There is a glitch that is affecting some captains of the Scimitar more than others depending on how the ship is laid out. Organic generation of shields is bugged when having the shileds while cloaked console equipped. Try running around with that, you will find that you are quite a bit more tanky.
So that might mean that it's just that one console that's bugged as opposed to the ship itself.
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.
I think that is the case. Unfortunately for us, it's pretty much the same thing as that console allows for the battle cloak and for the thalaron pulse to work; essentially making the scimitar only partially a scimitar. For the time being, I am running the ship without the console though, and it's been very beefy for me, so I do have hope that one day we will be able to pilot the ship that it was meant to be.
I think I may have found a set up that works, the crew still fall at a sneeze but on the whole its working much much better, out of about 8 stfs yesterday i think i died about 4 times, not including horendous deaths on the borg queen one (bloody things can one shot me still cloaked and shielded with overshields)
Ok so what am I running: (Falchion Hull) [I also Discharged my shuttle, bought it back again and re set it as my primary and things seem to be working better, so its definatly linked to shuttles somehow]
rear: Nanite Disruptor BA x2 (will repace once i get enough FC) FLeet plasma mines
Consoles:
Tac: Cloaked Barrage and plasma torp/weapon consoles
Sci: Shield Absorptive Frequency Generator (bought the ship in the sale for this, was worth every zen), Console - Science - Stealth Module Mk XI [ShH] [-Th], Console - Science - Particle Generators Mk XI [HuH] [-Th].
Engi: the 2 other scimi consoles, ablative armour, and a sif gen
Shields:
Advanced Fleet Regenerative Shield Array Mk XII [Cap]x3 [ResB] (they have lowish shield cap, but actualy regen)
So that might mean that it's just that one console that's bugged as opposed to the ship itself.
Its not just the consoles, I took all my consoles out, and still have the "phantom" damage issues. The hull is not reading kinetic damage or shields properly, I can lose half my hull and not even take a scratch on my shields.
Also the damage output of the Scim seems to be sub par, I log most of my ESTFs and the average Scim is pulling about 2k average (3k burst if they are lucky) which is odd considering the pet does reasonable damage by itself.
I have to say, regardless of what consoles I use, the shields on my scimitar never regenerate on their own. I'm having to use the valdore console and reinforced shield repair units to do the job - which they do remarkably.
Also the damage output of the Scim seems to be sub par, I log most of my ESTFs and the average Scim is pulling about 2k average (3k burst if they are lucky) which is odd considering the pet does reasonable damage by itself.
That sounds like more like a bad-set up than the scimitar's fault. On a bad day I'm getting 8k damage (running 5 superior operatives with various DC's & DHC's with [CrtD]x3) and it can easily carry the team in an ESTF.
Peacekeeper High Command
Scorpius - Zelbinion Mk II
I think there may be issues with the type of sheilds youy use, I know people who use the borg regen ones, and they work, alas I dont have them so I got the next best thing.
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
What variant of the chassis is everyone flying? I'm curious if the bugs are limited to one or the other. I fly the Scimitar (5 tac) variant and haven't noticed any of these bugs. Tac team works fine.
Only the thing that might be bugged is passive shield regen, but with Valdore console I wouldn't even notice so I'll take a closer look.
One way that I found around about the crew loss issue was I got 2pc adapted maco for the 70% crew resist and crew regen in combat. Now my crew never dips below 2k and regens really well.
I think the big issue is that most people use a covariant type of shield that already has a really low regen rate, at least I do. So I never rely on regen and use my shield healing skills.
Also for those that were talking about TT not working.....I found the issue, even when I turn off assist when I hit TT or TSS and I just fired my rommy torp, if the trops them selfs are right under or very close to me it will automatically target them and give them the buff. This is with all targetable buffs as well. So I wait until my torps got some distance before I use a skill like that.
Also the damage output of the Scim seems to be sub par, I log most of my ESTFs and the average Scim is pulling about 2k average (3k burst if they are lucky) which is odd considering the pet does reasonable damage by itself.
