Captain
Join Date: Jun 2012
Posts: 1,354
# 111
02-09-2013, 08:44 AM
Quote:
Originally Posted by borticuscryptic View Post
I'd like to hear more about this issue:



Does this happen every time you're hit by the Doff proc, without fail, or only when the match ends while you're under its effects?
I'll have to get the guy it happened to me to explain the circumstances around it
aka NazHuggyBear2

"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
Captain
Join Date: Jun 2012
Posts: 1,241
# 112
02-09-2013, 09:51 AM
Hopefully these will get added to the list:


A- Hyper Plasma Torpedo under high yield has a 2 to 3 second delay before firing when the ship firing it is decloaking. In comparison, a regular plasma torpedo or the omega torpedo fire instantly as the ship decloaks.

Further observation shows the hyper plasma does not fire until the bird of prey's wings are fully folded down. Timer coincidence or related? who knows. The hyper plasma should fire at the same speed the other torpedoes do.

B- Reman set bonus to heavy torpedo defense and speed is highly insufficient. AI not only instantly targets+shoots them the moment they pop out of your ship but also the AI's Fire at Will beam attacks seems to have an instant preference to target the heavy torpedoes and mines instead of the ships which are much closer to it. Player FAW does not do this.

Would be nice if the defense was upped significantly.

C- Tachyon beam effectiveness in PvP is lacking (and PVE too for that matter). It would be very useful if it also prevented shield balancing (manual or from TT) for the duration of the beam.

D- If I use two High Yield 3's on my boff tray (same ability in two different boffs) and trigger both, the game displays a '2' in the high yield 3 icon. However, when I fire the very first torpedo it consumes both charges and does not provide any additional boost to that torpedo being fired. In essence, the second high yield is lost.

Would be great if it gave one torpedo a double boost or if it worked as it should and consume one charge per torpedo fired.

E- Omega torpedo under high yield/spread triggers a timer on the omega torpedo even though it has 4 charges left. Should it not trigger that timer only if you use up all the charges?

Or perhaps it would be better if the high yield/spread simply used up all the charges and the one shot fired have a 15% boost per charge? This alone would make omega unique and different compared to hyper plasma.

F- Related to E, the Omega torpedo fires one charge per click... which is quite annoying to use in a cloak-capable ship since you end up having to click fire on the silly thing manually (other ships keep it in autofire but then lose the charge-accumulating benefit).

Would it not be better to allow it to fire all charges in one click like hyper plasma does and have it kick in a 12 second reload timer when the last charge is used up?

G- If my science ship has a tac boff with subsystem targeting skills trained to full why does the native ship ability not receive the timer reduction as well?

H- Faction passive bonus that adds kinetic damage to energy weapons and torpedos (I forget the name): The math is off and biased to energy weapons. 2.5% proc chance per shot vs 5% per torpedo... a beam array fires 5 times per cycle, a cannon more than that. A torpedo fires once. Should the projectile proc rate be increased to 10%? Or perhaps could the ability be given a different proc for torpedoes? : 10% chance to apply 50% damage to shields. Now THAT would be grand.

I- Tricobalt mines are now seen out to 1km.. can they please at least be sped up in their activation time? The deploy (spread-out) animation should be halved and the timer to activate/cloak should halved.

J- Plasma fire green smoke tends to have a huge impact on FPS. Could it be changed to simply be green fires emanating from small hull sections rather than just a cloud of green? Im thinking the same fires-on-hull animation when your ships is extremely damaged or is spinning as its about to blow up..but green.

K- Passive shield regeneration bonus from reputation system (I forget the name again) on starships does not scale with ship shield power levels. I get it, a 700'ish shield regen per 6 seconds is nice but if it doesnt tie in with the ship power levels to scale up then it really is quite weak for such a high tier ability.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Captain
Join Date: Jun 2012
Posts: 871
# 113
02-09-2013, 10:08 AM
Quote:
Originally Posted by cmdrskyfaller View Post

G- If my science ship has a tac boff with subsystem targeting skills trained to full why does the native ship ability not receive the timer reduction as well?

For the same reason that if you have two tac boffs with the same subsystem targetting skill trained, but only maxed out on one, the second one doesn't receive the timer reduction.

Subsystem targeting innate to sci ships is independent of and aside from globals does not interact with subsystem cooldown as a tactical skill. There's no reason to expect it to benefit from training in the skill on a boff.
Lt. Commander
Join Date: Jan 2013
Posts: 141
# 114
02-09-2013, 10:50 AM
RCS Accelerator Consoles
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.



