Career Officer
Join Date: Jun 2012
Posts: 5,001
# 261
01-18-2013, 07:40 AM
Quote:
Originally Posted by bugspatteredjack View Post
Agreed. The Borg being uber powerful is fine with me, it only makes sense and is canon. But being killed by some invisible torp with full shields and 100% hull integrity is a bit much and not very realistic. The fact that I cannot even see these things coming too is a tad too unrealistic.
Powerful, yes, but they should have saved uber powerful for the Iconians.

The Borg have been done to death and back more times than I can count - and that was the case BEFORE STO! It's the Iconian's that should be the ones causing that level of threat, not the damned tried, overused, overrated cliche that the Borg have become.
Quote:
Originally Posted by robdmc View Post
Remember, this place [Captain's Table] is so desolate that upon entering the Aenigma Nebula you will be prompted with a warp out box because the game thinks you flew there by mistake.
Career Officer
Join Date: Jul 2012
Posts: 1,265
# 262
01-18-2013, 10:16 AM
I do wonder if they are confusing the high yield torps and the standard torpedos you have no defence against.
If you look in the game through all the STFs and one hit kills you'll find

CSE
Iso charge (used to wipe groups, now its strong, very dangerous, but not crazy)

High yield plasma torpedo - you can shoot them down, its fine.

ISE
Plasma torpedos from the gate seem to have a crazy high damage variance, they can hit soft or one hit you with fully buffed shields or even with RSP up

High yield plasma torpedo as before

KASE
Plasma torpedos from gates, as before

High yield plasma torpedo as before

Donatra's torpedo spread, which is probably just modifying the damage on the normal plasma torpedos, which is buggy. The real problem here is like against the queen, if you are within 5k of the ship, it will cloak, getting out of range or this ability at 5k+ is impossible. I've seen this wipe groups on the opening attacks

HOSE
High yield plasma torpedo as before

Lance weapon - which is range limited so ok

The giant plasma balls from the space logs, which are slow enough and able to be shot down, so again, ok

The queen's green blob of death, self centered 5k radius. Avoidable if you stay out of 5k. It makes the fight a mess but you can handle it, escorts have to face the queen so can get trapped quickly. Cruisers fly too slowly to constantly keep out of the 5k range, the queen moves extremely fast at impulse.

Torpedo spread/high yield torpedos from the queen aren't targetable, and you can not get out of range. Being within 5k = death by green blob. These are one hit kills to pretty much everything but the shipped speced for tanks, even then the follow up or burn is likely to kill you. Torpedo spread kills you and possibly the entire team, high yield kills you almost every time. There is no way you can tell which way the queen is facing, it switches agro every few seconds, and brace for impact can save you, but the 1 min cooldown is impractical. The queen also seems to be capable of having high yield and torpedo spread at the same time, making her throw one hit kills extremely frequently.

The logs fire off torpedo spread as well, and due to the weird chain geometry of firing angles in the game, you really can't escape this. Their version is often survivable, but it does one hit a lot of people still.
Captain
Join Date: Oct 2012
Posts: 4,208
# 263
01-19-2013, 06:24 AM
Quote:
Originally Posted by archoncryptic View Post
As Borticus said, there haven't been any intentional changes to make the Borg harder. I'll take another look at their torpedoes, though - those damage numbers do sound too high.

We've had some general tech changes that could be impacting things (like breaking Tachyon Harmonic) even if the Systems Designers haven't been intentionally rebalancing anything. For example, as I mentioned in another thread, the way certain targeting cones work was changed - that's cut down the "safe spots" above and below Borg Cubes.

As a general rule, we don't want players in level appropriate gear to be one-shotted. There can be some exceptions for special mechanics - like if players are out of position in the fight with the two Unimatrix ships and get hit by the lance, for example. Normal torpedoes shouldn't be producing that kind of burst damage.

I'll try to track down what's causing this and make adjustments as needed.
2 months now and still haven't seen a change in the invisible torpedo issue, a standard plasma torpedo (not high yield) is the culprit. That is the only plasma torpedo fast enough to catch you in distance issues. While these seemingly invisible torpedos do in fact seem to cause critical damage, for which I could care less if the borg are or are not able to do. Cause massive damage thru full shields, meaning 1-2 torpedo impacts should in fact have a damage ammount reduction for impacting your shields first, but instead bypass them all together at times. I know plasma torpedos deal plasma dot damage, but for the borg invisatorp it seems to cause 20k+dmg in an instant hull burn it seems like during these instances.
Career Officer
Join Date: Oct 2012
Posts: 294
# 264
01-20-2013, 10:09 PM
betcha this is another bug that falls in cryptics category of not knowing how to fix it. I fully expect this bug to go unfixed.

