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Steamrunner Class Bugs

cerritourugcerritourug Member Posts: 1,376 Arc User
edited February 2013 in Ten Forward
It would not show on the activated features list, no.

I've been told it's a typo and it's actually "1".

Cheers,

Brandon =/\=

http://sto-forum.perfectworld.com/showpost.php?p=6540421&postcount=80


Now, I did some checking and is in fact 0.7 and not 1.0

Defiant has 0.9:
http://i1189.photobucket.com/albums/z432/cerritouru/Defiant.png

This is the Steamrunner with the same shield:
http://i1189.photobucket.com/albums/z432/cerritouru/Steam.png

I buy this ship because I was told that it was 1. Please, any comment from any dev?

Thanks
__________________________________________________

Division Hispana
www.divisionhispana.com
Post edited by cerritourug on
«1

Comments

  • redrickyredricky Member Posts: 1,004 Arc User
    edited November 2012
    I will buy this ship with a 1.0 modifier. I won't buy it with a .7.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited November 2012
    I was told it was a typo but it seems that it is actually an issue with the T5 Steamrunner Retrofit's stats. Its shields are not working as designed so you might notice that the Shield Modifier reports its value at 0.7. This is incorrect; it should be 1.0.. So, Shield HP and activating any abilities that modify your, or your targets shields will be too low. The Tier 1 Steamrunner was unaffected.

    A fix is on its way ASAP.

    We apologize for any inconvenience.

    Cheers,

    Brandon =/\=
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited November 2012

    A fix is on its way ASAP.

    We apologize for any inconvenience.

    Cheers,

    Brandon =/\=


    Thank you for the fast answer.
    __________________________________________________

    Division Hispana
    www.divisionhispana.com
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    Switched to the Steamrunner, and the weapons will not set to green, for the auto fire. Ater I switched to a shuttle and back it worked for a while. I logged out of the game and now after I came back, the bug is back too. I can't auto fire ship weapons and the green color indicating auto fire is set to "on", will not turn on at all. For two hours now I have been trying to get my weapons to work, waste of time.

    Switched to a shuttle and back to see if that fixes it, used to be a common way, but this time no luck...

    https://dl.dropbox.com/u/105681/__other/_STO/SR-WeaponsBugged.jpg
  • progenitor27progenitor27 Member Posts: 26 Arc User
    edited November 2012
    Where the hell did the steam runner come from and how do I get one?
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    Where the hell did the steam runner come from and how do I get one?

    You get it via Steam, its a promo for 10 bucks, claim the code their and then put into your STO account (PWE website) and claim it from the store under "Bundles".
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    redricky wrote: »
    I will buy this ship with a 1.0 modifier. I won't buy it with a .7.

    they are gunna fix it, dont wait till after the sale to get it. hull tanking is very... interesting in it. 2 AtS and HE work very well with 2 neutronium or monotronim. beat several trop using escorts 1v1 with it so far, and managed to tank the new pve pretty well. borticus will be happy to know that hull tanking is working great right now.
  • xlocutusofborgxxlocutusofborgx Member Posts: 1,373 Arc User
    edited November 2012
    I was told it was a typo but it seems that it is actually an issue with the T5 Steamrunner Retrofit's stats. Its shields are not working as designed so you might notice that the Shield Modifier reports its value at 0.7. This is incorrect; it should be 1.0.. So, Shield HP and activating any abilities that modify your, or your targets shields will be too low. The Tier 1 Steamrunner was unaffected.

    A fix is on its way ASAP.

    We apologize for any inconvenience.

    Cheers,

    Brandon =/\=

    In such a hurry to make money rather quality Brandon?? This is just my view of things lately no hostility in this comment btw.. but really.. you guys arent really maken good judgement calls here with the new season, and ive been here since head start...

    Hopefully you guys are going to learn eventually....eventually...
    borgsignaturecopy2-zpse8618517.png
    R E S I S T A N C E - I S - F U T I L E
  • vitzhvitzh Member Posts: 519
    edited November 2012
    I was told it was a typo but it seems that it is actually an issue with the T5 Steamrunner Retrofit's stats. Its shields are not working as designed so you might notice that the Shield Modifier reports its value at 0.7. This is incorrect; it should be 1.0.. So, Shield HP and activating any abilities that modify your, or your targets shields will be too low. The Tier 1 Steamrunner was unaffected.

    A fix is on its way ASAP.

    We apologize for any inconvenience.

    Cheers,

    Brandon =/\=

    Thats funny, I looked up this and it says the Blockade Runner Escort Retrofit SHOULD have a shield modifier of 0.7? It actually seems to make more sense to have the shield modifier at 0.7 for an escort at this level.

    For those who are unsure what I mean, the LT level starter ship is in RED the Admiral Retrofit is in BLUE

    The Blockade Runner Escort: Steamrunner class has been around since the late 24th century, but due to its reliability and effectiveness is still in limited use today. The Steamrunner class saw significant action in the Battle of Sector 001 against the Borg, as well as in countless battles and sorties during the Dominion War. Simply put, the Steamrunner is fast, agile and tough.