This sounds like possible combatlog issues due to the way it interacts with distance. In KASE for example, you will have relatively accurate information on those who are on your gate side but not those that are working on the other gate. ISE is best to gauge others in.
My Scimitar (tac variant) pulls about 5-6k in ISE parses set up as a burst machine. (50k BO's and 50k (with occasional 100k on generators) Plasma Energy Bolts)
Damage-wise I haven't run into any bugs on the Scimitar, just the phantom hull/shield wackyness where I feel rather like Elachi with my hull melting out from under my shields.
also, I'm suspecting that the parsers are using the full recording length of the log as a baseline for averaging your dps, and not just the time that you are firing in, thereby giving a very inaccurate report on just how much damage your really doing. if i take and hand enter the damage reported in SOICS graph and average the sum ( dmage total divided by the number of events ) I get a hell of a lot higher dps than what is reported by STOICS. Doing that, my damage averages out between 8K - 11K not counting the thaleron pulse which by itself is doing between 60K - 66K of damage per shot ( when i get all my ducks in a row and activate all the right BOFF skills first ).
today i recognized two Situations in "Mirror Ivasion":
1. The Grav Well from the Flagship nearly put my hull to 30% with full shields up....that doesnt happen with my other ships
2. The TBR?s rom the NPC ships did nearly the same.
Maybe there?s also something with the kinetic damage income ? Although i?m running with skillpoints into Resist and Aux2ID !
Have mainly Problems with Hullmelting. But have to do more tests with Kinetic damage to verify that !
[SIGPIC][/SIGPIC]
0
archoncrypticMember, Cryptic DevelopersPosts: 0Arc User
edited July 2013
I just wanted to give you a quick update to let you know that we're still investigating these reports. We've determined the cause of the issue that is preventing shield regeneration rates from displaying with certain shields and we have a fix for it internally.
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
I just wanted to give you a quick update to let you know that we're still investigating these reports. We've determined the cause of the issue that is preventing shield regeneration rates from displaying with certain shields and we have a fix for it internally.
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
Thanks for the updates!
Is there any timetable of when certain fixes might go out? (for example, display bug may go out this Thursday, while the regeneration bug may take a week or two longer.)
Can somebody point me in the direction of a good free program I can use to record game play of this bug. Also whats going to be the best way to post this video?
I just wanted to give you a quick update to let you know that we're still investigating these reports. We've determined the cause of the issue that is preventing shield regeneration rates from displaying with certain shields and we have a fix for it internally.
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
...hey, sweet! allright! some communication!......not being sarcastic, genuinely pleased....
I just wanted to give you a quick update to let you know that we're still investigating these reports. We've determined the cause of the issue that is preventing shield regeneration rates from displaying with certain shields and we have a fix for it internally.
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
Just want to give you and your team a sincere Thank You for this.
Keep up the good work and 'I' for one will keep submitting Bug Reports when I find something to help you guys and gals out.
Also the damage output of the Scim seems to be sub par, I log most of my ESTFs and the average Scim is pulling about 2k average (3k burst if they are lucky) which is odd considering the pet does reasonable damage by itself.
Really? My friends usually parse me at around 8k minimum on most ESTFs, usually closer to 9700 - 10k. And that's running single cannons and two torps. So maybe it was just bad builds. *shrugs*
I just wanted to give you a quick update to let you know that we're still investigating these reports. We've determined the cause of the issue that is preventing shield regeneration rates from displaying with certain shields and we have a fix for it internally.
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
That's good to hear. Nice to get an update from Cryptic. Hopefully you guys can find the rest of the bugs and solve a lot of the issues being brought up.
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.
I tried a little experiment of my own today and came up with some interesting data. As of last night, i was running two RCS consoles, two partical generator consoles, a shield amplifier, the three advanced consoles, Singularity stabilizer, and a Tachyokentic converter console and i was getting killed perhaps three times per estf ( mostly by gates aggro'ing me ). Today, following an idea i got from another thread, I replaced one of the paartical generator consoles with the singularity inverter and I died four times just on the first tac cube.
I replaced the Sing inverter with the shield absorptive frequency generator and the last estf i ran i died once because i got stupid..
