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***Resolved Issues***
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Well, I think we should test it for a few days. Remember, damage numbers do NOT indicate effective damage.
An escort may have less damage, during a battle.. but if it takes them half the time to down a target.. that will show up as lower numbers, because the target has less time to heal and recover from the assault.
Let's see how the power feels overall now. I would rather see an escort come in with lower damage.. because they vaporized their target fast.. than a cruiser getting larger number because of FAW.. and just scratching the paint on a lot of ships at once.
Let's give it a few days, before we jump to judgement on how EFFECTIVE something is.
Well, I think we should test it for a few days. Remember, damage numbers do NOT indicate effective damage.
An escort may have less damage, during a battle.. but if it takes them half the time to down a target.. that will show up as lower numbers, because the target has less time to heal and recover from the assault.
Let's see how the power feels overall now. I would rather see an escort come in with lower damage.. because they vaporized their target fast.. than a cruiser getting larger number because of FAW.. and just scratching the paint on a lot of ships at once.
Let's give it a few days, before we jump to judgement on how EFFECTIVE something is.
Damage numbers =/= effective damage
Oh, most definitely.
Just saying though, the one match I used it, I had 750K and some change damage... next up was a Tac/Defiant with 300something.
Yes, I agree that a few more day's worth of testing is necessary. But from my preliminary findings and people posting in OPvP, it looks like not enough was done.
Just saying though, the one match I used it, I had 750K and some change damage... next up was a Tac/Defiant with 300something.
Yes, I agree that a few more day's worth of testing is necessary. But from my preliminary findings and people posting in OPvP, it looks like not enough was done.
Who are these escorts that you are playing with that get out damaged by an intrepid using faw1?
And are you using the kiddie pool's end of match numbers to make your case?
It is EASY, actually EASY to out-damage escorts with almost any iteration of FAW, especially in a ship class that has superb survivability and so can hang around in fights MUCH longer than escorts, and put out constant damage the WHOLE time, unlike an escort.
The thing is, fixing the accuracy stuff was probably the hardest. Adjusting a few numbers to tune it further down should be much easier. We just need to convince them that there's need for another adjustment if it's really still necessary.
It is EASY, actually EASY to out-damage escorts with almost any iteration of FAW, especially in a ship class that has superb survivability and so can hang around in fights MUCH longer than escorts, and put out constant damage the WHOLE time, unlike an escort.
While this is obvious to anyone with a brain, it has no relation what-so-ever to the claim that FAW is OP or broken.... unless you think your damage score at the end of a match really matters.
Tested out FAW (FAW 1, mind you) on a lowly Intrepid running 114 Weapons power.
If I can handily out damage Tac/Escorts, you know it's still broken.
LULZ! Escorts don't need High DMG scores, its the Kill counts that matter. My scores aren't that high normally cause things just die fast when i shoot at them hence no more damage to do when your target is dead. The numbers at the end about total damage done is just to boost the epeen. Lets give it a couple days to see if it is really fixed.