I fixed mine had all 3 consoles on would get killed 4 times in infected took off singularity distributor and haven't died in 2 days . ill test more also don't have a shuttle but I only stopped getting killed when I took of the console
I fixed mine had all 3 consoles on would get killed 4 times in infected took off singularity distributor and haven't died in 2 days . ill test more also don't have a shuttle but I only stopped getting killed when I took of the console
So, I've had NO internet for the last couple weeks (EFF YOU TIME WARNER!) and it prevented me from buying the scimitar pack. After reading this thread, it sounds like that wasn't actually a bad thing.... but, now it seems like the scimitars are playable without that singularity console thing. Should I buy the scimitars now or save my 5042 zen for when cryptic actually finishes fixing it?
Save it because there are many different bugs, and not everyone is having every. That just has to be cleared. Until then id suggest to do anything and fly any other...
Ur not safe just because anyone says "ive solved it"
not a bad choice, its a good ship but still bugged, many of us have found ways around it or got used to it, others are just expecting the ship to be something its not.
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
not a bad choice, its a good ship but still bugged, many of us have found ways around it or got used to it, others are just expecting the ship to be something its not.
I dont wanna get angry. But:
YOu did it again. You expect things you are expieriencing to be true for all others. That in fact is not true.
Wanna know something ?
Just your explanations/posts are enough to say: "k, he thinks about his ship, but not further..."
Sry. Its nothing personal. But plz stop doing all people having your issues and your solution. That is not the point. Plz keep in mind that this game is more bugged than you would expect......and btw how long are you playing ? PVP ? PVE ? NoWin ? What is it making you so sure of having solutions for people that indeed have expierience in any way in STO ?
Dont spam these threads here with your "solutions" ! Post something that helps "US" or let it be...
I dont wanna get angry. But:
YOu did it again. You expect things you are expieriencing to be true for all others. That in fact is not true.
Wanna know something ?
Just your explanations/posts are enough to say: "k, he thinks about his ship, but not further..."
Sry. Its nothing personal. But plz stop doing all people having your issues and your solution. That is not the point. Plz keep in mind that this game is more bugged than you would expect......and btw how long are you playing ? PVP ? PVE ? NoWin ? What is it making you so sure of having solutions for people that indeed have expierience in any way in STO ?
Dont spam these threads here with your "solutions" ! Post something that helps "US" or let it be...
Chill out man, he hasnt done anything to warrent this kind of lashing out. Most of us here are simply saying what we experiance and what may work/not work for ourselves. There hasnt been a sure fire work for everyone fix nor a sure fire break this for everyone bug.
I suggest you take some time off from the forums if your going to jump all up on someone like that.
Now lets get back on topic. Obviously the devs dont know whats wrong or itd be fixed by now.
i try to chill.....thats the point....but.....u know ?
[SIGPIC][/SIGPIC]
0
archoncrypticMember, Cryptic DevelopersPosts: 0Arc User
edited July 2013
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
A few specific notes:
-After closely analyzing the data for the Singularity Distribution Unit, I don't see any way that this could impact the amount of hull or shield damage that you take. It doesn't actually interact with those features on your ship in any way. (It does interact with Shield Regeneration, but not Shield Hardness.)
-After asking one of our programmers to investigate the possibility of the Scimitar somehow inheriting data from a player's equipped shuttle, we've come to the conclusion that this is almost certainly not the problem, either. Essentially, if you were somehow getting data from the shuttle, this would be making your ship *stronger*, not weaker. For example, your power level bonuses would go up, etc.
There was a case where the Singularity Inverter could be equipped on a shuttle and still used by the ship (or vice versa) - this was related to an incorrect flag on that specific console, not a general issue with how shuttles and ships interact.
-I considered the possibility that Scimitar pilots might be running with abnormally low Shield Power as a result of running with maxed weapons and the rest in Aux for Thalaron Pulse, Cloaking effectiveness, etc. After investigating Shield Hardness at extremely low power levels, I've determined that it doesn't appear to be causing any weird damage multipliers to happen or that sort of thing. Shield Power *does* influence Shield Hardness, it's just not causing any sort of aberrant behavior that I've been able to detect.
These are just a couple examples of things that I personally investigated; I'm addressing them directly because they've been brought up in this thread or seemed like possible culprits from my perspective.
As mentioned earlier in the thread, we did find some issues with Shield Regeneration and address those. We simply have not found anything related to Shield Hardness or Hull Damage Resistance.
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
I seem to be off in my own little world with this one.. I remove the singularity distributor and nothing changes. i remove the cloaked barrage and nothing changes.. Perhaps i'm just getting aggroe'd more, perhaps i'm flying it more stupidly, i dont know.. the ships shields still drop like melted ice cream even under an attack by a sphere. boom boom boom, three shots and they're gone. I know i need to submit better data than that to work with, but at the moment its all i have..
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
A few specific notes:
-After closely analyzing the data for the Singularity Distribution Unit, I don't see any way that this could impact the amount of hull or shield damage that you take. It doesn't actually interact with those features on your ship in any way. (It does interact with Shield Regeneration, but not Shield Hardness.)
