Even on an Infected elite and a KA elite it was fine, the changes to the drain resists mean this thing just doesn't die now (Borg shield drains are easily ignored now). I'm not saying you don't have an issue but this one I'm using is fine.
Not sure if it makes a difference but I don't regularly use an Odyssey so I had to reclaim one from the CStore. Someone above mentioned removing and re equipping the consoles which obviously wouldn't be a problem for me, maybe that's the issue?
I tried the removing consoles thing, and it seemed to help just a tiny little bit, but over the course of a few missions, I could see my Oddy starting to get chewed up more and more easily. What ever little help removing and re adding the consoles was, it didn't last long. We need a fix here, badly.
Unfortunately the Aegis Set is fairly pathetic anymore these days. It is the reason you are being killed so easily.
However, I have noticed lately that the Elite Borg seem to be One-Shotting more than ever. Gates especially seem to be guilty of this with their Inviso-Torp of Doom. I am not sure why they are more vicious all of a sudden but they are. I've been blown away in the Bortasqu' from these several times recently through shields and all and it can generally handle EVERYTHING else with ease even the Tactical Cubes.
I did wonder. The Aegis set is probably still the best kit I have, although I do have the Borg Assimilated Regenerative Shield Array, and may equip that in place of the Aegis shield.
I stink at STF's and my participation usually results in a failed mission, but would dearly love the Omega set.
It wouldn't be the first time cryptic nerfed something without having it in their patch notes, they try to balance the game without getting their community in an uproar by making players think nothing is going on behind their backs, just as they nerfed the dilithium mining minigame last week by making it harder to lock on.
It wouldn't be the first time cryptic nerfed something without having it in their patch notes, they try to balance the game without getting their community in an uproar by making players think nothing is going on behind their backs, just as they nerfed the dilithium mining minigame last week by making it harder to lock on.
It is a pity - the Aegis set LOOKS fantastic, and it's stats looks impressive, but equiped on my Oddy, in an STF I just get my proverbial kicked.
From watching the Oddies tank 5+ players in Ker'rat, I do not think they have been nerfed or weakened at all. Sounds more like a Borg/STF issue or an error in the players build.
From watching the Oddies tank 5+ players in Ker'rat, I do not think they have been nerfed or weakened at all. Sounds more like a Borg/STF issue or an error in the players build.
Obviously being an experienced player and trying out tons of different configs to figure out/fix the problem, its not an error in my build. Maybe all "Elite" NPC's (this weakness carries through to all elite Episode missions as well, not just STF) have been made insanely overpowered by some idiotic accident, but my Tactical Odyssey is just weak sauce now (as are my other Ody's in any config) and for the price I paid for this set, this is just unacceptable.
Haven't noticed any difference is survivability on my Odyssey over the last few days, perhaps it's akin to all those 'Accuracy has been nerfed' posts which used to crop up on City of Heroes?
I did wonder. The Aegis set is probably still the best kit I have, although I do have the Borg Assimilated Regenerative Shield Array, and may equip that in place of the Aegis shield.
I stink at STF's and my participation usually results in a failed mission, but would dearly love the Omega set.
The Assimilated Set > Aegis besides the Engine in combat. Generally in STF's having that fast regenerative shield is better than a lot of shield HP which goes away too fast to matter. The Omega set is kind of... eh... Anymore as well.
It is a pity - the Aegis set LOOKS fantastic, and it's stats looks impressive, but equiped on my Oddy, in an STF I just get my proverbial kicked.
I know... I hate the fact that we cannot get the visuals unlocked because I LOVE the look of the Aegis and am not so hot on others. Yet for my new klink I'd love the Assimilated look but the set is not as good as HG.
The Assimilated Set > Aegis besides the Engine in combat. Generally in STF's having that fast regenerative shield is better than a lot of shield HP which goes away too fast to matter. The Omega set is kind of... eh... Anymore as well.
I know... I hate the fact that we cannot get the visuals unlocked because I LOVE the look of the Aegis and am not so hot on others. Yet for my new klink I'd love the Assimilated look but the set is not as good as HG.
