There's a bunch of them for 23rd century captains.
1) Traits randomly unslotting in the middle of missions.
This one seems to happen any time you're given a mission specific vessel, although it's happened a couple times without it as well. Any or all of your ground and space traits from any source will randomly unslot. This is disastrous when you suddenly lose your extra resistances, HP, and shields right in front of a boss fight.
2) Some missions give you Server Not Responding messages (aka "SNR") when changing maps, especially going from ground to space or vice versa, the biggest and most consistent offender being the Sunrise campaign mission, which will do it multiple times. When reconnecting, only safe reconnect works which dumps you all the way back at Bajor. It's a TRIBBLE shoot trying to continue the mission, as you may get SNR'd multiple times before you can resume the mission. Restarting the mission does not help. Repeating the mission exacerbates the problem greatly. Attempting to get the set items becomes virtually impossible by the time you try to get your third piece. Edit: Apparently, this is due to server overload from a bunch of people doing the same mission. Kind of obvious in retrospect, since I'm probably pretty average at campaign advancement. Everybody's doing the missions I'm doing at about the same time I am.
3) Carrier pets do NOT function properly with 23rd century captains. Their behavior seems to randomly shift between auto behavior dependent on your current target or just remaining clustered around your ship. The behavior is painfully reminiscent of how Federation frigates behaved on release and I have yet to see the Delta Flyers use Tachyon Beam.
4) 23rd century Bridge Officers don't path properly in certain ground missions, especially on Nimbus when going into the Romulan base. The 23rd century officers frequently remain stuck on the elevator, even when commanding them to individually move off of it. They also have trouble on ship boarding actions where there is significant rubble in the hallways.
The pathing issue i have had headaches with all over the place since AOY patched, they seriously botched this again.
This is an old issue come back in spades.
Doorways on ships i found/find particulary troublesome, having to lead them through doorways one at a time and then post those boffs in place and go get another one.
Facility 4028 i simply gave up on getting "one" boff through any doorways, as they only let you take one anyway.
They simply "could not" get through the doorways, so i just soloed it.
Any mission with an NPC along really gets dicey, the boffs seem to get jammed up way too easily and/or get extremely confused trying to negotiate a multitude of obstacles especially when those extra NPC toons are around.
Ship batteries are another issue as well, batteries from some missions do not stack with batteries from other missions, type is irrelevent, when they wont stack i just recycle them.
I have noticed that batteries that drop in space battles seem to stack with others from the same type of combat, such as RA's, but they will not stack with the same type from "storyline" space combat.
The tailor is also bugged all to **** for me at least, the "fix" in the 21 july patch notes made my tailor experience worse than it already was, the flair tatoo is now completely unadjustable, im going to say they went the easy route on this and that is now wai.
However "any" tatoo or scar placing on a captain or boff now flags the invalid parts message "if" i attemp to name that particular uniform slot, honestly the tailor fix has made it just buggier now.
I've also been noticing awkward movement animations in general and combat animations (i.e when you kill enemies, they fall down, rise up, and fall down again).
Also the overflow bag, amazes me they can break something like this, ill probably find out whats in it in mbe 11 months or so, honestly Cryptic " fix" "something".
I've also been noticing awkward movement animations in general and combat animations (i.e when you kill enemies, they fall down, rise up, and fall down again).
and don't forget the ones that die but never fall, they just stand there.
There's a bunch of them for 23rd century captains.
1) Traits randomly unslotting in the middle of missions.
This one seems to happen any time you're given a mission specific vessel, although it's happened a couple times without it as well. Any or all of your ground and space traits from any source will randomly unslot. This is disastrous when you suddenly lose your extra resistances, HP, and shields right in front of a boss fight.
I've had this going into Red Alerts too. I knew I had the traits slotted because I checked moments before, join a Red Alert, have the Borg or Tholians blow me up repeatedly, check traits and lo and behold all of them unslotted >.<.
4) 23rd century Bridge Officers don't path properly in certain ground missions, especially on Nimbus when going into the Romulan base. The 23rd century officers frequently remain stuck on the elevator, even when commanding them to individually move off of it. They also have trouble on ship boarding actions where there is significant rubble in the hallways.
This one is so damn prevalent and annoying. I am not looking forward to all the Cardy missions with all their ground stuff. It is going to be utter hell herding my boffs around. And I've currently given up on Dyson Battleground.
Another problem is that they "herd" around you, forming a cluster which can be nearly impossible to get free of and make moving nearly impossible. (This isn't a 23c issue exclusively, it just happens a lot more on my 23c captain than on any of the others.)
Logic is the beginning of wisdom, not the end of it.
Additional bug found, and it's a doozy that can potentially be exploited: The Mining laser item from the latest lockbox.
If you pass further than 10km from your target when your mining laser is turned off or runs out of time (Such as against Terok Nor in Counterpoint) the cooldown doesn't activate. This needs to be addressed; the mining laser is plenty powerful already.