-After asking one of our programmers to investigate the possibility of the Scimitar somehow inheriting data from a player's equipped shuttle, we've come to the conclusion that this is almost certainly not the problem, either. Essentially, if you were somehow getting data from the shuttle, this would be making your ship *stronger*, not weaker. For example, your power level bonuses would go up, etc.
There was a case where the Singularity Inverter could be equipped on a shuttle and still used by the ship (or vice versa) - this was related to an incorrect flag on that specific console, not a general issue with how shuttles and ships interact.
-I considered the possibility that Scimitar pilots might be running with abnormally low Shield Power as a result of running with maxed weapons and the rest in Aux for Thalaron Pulse, Cloaking effectiveness, etc. After investigating Shield Hardness at extremely low power levels, I've determined that it doesn't appear to be causing any weird damage multipliers to happen or that sort of thing. Shield Power *does* influence Shield Hardness, it's just not causing any sort of aberrant behavior that I've been able to detect.
These are just a couple examples of things that I personally investigated; I'm addressing them directly because they've been brought up in this thread or seemed like possible culprits from my perspective.
As mentioned earlier in the thread, we did find some issues with Shield Regeneration and address those. We simply have not found anything related to Shield Hardness or Hull Damage Resistance.
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
Archon, i still think your awesome.. Thank you..
One curiosity i do have ( proving I'm still a noob after all these months ). Does the damage from the borg in the estfs scale to the strongest player ship in the mission?? in other words, if we have somene in there capable of say 15K damage per second with cast iron shields that can't be melted, does the damage done by the cubes spheres and gates scale up to that ships level??
as far as i can tell theres nothing wrong with the ship. as i've gotten tier 4 rep with my romulan finally, survivability has increased significantly, and i've got better gear now too. according to a tool i have that reads your exact shield and hull resistance in real time, there is no abnormality in resistance ether. the hull resistance matches what the ui says it is, and the shield resistance is in normal ranges based on buffs and power level.
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
A few specific notes:
-After closely analyzing the data for the Singularity Distribution Unit, I don't see any way that this could impact the amount of hull or shield damage that you take. It doesn't actually interact with those features on your ship in any way. (It does interact with Shield Regeneration, but not Shield Hardness.)
-After asking one of our programmers to investigate the possibility of the Scimitar somehow inheriting data from a player's equipped shuttle, we've come to the conclusion that this is almost certainly not the problem, either. Essentially, if you were somehow getting data from the shuttle, this would be making your ship *stronger*, not weaker. For example, your power level bonuses would go up, etc.
There was a case where the Singularity Inverter could be equipped on a shuttle and still used by the ship (or vice versa) - this was related to an incorrect flag on that specific console, not a general issue with how shuttles and ships interact.
-I considered the possibility that Scimitar pilots might be running with abnormally low Shield Power as a result of running with maxed weapons and the rest in Aux for Thalaron Pulse, Cloaking effectiveness, etc. After investigating Shield Hardness at extremely low power levels, I've determined that it doesn't appear to be causing any weird damage multipliers to happen or that sort of thing. Shield Power *does* influence Shield Hardness, it's just not causing any sort of aberrant behavior that I've been able to detect.
These are just a couple examples of things that I personally investigated; I'm addressing them directly because they've been brought up in this thread or seemed like possible culprits from my perspective.
As mentioned earlier in the thread, we did find some issues with Shield Regeneration and address those. We simply have not found anything related to Shield Hardness or Hull Damage Resistance.
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
One curiosity i do have ( proving I'm still a noob after all these months ). Does the damage from the borg in the estfs scale to the strongest player ship in the mission?? in other words, if we have somene in there capable of say 15K damage per second with cast iron shields that can't be melted, does the damage done by the cubes spheres and gates scale up to that ships level??
NPCs don't scale up to that degree. It's strictly level-based, with Elite adding an additional stat modifier and spawn tweaks.
Part of the potential bugs listed in Archoncryptic's investigation (thank you for doing so and mentioning it) to me seem to be based on player perception. User error if you would.
The Scimitar is a huge ship with a correspondingly huge hitbox/collider mesh which does affect warp core breach damage. Comparing the actual damage taken between it and my Excelsior, the Scimitar does take more damage from further distances; however the actual damage dealt doesn't change.
Example: Both my Excelsior and Scimitar (59k and 52k health respectively) will die if exposed to the full force of a dreadnaught-class warp core breach (60k or so damage last I experienced.) However, because of the Scimitar's size it will be in that damage range while the Excelsior wouldn't despite being the same distance from the exploding ship; thus the Excelsior takes less damage from the breach.
NPCs don't scale up to that degree. It's strictly level-based, with Elite adding an additional stat modifier and spawn tweaks.
Part of the potential bugs listed in Archoncryptic's investigation (thank you for doing so and mentioning it) to me seem to be based on player perception. User error if you would.
The Scimitar is a huge ship with a correspondingly huge hitbox/collider mesh which does affect warp core breach damage. Comparing the actual damage taken between it and my Excelsior, the Scimitar does take more damage from further distances; however the actual damage dealt doesn't change.
Example: Both my Excelsior and Scimitar (59k and 52k health respectively) will die if exposed to the full force of a dreadnaught-class warp core breach (60k or so damage last I experienced.) However, because of the Scimitar's size it will be in that damage range while the Excelsior wouldn't despite being the same distance from the exploding ship; thus the Excelsior takes less damage from the breach.