Took your advice - kept the Aegis deflector and engine in place (I haven't got anything better anyway) but replaced the shield with the Borg Regenerative one; subsequently played Cure and Khitomer on normal (don't think anyone would appreciate my using Elite as a testing ground for this) and aside from taking heavy damage (which my workbees took care of) managed not to taken taken out. Will have to try elite later.
Took your advice - kept the Aegis deflector and engine in place (I haven't got anything better anyway) but replaced the shield with the Borg Regenerative one; subsequently played Cure and Khitomer on normal (don't think anyone would appreciate my using Elite as a testing ground for this) and aside from taking heavy damage (which my workbees took care of) managed not to taken taken out. Will have to try elite later.
If you've found an improvement in the Borg shield then you'll really like the MACO shield. It has a higher capacity, 20% Plasma resist, another 10% all energy resist and is a Resilient (less bleed through). Definitely a nice shield and one of the best available without doubt.
If you've found an improvement in the Borg shield then you'll really like the MACO shield. It has a higher capacity, 20% Plasma resist, another 10% all energy resist and is a Resilient (less bleed through). Definitely a nice shield and one of the best available without doubt.
Hey - thanks for the advice
Problem is I haven't paricipated in a STF that has either A: dropped the item required to obtain the MACO kit or B: the STF I was participating in failed leaving no drop anyway.
And I have to admit, I am not entirely clear on how you obtain them anyway - the Wiki is a little vauge about it.
You can get the STF sets from the vendor on DS9. The Mk X set items are 20 EDC each and the Mk XI 40 each, if you intend to get the Mk XII gear then IMO I wouldn't bother with Mk XI and instead would stick with Mk X as the difference between the two isn't so big that it's worth the extra EDC for a stopgap item.
If you're having issues completing normal STFs (I'm guessing Cure and KA space) then it may be worth just keeping an eye on the failure condition for them. Usually no one in a normal STF will bother with the Kang (the Cure) or stopping probes (KA) so it's worth keeping an eye on them and doing it yourself if you have to. If it's that bad a PuG no ones working on these then the optional probably won't happen anyway so making sure the whole thing doesn't fail is more important, especially if you're still working on the set items and need all the EDC and drop chances as you can get.
EDIT: To clarify, the individual items are 20 and 40 EDC each and there are three items per set. To get the set bonuses all items need to be of the same Mk and have at least two items from one of the sets (Omega or MACO) although you'll get the passives from the individual items regardless of how many items are equipped.
You can get the STF sets from the vendor on DS9. The Mk X set items are 20 EDC each and the Mk XI 40 each, if you intend to get the Mk XII gear then IMO I wouldn't bother with Mk XI and instead would stick with Mk X as the difference between the two isn't so big that it's worth the extra EDC for a stopgap item.
If you're having issues completing normal STFs (I'm guessing Cure and KA space) then it may be worth just keeping an eye on the failure condition for them. Usually no one in a normal STF will bother with the Kang (the Cure) or stopping probes (KA) so it's worth keeping an eye on them and doing it yourself if you have to. If it's that bad a PuG no ones working on these then the optional probably won't happen anyway so making sure the whole thing doesn't fail is more important, especially if you're still working on the set items and need all the EDC and drop chances as you can get.
Thankyou - thought 'vetran rewards' were required, but will get collecting EDC's!
Obviously being an experienced player and trying out tons of different configs to figure out/fix the problem, its not an error in my build. Maybe all "Elite" NPC's (this weakness carries through to all elite Episode missions as well, not just STF) have been made insanely overpowered by some idiotic accident, but my Tactical Odyssey is just weak sauce now (as are my other Ody's in any config) and for the price I paid for this set, this is just unacceptable.
The the issue may well be NPC based at Elite levels of play doing to much damage to be able to overcome via healing and resist stacking, much like the Borg one-shot torpedoes that kill you even when buffed.
In PvP I find the Oddies and Borti very tanky unless focus fired upon. In teh STFs I pop like a ripe melon dropped on the floor.
