longer cancelled if you suffer a "Weapons Offline" mode - Pending QA approval
35. Ability: Placate Stacking Issue: Almost impossible to target opponent especially in 1 v 1 if this ability is multi stacked Status: To be advised by Cryptic
36. Item/Power: Vent Theta Radiation Issue: Even if Hazard emitters is applied to clear the effect, your crew will still die and never recover until you are removed from combat. This renders both the skill Subsystem Repair, and the power Boarding Party useless Status: Under review
37. Ability: Item/Power: Anti-matter Spread Issue: Regardless to the amount of points placed in Sensors, the Jam Effect will remain for the full duration, even if the Scramble clears much sooner Status: Can't reproduce this one
38. Ability: Boarding Party? Issue: Regardless of exiting game and re-entering, if you relog into game, your cooldown timers do not reset as they should. Should abilities be reset upto 10 mins on abilities? Do they stack if used by multiple players in team? Does the temporal inversion field amplify it? Also, do scrambles amplify it as well? They also affect weapon timers drasticly (Upto 2 mins) See Picture Please note, picture taken approx. 2 minutes after game had ended Status: I want to thank everyone that sent us steps to attempt to reproduce this effect. Thanks to your assistance, we were able to track down one of the strangest power interactions I've yet seen since coming to work on STO.
And we just checked in a fix for it.
Boarding parties are still capable, on their own, of putting one or more category of power into cooldown for upwards of 45sec or so. But the interaction of this debuff, coupled with abilities like Subnucleonic Beam and the Bio-SS Doff, will no longer send the cooldown debuff's magnitudes hurdling off into the stratosphere. The effects of each will be applied, and stack in an additive manner, instead of multiplying one another.
39. Weapon: Tetryon Issue: Proc seems to be underperforming, is relatively weak to start and is also further resisted by PI Status: Under review
40. Skill: Starship Sensors Issue: Starship Sensors appropriately cuts the time down for skills such as Scramble Sensors - but has zero effect on the duration of AMS. I tested this personally by having AMS cast on me 5 times in a row in a controlled testing situation using Scramble as the control (Opponent had a 32s scramble which was reduced to 18s each time from 6 ranks in sensors - which equates to 42% resistance, similar to PI) Status: To be advised by Cryptic
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
41. Weapon: Phased Tetryon weapons Issue: Tet proc is only half as strong as the tet proc of stranded tetryon weapons. no other procs on hybrid weapons have reduced magnitude like this. its at the same level it was at before it and the other procs got a balance pass a while back Status: Fixed
42. Ability: Abandon Ship Issue: Has been previously mentioned it could/should benefit crew in some way. Current implementation lacks sufficient bonus to provide incentive to use it Status: Under review
44. Console: RCS Accelerator Issue: Because the RCS consoles increase turn rate by a percentage rather than a fixed number, they have lower value to lower turn rate ships, sometimes to the point that the console gives no perceivable benefit in effectiveness. At the other end of the spectrum, ships with especially high turn rate gain even more benefit, making it impossible to close any perceived gaps in performance with gear Status: To be advised by Cryptic
45. Consoles: Engineering power to "X" System consoles Issue: Too weak to be of any use in PVP. Certain set bonuses far out way the benefit of using one of these consoles making them redundant Status: To be advised by Cryptic
46. Ability: Fire At Will Issue: Even without weapons firing, on activation of FAW, there is massive weapons power drain. There seems to be a relationship with autofire in it Video Skill Tree Status: To be advised by Cryptic
47. Ability: Target Subsystem III Issue: The ability should have 40% chance to disable a subsystem. Yet the new tooltip (changed few patches back) shows only 20% on mark III ability. More of, my subjective feeling is, it does not proc that much after the patch. I used disable shields pretty regularly with it, but lately it feels like 20%. Aka, there is no difference between I and III. Might want to recheck it Status: To be advised by Cryptic
48. Ability: Phaser Lance Issue: The native lance of Galaxy-X dreadnought misses 9/10 of the time. Not sure how the accuracy calculations are made, but a weapon with 3 min cooldown that does miss most of the time is useless. Might want to recheck the accuracy math on that one Status: To be advised by Cryptic
49. Equipment: None Set Engines Issue: No real reason to utilise any said engines in PVP as they do not grant any additional capabilities like set engines do Status: To be advised by Cryptic
50. Hangar Bay Pet: Type 8/10 shuttles Issue: Lack of useful function relative to other Fighter-type pets. Chiefly, they seem utterly superfluous in the face of Peregrine, Stalker, and Scorpion Fighters as well as Shield Drones. Their in-built Polarize Hull is of little-to-no practical use. Their weapons are not of any appreciable use relative to fighters, which even eclipse them in the Intercept role. There is no situation where slotting the Type 8/10's is an option that is of equal or greater value than any other hangar pet. They are always flatly inferior to other Fighter-options in all capacities Status: To be advised by Cryptic