Thank you.. This is exactly what I needed to understand as it helps complete my mental picture of it all..
Taking a cue from Archon, I tried flying ISE with power balanced. I normally fly bouncing between full power to weapons and full power to aux. the result was literally night and day. normally I'll die four to six times, even on a good day. This time I died once, and that was from a one shot from the gateway.
this leads me to ask the question, Why such a disparity between full power and balanced power?? The ship goes from being a Tank, to paper.; from aggressively opaque to almost transparent ( figuratively ). The power drain ratio just doesn't make sense to me.. I feel its overly aggressive and needs to be tuned back just a bit. Anyone else finding this to be true as well??
Regarding perceptions and user error: yes.. Especially with myself. When something is new and troubling, i find myself confused and lacking in knowledge i need, so i tend to try and look at all possibilities, and i'm afraid my own perceptions are on the top of that list. Thats why I'm grateful for folks like Archoncryptic who interact with us and provide us with valuable feedback that allows me to dispell my own misperceptions and refine my testing and idea's further..
Pam
Thank you.. This is exactly what I needed to understand as it helps complete my mental picture of it all..
Taking a cue from Archon, I tried flying ISE with power balanced. I normally fly bouncing between full power to weapons and full power to aux. the result was literally night and day. normally I'll die four to six times, even on a good day. This time I died once, and that was from a one shot from the gateway.
this leads me to ask the question, Why such a disparity between full power and balanced power?? The ship goes from being a Tank, to paper.; from aggressively opaque to almost transparent ( figuratively ). The power drain ratio just doesn't make sense to me.. I feel its overly aggressive and needs to be tuned back just a bit. Anyone else finding this to be true as well??
Regarding perceptions and user error: yes.. Especially with myself. When something is new and troubling, i find myself confused and lacking in knowledge i need, so i tend to try and look at all possibilities, and i'm afraid my own perceptions are on the top of that list. Thats why I'm grateful for folks like Archoncryptic who interact with us and provide us with valuable feedback that allows me to dispell my own misperceptions and refine my testing and idea's further..
Pam
My interpretation is that the lower power levels, which result in only 30 power to shields when on the Attack/100 Weapon preset, is done to balance the fact that Romulan ships have battle cloak and singularity powers. To compensate, you need power from elsewhere than just the power setting. If you're willing to respec your skills, taking more points of Warp Core Potential (6 recommended) and Starship Shield Performance (6 recommended) will help a fair bit. With or without the respec or if you already have that many points in those two, getting a Field Stabilizing Singularity Core will net you +5 Shield power when you don't have any Singularity power to +15 Shield power when you have it full, so getting a [SingA] version of the core would help you get to +15 power quicker. Plasmonic Leech console is also very helpful if you can find room for it, search for 'Leech' under Reward Packs on the Exchange if you're Fed allied, or purchase the Vandal Destroyer (1000Z) from the C-Store if you're KDF allied.
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
A few specific notes:
-After closely analyzing the data for the Singularity Distribution Unit, I don't see any way that this could impact the amount of hull or shield damage that you take. It doesn't actually interact with those features on your ship in any way. (It does interact with Shield Regeneration, but not Shield Hardness.)
-After asking one of our programmers to investigate the possibility of the Scimitar somehow inheriting data from a player's equipped shuttle, we've come to the conclusion that this is almost certainly not the problem, either. Essentially, if you were somehow getting data from the shuttle, this would be making your ship *stronger*, not weaker. For example, your power level bonuses would go up, etc.
There was a case where the Singularity Inverter could be equipped on a shuttle and still used by the ship (or vice versa) - this was related to an incorrect flag on that specific console, not a general issue with how shuttles and ships interact.
-I considered the possibility that Scimitar pilots might be running with abnormally low Shield Power as a result of running with maxed weapons and the rest in Aux for Thalaron Pulse, Cloaking effectiveness, etc. After investigating Shield Hardness at extremely low power levels, I've determined that it doesn't appear to be causing any weird damage multipliers to happen or that sort of thing. Shield Power *does* influence Shield Hardness, it's just not causing any sort of aberrant behavior that I've been able to detect.
These are just a couple examples of things that I personally investigated; I'm addressing them directly because they've been brought up in this thread or seemed like possible culprits from my perspective.
As mentioned earlier in the thread, we did find some issues with Shield Regeneration and address those. We simply have not found anything related to Shield Hardness or Hull Damage Resistance.
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
Many times I give Cryptic/PWE QA a hard time, but I too want to express my thanks for you taking the time to personally investigate players Scimitar concerns.
Formerly known as Armsman from June 2008 to June 20, 2012
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
<snip>
Thank you so very much for looking at this. Let me ask if how odd this looks to you. This is probably one of the most clear examples of odd hull damage I seen this week. It occurred yesterday about 6:30pm EST while running the Mirror Invasion missions back to back like crazy.
At one point after we defeated the main dreadnought at the end and only a few cruisers were floating around I started taking extremely heavy hull damage. Shields were untouched. I wasn't firing on any ship at the time so my buffs that fill shield facings on hit weren't in use. If I was under heavy attack a shield facing would have buckled. None did.
