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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
My tactical captain is an Andorian. Acute sense is my middle name. (untrue, but metaphorically speaking)
But seriously, one of the biggest reasons I think ground PvP is in the state it's in is because it relies solely on burst damage. The sniper rifle used to be the go-to weapon for everyone...some people carried 2 in PvP matches. Now we have a weapon that doesn't have the charge time for the shot. You can literally run past an engineer's cover shield and one-shot him, sometimes getting part of his group as well. I've done it.
.
You aren't running past a Force Field dome. which if an engieand his team are in the middle of, you are out ouf One Shot Distance from them, and have to deal with a large dose of damage mitigation.
Felderburg, here's one roll away when the tac decloaks. Use some kind of detection to see it coming. (someone on your team surely should have Detection. Lot's of tacs and lots of sci players now on the ground.)
Often, depending on your own armor and shields you will live through the first shotgun blast (even if the tac blows a Power cell during his alpha) You have enough time to hit either a Hypo, or a shield battery, while moving backwards to get out of prime damage range.
Also, AOE fire, against an enemy team will often catch a tac, especially on maps with narrow hallways (so both of the arena pvp maps).
If you've let the tac get that close to you, you've already lost for more than just the coming shotgun blast.
You aren't running past a Force Field dome. which if an engieand his team are in the middle of, you are out ouf One Shot Distance from them, and have to deal with a large dose of damage mitigation.
Felderburg, here's one roll away when the tac decloaks. Use some kind of detection to see it coming. (someone on your team surely should have Detection. Lot's of tacs and lots of sci players now on the ground.)
Often, depending on your own armor and shields you will live through the first shotgun blast (even if the tac blows a Power cell during his alpha) You have enough time to hit either a Hypo, or a shield battery, while moving backwards to get out of prime damage range.
Also, AOE fire, against an enemy team will often catch a tac, especially on maps with narrow hallways (so both of the arena pvp maps).
If you've let the tac get that close to you, you've already lost for more than just the coming shotgun blast.
Actually, you can sprint/dive into the center of a Force Field Dome and get off your shotty blast before you get pushed out, at least that's how it was on Tribble when I last checked.
Actually, you can sprint/dive into the center of a Force Field Dome and get off your shotty blast before you get pushed out, at least that's how it was on Tribble when I last checked.
While cloaked, I pop ambush, battle strategy, strike team, and target optics.
Decloak.
Sprint into forcefield and lay waste. There's nothing you or anyone else can do about it...this is why I'm concerned.
I have noticed that for some reason people can run into or even THROUGH my force field domes. I wonder why this is.
I was being chased, so I laid down a force field dome in a tight hallway and rounded the corner, all 3 of them walked through it and killed me, leaving me confused.
I have noticed that for some reason people can run into or even THROUGH my force field domes. I wonder why this is.
I was being chased, so I laid down a force field dome in a tight hallway and rounded the corner, all 3 of them walked through it and killed me, leaving me confused.
It is strange...it still stops Klingon NPCs when they're running at you with a Batleth, but it won't stop a player from sprinting through it. I wonder if that's working as intended.
Personally, I'm of the opinion that no matter what, in ground PvP you should keep moving. The enemy neutralization kit paired with the fabrication kit would be very effective in stopping a cloaked tac if you have 2 engineers, as you can drop turrets and mines, which both detect cloaked players
But regardless, I still think the pulsewave weapon should be scaled down a bit. Not much, it should be deadly. It just shouldn't be the one single weapon that everyone has to have or you'll lose.
I think it's a little early to tell. The guns are not meant to be Equal. Each 1 offers advantages in different ways.
No, it's not early, between tribble and private matches, people have done a lot of testing.
I agree that they have different advantages, but there is some pretty severe inequality between some weapons right now. For example, besides the shotguns, some of the weapons are just plain obsolete. The full auto rifle, for example...when it was the full auto assault, it had moderately high damage with the secondary fire, and had a high chance to expose. Now its damage is horrible compared to the minigun and it doesn't have the damage potential a split beam does. That's unbalanced.
Split beams and the type 3 are right on the money. Pistols are as well, though I believe the primary fire of stun pistols should have a longer cooldown. You can effectively stun someone and kill them with 5 shots, all within about 10 seconds. And then the TOS weapons vaporize on every kill.
Blast assaults are also right on, not OP but still a good "RPG" type weapon. Sniper rifles...could use a slightly higher secondary shot. If you're slow enough to let someone use the secondary shot, you deserve to lose half your health and all your shield. The minigun could use a higher secondary fire for the same reason. It immobilizes the shooter, that's more than enough time to find cover.
If they did these things and slightly lowered the secondary fire of the pulsewave, weapon damage would be spot on, and then they need to look at kits again.
Pre season 4, the only 2 viable engineering kits were the fabrication and bunker fabrication kits. Now those and the enemy neutralization kits are useable, but the shield nerf hit engineers the hardest, you can't tank like you used to.
With tacs, before season 4, just about all kits besides grenade satchel were viable. Now only the operative and fire team kits are useful in the least.
I haven't done much testing with science kits besides physicist, but from what others have said, some of the heals are still OP. I can't verify this myself, but I do know the thermal induction field combined with electro gravitic field (previous grav shift) is really powerful, since it roots you in the fire. I really appreciate this, since before science officers were basically worthless in PvP.
Tacs definitely got nerfed the hardest in season 4, but the only saving grace has been the pulsewave. Things are broken if only one gun is really useable.