Now, i truly dont know what this means at this point, but maybe Archon and the others can use it to help narrow down the problems..
Ok, I got myself a DPS tracker (ACT) running last night and I was surprised to see that I was doing a max of 2-3k dps through an stf, however after reading this thread I agree that these programs are taking into account the whole of the engagement, I am doing 2-300k of damage in total in an stf without drones, so I think the damage may be fine, when I tested a short bust of combat in a random engagement zone, I was pulling 4-5k dps and nearly 1m damage (I will add that my ship is rigged for steady constant damage rather than heavy burst damage). My shields dont regen while cloaked, but they do out of cloak, now I am using regen ones, Its slow but it does regen, so thats fixed sort off for me, the most frustrating one is the crew survivability, my crew seem to drop at the word boo, I went into an stf yesterday with 800 out of 3000 crew, wtf where did they all go, shore leave?
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
Ok, I got myself a DPS tracker (ACT) running last night and I was surprised to see that I was doing a max of 2-3k dps through an stf, however after reading this thread I agree that these programs are taking into account the whole of the engagement, I am doing 2-300k of damage in total in an stf without drones, so I think the damage may be fine, when I tested a short bust of combat in a random engagement zone, I was pulling 4-5k dps and nearly 1m damage (I will add that my ship is rigged for steady constant damage rather than heavy burst damage). My shields dont regen while cloaked, but they do out of cloak, now I am using regen ones, Its slow but it does regen, so thats fixed sort off for me, the most frustrating one is the crew survivability, my crew seem to drop at the word boo, I went into an stf yesterday with 800 out of 3000 crew, wtf where did they all go, shore leave?
ACT has 2 types of DPS numbers.
One of them is a regular DPS number that only counts when you attack and receive damage. The second is an EncDPS number that is dependent on the starting and end point of the log.
With that said, DPS numbers that do not take into account the entire encounter is worthless.
Scenario 1:
Person A deals 10k DPS for 20 seconds.
Person B deals 8k DPS for 20 seconds.
The encounter time is 20 seconds.
Person A does more DPS than Person B.
Scenario 2:
Person A deals 10k DPS for 20 seconds, 0 DPS for the next 20 seconds as they get into position to attack, and another 10k DPS for the next 20 seconds.
Person B deals 8k DPS for 60 seconds.
The encounter time is 60 seconds.
Person B does more DPS than Person A.
For some odd reason, it seams to me that the Thalaron Pulse seems a little hinky.
I have witnessed it being used against a Borg Cube on Elite, and it does 2% damage on the cube, even if it's unshielded. The Crystalline Entity? Same instance. 12 second charge, 1% damage and get this: The Scimitar gets the grand prize of a one-shot from the Entity?
Is this intentional, or....?
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
You should be able to parse at least around the 8k mark for encDPS in a scimitar (tac version) using drones. I parse between 8K and 14k enc dps in infected elite using drones and beam arrays with a bioneural torp without getting popped even once.
If you can't hit at least 6k (most T5 ships should be able to pass this mark, regardless of captain type), it could be you may need to rethink your build. If you want to talk to me in private about this you are most welcome to. I'm no master of dps but I can still manage the 8k minimum in this ship.
Thanks dev team for the update on the possible bugs.
I just wanted to give you a quick update to let you know that we're still investigating these reports. We've determined the cause of the issue that is preventing shield regeneration rates from displaying with certain shields and we have a fix for it internally.
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
The shield regen issue is annoying, but the real problem is taking massive "phantom" damage directly to the hull as if the shields and hull resistances are not even there.
You should be able to parse at least around the 8k mark for encDPS in a scimitar (tac version) using drones. I parse between 8K and 14k enc dps in infected elite using drones and beam arrays with a bioneural torp without getting popped even once.
I am calling BS on this one. Feel free to screenshot your pie graph for this one, because unless you have tricked out your plug-in, getting 14k encDPS would require you to be doing 50k burst(or more)... and I dont see that happening.
