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.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
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
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
I never said I had problems holding up a powerful 6 beam broadside, I get 800-1300 and usually no lower than 600-700 at the end of a volley (I use a Mk XI Rare EPS flow reg, try it, it moved my weapon power low from 75 to 90-95) it just feels somewhat underwhelming
The thing is though, we aren't the main damage dealers. We're the support pressure damage. Emphasis on support. Yes, I know in canon the cruisers were the lords of space, with their massive phaser arrays laying down the law in the name of the UFP, but alas, it's not that way in this game. And if it was, your Excelsior would probably be a heck of a lot weaker than it is XP.
But I would support the passive weak nadion inversion on cruisers. But if we're going into what they may/may not need, I would also vie for a passive threat generation bonus on cruisers, AND increased innate accuracy of BAs. Not by much, maybe 5% for the accuracy, and maybe the equivalent of the first 3 points in TC. As for the passive nadion, maybe a 25% decrease in energy consumption. If that's too much, then reduce it to 20%. I would actually settle for 10% tbh.
Do that (and the universally agreed on +2 turn rate increase), and I think a LOT of these kinds of threads would die overnight. Also, with just these tiny bonuses/changes, you would not infringe upon escorts or science ships. At all.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
The thing is though, we aren't the main damage dealers. We're the support pressure damage. Emphasis on support. Yes, I know in canon the cruisers were the lords of space, with their massive phaser arrays laying down the law in the name of the UFP, but alas, it's not that way in this game. And if it was, your Excelsior would probably be a heck of a lot weaker than it is XP.
But I would support the passive weak nadion inversion on cruisers. But if we're going into what they may/may not need, I would also vie for a passive threat generation bonus on cruisers, AND increased innate accuracy of BAs. Not by much, maybe 5% for the accuracy, and maybe the equivalent of the first 3 points in TC. As for the passive nadion, maybe a 25% decrease in energy consumption. If that's too much, then reduce it to 20%. I would actually settle for 10% tbh.
Do that (and the universally agreed on +2 turn rate increase), and I think a LOT of these kinds of threads would die overnight. Also, with just these tiny bonuses/changes, you would not infringe upon escorts or science ships. At all.
A 5% bonus accuracy is no small bonus on top of what Mod the mark level and rarity will add to the mix. All [Acc] +10% beam arrays become +15%, so on and so on.
I could actually agree with that if all cannons got a inherent +2.5% bonus to DPV.
I even agree on the +2 turn rate and inertia buff for Cruisers, and a +1/ no inertia buff for battle cruisers.
New tier 1 to tier 3 beam Fire for Effect (crf similiar) abilities.
New cannon overload abilities for tier 2 to tier 4.
Heavy beam arrays added to games option of weapons.
And the low engine power zero-axis changes I spoke of else where in this thread that allow the Cruiser to spin on its on axis better.
A 5% bonus accuracy is no small bonus on top of what Mod the mark level and rarity will add to the mix. All [Acc] +10% beam arrays become +15%, so on and so on.
I could actually agree with that if all cannons got a inherent +2.5% bonus to DPV.
I even agree on the +2 turn rate and inertia buff for Cruisers, and a +1/ no inertia buff for battle cruisers.
New tier 1 to tier 3 beam Fire for Effect (crf similiar) abilities.
New cannon overload abilities for tier 2 to tier 4.
All back this all the way
Quote:
Heavy beam arrays added to games option of weapons.
This if they can broadside, otherwise you're adding another weapon to the game that will never be used
This if they can broadside, otherwise you're adding another weapon to the game that will never be used
There where additional changes that where involved with the introduction of them
Into the game.
Beam Arrays have an increased firing to 300 degrees thus making broadsides a little better due to an increased overlapping fields.
Dual Beam Banks would be increased to 180 degrees.
And possibly increase single Cannon damage and firing to closer match Single beams and Dual Cannons to match Dual Beam Banks if they do not already do so.
There where additional changes that where involved with the introduction of them
Into the game.
Beam Arrays have an increased firing to 300 degrees thus making broadsides a little better due to an increased overlapping fields.
Dual Beam Banks would be increased to 180 degrees.
And possibly increase single Cannon damage and firing to closer match Single beams and Dual Cannons to match Dual Beam Banks if they do not already do so.
Those changes are too sweeping though. It would never fly with a lot of veteran players, to say nothing of the developers.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Those changes are too sweeping though. It would never fly with a lot of veteran players, to say nothing of the developers.
With all the other somewhat ill thought out stuff thrown into the game that unbalances evrything these changes seem minor to me and I feel they would both add to he games fun and clearup some of the "cruisers grief" without infringing on the qualities that make the escorts fun to play.
With all the other somewhat ill thought out stuff thrown into the game that unbalances evrything these changes seem minor to me and I feel they would both add to he games fun and clearup some of the "cruisers grief" without infringing on the qualities that make the escorts fun to play.
The catch here is that most of the devs believe that cruisers are fine as is and feel no need to change them. And those that do want to keep their jobs so they say nothing.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.