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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
Forgive me if this has been asked before but I can't locate a topic.
I used to be able to go through a regular space STF without taking much damage at all and it sure seemed like I was doing more damage then I am doing now. The only thing I have changed within this month is I have upgraded my weapons to MK XII (mostly very rare but some rare) and I added MACO Adapted MK XII shield and engine (working on deflector, but using Omega Force Mk XII right now).
I fly an Odyssey Operations Cruiser with a Science captain (I use the cruiser for the extra engineering console slots). I have 2 Mk XII consoles for armor and 1 SIF Generator/ 1 Shield Emitter Amplifier Mk XII , plus RCS Accelerator Mk XII. I run with my 2 EPtS and cycle through them constantly. Even with all of that I can get nearly one-shot-ed in Elite (sometimes get down to 34 percent and struggle to recover, often blowing up) and get damaged more easily than before on Normal.
Anyway, with all the above in mind, are the Borg made stronger than they were in in the last few weeks? I may have well missed a thread about this so if you are a Mod feel free to merge.
Last edited by chroncrossed2; 01-26-2013 at 12:12 PM.
They've been upgraded to compensate for the new reputation passives/powers.
Ah, that makes sense then, thanks. I was thinking if not I have some major problems with my build all of a sudden for some reason. I mean you expect the Borg to be powerful but I only just noticed that they got tougher. It was weird.
I suppose I would not gain much resistance to damage by switching back to my Science Odyssey I was using? I never got a proper science ship for him because I simply don't like the options (except Science Oddy) and have stuck with cruisers. Being that my toon is a Science one maybe the Science Oddy would work better? I'm guessing not since as you said the Borg were modified globally. But maybe there is some resistance I could get by switching back I am not aware of.
Anyway, with all the above in mind, are the Borg made stronger than they were in in the last few weeks? I may have well missed a thread about this so if you are a Mod feel free to merge.
Short version: somebody broke something when they tweaked the firing arcs on the borg prior to S7 being released. Cryptic made a token tweak several weeks ago to "rectify" the problem, which had almost zero practical impact.
There is one problem with the borg, one shot dead hits, it is poor game mechanics that they must resort to one shot hits that you cannot defend against. I would suggest to Cryptic to life one shot hits, and remove this. It removes the gameplay experience, and does not make the STF more demanding or challenging with this game mechanic.
"Would you mind not standing on my chest? My hat's on fire." - The Doctor
Instead of whining because you die from time to time, can't you just say that you miss the days when the 10% rule mattered on ISE? People have much firepower and tricks now that the only real challenge is to team up with suckers.
I always smile when i read a noob who probably read an old walkthrough say "10%" at the beginning of an ISE round. I then say to myself "Yeah, yeah. You get your gen to 10% while i take down the other three".
Instead of whining because you die from time to time, can't you just say that you miss the days when the 10% rule mattered on ISE? People have much firepower and tricks now that the only real challenge is to team up with suckers.
I always smile when i read a noob who probably read an old walkthrough say "10%" at the beginning of an ISE round. I then say to myself "Yeah, yeah. You get your gen to 10% while i take down the other three".
It's still good practice. I still follow this rule and I've found that those PUGS that do this automatically, more often get the optional.
It would look to me that you don't have any hull plating which would help.The NM is still very easy.
Thanks, I will try that out. I haven't been able to log in to double check for the last few days since I don't have my laptop with me and am away from home (can't even log in to STO Gateway) but I think I may be using Tetraburnium Hull Armor in two slots right now. I should have enough EC to get a Very Rare Neutronium Alloy one or two. Going to have to take at least one of the other consoles off, of course. Maybe both Tetraburnium seeing as how the damage resistance on that is not even all-encompassing.
Quote:
Originally Posted by squonkman
Instead of whining because you die from time to time, can't you just say that you miss the days when the 10% rule mattered on ISE? People have much firepower and tricks now that the only real challenge is to team up with suckers.
I always smile when i read a noob who probably read an old walkthrough say "10%" at the beginning of an ISE round. I then say to myself "Yeah, yeah. You get your gen to 10% while i take down the other three".
Quote:
Originally Posted by kahless2001
It's still good practice. I still follow this rule and I've found that those PUGS that do this automatically, more often get the optional.
I agree it's a good practice on Infected, especially if many who have entered the game are low DPS for some reason or another. My ship for instance does not pack as much of a punch as others because the turn rate makes putting canons on it very ineffective. The DBBs I use and Phaser Beam Arrays are OK for damage but not in the range an escort can do. I often feel like the black sheep of a STF when it starts as I only ever see escort and tactical captains in them. Rarely a fellow Oddy or cruiser captain shows up and I feel better.
But back on the point...if the ten percent rule is followed by all things tend to go smoother. If not there better at least be someone who can blow the other ones quickly and/or someone to use repulsor beams to push the nanite spheres back long enough to make a difference. There are situations I've encountered where even with ships with high DPS present the optional is failed because a generator is popped too soon and no one did one of the two things I mentioned. I've often had to sacrifice my ship to the nanite spheres to repulse-beam them long enough to try tomake a difference, and one less ship to either pop the remaining generators or attack the transformer can make the difference in failing or succeeding in the task before the nanites get there.
Last edited by chroncrossed2; 01-27-2013 at 05:50 AM.