I will check my ACT later, it only shown ENCdps, not dps, so that was my dps over the whole encounter, which based on the way I move around and do hit and cloak runs, is probably about right, my actual DPS should be much higher, I am running the falchion rather than the scimi, as my tactics often require me to barge in guns blazing, then quickly run out again spreading mines from my TRIBBLE, so my weapons and consoles are tailored around getting the maximum damage whilst having the maximum fire arc and being able to survive my strafing runs, I dont like sitting and shooting with cannons, tends to paint a big target on your hull for borg.
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
The Pulse is great if used correctly, I can wipe out small groups of enemy mobs with it if my timing is right and some numpty dosnt come and grav wave them behind me. Have turned several borg ships and several tholian ships into scrap with it.
Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
For some odd reason, it seams to me that the Thalaron Pulse seems a little hinky.
I have witnessed it being used against a Borg Cube on Elite, and it does 2% damage on the cube, even if it's unshielded. The Crystalline Entity? Same instance. 12 second charge, 1% damage and get this: The Scimitar gets the grand prize of a one-shot from the Entity?
Is this intentional, or....?
Some things can interfere with it such as your weapons power being offlined by the Tholians (I know it does not work off of that but it still shuts it down just like the Vesta's beam). Having your Aux Power dropped will also reduce its damage a lot and the Captain may not be buffing properly or aiming it right.
The shield regen issue is annoying, but the real problem is taking massive "phantom" damage directly to the hull as if the shields and hull resistances are not even there.
I found that this problem stopped when I dismissed my Shuttle.
Comments
So that might mean that it's just that one console that's bugged as opposed to the ship itself.
Ok so what am I running: (Falchion Hull) [I also Discharged my shuttle, bought it back again and re set it as my primary and things seem to be working better, so its definatly linked to shuttles somehow]
Weapons are front: Fleet plasma DBB, Fleet plasma cannon, Fleet plasma DC, Fleet plasma BA, Fleet plasma torp.
rear: Nanite Disruptor BA x2 (will repace once i get enough FC) FLeet plasma mines
Consoles:
Tac: Cloaked Barrage and plasma torp/weapon consoles
Sci: Shield Absorptive Frequency Generator (bought the ship in the sale for this, was worth every zen), Console - Science - Stealth Module Mk XI [ShH] [-Th], Console - Science - Particle Generators Mk XI [HuH] [-Th].
Engi: the 2 other scimi consoles, ablative armour, and a sif gen
Shields:
Advanced Fleet Regenerative Shield Array Mk XII [Cap]x3 [ResB] (they have lowish shield cap, but actualy regen)
Defelctor: Advanced Positron Deflector Array Mk XII [Inert] [CoSys] [SInt] [CMan]
Engines: Aegis (will replace once i get enough FC)
I use multiple engi bofs to get shield and hull boosts and a science shield boost, with the tac slot loaded with weapons abilities.
All in all it seems to be working very well.
So i hope this helps people.
Its not just the consoles, I took all my consoles out, and still have the "phantom" damage issues. The hull is not reading kinetic damage or shields properly, I can lose half my hull and not even take a scratch on my shields.
Also the damage output of the Scim seems to be sub par, I log most of my ESTFs and the average Scim is pulling about 2k average (3k burst if they are lucky) which is odd considering the pet does reasonable damage by itself.
That sounds like more like a bad-set up than the scimitar's fault. On a bad day I'm getting 8k damage (running 5 superior operatives with various DC's & DHC's with [CrtD]x3) and it can easily carry the team in an ESTF.
Peacekeeper High Command
Scorpius - Zelbinion Mk II
Only the thing that might be bugged is passive shield regen, but with Valdore console I wouldn't even notice so I'll take a closer look.
I think the big issue is that most people use a covariant type of shield that already has a really low regen rate, at least I do. So I never rely on regen and use my shield healing skills.
Also for those that were talking about TT not working.....I found the issue, even when I turn off assist when I hit TT or TSS and I just fired my rommy torp, if the trops them selfs are right under or very close to me it will automatically target them and give them the buff. This is with all targetable buffs as well. So I wait until my torps got some distance before I use a skill like that.
This sounds like possible combatlog issues due to the way it interacts with distance. In KASE for example, you will have relatively accurate information on those who are on your gate side but not those that are working on the other gate. ISE is best to gauge others in.