Actually it doesnt matter how i set up any of the oddys(c store pack) I am constantly losing crew even though im at 100%. I can fly another ship like a tac escort etc and im not losing crew as much. With the oddys its like im bleeding crew members. I can still survive and be at 100% but when i lose all of the crew I die anyway.
Yesterday in a STF engagemnt, I had to literally give distance for my Tact Big O, so that the Crew numbers can come back up. First there was 2/3s on injuries, then came the 'deaths'. Had to give a minute or so, to have decent number of 'active' crew.
Using Brace for Impact, and ATS, for crew resistance, there were times, it held for a bit. But as soon it wore off...the numbers dropped hard from attacks.
Actually it doesnt matter how i set up any of the oddys(c store pack) I am constantly losing crew even though im at 100%. I can fly another ship like a tac escort etc and im not losing crew as much. With the oddys its like im bleeding crew members. I can still survive and be at 100% but when i lose all of the crew I die anyway.
Actually it doesnt matter how i set up any of the oddys(c store pack) I am constantly losing crew even though im at 100%. I can fly another ship like a tac escort etc and im not losing crew as much. With the oddys its like im bleeding crew members. I can still survive and be at 100% but when i lose all of the crew I die anyway.
It might be how the torpedo damage is setup in this game.
No matter what torpedo it is, they all appear to cause "15-20% crew damage".
Now, a tactical or science ship with a relatively small crew doesn't feel the numerical hit as much.
But an Odyssey with 2500 crew losing 20% in a single hit... That's a lot of people. That and perhaps an Odyssey is a torpedo magnet = all crew deserts!
Hadnt had a problem with mine other than the one shot from the invisble torpedo. on the plus side my escort is about 20% stronger now i respeced it. just got to either craft or buy some of those nice mk 12 conulse and it will be even more of a tank than it is.
Actually it doesnt matter how i set up any of the oddys(c store pack) I am constantly losing crew even though im at 100%. I can fly another ship like a tac escort etc and im not losing crew as much. With the oddys its like im bleeding crew members. I can still survive and be at 100% but when i lose all of the crew I die anyway.
This is precisely what I've been experiencing as well! Went on a few runs of the 'Starbase 24' STF with a friend earlier today. Each and every time, even though shield strength fluctuated mildly around 100%, as well as hull strength, my crew complement numbers plummeted as though some crewman opened half the airlocks along the secondary hull!:(
The worst of it whittled my crew meter down to two crewman icons. And it's not just the C-Store Odysseys that seems effected thusly, as I was flying around in my anniversary freebie Odyssey whilst experiencing this mysterious crewman vanishing act.
Has anyone who's experienced this rapid crew bleeding figured a work-around solution (baring in mind that I haven't tried the aforementioned unmount and remount consoles trick yet)? Any explanation to this problem beyond this thread? Or is it looking as though we've gotta wait and see if the devs notice this glitch and hopefully fix it soon?
I've noticed this drop in Oddy crew health too over the past few days. And by the looks of this thread it isn't just a Recent problem. Maybe it's a problem that's been filtering through the numbers of players over time? But recently, I've definitely noticed huge drops on able crewmen, especially in STF's. I've seen similar but not as extensive drops of crew health in regular story missions also, but not as bad as in the STF's.
I dread to think now how this existing problem is going to work out with the New timer that's been added to STF's where 15 seconds is no longer the norm for each death. IF you die at all that is! But crew deaths is only going to add to the chance of you being killed easier/earlier and therefore possibly end up with some of us spending either 30 seconds, 1 minute or 2 minutes in timeout (if killed 2, 3 or 4 etc times) because of this existing problem. (also keep in mind that the 1 shot kill is still an issue).
In short and in other words... If this existing able-crewmen issue isn't sorted soon, then the new timer system is going to end up being even worse and more hated than it already is atm by the main player base! It's simply just one more bugged issue that's gonna have a lot of us sitting in timeout for longer than we should have initially been with this new change in the system!
I dread to think now how this existing problem is going to work out with the New timer that's been added to STF's where 15 seconds is no longer the norm for each death. IF you die at all that is! But crew deaths is only going to add to the chance of you being killed easier/earlier and therefore possibly end up with some of us spending either 30 seconds, 1 minute or 2 minutes in timeout (if killed 2, 3 or 4 etc times) because of this existing problem. (also keep in mind that the 1 shot kill is still an issue).