Cryptic's idea of troubleshooting is to stick your fingers in your ear and hum real loud until its all over.
Career Officer
Join Date: Sep 2012
Posts: 84
# 265
02-21-2013, 10:15 PM
Quote:
Originally Posted by darimund View Post
betcha this is another bug that falls in cryptics category of not knowing how to fix it. I fully expect this bug to go unfixed.

Cryptic's idea of troubleshooting is to stick your fingers in your ear and hum real loud until its all over.
Resurrecting this thread because well

I thought it was fixed. I thought they said they fixed it. But with the last few patches... Well this is happening.

http://imgur.com/oMSozMl

Oh boy. 71k Damage. The gate critted me for.

71 THOUSAND in Damage. How do you even tank that? You cant!

There's being hard. And then there's just being unfair.
Captain
Join Date: Aug 2012
Posts: 3,590
# 266
02-22-2013, 02:20 AM
Quote:
Originally Posted by somrik View Post
Resurrecting this thread because well

I thought it was fixed. I thought they said they fixed it. But with the last few patches... Well this is happening.

http://imgur.com/oMSozMl

Oh boy. 71k Damage. The gate critted me for.

71 THOUSAND in Damage. How do you even tank that? You cant!

There's being hard. And then there's just being unfair.
Wow. This one ALMOST hit the 30 day mark. Very close to a necro thread. I have three letters for you and one word. BFI and Monotanium. Thank you come again!
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Captain
Join Date: Jun 2012
Posts: 1,241
# 267
02-23-2013, 07:29 PM
To any dev reading this:

The issue with the borg damage is that their weapons are having sudden, random, massive damage spike.

I have seen these damage spikes only occur in two weapons: heavy plasma cannon and plasma torpedo.

Note: the plasma torpedo only spikes when it is unbuffed. Aka no heavy plasma no critical hit shown in the log.

These spikes happen when ships are full shield and full hull.

The spikes are very curious in the sense that they completely ignore ship resists. This is easily seen with the heavy plasma... The combat log always shows something like this:

Heavy plasma cannon hits your shields for 12576 (7235) damage

The damage is higher than the base damage yet there is no crit proc nor any weapon buff indicated or seen in the borg ship cube itself. The shots before or after it show the normal inflicted damage being lower than the base damage.

Now..the curious this is this is direct shield damage. Your shields are 100% then POW they're gone.

This bug has always been around even when they allegedly 'fixed it' . However as of a couple of patches ago, the rate in which these spikes happen has increases so dramatically that every single encounter with an elite stf borg means you will get at least 5 to 10 such insane hits before the enemy borg ship dies.


Now I want to make this very clear: My ship setup is such that it is an absolute monster tank.

Its damage output is garbage however. I'm a pure threat control and shield tank ship.

Prior to one month ago, my ship was capable of tanking the ISE gate, all the spheres and the tac cube at the ISE nonstop (except for the low-chance BS supertorpedo hit that would strike for 500k~ dmg and 1-shot me). It was NOT easy to do and it took me a long time to get the right gear, boff setup and even power bar layout set up to keep the more than 4 cycled tanking abilities running nonstop.

Understand this: My tank back then did NOT lose shields. the worst danger was a shield dropped to 20% from a mini-lag spike or a power bar that I clicked and decided not to activate. My setup kept my shields up.

Now however, with the exact same setup... I have died twice and more to the mere cube at the start of ISE when out of freaking nowhere my shields were dropped so fast not even tac team (which was running!) could balance shields fast enough to plug the shield back up before the next spike damage hit obliterated my vessel.

the tac cube and gate pull nonstop spike hits which make it impossible even for my tanking setup to even dream of tanking more than one at a time. I'm talking serious garbage where your 100% shield and hull ship takes the FIRST hit from the enemy while all buffs are up and full wing of shield drones buzzing around me and my shield is gone along with 40% of my hull. All in one ridiculous burst of super-spike damage heavy plasma cannon (~12 to 40k dmg hits each).

