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Jolan tru Captain!
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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
Specifically, we are considering increasing the recharge time for Tactical Team (reducing the cleanse time is problematic because of the duration of the shield rebalancing component of the power), which should also indirectly buff Boarding Party.
I understand why you would need to increase the recharge time for this skill to make it less over powered. My suggestion would be to raise the recharge time for tactical team one and two since cruisers and science ships are the ones that can make the most out of using this skill. Since these ships don’t have lieutenant commander bridge officers (except the excelsior) and couldn’t make use of tac team 3. Everyone uses tac team one for the most part, which makes this an over powered low tier skill. However, escort class ships have mostly tac bridge officers and being the only defensive skill tac officers have losing this skill will make these ships even more fragile. They could use tac team 3 which in all honestly doesn’t make them overpowered like a cruiser using tac team one currently.
2min recharge tac team 1
1min recharge tac team 2
30 sec recharge tac team 3
*as an example
The dilemma I have with all this is this though. What happens to Science team and Engineer Team recharge rates? Do they stay the same or are they going to share the tac team recharge rates that you have proposed?
I would like to hear if it is technically possible to just remove the auto-redistribution aspect of the power? Keep the duration and cooldowns but make it so that you still have to manually redistribute but it happens alot faster?
I would like to hear if it is technically possible to just remove the auto-redistribution aspect of the power? Keep the duration and cooldowns but make it so that you still have to manually redistribute but it happens alot faster?
So in other words make TT what it was before the disrtibution power added. and then make it a pretty useless power.
So in other words make TT what it was before the disrtibution power added. and then make it a pretty useless power.
The only TT I have known is the one we have now. So I am unsure if you mean that there was no shield transfer speed increase at all, or there was no auto-redistribution, in the pre-me TT you speak of.
I want there to be better shield transfer rate, but would imagine that if you had to do it yourself at an increased rate, it would be more fair.
So in other words make TT what it was before the disrtibution power added. and then make it a pretty useless power.
I think you are missing his idea - he wants to remove the auto-distribute, but wants it to act as a buff to the regular distribute shield powers, so they transfer shield points more quickly. That means it requires more work to use it, but it's still way better than how TT was before (when only Raptor and Defiant pilots used it.)
I think you are missing his idea - he wants to remove the auto-distribute, but wants it to act as a buff to the regular distribute shield powers, so they transfer shield points more quickly. That means it requires more work to use it, but it's still way better than how TT was before (when only Raptor and Defiant pilots used it.)
Ah so a buff to manual re-distibution, so lets say every time you hit re-distro now it pulses 4 times per button push. So the OP's idea is new TT will give you lets say 6pulses if you press re-distro. But it will not re-distro automatically. That works for me.
no worries here, tac team is great for what it does, but vs engie and sci teams its just so weak imo. i run 2 tac teams on escorts, but thats it i think. id like to see tac team3 really impact weapons performance.
Or actually make putting skillpoints into Tact Team Leader mean something. If you skill it all the way to 9 it increases the duration - 5 seconds at 0, 10 at 9. That way tact captains (who usually have spare skillpoints) can maximise its efficiency, but others who need skillpoints elsewhere will either have to live with diminished effects, or re-jiggle their skillpoints around.