In short and in other words... If this existing able-crewmen issue isn't sorted soon, then the new timer system is going to end up being even worse and more hated than it already is atm by the main player base! It's simply just one more bugged issue that's gonna have a lot of us sitting in timeout for longer than we should have initially been with this new change in the system!
Anyways, That's just my 2 cents!
Live Long & Prosper!
I've yet to experience this dreaded 'New STF Respawn Timer', that was mentioned in the most recent Release Notes. I'm pretty sure that I respawned within 15 or so seconds, as usual, throughout the three or four 'Starbase 24' STFs I participated in earlier today. Then, I can probably count the number of STFs I've done on one hand, given that I only ever play STFs when a dear pal is available to join me. And that'll be my routine until I'm intimately familiar with all the STF missions, so as not to ruffle any Vets' feathers in-game.
That said, you bring up an alarming point, with regard to this new respawn timer compounding the frustrations of inexplicable crew losses (and inevitably frequent STF deaths) for Odyssey flying folk, like us. I can't help wondering if this problem is strictly plaguing Odysseys? Or perhaps other ships as well?
Further, might it help if this thread were moved to the 'Support/Gameplay Bugs' section of this forum, in the hopes that this issue might actually catch the Dev Team's attention?
Comments
I tried the removing consoles thing, and it seemed to help just a tiny little bit, but over the course of a few missions, I could see my Oddy starting to get chewed up more and more easily. What ever little help removing and re adding the consoles was, it didn't last long. We need a fix here, badly.
April 30th, 2012 Release Notes (after maintenance)....
You must be crazy if you think 15 days is enough time to get a bug fixed.
I did wonder. The Aegis set is probably still the best kit I have, although I do have the Borg Assimilated Regenerative Shield Array, and may equip that in place of the Aegis shield.
I stink at STF's and my participation usually results in a failed mission, but would dearly love the Omega set.
Hmm - perhaps not the best idea then. Any suggestions?
It is a pity - the Aegis set LOOKS fantastic, and it's stats looks impressive, but equiped on my Oddy, in an STF I just get my proverbial kicked.
Obviously being an experienced player and trying out tons of different configs to figure out/fix the problem, its not an error in my build. Maybe all "Elite" NPC's (this weakness carries through to all elite Episode missions as well, not just STF) have been made insanely overpowered by some idiotic accident, but my Tactical Odyssey is just weak sauce now (as are my other Ody's in any config) and for the price I paid for this set, this is just unacceptable.
The Assimilated Set > Aegis besides the Engine in combat. Generally in STF's having that fast regenerative shield is better than a lot of shield HP which goes away too fast to matter. The Omega set is kind of... eh... Anymore as well.
I know... I hate the fact that we cannot get the visuals unlocked because I LOVE the look of the Aegis and am not so hot on others. Yet for my new klink I'd love the Assimilated look but the set is not as good as HG.
Took your advice - kept the Aegis deflector and engine in place (I haven't got anything better anyway) but replaced the shield with the Borg Regenerative one; subsequently played Cure and Khitomer on normal (don't think anyone would appreciate my using Elite as a testing ground for this) and aside from taking heavy damage (which my workbees took care of) managed not to taken taken out. Will have to try elite later.
If you've found an improvement in the Borg shield then you'll really like the MACO shield. It has a higher capacity, 20% Plasma resist, another 10% all energy resist and is a Resilient (less bleed through). Definitely a nice shield and one of the best available without doubt.
Hey - thanks for the advice
Problem is I haven't paricipated in a STF that has either A: dropped the item required to obtain the MACO kit or B: the STF I was participating in failed leaving no drop anyway.
And I have to admit, I am not entirely clear on how you obtain them anyway - the Wiki is a little vauge about it.