My plasma resists? KHG shield mk 12 running 70 shield power and upped to 125 via emg2shld III/II + trnsf shld str 3&2. You figure out how much plasma shield resist I have. My shields are 14k thick each facing. I've even increased it to 18k with multiple extra shield hp boosters. Still nothing. one hit and its gone.

So yes, there IS a BIG change done to the borg weapons as of a few patches ago.

My best guess from observing this... something to do with the cutting beam.

This crap begun when the damage boost to the tractor/cutting beam combo was changed. I think there is some effect from the cutting beam that is not showing up on player's effects bar that is completely negating ship resists for the weapon the borg fires following the cutting beam. That weapon is the heavy plasma cannon and plasma torpedo.

The spheres do not exhibit this type of damage spike behavior. Do they not have cutting beams? (never seen them use it). Could be a place to start.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg

Last edited by cmdrskyfaller; 02-23-2013 at 08:08 PM.
Captain
Join Date: Jun 2012
Posts: 1,241
# 268
02-24-2013, 09:20 AM
Here's a snippet of my combat log from ISE done this morning. I will try and bold the inexplicable damage spikes and put color comments on a couple that are really weird.


[10:04] [Combat (Self)] Tactical Cube deals 572 (990) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1000 (1575) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 175 (3030) Plasma Damage to you with Heavy Plasma Cannon.
[10:04] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 974 (1533) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 170 (2950) Plasma Damage to you with Heavy Plasma Cannon.
[10:04] [Combat (Self)] Tactical Cube deals 572 (990) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 0 Physical Damage to you with Heavy Plasma Cannon.
[10:04] [Combat (Self)] Tactical Cube deals 572 (990) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 941 (1482) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 165 (2852) Plasma Damage to you with Heavy Plasma Cannon.
[10:04] [Combat (Self)] Tactical Cube's Plasma Array dealt 953 (1501) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 167 (2888) Plasma Damage to you with Plasma Array.

[10:04] [Combat (Self)] Tactical Cube's Plasma Torpedo dealt 5269 (26258) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 2918 (51088) Kinetic Damage to you with Plasma Torpedo.
Note: Supertorpedo

[10:04] [Combat (Self)] Tactical Cube deals 572 (990) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube's Plasma Array dealt 855 (1346) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 150 (2591) Plasma Damage to you with Plasma Array.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Gateway's Plasma Array dealt 1100 (1733) shield damage to you.
[10:04] [Combat (Self)] Gateway deals 193 (3334) Plasma Damage to you with Plasma Array.
[10:04] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 889 (1401) shield damage to you.
[10:04] [Combat (Self)] Tactical Cube deals 156 (2695) Plasma Damage to you with Heavy Plasma Cannon.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 0 Physical Damage to you with Heavy Plasma Cannon.
[10:04] [Combat (Self)] Gateway's Plasma Array dealt 1056 (1663) shield damage to you.
[10:04] [Combat (Self)] Gateway deals 185 (3201) Plasma Damage to you with Plasma Array.
[10:04] [Combat (Self)] Tactical Cube deals 0 Physical Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Gateway's Plasma Array dealt 1080 (1701) shield damage to you.
[10:04] [Combat (Self)] Gateway deals 189 (3272) Plasma Damage to you with Plasma Array.
[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo
.
[10:04] [Combat (Self)] Gateway's Plasma Torpedo dealt 5270 (26264) shield damage to you.
Note: Yet another unbuffed torp damage spike in the base damage.

[10:04] [Combat (Self)] Gateway deals 552 (956) Plasma Damage to you with Plasma Torpedo.

[10:04] [Combat (Self)] Gateway deals 2918 (51098) Kinetic Damage to you with Plasma Torpedo.
Note: Yet another unbuffed torp damage spike in the base damage.

[10:04] [Combat (Self)] Tactical Cube deals 587 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Gateway deals 552 (956) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Tactical Cube deals 512 (1016) Plasma Damage to you with Plasma Torpedo.
[10:04] [Combat (Self)] Gateway deals 0 Physical Damage to you with Plasma Array.
[10:04] [Combat (Self)] Gateway deals 0 Physical Damage to you with Plasma Array.
[10:05] [Combat (Self)] Gateway's Plasma Array dealt 855 (962) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 107 (2592) Plasma Damage to you with Plasma Array.
[10:05] [Combat (Self)] Gateway's Plasma Array dealt 948 (1067) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 119 (2874) Plasma Damage to you with Plasma Array.
[10:05] [Combat (Self)] Gateway's Plasma Array dealt 887 (998) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 111 (2687) Plasma Damage to you with Plasma Array.