I watched roughly 20 then 40% of my hull vanish. I don't have a direct hull heal except Hazard Emitters so I used that and even used shield heals in a panic. The damage got me down to somewhere around 40% hull before it finally stopped.
It's not impossible that I took some sort of DoT but I remember losing hull even after applying HE so I don't get it. Last time I checked there is nothing in Mirror Invasion that fires invisible torpedoes or shield piercing weapons.
I don't know what to tell you except this is not a completely unusual event. It usually occurs with Tactical Teams failing to apply shields after using it, shields dropping immediately from a very heavy hit (6-10K+) according to the damage logs and the hull just melts. Half the time I can't tell what is doing damage to the hull.
In the case above the damage log showed nothing. No warp core damage, no plasma fire nothing. In fact I didn't even get the warning that my hull is under 75% or 50%.
I also wouldn't rely entirely on what a programmer tells you how things "should" behave. Have someone actually look. I remember back in EverQuest when Verant/SOE released the Ruins of Kunark. Players begged the main developer to investigate spells not dropping for several months. He asked his programmer and they told him something similar to above. Guess how that turned out.
Anyway the game is patched up so I'm going to dive in and I'll try and capture the log of every fight. Hopefully I catch a bad one and maybe I can pass it along so you can have a look. I don't know how much information you can pull on my account without my help in terms of shield facings, power levels etc so if you would like me to type all that out let me know. I'm more than willing to spend time and help sort this out. After all it impacts me.
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
[...]
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
Here is an example of weapon power bug on the Scimitar, will post it in the bug report forum as well.
- Weapons power level = 122
- There are 3 Dual Beam Banks on the ship, no other energy weapon
1) Used one weapons power battery to add +75 weapons power for 15.4 sec to the ship, bring total power from 122 + 75 = 197
2) Fire one Beam Overload 3 = -50 weapons power, fire the two other DBB = -10 X 2 = -20
3) 197 - 50 -20 = 127, therefore, power displayed should be 125
4) Instead of 125 in power level displayed, the power is shown to drop to around 70-75???
Suspicion : Bug is causing a single Beam Overload 3 to drain power TWICE, resulting in lower than expected power level
Just a few points:
1. Thanks for the reply and report on testing Cryptic.
2. I wanted to note, all my previous testing has been with my main Rommie Character (tac). I finished levelling my engineer Rommie yesterday and immediately threw him in one of my Scimitars.
3. I understand I'm definitely not putting out as much DPS as my tac with numerous consoles from reputation...
4. I'm noticing the Scimitar is actually playable now. With my own abilities (especially miracle worker) it is definitely playable now.
5. I've changed up weapon load out. I used to run cannons...they are fun, but just not feasible with the turn rate, etc of this ship, plus damage output is only increased by getting close. Getting close is bad....warp core breaches melt the hull to easily..The huge hitbox is killer on this thing. I switched out for dual beams and 2 torp launchers in the front. I keep my distance as much as possible..
6. I do run with the full console set. Haven't noticed a difference if I only run 2. The thaleron pulse I keep, for now at least until I can get my rep up on this character and replace it with something else. It's fun, but depending on your build (especially with better gear) you can do more damage during the charge time than you actually can with the pulse. (At least this is how it's been for me).
7. I've heard others in my fleet complain about huge hull hits on some of the missions above and I'm beginning to think they are affecting more than just the scimitar. Probably more about certain damage effects on these missions. (invisible super torpedoes, etc)
8. One problem one of my fleetmates mentioned was the problem with the large crewed ships. I'm not sure exactly how it works but he mentioned reading in another post something about how the crews are damaged on a percentage base and heal on a straight numbers/min base? Something like that. If this is the case then Cryptic really needs to look at that mechanic. A larger crewed ship would have a huge disadvantage if this is true.
Just some musings and thoughts on my experience so far........
I just had a really weird experience and i would appreciate it if someone would see if they see it or not.. We were on the final tac cube on ISE and we had it down to 89% health so i decided to use the thaleron. At the split moment i fired, the tac cubes health rose to 90%. it probably would have goe higher if it wasnt for the four other guys shooting like cray keeping it down, but still.. Isnt the cubes health supposed to drop when you shoot it and not go up??
thanks.
pam
Here is an example of weapon power bug on the Scimitar, will post it in the bug report forum as well.
- Weapons power level = 122
- There are 3 Dual Beam Banks on the ship, no other energy weapon
1) Used one weapons power battery to add +75 weapons power for 15.4 sec to the ship, bring total power from 122 + 75 = 197
2) Fire one Beam Overload 3 = -50 weapons power, fire the two other DBB = -10 X 2 = -20
3) 197 - 50 -20 = 127, therefore, power displayed should be 125
4) Instead of 125 in power level displayed, the power is shown to drop to around 70-75???
Suspicion : Bug is causing a single Beam Overload 3 to drain power TWICE, resulting in lower than expected power level
Please QA this, thanks
Nope. There is the UI cap of 125, but the actual weapons power cap is around 150. I would know because on my Odyssey I have 125 weapons power visible, and then I hit EPtW2 which brings my power up to 155 (I am only about 5 over the 125 cap), I do a full 6 beam broadside with the cutting beam (-68 energy) and I end up sitting at around 90-95 energy.