    The Blockade Runner Escort: Steamrunner class comes equipped with a Resonance Cascade Modulator console mod. This mod gives you the Team Fortress power which you can use to enhance your team's shields for a limited duration, eliminating bleedthrough from normal attacks and decreasing damage sustained by the team's shields. This Console Mod can be equipped in any console slot on any ship. You may only equip one of these mods on any single ship.

    Hull Strength: 11,000
    Shield Modifier: 1
    Crew: 200
    Weapons: 2 Fore, 1 Aft
    Device Slots: 2
    Bridge Officer Stations: 2 Ensign Tactical, 1 Ensign Engineering, 1 Ensign Science
    Console Modifications: 2 Tactical, 1 Engineering, 1 Science
    Base Turn Rate: 16 degrees per second
    Impulse Modifier: 0.21
    +10 Power to Weapons
    Resonance Cascade Modulator
    Can Load Cannons


    An upgrade of the sturdy and effective Steamrunner class, the Blockade Runner Escort Retrofit: Steamrunner class has been upgraded to the highest standard and has increased Hull Hit Points, Shield Strength and an additional Console slot. It will be waiting for you when you reach Vice Admiral.

    Hull Strength: 34,500
    Shield Modifier: .7
    Crew: 200
    Weapons: 4 Fore, 3 Aft
    Device Slots: 2
    Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Commander Tactical, 2 Lieutenant Engineering, 1 Ensign Science
    Console Modifications: 4 Tactical, 4 Engineering, 2 Science
    Base Turn Rate: 16 degrees per second
    Impulse Modifier: 0.21
    +15 Power to Weapons
    Can equip the Resonance Cascade Modulator
    Can Load Cannons
  • redrickyredricky Member Posts: 1,004 Arc User
    edited November 2012
    I was told it was a typo but it seems that it is actually an issue with the T5 Steamrunner Retrofit's stats. Its shields are not working as designed so you might notice that the Shield Modifier reports its value at 0.7. This is incorrect; it should be 1.0.. So, Shield HP and activating any abilities that modify your, or your targets shields will be too low. The Tier 1 Steamrunner was unaffected.

    A fix is on its way ASAP.

    We apologize for any inconvenience.

    Cheers,

    Brandon =/\=
    Purchased based on this. Don't let me down Bran.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited November 2012
    A 1.0 shield modifier? When normal escorts have a modifier of 0.9 and even Fleet escorts are 0.99? So this thing is a full-on account-wide fleet ship. Damn.
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    Several players in the fleet (Jupiter Force) have confirmed that the power bars for weapons cannot be set to auto fire when you are in the Steamrunner. So its not just me.

    Mav will address this in the next STOked Radio episode. Lets see if we can't get this fixed asap.

    Updated screenshot: https://dl.dropbox.com/u/105681/__other/_STO/SR-WeaponsBugged.jpg

    Thanks.
  • paladin824paladin824 Member Posts: 0 Arc User
    edited November 2012
    It also seems I cannot equip the Science Bridge Officer on the T1 varient.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited November 2012
    Giiief. lt. universal to that ship while you are fixing the shields. :cool: My favourite star ship has made it to STO, but en.science only :rolleyes:
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • tribbleorlfltribbleorlfl Member Posts: 143 Arc User
    edited November 2012
    Strange, I was able to set my weapons to auto-fire on the separate weapon command box.

    Anyhoo, this is my first escort; and am loving it so far. This is my favorite ship in ST, so I jumped at the chance to buy it; I appreciate that this is a ship tailor-made for dps-minded Engineers like me.

    Fix the shield modifier and you'll keep my Oddy in drydock for a lengthy shakedown.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    http://sto-forum.perfectworld.com/showpost.php?p=6540421&postcount=80


    Now, I did some checking and is in fact 0.7 and not 1.0

    Defiant has 0.9:
    http://i1189.photobucket.com/albums/z432/cerritouru/Defiant.png

    This is the Steamrunner with the same shield:
    http://i1189.photobucket.com/albums/z432/cerritouru/Steam.png

    I buy this ship because I was told that it was 1. Please, any comment from any dev?

    Thanks

    I just want to know where my Key is? I purchased it via Steam and all I got was nothing.
    Got a purchase confirmation code but No key at all.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    bitemepwe wrote: »
    I just want to know where my Key is? I purchased it via Steam and all I got was nothing.
    Got a purchase confirmation code but No key at all.

    Check this screenshot for your answer :-):

    https://dl.dropbox.com/u/105681/__other/_STO/steam.png

    and apply it here:

    https://dl.dropbox.com/u/105681/__other/_STO/redeemkey.png
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    So more than 15 peeps in the fleet have that auto fire issue. DEVs, any reply?
  • farktoid5000farktoid5000 Member Posts: 72 Cryptic Developer
    edited November 2012
    Regarding Auto-fire. Have you set you skill tray to Type 4? I have found a bug where you cannot activate auto-fire in that tray type and we'll get that taken care of.