[10:05] [Combat (Self)] Gateway's Plasma Torpedo dealt 5023 (17987) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 1999 (48706) Kinetic Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Gateway deals 410 (994) Plasma Damage to you with Plasma Torpedo.

Note: Supertorpedo. This one is very curious. It is all from ONE torpedo. At first we see a really strange variance of 17k base damage dealing 5k applied damage to the shields but it doesnt say WHAT kind of damage (kinetic?). Then we have the same torpedo, somehow, inflicting a second hit for a massive ~49k damage and applying 2k kinetic damage (damage so far to shields: 7k'ish) and finally the plasma burn dot.

[10:05] [Combat (Self)] Gateway's Plasma Array dealt 848 (954) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 106 (2569) Plasma Damage to you with Plasma Array.
[10:05] [Combat (Self)] Gateway's Heavy Plasma Cannon dealt 933 (1050) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 117 (2828) Plasma Damage to you with Heavy Plasma Cannon.

[10:05] [Combat (Self)] Gateway's Heavy Plasma Cannon dealt 1021 (1149) shield damage to you.
Note: Heavy plasma cannon suddenly hitting for 95% of its base damage on shields that have approximately 70% resists to plasma (20% plasma resist +Emg2Shld3+Trnsfr Shld3+shld power base @70).

[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1477 (1407) shield damage to you.
Note: Another heavy plasma cannon spike. Notice the shot inmediately before it does not do this spike so it is not that my ship was under some debuff effect os anything (not that I know any effect that debuffs shield resists).

[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1318 (1255) shield damage to you.

+

[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1427 (1359) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 151 (2615) Plasma Damage to you with Heavy Plasma Cannon.

+

[10:05] [Combat (Self)] Tactical Cube's Plasma Array dealt 1219 (1161) shield damage to you.

+

[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1643 (1565) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 129 (2234) Plasma Damage to you with Plasma Array.
[10:05] [Combat (Self)] Tactical Cube deals 174 (3012) Plasma Damage to you with Heavy Plasma Cannon.

+

[10:05] [Combat (Self)] Tactical Cube's Plasma Array dealt 1266 (1206) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 134 (2320) Plasma Damage to you with Plasma Array.
[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1338 (1274) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 142 (2452) Plasma Damage to you with Heavy Plasma Cannon.
[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1419 (1351) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 150 (2600) Plasma Damage to you with Heavy Plasma Cannon.

Note: Looking at all the above +'s bolded spikes you can see a pattern. Some shots hit me for normal damage others for extremely high damage. This is not the effect of a ship firing weapons under a buff nor of my ship having a debuff on it. This all happens in the space of seconds and well within the duration of any known buff/debuff ability. Therefore this is NOT caused by buffs or debuffs. The weapon itself is spiking a huge damage variance at random.


[10:05] [Combat (Self)] Tactical Cube's Plasma Torpedo dealt 7866 (23716) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 6839 (53503) Kinetic Damage to you with Plasma Torpedo.Note: The HOLY CRAP super-torpedo.

[10:05] [Combat (Self)] Tactical Cube deals 619 (1073) Plasma Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Tactical Cube deals 619 (1073) Plasma Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Tactical Cube's Plasma Array dealt 1266 (1206) shield damage to you.
Note: Another plasma array spike.

[10:05] [Combat (Self)] Tactical Cube deals 134 (2320) Plasma Damage to you with Plasma Array.
[10:05] [Combat (Self)] Tactical Cube deals 619 (1073) Plasma Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Tactical Cube deals 619 (1073) Plasma Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Tactical Cube deals 619 (1073) Plasma Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 909 (1432) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 159 (2755) Plasma Damage to you with Heavy Plasma Cannon.
[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 950 (1497) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 166 (2880) Plasma Damage to you with Heavy Plasma Cannon.
[10:05] [Combat (Self)] Tactical Cube deals 619 (1073) Plasma Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Tactical Cube's Plasma Array dealt 838 (1320) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 147 (2539) Plasma Damage to you with Plasma Array.

this last bit is normal spam damage. I mean just look at that..it does reflect my SHIELD RESISTS working properly.