So your -70 from 150 would make sense dropping it down to 75.
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.
Here is an example of weapon power bug on the Scimitar, will post it in the bug report forum as well.
- Weapons power level = 122
- There are 3 Dual Beam Banks on the ship, no other energy weapon
1) Used one weapons power battery to add +75 weapons power for 15.4 sec to the ship, bring total power from 122 + 75 = 197
2) Fire one Beam Overload 3 = -50 weapons power, fire the two other DBB = -10 X 2 = -20
3) 197 - 50 -20 = 127, therefore, power displayed should be 125
4) Instead of 125 in power level displayed, the power is shown to drop to around 70-75???
Suspicion : Bug is causing a single Beam Overload 3 to drain power TWICE, resulting in lower than expected power level
Please QA this, thanks
If thats a bug, then its bugged for every ship.
I believe thats not a bug and is intended to work that way. Beam Overload uses the same mechanic as an ability power drain instead of an equipment power drain. It drains -50 off the current power and uses EPS systems to regain that lost power.
Just so you're all aware, our internal QA department has been working hard to try to find any kind of bug that could cause the Scimitar to take higher than expected amounts of damage. I've also looked into this personally.
A few specific notes:
-After closely analyzing the data for the Singularity Distribution Unit, I don't see any way that this could impact the amount of hull or shield damage that you take. It doesn't actually interact with those features on your ship in any way. (It does interact with Shield Regeneration, but not Shield Hardness.)
-After asking one of our programmers to investigate the possibility of the Scimitar somehow inheriting data from a player's equipped shuttle, we've come to the conclusion that this is almost certainly not the problem, either. Essentially, if you were somehow getting data from the shuttle, this would be making your ship *stronger*, not weaker. For example, your power level bonuses would go up, etc.
There was a case where the Singularity Inverter could be equipped on a shuttle and still used by the ship (or vice versa) - this was related to an incorrect flag on that specific console, not a general issue with how shuttles and ships interact.
-I considered the possibility that Scimitar pilots might be running with abnormally low Shield Power as a result of running with maxed weapons and the rest in Aux for Thalaron Pulse, Cloaking effectiveness, etc. After investigating Shield Hardness at extremely low power levels, I've determined that it doesn't appear to be causing any weird damage multipliers to happen or that sort of thing. Shield Power *does* influence Shield Hardness, it's just not causing any sort of aberrant behavior that I've been able to detect.
These are just a couple examples of things that I personally investigated; I'm addressing them directly because they've been brought up in this thread or seemed like possible culprits from my perspective.
As mentioned earlier in the thread, we did find some issues with Shield Regeneration and address those. We simply have not found anything related to Shield Hardness or Hull Damage Resistance.
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
Wow - Cryptic, this is the most detailed and personalized feedback that I've ever seen in my time playing STO. Even if the scimitar is still borked, I retract my statement earlier in this thread and will now buy the 3 pack so I can help find any remaining bugs. Well done - you've impressed me and earned 5000 of my zen!
I think there is definatly an issue with the crew damage rate and the hull melting, I find that my crew drop just be seeing the borg, heck I have come into stfs with 800 of 3000 crew and I havent even done anything, where were they, shore leave or something, The shields seem to have sorted themselves now, I use regen shields, so by default there a bit paperlike, but they do come back, as for the hull, it does seem to melt rather fast, I can usualy counter this with my assimilated module, SIF gen, and my engi bofs. I suspect some of the issues may be due to the way people fly them and what there arming them with, as someone said above, cannons on it meen you have to get realy close, and a ship that large will take more damage faster as its got more surface for the enemy to hit, I run a beam/2x single cannon hybrid on my tac officer and it seems to work, I am just leveling a romy science to 50 and will be trying out a total beam build to see if that helps. ( I will probably get grief for this post from a member of this forum, as many of my previous posts have, but i choose to ignore his pettyness)
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
I think there is definatly an issue with the crew damage rate and the hull melting, I find that my crew drop just be seeing the borg, heck I have come into stfs with 800 of 3000 crew and I havent even done anything
If you have been in a space battle previous your crew will be still recovering, they don't instantly recover after you leave the battle zone; just like cool down don't instantly cool down after a battle.
But if say you just logged on and they still haven't recovered then this may be an issue.
I do notice the apparent issues with the Romulan Dreadoughts; either version. I noticed that they do not regenerate shields fast enough, even if you get the Tulwar and put all emitter arrays, or shield amplifiers; with no universal consoles what-so-ever. Now that I'm writing this - I also have noticed this on my T'varo; but she's fast and maneuverable so I try to mitigate that. Anyway - I grabbed the valdore to get the [Console - Universal - Shield Absorptive Frequency Generator] to see if that would help, it does to a degree, but not enough most of the time. When it does help - it's when the shields are at full most of the time lol
I also noticed the loss of crew problem - when you get very low you can hardly do anything. So I tried putting all Biofunction Monitor's and then as many Emergency Force Fields, and combinations of them... To no avail. The best 'you can get' is with a mixture of about 50/50 of them on the Falchion with 3 and 3. And even then this isn't enough. I did this because as noted - I saw this on the T'varo, but with that one I try to mitigate it with having the Jem'Hadar space shield. It seems that with the number of crew low - the ship can't regen shields, and everything else, let alone run the ship... IE: Not enough Damage Control Engineers to fix the problems lol With the Andorian Charal it's the sam - so did a similar setup (below) and that helps.