I rarely use pets so can't really comment on it, but I've had both the traits clearing and boff pathing problems pretty much since I started playing the game a couple of years ago.
This boff pathing issue has become a real headache, just did mindscape in the cardy line, half the time my boffs aren't even stuck on anything, they just quit moving, do not follow me, or just do not engage the enemy and "stand" there while 4 enemies shoot at me.
This automatically boots the play from normal to advanced lol.
Other night in frozen the Tal Shiar General pops in the hallway, i engage him, run around behind him so hel turn and my away team can all flank him.
Away team is at the end of the hallway in full view of the fight just "standing" there, after i solo and kill him (barely), they all suddenly run up to me, go figure.
Doing factory as we speak, boffs are more work than the mission itself, takes minutes to get all four through the door after you meet the vorta in the room he's in.
Honestly how do they keep TRIBBLE such a critical aspect of the game up so bad.
Next room with the jemhadar 1st, boffs simply stop doing anything at the door at the bottom of the stairs, effectively requiring me to clear the room alone.
Also enemy pathing is all over the place, they wind up essentially hiding behind room structures, promting boffs to never engage them, and then when the Cpt is moving about suddenly reapear to flank shoot you.
I actually wont call that broken per se, as it adds an element of more intricate play, however the boffs are still standing at the door, drinking coffee, contractual break i guess, members of union combat local 101.
No idea if these issues are known or priority, they need to be, get this fixed already.
Almost looks like they are trying to retune enemy combat reactions altogether, if this is actually the case it could actually liven up the ground game a lot.
In the state it is in at the moment it needs a bunch of work.
Comments
This is an old issue come back in spades.
Doorways on ships i found/find particulary troublesome, having to lead them through doorways one at a time and then post those boffs in place and go get another one.
Facility 4028 i simply gave up on getting "one" boff through any doorways, as they only let you take one anyway.
They simply "could not" get through the doorways, so i just soloed it.
Any mission with an NPC along really gets dicey, the boffs seem to get jammed up way too easily and/or get extremely confused trying to negotiate a multitude of obstacles especially when those extra NPC toons are around.
Ship batteries are another issue as well, batteries from some missions do not stack with batteries from other missions, type is irrelevent, when they wont stack i just recycle them.
I have noticed that batteries that drop in space battles seem to stack with others from the same type of combat, such as RA's, but they will not stack with the same type from "storyline" space combat.
The tailor is also bugged all to **** for me at least, the "fix" in the 21 july patch notes made my tailor experience worse than it already was, the flair tatoo is now completely unadjustable, im going to say they went the easy route on this and that is now wai.
However "any" tatoo or scar placing on a captain or boff now flags the invalid parts message "if" i attemp to name that particular uniform slot, honestly the tailor fix has made it just buggier now.
and don't forget the ones that die but never fall, they just stand there.
I've had this going into Red Alerts too. I knew I had the traits slotted because I checked moments before, join a Red Alert, have the Borg or Tholians blow me up repeatedly, check traits and lo and behold all of them unslotted >.<.
This one is so damn prevalent and annoying. I am not looking forward to all the Cardy missions with all their ground stuff. It is going to be utter hell herding my boffs around. And I've currently given up on Dyson Battleground.
Another problem is that they "herd" around you, forming a cluster which can be nearly impossible to get free of and make moving nearly impossible. (This isn't a 23c issue exclusively, it just happens a lot more on my 23c captain than on any of the others.)
If you pass further than 10km from your target when your mining laser is turned off or runs out of time (Such as against Terok Nor in Counterpoint) the cooldown doesn't activate. This needs to be addressed; the mining laser is plenty powerful already.
Adu-Uss Firefox NCC-93425-F (LVL 65 FED AoY ENG) UR/VR MKXV Fleet Intel Assault Cruiser (July 2016)
Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
Dubsa-RRW Mnaudh (LVL 50 FED allied ROM Delta ENG) Warbird (May 2018)
Marop-IKS Orunthi (LVL 50 KNG Delta ENG) BoP (May 2018)
Kanak'lan-TRIBBLE (LVL 65 DOM Gamma ENG) TRIBBLE (June 2018)
This automatically boots the play from normal to advanced lol.
Other night in frozen the Tal Shiar General pops in the hallway, i engage him, run around behind him so hel turn and my away team can all flank him.
Away team is at the end of the hallway in full view of the fight just "standing" there, after i solo and kill him (barely), they all suddenly run up to me, go figure.
Honestly how do they keep TRIBBLE such a critical aspect of the game up so bad.
Also enemy pathing is all over the place, they wind up essentially hiding behind room structures, promting boffs to never engage them, and then when the Cpt is moving about suddenly reapear to flank shoot you.
I actually wont call that broken per se, as it adds an element of more intricate play, however the boffs are still standing at the door, drinking coffee, contractual break i guess, members of union combat local 101.
No idea if these issues are known or priority, they need to be, get this fixed already.
In the state it is in at the moment it needs a bunch of work.