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Lieutenant
Join Date: Jul 2012
Posts: 49
# 61
02-22-2013, 02:03 PM
Quote:
Originally Posted by archoncryptic View Post
These console abilities should not put you directly into combat. This isn't happening to me internally. I'll talk to our QA department about it and see if they can give me some info to help track it down.

If you have good reproducible steps for this occurring, feel free to post it as a separate bug report.

Thanks for letting me know about this.
Its happened multiple times for me in Infected: The Conduit Elite. We'd finish one side. I'd Evasive manuever towards other, OUTSIDE of gate range mind you. I'd go out of combat and full impulse would be available.

I'd click either Phaser Dispersal or the Tachyon console ability, I'd hear the red alert sound and Full Impulse is suddenly greyed out for a full In combat to Out of Combat countdown. I'll log onto the game and try to recreate it and give exact steps to what I do.

EDIT: Thread made here. http://sto-forum.perfectworld.com/sh...d.php?t=563851

Last edited by rosebloome; 02-22-2013 at 02:56 PM.
Career Officer
Join Date: Nov 2012
Posts: 247
# 62
02-22-2013, 08:37 PM
lol this bastard child of DHC's is really a beam boat lol hahahahahahahahahaha I love it

Think about it, you can have free DHC's on this ship with its set bonus and then you can chose beam skills like Befaw, BO, or targeting and never miss a beat. My oh my oh my i actually think I will buy this thing now since I am major beam captain and this thing will be fun specially with my "Inertial Denial" Build.

How unorthodox, how interesting, how fun it will be, finally escorts have no choice atm but to be Beam boat DHC hybrids. I wonder if I will be credited with this discovery as I have done so many times in the past or if people will simple restate my own thoughts as theirs.
Career Officer
Join Date: Feb 2013
Posts: 578
# 63
02-23-2013, 07:02 AM
Quote:
Originally Posted by dacove View Post
It's not that I am not happy with the ship itself, I am happy with the ship itself, but the consoles are underpowered. My original comparison was the Overload console alone vs Guramba's Javelin alone. You don't give up anything at all by having Siege Mode/Javelin on the Guramba, it's just there. As far as the pets, they die relatively easily, and are also a 3m cd. Which brings up another point. You call the pets, 30 seconds later, pets die, 2.5m before you can call them back out again. Which totally ruins the 3 set bonus right there for 2.5m plus that particular console til it is off CD again. What really ruins all these consoles though is that Overload/Tachyon Induction both start CDs on cannon abilities. You can't really chain the two either since Overload has a 4 second charge up time giving plenty of time for your target to get it's shields back up.
Gospel. I really do wonder what the "testing" environment was used for this ship in house. I ran PvP tests for most of the day on release and well - I now use the ENG ship and no consoles.

The Anrodian weapons should be on their own CD and the "charge-up" needs to go, as well as needing the pets to launch. I was wondering why the pets are on such a CD anyway as it is not like they do any real damage and they get vaporized so easily it does not make sense....

I think the pets should be cosmetic only but then I dont like pets so take it for what it is worth.

On a side I'm also one of the players that thinks every release should be tested by the players in Tribble at least a week prior to an official release.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 64
02-23-2013, 06:45 PM
Just a quick update:

We are currently internally testing a change to take the Console powers off of the shared cooldown with Cannon: Rapid Fire and Cannon: Spread Volley. Instead, the consoles will have a longer (most likely 30 seconds) shared cooldown with each other.

In addition, I am cutting down the charge up time on the Overload to 2 seconds and slightly increasing the damage. It will still deal less than the Guramba's Javelin.