I've also tried to mitigate the 'inertia' problem - but that is something 'we'll' have to live with. With all the testing I did I've gone with the Scim with all plasma infusers, all universal consoles (including the Universal - Shield Absorptive Frequency Generator, and the singularity stabilizer - which can help the ship heal with quantum absorption ability), three biofunction consoles, an electroceramic and one Monotanium Alloy console... 2 uncommon technician BOff's, 1 Rare Technician BOff, and one uncommon nurse BOff. The loss of crew seems to be the biggest factor because you can't hardly do anything without them... I run 2 Fleet Advanced Plasma DHC's with 1 VR MkXII Plasma DHC and 1 Advanced Fleet DBB, the Rapid Reload Transphasic, the Breen Space set Deflector & Impulse, the Jem'Hadar space shield, Field Stabilizing Singularity, 1 VR MkXII Plasma Turret and the Tractor beam mine launcher with a MkXII Plasma torp at the rear.
I have noticed many times that the ship will get hit by an invisible weapon of some sort - mostly in STF's and prior to this setup I would see damages of like 26k and then a 15k, or 32k and 20k... But they're all multiple hits of at least 2 which is just enough or more than enough to kill the ship. Now, the ship still gets killed but the damages are generally around 20k and are still multiples.
Yes @axellightning & @johankreig - Even if you respawn after a battle - they do not recover fast enough. It would seem 'logical' that if you respawned, that your entire crew would be back - but most of the time it's at like 1 or two 'crew' as indicated by the icon below the shields.
Comments
Interesting... Ill try this :P
Ur not safe just because anyone says "ive solved it"
I dont wanna get angry. But:
YOu did it again. You expect things you are expieriencing to be true for all others. That in fact is not true.
Wanna know something ?
Just your explanations/posts are enough to say: "k, he thinks about his ship, but not further..."
Sry. Its nothing personal. But plz stop doing all people having your issues and your solution. That is not the point. Plz keep in mind that this game is more bugged than you would expect......and btw how long are you playing ? PVP ? PVE ? NoWin ? What is it making you so sure of having solutions for people that indeed have expierience in any way in STO ?
Dont spam these threads here with your "solutions" ! Post something that helps "US" or let it be...
Chill out man, he hasnt done anything to warrent this kind of lashing out. Most of us here are simply saying what we experiance and what may work/not work for ourselves. There hasnt been a sure fire work for everyone fix nor a sure fire break this for everyone bug.
I suggest you take some time off from the forums if your going to jump all up on someone like that.
Now lets get back on topic. Obviously the devs dont know whats wrong or itd be fixed by now.
A few specific notes:
-After closely analyzing the data for the Singularity Distribution Unit, I don't see any way that this could impact the amount of hull or shield damage that you take. It doesn't actually interact with those features on your ship in any way. (It does interact with Shield Regeneration, but not Shield Hardness.)
-After asking one of our programmers to investigate the possibility of the Scimitar somehow inheriting data from a player's equipped shuttle, we've come to the conclusion that this is almost certainly not the problem, either. Essentially, if you were somehow getting data from the shuttle, this would be making your ship *stronger*, not weaker. For example, your power level bonuses would go up, etc.
There was a case where the Singularity Inverter could be equipped on a shuttle and still used by the ship (or vice versa) - this was related to an incorrect flag on that specific console, not a general issue with how shuttles and ships interact.
-I considered the possibility that Scimitar pilots might be running with abnormally low Shield Power as a result of running with maxed weapons and the rest in Aux for Thalaron Pulse, Cloaking effectiveness, etc. After investigating Shield Hardness at extremely low power levels, I've determined that it doesn't appear to be causing any weird damage multipliers to happen or that sort of thing. Shield Power *does* influence Shield Hardness, it's just not causing any sort of aberrant behavior that I've been able to detect.
These are just a couple examples of things that I personally investigated; I'm addressing them directly because they've been brought up in this thread or seemed like possible culprits from my perspective.
As mentioned earlier in the thread, we did find some issues with Shield Regeneration and address those. We simply have not found anything related to Shield Hardness or Hull Damage Resistance.
This is not to say that it's impossible for there to be a bug that could be causing some players to experience higher damage than they should be. We will continue to investigate, and if any players still feel that they are suffering some sort of amplified damage, please provide us with the best information you can to help us reproduce the issue.
Archon, i still think your awesome.. Thank you..
One curiosity i do have ( proving I'm still a noob after all these months ). Does the damage from the borg in the estfs scale to the strongest player ship in the mission?? in other words, if we have somene in there capable of say 15K damage per second with cast iron shields that can't be melted, does the damage done by the cubes spheres and gates scale up to that ships level??
Thank you for investigating
NPCs don't scale up to that degree. It's strictly level-based, with Elite adding an additional stat modifier and spawn tweaks.
