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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
Some characters were stuck in a loading screen with a "Server Not Responding" message
wile getting alphaed, would you prefer such a crit, or a phaser proc disabling your shields? hits like that tend to be rare enough to not turn things on their heads, like a bunch of phaser users can.
wile getting alphaed, would you prefer such a crit, or a phaser proc disabling your shields? hits like that tend to be rare enough to not turn things on their heads, like a bunch of phaser users can.
This is a fed ship, so it doesnt benefit from the typical decloak and alpha strike as most klink ships have. And even that does NOT produce such numbers in MY experience. And yes, I would rather prefer the shield disable from phaser procs, because i can counter it with epts. I CANNOT counter 19k hits from bloody cannonfire which happens so sudden and so fast.
When cannon damage do more then torps to hull, then I start to worry.
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Oh and I vote for a slight reduction in cannon damage. In my opinion torpedo hybrid builds should do more damage than full cannon builds.
If they were going to take aim at full energy builds, it might make sense to give tactical consoles diminishing returns (like resist consoles have). Encourage people to put a little bit of variation in their build.
Cannon damage does not seem to be the problem in my opinion (For whatever it is worth!) The critical hit mods are the ones in in question. I run all dual heavy guns with CtrHx2CtrD with the borg module and the temporal lobi console im up another 1.8 percent crit chance and another 20 percent crit hit damage. Thats alot! Add tac buffs and rapid fire three and it would be hard for you not to land a crit hit on an unbuffed target (or debuffed)
If they were going to take aim at full energy builds, it might make sense to give tactical consoles diminishing returns (like resist consoles have). Encourage people to put a little bit of variation in their build.
Why do i have a feeling that the whole tactical field is just one broken and messed up area? I mean, there are no DR on using multiple tac consoles to weapons type, even TBR which is a science skill got boosted mad by tactical abilites until its fix. At this rate there is no point in rolling an engineer or a science captain (maybe with the exception for SNB) when tacs can boost a variety of skills across all 3 captain fields so extensivly.
Edit: IF the crit damage mod is the guilty one here, the devs needs to look into it as they failed to unveil the unforgiving damage TBR was making (This due to certain skils in the skilltree and tac boosts were quadrupeling the damage).
Im starting to wonder if the new trend is to use crtdamage x3 on your guns and compensate acc with the passive skills and the three consoles (borg, zero-point and tachyokinetic). If so this CAN result in serious gamebreaking numbers which will make any science and cruisers obsolete in pvp.
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Tactical escorts can tank much better than they used to so now it's much easier to do insane damage without having to hit and run. Flying a paper ship would justify ridiculous cannon damage, but sadly it seems the average escort can tank almost as well as a cruiser while doing two or three times a cruiser's effective dps.
Question will be if such high damage is reasonable. Should one be able to 2 or even 1 pop another ship with cannons? I dont care about trics, as they are targatable and can be dealth with. Secondly im curios if you hit a target with zip nothing resist. I was resisted, i checked it was up to 26% ish. Dunno if that is with or withiout accolades. But still i get nailed for freaking 17 and 18k dmg.
It sounds to me like you were debuffed to the point of being in negative hull resists. Irrc there are diminishing returns once your resists get into the negative, but still if you had Sensor Scan to strip the 26%, you still had APB on you and potentionally FoMM and disrupter proc driving you into the negative 30-50 (just a guess).
I don't know the damage calculation mechanics, but I wouldn't be surprised if it's determined partially by hull resists. In otherwords, if the based crit w/zero resists were 8-9k w/a nice GDF et al buffs and your hull resists were debuffed to the point of a large negative value I could see it doubling the damage to 18k.
Sci Team shoulda clear the Sensor Scan and TT the other debuffs.
With the rep system, skills, and borg console I know I'm at over 12% critH rate before any buffs and accounting for defense reduction (fyi the 3 part omega coulda reduced your defense rating if they got you w/that as well). So, it is something to keep an eye on. Just not sure if it's something that can happen often enough. Also, keep in mind there are repair options in the rep system based on CritH recieved.
Well its not like Escort online which is the apparent fotm is any better. Its just boring to see a ship go from 100% to 0 in a split second.
Sure, which is why I'm advocating for carefully considered adjustments. If we are just going to keep over correcting then we might as well save a bunch of time by leaving everything alone.
Things, and I don't just mean me personally, still need to die. That's all I'm saying.