Combat Impulse Engine
Issue: Does not provide any benefit at end-game power levels. For most captains it is impossible to lower engine power much below 50.



Hyper Impulse Engine
Issue: Too easy to run at high power levels at end-game making it easy to gain the benefit of Hyper engines. Most captains can run a ship at 125 in either Weapons or Aux (depending on the ship's focus) and still keep engine power at 70+. This compounds the effects of speed on defense as it is extremely easy to run a ship at a high enough speed to gain the maximum defensive bonus.




Power System Consoles (Booster Modulator, Plasma Distribution Manifold, Field Emitter, Injector Assembly)
Issue: The bonus power gained from these consoles is very low, and easily ignored, making them a poor choice as compared to other Engineering consoles.
Lt. Commander
Join Date: Jul 2012
Posts: 200
# 115
02-09-2013, 11:46 AM
Category: UI
Issue: Bridge officer timers not properly displaying time left on ability
Sometimes if you activate an ability right as it comes off of cooldown, the UI will display its cooldown at the global value instead of the single-copy value. (For example, if I hit EPtS right after it comes off of cooldown, sometimes the UI will show it's cooldown to now be 30s instead of 45s.) This is a minor problem, but it's annoying in matches where the time it takes to click a single ability is critical -- right now, I just have to remember which copy of EPtS or TSS is actually off of cooldown.
Captain
Join Date: Jun 2012
Posts: 744
# 116
02-09-2013, 11:48 AM
Quote:
Originally Posted by borticuscryptic View Post
I'd like to hear more about this issue:



Does this happen every time you're hit by the Doff proc, without fail, or only when the match ends while you're under its effects?
I will say that cooldown timers act oddly in STO, not related to DOffs. The slipstream cooldown, for example, doesn't (unless it's been fixed and I don't know) recharge when you're on a ground map. So you can use slipstream to get to where you're going, beam down, spend however long on the ground, beam up, and not be able to use slipstream. That's one very specific example, and I'll have to take a closer look in game for others, but it illustrates something that shouldn't happen.
Join Date: July 29 2008
Captain
Join Date: Jul 2012
Posts: 2,192
# 117
02-09-2013, 11:57 PM
Ability: Target Subsystem III
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.

Ability: Phaser Lance
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.
Lt. Commander
Join Date: Jul 2012
Posts: 233
# 118
02-10-2013, 01:08 AM
Ship: Jem Hadar Bug Ship: Makes every other escort pretty much worthless due to its adaptability and superior bridge officer slots. Ridiculous turn rate and power boosts.

Weapon: Temporal Device: Too low firing speed, cannot use with Torpedo Spread, Temporal Vortex secondary effect does not work.

Weapon: Chroniton Duel Beam Bank: Unique-equip item makes it virtually impossible to incorporate into build if you want to use the full Temporal Warfare set. Incredibly inaccurate in combat and lacking in power.
Lieutenant
Join Date: Sep 2012
Posts: 78
# 119
02-10-2013, 10:55 PM
Abilities: Subnucleonic Beam, Science Team, and i'm sure way more abilities share this issue.

Issue: If you cast either of these abilities (only abilities i've seen it happen with so far) on someone that is entering or leaving the arc/range of use on the power the moment you use it, the ability will have no effect, and go on full cooldown. In my case i had 2 doffs to reduce the cooldown of my science team 3, and they had no effect, the cooldown lasted 30 sec, instead of 16 sec like it was supposed to.
Captain
Join Date: Jun 2012
Posts: 871
# 120
02-11-2013, 01:42 AM
Quote:
Originally Posted by felderburg View Post
I will say that cooldown timers act oddly in STO, not related to DOffs. The slipstream cooldown, for example, doesn't (unless it's been fixed and I don't know) recharge when you're on a ground map. So you can use slipstream to get to where you're going, beam down, spend however long on the ground, beam up, and not be able to use slipstream. That's one very specific example, and I'll have to take a closer look in game for others, but it illustrates something that shouldn't happen.
No, that's something completely different. When you're on a ground map, your powers in space aren't even loaded. They're saved to the disc at the cooldowns they had when you transitioned, and they reload from the disc when you transit back into space.

That is completely unrelated to the issue at hand.
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