Part of the potential bugs listed in Archoncryptic's investigation (thank you for doing so and mentioning it) to me seem to be based on player perception. User error if you would.
The Scimitar is a huge ship with a correspondingly huge hitbox/collider mesh which does affect warp core breach damage. Comparing the actual damage taken between it and my Excelsior, the Scimitar does take more damage from further distances; however the actual damage dealt doesn't change.
Example: Both my Excelsior and Scimitar (59k and 52k health respectively) will die if exposed to the full force of a dreadnaught-class warp core breach (60k or so damage last I experienced.) However, because of the Scimitar's size it will be in that damage range while the Excelsior wouldn't despite being the same distance from the exploding ship; thus the Excelsior takes less damage from the breach.
Thank you.. This is exactly what I needed to understand as it helps complete my mental picture of it all..
Taking a cue from Archon, I tried flying ISE with power balanced. I normally fly bouncing between full power to weapons and full power to aux. the result was literally night and day. normally I'll die four to six times, even on a good day. This time I died once, and that was from a one shot from the gateway.
this leads me to ask the question, Why such a disparity between full power and balanced power?? The ship goes from being a Tank, to paper.; from aggressively opaque to almost transparent ( figuratively ). The power drain ratio just doesn't make sense to me.. I feel its overly aggressive and needs to be tuned back just a bit. Anyone else finding this to be true as well??
Regarding perceptions and user error: yes.. Especially with myself. When something is new and troubling, i find myself confused and lacking in knowledge i need, so i tend to try and look at all possibilities, and i'm afraid my own perceptions are on the top of that list. Thats why I'm grateful for folks like Archoncryptic who interact with us and provide us with valuable feedback that allows me to dispell my own misperceptions and refine my testing and idea's further..
Pam
My interpretation is that the lower power levels, which result in only 30 power to shields when on the Attack/100 Weapon preset, is done to balance the fact that Romulan ships have battle cloak and singularity powers. To compensate, you need power from elsewhere than just the power setting. If you're willing to respec your skills, taking more points of Warp Core Potential (6 recommended) and Starship Shield Performance (6 recommended) will help a fair bit. With or without the respec or if you already have that many points in those two, getting a Field Stabilizing Singularity Core will net you +5 Shield power when you don't have any Singularity power to +15 Shield power when you have it full, so getting a [SingA] version of the core would help you get to +15 power quicker. Plasmonic Leech console is also very helpful if you can find room for it, search for 'Leech' under Reward Packs on the Exchange if you're Fed allied, or purchase the Vandal Destroyer (1000Z) from the C-Store if you're KDF allied.
Many times I give Cryptic/PWE QA a hard time, but I too want to express my thanks for you taking the time to personally investigate players Scimitar concerns.
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Thank you so very much for looking at this. Let me ask if how odd this looks to you. This is probably one of the most clear examples of odd hull damage I seen this week. It occurred yesterday about 6:30pm EST while running the Mirror Invasion missions back to back like crazy.
At one point after we defeated the main dreadnought at the end and only a few cruisers were floating around I started taking extremely heavy hull damage. Shields were untouched. I wasn't firing on any ship at the time so my buffs that fill shield facings on hit weren't in use. If I was under heavy attack a shield facing would have buckled. None did.
I watched roughly 20 then 40% of my hull vanish. I don't have a direct hull heal except Hazard Emitters so I used that and even used shield heals in a panic. The damage got me down to somewhere around 40% hull before it finally stopped.
It's not impossible that I took some sort of DoT but I remember losing hull even after applying HE so I don't get it. Last time I checked there is nothing in Mirror Invasion that fires invisible torpedoes or shield piercing weapons.
I don't know what to tell you except this is not a completely unusual event. It usually occurs with Tactical Teams failing to apply shields after using it, shields dropping immediately from a very heavy hit (6-10K+) according to the damage logs and the hull just melts. Half the time I can't tell what is doing damage to the hull.
In the case above the damage log showed nothing. No warp core damage, no plasma fire nothing. In fact I didn't even get the warning that my hull is under 75% or 50%.
I also wouldn't rely entirely on what a programmer tells you how things "should" behave. Have someone actually look. I remember back in EverQuest when Verant/SOE released the Ruins of Kunark. Players begged the main developer to investigate spells not dropping for several months. He asked his programmer and they told him something similar to above. Guess how that turned out.
Anyway the game is patched up so I'm going to dive in and I'll try and capture the log of every fight. Hopefully I catch a bad one and maybe I can pass it along so you can have a look. I don't know how much information you can pull on my account without my help in terms of shield facings, power levels etc so if you would like me to type all that out let me know. I'm more than willing to spend time and help sort this out. After all it impacts me.
Here is an example of weapon power bug on the Scimitar, will post it in the bug report forum as well.
- Weapons power level = 122
- There are 3 Dual Beam Banks on the ship, no other energy weapon
1) Used one weapons power battery to add +75 weapons power for 15.4 sec to the ship, bring total power from 122 + 75 = 197
2) Fire one Beam Overload 3 = -50 weapons power, fire the two other DBB = -10 X 2 = -20
3) 197 - 50 -20 = 127, therefore, power displayed should be 125
4) Instead of 125 in power level displayed, the power is shown to drop to around 70-75???
