Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
03-13-2012, 05:01 PM
"All warzone missions now have a 30 minute from start time cooldown."

So, Ker'rat's mission is now on a 30 minute cooldown?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
03-13-2012, 05:03 PM
Quote:
Originally Posted by captain Brown
I would not consider this overpowered Ive been capable of taking on entire fleets with various cruisers since red-alerts came out.
Yeap ... agreed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
03-13-2012, 05:08 PM
Quote:
Originally Posted by ZeroniusRex
It's actually not in this build, but it should be in the next.
(The fix went in just shortly after this build got started.)
I wanna know how the JH shields stack up to the rest post-bug-squash.
Lt. Commander
Join Date: Dec 2007
Posts: 120
When ever I use Polarized hull and reverse shield polarity I stop dead. I cant turn for move while they are active so if I am in a tractorbeam I am fudged.

I love the Odyssey classes but at the moment I think the sciance class Odyssey is nowhere near as useful as the other two because the workerbees heal next no nothing when in use. also the seb bonus the consoles give you I think isn't worth having because it is so week at the moment (for me) that I dont even knowtice it working. so for me the sciance class Odyssey I could do without at the moment. It doesn't have a big enough carrot for me to want to buy it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
03-13-2012, 06:03 PM
Quote:
Originally Posted by BorticusCryptic
Further investigation into the Tactical console issue, based on the feedback from this thread, has resulted in uncovering several data discrepancies. We're going to try and revert the changes contained in this patch, and hold off on a change until we've given a more in-depth review.

Here's the gist of it: The tooltip fix that went to Tribble was technically a correct course of action, based on the data that these consoles contain. However, as it turns out, these consoles are not working as designed, or as indicated by their internal data. So now we have to decide whether to correct the data to function as originally designed, or accept and support their current unintended functionality.
I did find it amusing that tac consoles were providing a bigger buff to my sci/eng ability damage than the sci consoles were pre-buff.

Have you guys checked into what crew does for boff abilities lately, since you seem to be adding bonuses to it on the new gear lately
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
03-13-2012, 08:25 PM
Would be good also if Borticus & others also fixed the klingon carrier pet AI.

Simple reason: Tests have shown that if there is more than 1 ship in the team that deploys combat pets or drones... all of the pet-owner ships will either completely lose control of their pets or see them fly and behave erratically.

This is all outlined in my post in the Klingon Fleetyards addressed to Borticus.


May not be important to many but... the moment Cstore odysseys and bortas start hitting the spacelanes deploying those escort pets..any carriers that fly with them become completely useless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
03-13-2012, 10:46 PM
Quote:
Originally Posted by TF-Omega View Post
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!
Bug works on klink ships too, slightly easier to blow thru bop shields wth lucky burst without doff procing is only difference I noticed
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
03-14-2012, 05:21 AM
Ok, this is not typical of most players in STO, but this is what I have been able to pull off with a Bortasqu Command cruiser while testing in Defense missions on Elite setting.

Bortasqu Command doing nearly 24k dps

On average against a single target, I can push up to around 12k, but with a bit of strategy on my end, I can fight two or three just as easily as one and really push up the dmg. Target(s) that I am not prepared for average around 7kdps.

Most players cannot pull this off, but I am posting this to show that in the right hands, we may have an OP issue.

I am not sharing exactly what it is that I am doing, but I will state that I am not using any of the Bortasqu consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
03-14-2012, 05:51 AM
Quote:
Originally Posted by Krayus_Korianis
All warzone missions now have a 30 minute from start time cooldown.
I assume that means the daily is on a cooldown, not the individual warzone mission itself, right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
03-14-2012, 06:48 AM
Quote:
Originally Posted by The_House_of_Darok View Post
I assume that means the daily is on a cooldown, not the individual warzone mission itself, right?
Pretty sure they mean the 30 minute cooldown is on the "Warzone of Klingon Ravagers" mission from Commander Makza. You can stay in the instance but you won't get DL for it for 30 mins.
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