Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
03-13-2012, 04:01 AM
As I show in the set of pics in this thread, http://forums.startrekonline.com/sho...&postcount=311 the zoom level was not put back where it was for cruisers.... give us a setting to select so we can continue seeing the detail on our ships if we want please.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
03-13-2012, 05:11 AM
Quote:
Originally Posted by zeusNCC1701
The animations of the separation MUST be fixed. It bugs out the whole map.
I had no problem with the animation of the saucer sep.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
03-13-2012, 05:34 AM
Quote:
Originally Posted by BlkBugHunter View Post
I had no problem with the animation of the saucer sep.
The animation bugs with the Odyssey seem to depend on what visuals you have displayed from certain items.

All animations worked fine for me with no visuals enabled.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
03-13-2012, 07:13 AM
If you're gunna change the cunsoles for cannons, beams, mines and torpies back to their original boost, you should also cunsider increasing the bonus damage again, so it's equal to a specific energy or projectile type.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
03-13-2012, 08:37 AM
Quote:
Originally Posted by marika.shran View Post
If you're gunna change the cunsoles for cannons, beams, mines and torpies back to their original boost, you should also cunsider increasing the bonus damage again, so it's equal to a specific energy or projectile type.
Nothing was changed in the data. This was a tooltip description text change only. They now more clearly reflect the actual effects that the consoles have on your ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
03-13-2012, 08:45 AM
Quote:
Originally Posted by BorticusCryptic
Nothing was changed in the data. This was a tooltip description text change only. They now more clearly reflect the actual effects that the consoles have on your ship.
Interestingly, I'm pretty sure the cause of the bug (the tool tip and data didn't match) was that they data wasn't changed as it was said it was going to when the skills were changed. Anyway, this will fix the bug so most certainly an improvement for those who didn't know the tooltip didn't match the actual affect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
03-13-2012, 09:01 AM
Quote:
Originally Posted by BorticusCryptic
Nothing was changed in the data. This was a tooltip description text change only. They now more clearly reflect the actual effects that the consoles have on your ship.
So with the skill revamp in Season 5 we lost the ability to directly skill into beams/cannons/torpedoes/mines, which were replaced with broader energy and projectile skills.

But the consoles (DEDM/PFC/WYC/VGD) continued to provide boosts to their respective subclasses, but their tooltips were incorrectly adjusted, suggesting they applied to the broader skills?

Out of interest, has this happened anywhere else with skills revamp and consoles? Where the skill table has been broadened out, but consoles continue to only boost specific subclasses?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
03-13-2012, 09:47 AM
Quote:
Foundry contacts should once again be unkillable.
Foundry missions may need to be republished to see this change.
Foundry Character creation no longer fails if one changes the Species.
Just to clarify, this doesn't affect friendly or neutral npc groups, right? That would be bad.

It only affects individual npc contacts, yes?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39 To: Al Rivera@captaingeko
03-13-2012, 09:51 AM
-First off the new Odysseys are great with the 3 new consoles, I was using them on the Tac Ody to get the extra 3rd Tac Console Slot. 2500 crew is nice option. 1000 with saucer separation.
-The new Escort is awesome, kicks butt. I have nothing to complain about that.
-The work bees seem to be ok that I can tell.
-Now the Saucer Section Separation, needs some work, first off as soon as you launch it, its makes a left turn and right in to the left side of the ship banging it pushing you sideways, really looks bad, im sure there is some pathing fix you can do there to make it stop ramming the ship and pushing the ship to the right. Second the saucer in a fight feels more useless then the one on the Galaxy Class, it takes for ever for it to attack the target, taking its sweet time getting there, and it really doesn't seem to be doing that much damage, the Galaxy version seems to move a lot faster to the target and do more damage, this seems to need some tweaking to get it to do more damage and get to the target quicker. The turn rate on the ship I think is great with the saucer off, also with the 1000 out of 2500 crew left seem to work great. Now with visual graphics turn on like from MACO MK XI Shields or Borg Shield, when you separate the ship with the visuals on you get around the windows of the ship and saucer a box with the original look of the ship with out the visuals on, I'm guessing this is a minor fix to get the windows to keep the visual looks of different shields while the saucer is separated.

That's all I found that was a little buggy. I'm sure you will have it fixed before you release it to the c-store, thanks again Al for the awesome new +1 Odysseys ability's. LLAP
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
03-13-2012, 09:52 AM
Quote:
Originally Posted by Pantheons
If you look at the average time it takes to help out the KDF, when dealing with something that doesn't affect FED side, i would expect the fix first, maybe second quarter 2013.
The track record speaks for itself.
haha

what really bugs me, though, is that these "surreptitious" bugs are getting implanted for feds that all amount to "god mode".

The jem'hadar shields + shield distr. doff has been tested on klinker side and the feedback I have received is that they still get blown up. Let me know if your experience (or any one else) is different.

Then we have the god mode shield for maco..

Everything leads to god mode....

Maybe the surreptitiousness of the plan is to kill PvP.

If there is a still a "final endgame" coming, then cryptic will have to program klinker NPCs into the task force, because I sure as hell won't be playing my BOP!
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