    If that is the case, try switching to type 3 and activating it from the Ship Weapons instead of the big tray and see if that works. Then you can jump back to Type 4 and continue auto-firing.
    Follow your friendly neighborhood EQAH on Twitter! @CrypticEQAH
  • jarekcyphusjarekcyphus Member Posts: 65 Arc User
    edited November 2012

    I did that. I still have no Steamrunner in game.
    STO-sig3.jpg~original
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    Regarding Auto-fire. Have you set you skill tray to Type 4? I have found a bug where you cannot activate auto-fire in that tray type and we'll get that taken care of.

    If that is the case, try switching to type 3 and activating it from the Ship Weapons instead of the big tray and see if that works. Then you can jump back to Type 4 and continue auto-firing.

    Yay, it worked as you said, changed to bar type 3, turned on auto fire and went back to type 4, all works!
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    double post
  • leeandrew80leeandrew80 Member Posts: 25 Arc User
    edited November 2012
    I did that. I still have no Steamrunner in game.

    If you applied the code, check the z-store, and under "Bundles" you should find it.

    Screenshot: https://dl.dropbox.com/u/105681/__other/_STO/st-z-store.jpg
  • jarekcyphusjarekcyphus Member Posts: 65 Arc User
    edited November 2012
    If you applied the code, check the z-store, and under "Bundles" you should find it.

    Screenshot: https://dl.dropbox.com/u/105681/__other/_STO/st-z-store.jpg

    Still no joy. I even took the "CD Key" of the starter pack back to my STO account to see if that would work, and it said the key had already been applied. I guess the only thing left to do is add STO as a "non-Steam" game. Not sure what difference that will make, but hey, it's worth a try.
    STO-sig3.jpg~original
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    had no trouble getting auto fire to work by right clicking the weapon icons. hopping the shield mod gets fixed soon, the ship is... tricky to use currently.

    im more concerned about the impulse engines on the model, they arent supposed to be on the pylons like that, they are on the main hull, there is even squares on the model exactly were they should be, but they are blacked out. there isn't even room on those pylons to house impulse engines properly there, plus its pivot point is were the impulse engines SHOULD be, it looks wrong and feels wrong for them to be there.

    because the cgi model of the steam runner is so low res, they arent particularly clear were they are. but thier location are universally agreed that they are on the main hull, and indicated in some of the pictures of it here http://www.ex-astris-scientia.org/scans/firstcontact1.htm


    whats with impulse engines being on pylons for no reason lattly? the fed vet ship clearly had impulse engines on it main hull, that were blue, but instead impulse engines were stuck on the pylons. and the plasma vents were all lit up red on it, the regent and the ody too, those are just plasma vents like the sovereign has, not something that should be all lit up like its an impulse engine.
  • neosaturnneosaturn Member Posts: 0 Arc User
    edited November 2012
    Two bugs I notice with the Steam runner, is the Ship Name spot lights it missing and the Strobe lights
  • jarekcyphusjarekcyphus Member Posts: 65 Arc User
    edited November 2012
    Okay, got it to work, but I'm not sure what neosaturn is talking about.

    Ship name seems fine. Spot lights? Is this ship supposed to have strobes?
    STO-sig3.jpg~original
  • neosaturnneosaturn Member Posts: 0 Arc User
    edited November 2012
    Okay, got it to work, but I'm not sure what neosaturn is talking about.

    Ship name seems fine. Spot lights? Is this ship supposed to have strobes?

    The spot lights that illuminate a ship name and registry

    link to spot light example

    Most of the fed ships in game have them
  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited November 2012
    had no trouble getting auto fire to work by right clicking the weapon icons. hopping the shield mod gets fixed soon, the ship is... tricky to use currently.

    im more concerned about the impulse engines on the model, they arent supposed to be on the pylons like that, they are on the main hull, there is even squares on the model exactly were they should be, but they are blacked out. there isn't even room on those pylons to house impulse engines properly there, plus its pivot point is were the impulse engines SHOULD be, it looks wrong and feels wrong for them to be there.

    because the cgi model of the steam runner is so low res, they arent particularly clear were they are. but thier location are universally agreed that they are on the main hull, and indicated in some of the pictures of it here http://www.ex-astris-scientia.org/scans/firstcontact1.htm


    whats with impulse engines being on pylons for no reason lattly? the fed vet ship clearly had impulse engines on it main hull, that were blue, but instead impulse engines were stuck on the pylons. and the plasma vents were all lit up red on it, the regent and the ody too, those are just plasma vents like the sovereign has, not something that should be all lit up like its an impulse engine.

    Someone else noticed. :)

    It's not too big of a deal, but it would be nice if the thing looked like it didn't have too much in the trunk ifyouknowwhatImean.
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