51. Space HUD: All counter on all abilities reset to 2 mins Issue: Something causes all abilities to reset to 2 minutes including weapons and cannont be cleared by anything. This has started occurring since Feb 14th Patch. Also occurs in STF's
Managed to consistently replicate the 2 min cool down bug: Vid 1 Vid 2 Status: Fixed
52. Weapon: All Torpedoes & Mines Issue: Torpedo/Mine crew death proc too common/not in line with tooltip procs
(See post 139 for more information) Status: To be advised by Cryptic
53. Ability: Inertial Dampeners Issue: Seems to have no effect vs. Tractor Beams of any type, power, or size of ship. The Tool Top description states you will be slowed less from Tractor beams (Tractor Beam is a Hold not a slow). Works fine vs. Tractor Beam Repulsors, or any other ability Status: To be advised by Cryptic
54. Torpedo HY/Spread, Beam Overload Issue: Recent changes (removal of torpedo global cooldown, introduction of energy drain resists for non-engineers via doffs) have introduced ways to use the damage potential that comes from "preloading" a HY/TS/BO, then waiting 15s, loading a second one and then firing both of them in rapid succession (occasionally even three, by firing slightly before the next 15s pass and the first comes off cooldown again). This was not possible in the original S1.2 implementation because of global cooldowns and massive power drain. Is this new damage potential working as intended? Status: To be advised by Cryptic
55. Proc: Plasma Fire Issue: With the Romulan torpedo spammer and perhaps some mines you can get so many stacks up of plasma fire that a ship is literally burned alive in less than 30 seconds. If you can't run two copies of HE, then you're screwed. Simply put: the plasma fire can stack too many times Status: To be advised by Cryptic
56. Item: Elite Fleet Shields' [Adapt] modifier Issue: An incredibly high innate resist with no way of removing it for any significant amount of time. This leads to matches with >60% average resist on everyone. This problem is made worse by the fact that three of the most popular energy types are combined into an additional resist modifier that is available for these shields Status: To be advised by Cryptic
57. Directed Energy Distribution Manifold; Prefire Chamber Issue: These items give significantly less additional damage than the energytype versions of the tactical consoles, which makes them ultimately useless Status: To be advised by Cryptic
58. Ability: Eng Team Cleanse on Viral Matrix Issue: ET does not reliably clear the VM effect. Everytime I do Acamar and the warbird VMs me, I use ET, it fixes the currently disabled system and then VM goes on to disable other systems Status: ET is unreliable against VM, that much is true. This is due to how VM is currently built, and is on my list of goals to tackle when there's time. The power's functionality is planned to remain as close to unchanged as possible, but the way in which it is built has to change radically in order for cleanses to work correctly and reliably.
For the time being, if you wait for the first subsystem to be put offline+1sec, ET should reliably cleanse and prevent any further VM interactions on your ship, from that application of the debuff
59. Abilities: Attack Pattern Alpha, Go Down Fighting, Attack Pattern Omega, Emergency power to Weapons Issue: The % damage bonuses are multiplicative with one another instead of additive. Two abilities both active giving +50% damage each increase damage by 125% instead of 100%. This strikes me as an oversight similar to when Tractor Beam Repulsars damage was boosted by two skills Status: To be advised by Cryptic
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
So it is ok to post things that we feel are an issue as long as we keep it to 'just the facts, ma'am'...so to speak, right?
Yes, keep it straight. As long as it is well reasoned, that's all we need.
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
Ability: Extended shields
Issue: The stacking capability of extend shields should be removed, no more 5 crusiers teams, this also will help to reduce the breach beetwen premades/pugmades vs pugs. This will include an "skill" factor into the healing role, no just throw 3 extended shields every time the enemy team focus on one of us.
Quote:
Originally Posted by naz4
Ability: Attack Pattern Omega
Issue: Too many buffs for 1 ability compared to other attack patterns makes it a required ability on escorts
imho this is totaly wrong, APO is probably the only effective skill in an escort build for movement debuffs, if u nerf this skill, then will be needed an complete rebump in all the movement debuff skills
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John Sheridan@playhard88 - FED Tactical
K'tan@playhard88 - KDF Tactical
Ability: Extended shields
Issue: The stacking capability of extend shields should be removed, no more 5 crusiers teams, this also will help to reduce the breach beetwen premades/pugmades vs pugs. This will include an "skill" factor into the healing role, no just throw 3 extended shields every time the enemy team focus on one of us.
imho this is totaly wrong, APO is probably the only effective skill in an escort build for movement debuffs, if u nerf this skill, then will be needed an complete rebump in all the movement debuff skills
Hardly. There are several other skills which are just as useful.
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
For a few months now, when using more than one type of EPTX in a ship you will get a drift of around 2 to 3 seconds when executing a secondary EPTX at the 15 second mark of the primary EPTX.
Example:
EPTS1 is at 15, you execute EPTW at 15, you get a lag time of 2 to 3 seconds on your second copy of EPTS1.
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