Suspicion : Bug is causing a single Beam Overload 3 to drain power TWICE, resulting in lower than expected power level
Please QA this, thanks
1. Thanks for the reply and report on testing Cryptic.
2. I wanted to note, all my previous testing has been with my main Rommie Character (tac). I finished levelling my engineer Rommie yesterday and immediately threw him in one of my Scimitars.
3. I understand I'm definitely not putting out as much DPS as my tac with numerous consoles from reputation...
4. I'm noticing the Scimitar is actually playable now. With my own abilities (especially miracle worker) it is definitely playable now.
5. I've changed up weapon load out. I used to run cannons...they are fun, but just not feasible with the turn rate, etc of this ship, plus damage output is only increased by getting close. Getting close is bad....warp core breaches melt the hull to easily..The huge hitbox is killer on this thing. I switched out for dual beams and 2 torp launchers in the front. I keep my distance as much as possible..
6. I do run with the full console set. Haven't noticed a difference if I only run 2. The thaleron pulse I keep, for now at least until I can get my rep up on this character and replace it with something else. It's fun, but depending on your build (especially with better gear) you can do more damage during the charge time than you actually can with the pulse. (At least this is how it's been for me).
7. I've heard others in my fleet complain about huge hull hits on some of the missions above and I'm beginning to think they are affecting more than just the scimitar. Probably more about certain damage effects on these missions. (invisible super torpedoes, etc)
8. One problem one of my fleetmates mentioned was the problem with the large crewed ships. I'm not sure exactly how it works but he mentioned reading in another post something about how the crews are damaged on a percentage base and heal on a straight numbers/min base? Something like that. If this is the case then Cryptic really needs to look at that mechanic. A larger crewed ship would have a huge disadvantage if this is true.
Just some musings and thoughts on my experience so far........
thanks.
pam
Nope. There is the UI cap of 125, but the actual weapons power cap is around 150. I would know because on my Odyssey I have 125 weapons power visible, and then I hit EPtW2 which brings my power up to 155 (I am only about 5 over the 125 cap), I do a full 6 beam broadside with the cutting beam (-68 energy) and I end up sitting at around 90-95 energy.
So your -70 from 150 would make sense dropping it down to 75.
If thats a bug, then its bugged for every ship.
I believe thats not a bug and is intended to work that way. Beam Overload uses the same mechanic as an ability power drain instead of an equipment power drain. It drains -50 off the current power and uses EPS systems to regain that lost power.
Wow - Cryptic, this is the most detailed and personalized feedback that I've ever seen in my time playing STO. Even if the scimitar is still borked, I retract my statement earlier in this thread and will now buy the 3 pack so I can help find any remaining bugs. Well done - you've impressed me and earned 5000 of my zen!
If you have been in a space battle previous your crew will be still recovering, they don't instantly recover after you leave the battle zone; just like cool down don't instantly cool down after a battle.
But if say you just logged on and they still haven't recovered then this may be an issue.
I also noticed the loss of crew problem - when you get very low you can hardly do anything. So I tried putting all Biofunction Monitor's and then as many Emergency Force Fields, and combinations of them... To no avail. The best 'you can get' is with a mixture of about 50/50 of them on the Falchion with 3 and 3. And even then this isn't enough. I did this because as noted - I saw this on the T'varo, but with that one I try to mitigate it with having the Jem'Hadar space shield. It seems that with the number of crew low - the ship can't regen shields, and everything else, let alone run the ship... IE: Not enough Damage Control Engineers to fix the problems lol With the Andorian Charal it's the sam - so did a similar setup (below) and that helps.
I've also tried to mitigate the 'inertia' problem - but that is something 'we'll' have to live with. With all the testing I did I've gone with the Scim with all plasma infusers, all universal consoles (including the Universal - Shield Absorptive Frequency Generator, and the singularity stabilizer - which can help the ship heal with quantum absorption ability), three biofunction consoles, an electroceramic and one Monotanium Alloy console... 2 uncommon technician BOff's, 1 Rare Technician BOff, and one uncommon nurse BOff. The loss of crew seems to be the biggest factor because you can't hardly do anything without them... I run 2 Fleet Advanced Plasma DHC's with 1 VR MkXII Plasma DHC and 1 Advanced Fleet DBB, the Rapid Reload Transphasic, the Breen Space set Deflector & Impulse, the Jem'Hadar space shield, Field Stabilizing Singularity, 1 VR MkXII Plasma Turret and the Tractor beam mine launcher with a MkXII Plasma torp at the rear.
I have noticed many times that the ship will get hit by an invisible weapon of some sort - mostly in STF's and prior to this setup I would see damages of like 26k and then a 15k, or 32k and 20k... But they're all multiple hits of at least 2 which is just enough or more than enough to kill the ship. Now, the ship still gets killed but the damages are generally around 20k and are still multiples.
Yes @axellightning & @johankreig - Even if you respawn after a battle - they do not recover fast enough. It would seem 'logical' that if you respawned, that your entire crew would be back - but most of the time it's at like 1 or two 'crew' as indicated by the icon below the shields.
And we can totally see the fruits of them looking into and working on the Scimitar bugs... with an update on carrier pets...?
Yeeeeah... -.-