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Jolan tru Captain!
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"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
There's plenty of evidence on the shows and movies to support that during escorts v cruiser toe to toe battles, escorts were no match for cruiser battleships.
The Defiant and Jem'Hadar Attack ship would like a word with you...
Most JJ Trek hate = IDIC fail. http://www.zam.com/story.html?story=22916
...you can find yourself all over the quadrant running missions in a variety of environments instead of being stuck grinding rabbits in the slums until you level and move on to somewhere "new."' Dan Stahl 08/03/2010
Turning red isn't necessarily a bad thing, but that's not something that should be introduced retroactively, and in a game like STO it should be something unique to a handful of enemies and boss fights.
Survivability should be king in this game. That's basically what 90% of all ship to ship battles were in Star Trek.
If you want to tank PVE mobs just put points into threat control. You'll hold aggro like no ones business, unless of course an escort is also using threat, in which case, the one with the most DPS will hold it.
If the groups set up right you should be fine.
as far as the enrage timer goes, have you ever done an STF with 5 cruisers? Personally I think an enrage timer would be a bad idea.
I agree my tank builds hold argo no problem my tac especially.
Enrage timers and enemies that require tanking works for WoW, because they design encounters specifically for a Tank-Healer-3 DPS group setup, that scales up to 10- or 25-man encounters still requiring one or two tanks at most.
STO's random groups, however, are truly random. You can get a group of 5 Escorts, 5 Cruisers, 5 Science Vessels, or any combination thereof. On top of that, there's quite a bit of overlap in what ships can do, and vastly different builds for each type of ship -- not all Escorts are capable of reaching the same level of damage by design, and if you want heals, you go to Engineering for Hull and Science for Shields. This makes it very difficult to queue for a specific role.
Sadly, the system as-is is just not ideal, and it's probably unrealistic to expect Cryptic to redesign the ship system from the ground up.
Hmm, as someone that hates having the trinity in games it may sound weird for me to say... but I think enrage timers, if done properly, would work wonders for STO.
The idea would be that a well built group that can't DPS a boss or encounter in time would have an equally well built cruiser that could handle the extra damage an enraged boss could put out. Either way the group would have "be good".
If they want cruisers to play the tank role, what they need to do is add abilities to buildup threat, and abilities to dump threat. The threat consoles from the embassy don't cut it, plus they're fleet rep rewards anyway. You can make it Trek flavor by making them confuse the enemy sensors or something.
Enrage timer? There's already a penalty for killing to slow in most of the STFs.
Well, I'll also go on record as saying I hate optionals that are timed because it makes them seem... not optional. I think timers should be tied to fights and if there's a total wipe, the fight resets. Optionals on the other hand should be things that don't make a run feel incomplete. They should be OPTIONAL. Like an extra summonable boss at the end that is truly difficult.
The race aspect only helps overemphasize DPS.
R.I.P. Caspian Division.
An expensive lesson that one compromised account can undo the hours of work and hundreds of dollars spent in good faith by a fleet.