Lets look at two supertorpedo logs again:

First one:
[10:05] [Combat (Self)] Gateway's Plasma Torpedo dealt 5023 (17987) shield damage to you.
[10:05] [Combat (Self)] Gateway deals 1999 (48706) Kinetic Damage to you with Plasma Torpedo.
[10:05] [Combat (Self)] Gateway deals 410 (994) Plasma Damage to you with Plasma Torpedo.

Second one:
[10:05] [Combat (Self)] Tactical Cube's Plasma Torpedo dealt 7866 (23716) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 6839 (53503) Kinetic Damage to you with Plasma Torpedo.

Both happen inside one minute time, from different sources. Both are regular plasma torpedoes.

So... the game is spiking torpedo damage and applying resists correctly:

First supertorp did a total of 66.6k (17987+48706) as base damage. It did 5k damage to shields and 2k damage to hull. The game splits the combat log into shield and hull damage if the shield is stripped off by the torpedo.

The second torpedo did 56k base damage, hit the shield for 7866 dmg and stripped it off and then applied almost 7k damage to the hull.

What's wrong with this:

An unbuffed plasma torpedo spiking to 60k+ damage. this is the equivalent of a high yield 3 in a player with good torp skills.

What's good with it:

The shield vs kinetic resists are working and the 'kinetic' damage entry is the damage applied to hull from the leftoever damage amount and mitigated by hull kinetic resists.


...but this does not explain the sudden spikes+no plasma damage mitigation in the shield from the heavy plasma cannon and plasma array hits.

A good example:

[10:05] [Combat (Self)] Tactical Cube's Plasma Array dealt 1266 (1206) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 134 (2320) Plasma Damage to you with Plasma Array.

[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1338 (1274) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 142 (2452) Plasma Damage to you with Heavy Plasma Cannon.

[10:05] [Combat (Self)] Tactical Cube's Heavy Plasma Cannon dealt 1419 (1351) shield damage to you.
[10:05] [Combat (Self)] Tactical Cube deals 150 (2600) Plasma Damage to you with Heavy Plasma Cannon.


As mentioned in notes my plasma resists are basically maxed out yet the weapon is inflicting non-crit, non-buffed damage with this weapon that is higher than the base damage. To the shields... in random spikes.

I have seen the beam array and the heavy plasma cannon proc critical hits in my combat log before (didnt happen in this one sadly) so it is not a case of the combat log not displaying crits for this weapon.

These spikes in both plasma weapons and torpedoes have been around for a long time but as of 3 patches ago their frequency has been increased to utterly ridiculous levels. Just look at this log and you will see that in the space of less than one minute (and this is just 1/4th of the total combat log for just 2 minutes of combat) I had multiple spike hits from two different sources.

It is so silly that not even Tac team running can keep the shield facing stable.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg

Last edited by cmdrskyfaller; 02-24-2013 at 10:40 AM.
Commander
Join Date: Aug 2012
Posts: 471
# 269
02-24-2013, 02:36 PM
From your post it seems evident that something is wrong with borg energy weapons ignoring damage resistance in some cases. In fact, given the way they do more than the number in brackets (the before resistance number), it sees like some specific shots every now and again are getting "-100% damage resistance" on them.

This seems like a pretty serious issue. Devs probably need to take a look at this.
Republic Veteran
Join Date: Jun 2012
Posts: 871
# 270
02-24-2013, 02:44 PM
They need to re-tune the aggro mechanic again. I've run into situations where I get one-shotted, respawn and get one-shotted again at 9.9km. Repeat this four or five times a round and one gets sick of STFs really quick.

I'm not running any aggro modifiers nor do I have any points into threat-generation. It's also not a case of out-DPSing the rest of the team or using any particular ability... and it happens across Sci Tac and Eng.

I've watched this happen with team-mates both in fleets and to pug-mates.

Currently the only solution is to sit there de-spawned for 3-4 min until the mechanic resets. That more often than not causes the loss of the optional.
-------------
ISE ISE Ba-bee. "If you got the Borg yo... I'll solve 'em check out this shot while my torpedos dissolve 'em"
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