My Scimitar (tac variant) pulls about 5-6k in ISE parses set up as a burst machine. (50k BO's and 50k (with occasional 100k on generators) Plasma Energy Bolts)
Damage-wise I haven't run into any bugs on the Scimitar, just the phantom hull/shield wackyness where I feel rather like Elachi with my hull melting out from under my shields.
1. The Grav Well from the Flagship nearly put my hull to 30% with full shields up....that doesnt happen with my other ships
2. The TBR?s rom the NPC ships did nearly the same.
Maybe there?s also something with the kinetic damage income ? Although i?m running with skillpoints into Resist and Aux2ID !
Have mainly Problems with Hullmelting. But have to do more tests with Kinetic damage to verify that !
In addition, shields are currently not regenerating at all while the player is cloaked, even if the player has the Singularity Distribution Unit equipped. Players aren't supposed to regenerate shields while cloaked under normal circumstances - since the shields are offline - but they should regenerate shields if they have the console equipped. I am working on a fix for this right now.
I also want to clarify that just because I said we're fixing a UI issue doesn't mean we're dismissing the reports of other issues. We're still looking for other bugs, and if we can find any, we'll get them fixed.
Thanks for the updates!
Is there any timetable of when certain fixes might go out? (for example, display bug may go out this Thursday, while the regeneration bug may take a week or two longer.)
...hey, sweet! allright! some communication!......not being sarcastic, genuinely pleased....
Just want to give you and your team a sincere Thank You for this.
Keep up the good work and 'I' for one will keep submitting Bug Reports when I find something to help you guys and gals out.
Really? My friends usually parse me at around 8k minimum on most ESTFs, usually closer to 9700 - 10k. And that's running single cannons and two torps. So maybe it was just bad builds. *shrugs*
That's good to hear. Nice to get an update from Cryptic. Hopefully you guys can find the rest of the bugs and solve a lot of the issues being brought up.
I replaced the Sing inverter with the shield absorptive frequency generator and the last estf i ran i died once because i got stupid..
Now, i truly dont know what this means at this point, but maybe Archon and the others can use it to help narrow down the problems..
ACT has 2 types of DPS numbers.
One of them is a regular DPS number that only counts when you attack and receive damage. The second is an EncDPS number that is dependent on the starting and end point of the log.
With that said, DPS numbers that do not take into account the entire encounter is worthless.
Scenario 1:
Person A deals 10k DPS for 20 seconds.
Person B deals 8k DPS for 20 seconds.
The encounter time is 20 seconds.
Person A does more DPS than Person B.
Scenario 2:
Person A deals 10k DPS for 20 seconds, 0 DPS for the next 20 seconds as they get into position to attack, and another 10k DPS for the next 20 seconds.
Person B deals 8k DPS for 60 seconds.
The encounter time is 60 seconds.
Person B does more DPS than Person A.
I have witnessed it being used against a Borg Cube on Elite, and it does 2% damage on the cube, even if it's unshielded. The Crystalline Entity? Same instance. 12 second charge, 1% damage and get this: The Scimitar gets the grand prize of a one-shot from the Entity?
Is this intentional, or....?
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
If you can't hit at least 6k (most T5 ships should be able to pass this mark, regardless of captain type), it could be you may need to rethink your build. If you want to talk to me in private about this you are most welcome to. I'm no master of dps but I can still manage the 8k minimum in this ship.
Thanks dev team for the update on the possible bugs.
Ven
The shield regen issue is annoying, but the real problem is taking massive "phantom" damage directly to the hull as if the shields and hull resistances are not even there.
I am calling BS on this one. Feel free to screenshot your pie graph for this one, because unless you have tricked out your plug-in, getting 14k encDPS would require you to be doing 50k burst(or more)... and I dont see that happening.
Some things can interfere with it such as your weapons power being offlined by the Tholians (I know it does not work off of that but it still shuts it down just like the Vesta's beam). Having your Aux Power dropped will also reduce its damage a lot and the Captain may not be buffing properly or aiming it right.
I found that this problem stopped when I dismissed my Shuttle.