> > > Hi Captains. Thank you for your patience! We've got our top Engineers checking in on the errors you are reporting. More updates as they become available, so watch this announcement section. < < <
UPDATE! We will be bringing down STO in 1hr 22min for emergency maintenance. ETA is 2 hrs (2AM) PDT. Details here.
Update! The queue is clear for now :) Thanks for your patience as we worked to get all players in. (Note: There may be small, sporadic queues as more players log in.)
Update! We are aware that some players are seeing an error upon login and are working to resolve this.
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Aux to Dampeners is supposed to provide immunity to "disable." Does that mean it will prevent "Beam Target X" skills from working? (I have been told that it does not, but then if it doesn't, how can it be really said to provide immunity to "disable"? Maybe update the tool-tip to define what "disable" actually means.)
Good catch the wording doesn't make much sense since Beam Target SUbsystems has a chance to "disable" said subsystem, just like viral matrix or phaser procs.
The immunity from Aux2 Damp has nothing to do with this. It gives you immunity to stuns, from eg. Photonic Shockwave, Bio-Neural Warheads, Tricobalts etc.
It has to be activated before the stun hits you, however, which takes some skill, and a lot of luck.
The wording is a bit misleading, but suffice it to say that there is a big difference between a Disable effect, and a Subsystem Disable effect. The first disables the player's ability to use any abilities, the second shuts off a subsystem thereby causing powers that rely upon that subsystem to become unavailable.
The only 'true' Disable effect I can think of, off the top of my head, is Photonic Shockwave.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
The wording is a bit misleading, but suffice it to say that there is a big difference between a Disable effect, and a Subsystem Disable effect. The first disables the player's ability to use any abilities, the second shuts off a subsystem thereby causing powers that rely upon that subsystem to become unavailable.
The only 'true' Disable effect I can think of, off the top of my head, is Photonic Shockwave.
Does the Subspace rift cause by a High Yield TriCobalt count?
It would be nice to see this ability be able to resist tractor beams since it is after all, "Auxiliary to Dampeners"
Quote:
Originally Posted by borticuscryptic
The wording is a bit misleading, but suffice it to say that there is a big difference between a Disable effect, and a Subsystem Disable effect. The first disables the player's ability to use any abilities, the second shuts off a subsystem thereby causing powers that rely upon that subsystem to become unavailable.
The only 'true' Disable effect I can think of, off the top of my head, is Photonic Shockwave.
Hi Bort,
Would you be able to give us some input on what savingj posted?
It's always seemed odd that tractor beams are designed to be slightly weaker against Cruisers - and yet overall Cruisers are generally more susceptible to them as they have less places to stick much needed counters (APO & Polarize Hull).
Aux to ID seems like it should do that and, but in fact does not.
It would be great if there were a tractor break available in engineering.
On top of this, the Inertial Damps skill provides a negligible benefit against tractor beams to justify it's cost based on placement in the skills tiers.
Would you be able to give us some input on what savingj posted?
It's always seemed odd that tractor beams are designed to be slightly weaker against Cruisers - and yet overall Cruisers are generally more susceptible to them as they have less places to stick much needed counters (APO & Polarize Hull).
Aux to ID seems like it should do that and, but in fact does not.
It would be great if there were a tractor break available in engineering.
On top of this, the Inertial Damps skill provides a negligible benefit against tractor beams to justify it's cost based on placement in the skills tiers.
Regarding the Inertial Damps skill there was a time 3 points in this basically made one immune to TBs. This meant zero slots needed to be spent on counters. Still, I think it would be ok if it was more effective vs NPC TBs, eg pets, than player boff slotted skills.
The ability was meant to be more of a movement buff, phys resistance, and stun immunity. If you add in TB immunity you'd probably have to take one of the other attributes away. Personally I like the uniqueness of the skill as it is.
Fyi, there are other ways to deal w/TBs than PH and APO.