If you're having issues completing normal STFs (I'm guessing Cure and KA space) then it may be worth just keeping an eye on the failure condition for them. Usually no one in a normal STF will bother with the Kang (the Cure) or stopping probes (KA) so it's worth keeping an eye on them and doing it yourself if you have to. If it's that bad a PuG no ones working on these then the optional probably won't happen anyway so making sure the whole thing doesn't fail is more important, especially if you're still working on the set items and need all the EDC and drop chances as you can get.
EDIT: To clarify, the individual items are 20 and 40 EDC each and there are three items per set. To get the set bonuses all items need to be of the same Mk and have at least two items from one of the sets (Omega or MACO) although you'll get the passives from the individual items regardless of how many items are equipped.
Thankyou - thought 'vetran rewards' were required, but will get collecting EDC's!
The the issue may well be NPC based at Elite levels of play doing to much damage to be able to overcome via healing and resist stacking, much like the Borg one-shot torpedoes that kill you even when buffed.
In PvP I find the Oddies and Borti very tanky unless focus fired upon. In teh STFs I pop like a ripe melon dropped on the floor.
Well, knowing the Devs. They'll "fix" it, but it'll still be broken. Then they'll do the real fix.
Um yeah, this has nothing to do with Field Generators.
Using Brace for Impact, and ATS, for crew resistance, there were times, it held for a bit. But as soon it wore off...the numbers dropped hard from attacks.
It might be how the torpedo damage is setup in this game.
No matter what torpedo it is, they all appear to cause "15-20% crew damage".
Now, a tactical or science ship with a relatively small crew doesn't feel the numerical hit as much.
But an Odyssey with 2500 crew losing 20% in a single hit... That's a lot of people. That and perhaps an Odyssey is a torpedo magnet = all crew deserts!
This is precisely what I've been experiencing as well! Went on a few runs of the 'Starbase 24' STF with a friend earlier today. Each and every time, even though shield strength fluctuated mildly around 100%, as well as hull strength, my crew complement numbers plummeted as though some crewman opened half the airlocks along the secondary hull!:(
The worst of it whittled my crew meter down to two crewman icons. And it's not just the C-Store Odysseys that seems effected thusly, as I was flying around in my anniversary freebie Odyssey whilst experiencing this mysterious crewman vanishing act.
Has anyone who's experienced this rapid crew bleeding figured a work-around solution (baring in mind that I haven't tried the aforementioned unmount and remount consoles trick yet)? Any explanation to this problem beyond this thread? Or is it looking as though we've gotta wait and see if the devs notice this glitch and hopefully fix it soon?
I dread to think now how this existing problem is going to work out with the New timer that's been added to STF's where 15 seconds is no longer the norm for each death. IF you die at all that is! But crew deaths is only going to add to the chance of you being killed easier/earlier and therefore possibly end up with some of us spending either 30 seconds, 1 minute or 2 minutes in timeout (if killed 2, 3 or 4 etc times) because of this existing problem. (also keep in mind that the 1 shot kill is still an issue).
In short and in other words... If this existing able-crewmen issue isn't sorted soon, then the new timer system is going to end up being even worse and more hated than it already is atm by the main player base! It's simply just one more bugged issue that's gonna have a lot of us sitting in timeout for longer than we should have initially been with this new change in the system!
Anyways, That's just my 2 cents!
Live Long & Prosper!
I've yet to experience this dreaded 'New STF Respawn Timer', that was mentioned in the most recent Release Notes. I'm pretty sure that I respawned within 15 or so seconds, as usual, throughout the three or four 'Starbase 24' STFs I participated in earlier today. Then, I can probably count the number of STFs I've done on one hand, given that I only ever play STFs when a dear pal is available to join me. And that'll be my routine until I'm intimately familiar with all the STF missions, so as not to ruffle any Vets' feathers in-game.
That said, you bring up an alarming point, with regard to this new respawn timer compounding the frustrations of inexplicable crew losses (and inevitably frequent STF deaths) for Odyssey flying folk, like us. I can't help wondering if this problem is strictly plaguing Odysseys? Or perhaps other ships as well?
Further, might it help if this thread were moved to the 'Support/Gameplay Bugs' section of this forum, in the hopes that this issue might actually catch the Dev Team's attention?