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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
Some characters were stuck in a loading screen with a "Server Not Responding" message
Maco shield = +10 power to all systems when getting shot at.
Power Siphon x2 = +~30 power to all systems. Cycle them non-stop.
Emergency Power to XX + DOFF that grants power bonus when using emg pwr to XX = +power to all systems.
3 borg pieces that each give +5 power to different systems.
Its easy to do but it lowers your science ship 'science' capability to almost nothing since you need to use 2 power siphons... so that either lowers your ability to heal (tank) or to do damage (lt cmdr/cmdr slots).
A nebula offers the advantage of the universal LT slot so this ship can run this setup better than others. The one ship however that truly gets a huge benefit from this is the odyssey cruiser.
But he said he was flying the Nebula which is the T3 science ship which only has a Lt engy slot. The Magellon is the T5 sci ship which has the universal Lt slot.
But he said he was flying the Nebula which is the T3 science ship which only has a Lt engy slot. The Magellon is the T5 sci ship which has the universal Lt slot.
Scemantics, T5 Nebula,
And my gear is literally all green Mk11, and I only use 1 copy of ES3, it has an uptime longer than its cooldown .
I also have not even looked into Doffs yet, so dont have any of these.
Tho considering I can basically run 125/125 to both Weapons and Shields without ES3, I might well drop it for something else, not really liking FBP2 either. Problem is that if i drop these, i would prolly use an abilities that does requrie aux, and then I would need the power from ES3 to make best use of it!
Question - are you using primarily phasers with that setup since you have 125 weapon power? How does it compare to torpedo damage?
5 Beam Arrays, 1 Torp, however with the 30 CD on HYT and the not so good turn rate, I might well drop the Torp and go 3 Arrays, 3 Turrets, or 6 arrays.
Torpedo dmg is non-existant, my captain has not skilled for projectile dmg either (if has skilled for phaser dmg)
I started playing around with a new science character with the sole intent of flying a torpedo boat. Granted I'm only up to Lt 8 so far, but it's a lot of fun flying around with torpedo and tachyon beam spam lol. I'm actually quite enjoying it already, and I'm starting to see how this could really work with all the fun science abilities (heck, even just Sensor Scan debuffs hull resistance ).
I started playing around with a new science character with the sole intent of flying a torpedo boat. Granted I'm only up to Lt 8 so far, but it's a lot of fun flying around with torpedo and tachyon beam spam lol. I'm actually quite enjoying it already, and I'm starting to see how this could really work with all the fun science abilities (heck, even just Sensor Scan debuffs hull resistance ).
I have not checked since I have been back, but is thier still a shared GCD on a torpedo launcher?
There's a 3 second global cooldown on all torpedo launchers on your ship.
being so, then how can a 'torpedo boat' (assuming 4 launchers?) even be remotly effective? a single torpedo does about the same to a sheild facing as a single beam array, (and these fire faster and have 0 CD) ?