Finally, the Tachyon Burst is getting a bit of love as well. It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
Ensign
Join Date: Jan 2013
Posts: 7
# 65
02-23-2013, 07:18 PM
Thanks for the update archon, it's appreciated. Glad to know you are working on making the consoles viable alternatives instead of just bank filler.
Career Officer
Join Date: Feb 2013
Posts: 578
# 66
02-23-2013, 07:54 PM
Quote:
Originally Posted by archoncryptic View Post
Just a quick update:

We are currently internally testing a change to take the Console powers off of the shared cooldown with Cannon: Rapid Fire and Cannon: Spread Volley. Instead, the consoles will have a longer (most likely 30 seconds) shared cooldown with each other.

In addition, I am cutting down the charge up time on the Overload to 2 seconds and slightly increasing the damage. It will still deal less than the Guramba's Javelin.

Finally, the Tachyon Burst is getting a bit of love as well. It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
Thanks for the update - the information is greatly appreciated and a step in the right direction to say the least.

One suggestion, it would operationally nice to be able to "store" a charge and as a "negative" it should be used within say 10 seconds or it dissipates.

On a side note, will you consider making the pet auto deploy when entering combat or at least given us the option? It seems like a intentional hamfisting taking the extra step to be frank.

For what it is worth, I think they look silly and would love the option to simply not have them shown to be frank but I digress...

Last edited by aspartan1; 02-24-2013 at 01:08 AM.
Captain
Join Date: Jul 2012
Posts: 2,283
# 67
02-23-2013, 09:57 PM
Quote:
Originally Posted by archoncryptic View Post
It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
For the love of science can this be added to some of the currently craptastic science shield stripping abilities?

It will be kinda odd for an escort console to be more effective in shield stripping endgame content than fully maxed out science abilities....

And I don't mean by adding in a doff with it.
http://www.helpscout.net/75-customer...es-statistics/
Career Officer
Join Date: Feb 2013
Posts: 578
# 68
02-24-2013, 01:09 AM
Quote:
Originally Posted by archoncryptic View Post
Just a quick update:

We are currently internally testing a change to take the Console powers off of the shared cooldown with Cannon: Rapid Fire and Cannon: Spread Volley. Instead, the consoles will have a longer (most likely 30 seconds) shared cooldown with each other.

In addition, I am cutting down the charge up time on the Overload to 2 seconds and slightly increasing the damage. It will still deal less than the Guramba's Javelin.

Finally, the Tachyon Burst is getting a bit of love as well. It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
I concur. On the bright side if you run the sci version of the ship you are all set.
Lieutenant
Join Date: Jul 2012
Posts: 49
# 69
02-24-2013, 02:25 AM
Quote:
Originally Posted by archoncryptic View Post
Just a quick update:

We are currently internally testing a change to take the Console powers off of the shared cooldown with Cannon: Rapid Fire and Cannon: Spread Volley. Instead, the consoles will have a longer (most likely 30 seconds) shared cooldown with each other.

In addition, I am cutting down the charge up time on the Overload to 2 seconds and slightly increasing the damage. It will still deal less than the Guramba's Javelin.

Finally, the Tachyon Burst is getting a bit of love as well. It will now also debuff the target's shields, causing them to suffer more damage to shields for a short time. This should make the Tachyon Burst provide a lot more utility in STFs and other endgame content.

These changes are still being tested and subject to possible change.
I'd never expect it to do the same amount of damage as a Spinal Lance or Javelin.
I'm just so happy you're testing it with an unshared CD with C:SV C:RF. Oh god thank you, thank you, thank you.
Career Officer
Join Date: Jun 2012
Posts: 20
# 70
02-24-2013, 09:29 AM
Quote:
Originally Posted by admiraljaneway1 View Post
Why is it when i use CRF or CSV the wing cannons take a major damage hit. From a base of 4699 to 995.2 when using crf 3 this is kinda lame.
I'm having the same issue. Every time I use rapid fire my Kumari wing cannons go from dealing ~5800 damage per hit to only dealing ~1100 damage per hit. All my other cannons damage is unchanged. The wing cannons apparently don't play well with boff cannon abilities AT ALL.
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