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Assistance needed to track down loadout issues

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  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited October 2014
    westx211 wrote: »
    Umm I'm pretty sure mastery transfers to the next ship if you dismiss the old one. I tested it on my phanto! And the mastery stayed.
    huh, really? i didn't think something like that would transfer from an old copy to a newly claimed copy

    i'll have to test that for myself, but if that's true and not a bug, that'll make it easier if you have to dismiss one of your store ships for whatever reason and don't have to regain those 4 passives all over again
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • brad2240brad2240 Member Posts: 13 Arc User
    edited October 2014
    upgrades are account-wide and permanent, so whatever ship you spent a token on, you can safely discard and reclaim and you'll be able to upgrade again for free

    of course, you'll have to level its mastery again, but they did make it a little easier last patch, and it wasn't exactly that hard before the patch

    If I dismiss a Fleet T5-U ship I can go to the store and reclaim a ship that will be both Fleet and T5-U? I didn't think it worked that way but I'd be happy to be wrong.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited October 2014
    brad2240 wrote: »
    If I dismiss a Fleet T5-U ship I can go to the store and reclaim a ship that will be both Fleet and T5-U? I didn't think it worked that way but I'd be happy to be wrong.
    no, you'll still have to rebuy the fleet ship, but since the upgrades apply to both fleet and store versions no matter which you apply it to, you won't have to spend the 700 zen on a new token

    now that probably sounds a bit confusing, so i'll try to provide an example to make it a bit easier

    say you have 2 characters, character a and character b, both owning say...an avenger battle cruiser

    character a buys an upgrade token and uses it on said avenger to upgrade it to T5U, he can now dismiss and reclaim it any number of times he wants and it will be free to upgrade from that point on

    character a then decides to grab a fleet avenger battle cruiser; it costs the usual 20k fleet credits and a single fleet ship mod, but because the upgrade tokens apply to both a specific ship AND its fleet version, that fleet avenger can be upgraded to T5U for free as well, but if he dismisses the fleet version, it has to be rebought for 20k fleet credits and another FSM

    as for character b, since the upgrade tokens are account-wide, he can also grab a store avenger or fleet avanger and upgrade it for free - no second token needed

    i hope that makes things a little more clear
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • brad2240brad2240 Member Posts: 13 Arc User
    edited October 2014
    no, you'll still have to rebuy the fleet ship, but since the upgrades apply to both fleet and store versions no matter which you apply it to, you won't have to spend the 700 zen on a new token

    now that probably sounds a bit confusing, so i'll try to provide an example to make it a bit easier

    say you have 2 characters, character a and character b, both owning say...an avenger battle cruiser

    character a buys an upgrade token and uses it on said avenger to upgrade it to T5U, he can now dismiss and reclaim it any number of times he wants and it will be free to upgrade from that point on

    character a then decides to grab a fleet avenger battle cruiser; it costs the usual 20k fleet credits and a single fleet ship mod, but because the upgrade tokens apply to both a specific ship AND its fleet version, that fleet avenger can be upgraded to T5U for free as well, but if he dismisses the fleet version, it has to be rebought for 20k fleet credits and another FSM

    as for character b, since the upgrade tokens are account-wide, he can also grab a store avenger or fleet avanger and upgrade it for free - no second token needed

    i hope that makes things a little more clear

    Thank you very much for this. I had no idea the upgrade tokens are account-wide. It doesn't give that impression in the item description.

    But I'm going to give Cryptic a bit more time to fix this issue. $5 is still $5 and I don't want to throw it (or the fleet credits) away if it can be avoided. Nor do I feel like I should have to pay money or dil for a workaround to their bug. I'm willing to wait for now.

    Again, thank you.
  • starwheelerstarwheeler Member Posts: 293 Arc User
    edited October 2014
    Hi! the main problem i get whit loadout , is that i use the borg space set whit plasma weapon the romulan hyper plasma beam .
    so when i switch map or warp to a stf or any map red alert episode ect,
    the hyper plasma beam and tractor beam from the borg set are always missing
  • giveroffacialsgiveroffacials Member Posts: 0 Arc User
    edited October 2014
    I've just "fixed" the loadout problem on my romulan faeht intel warbird. Removing both intel officers sudden allowed the loadout change to start happening, and changes were changed between beam to ground and back up. So it looks like (in my case at least) it's the intel officers/powers being in the tray/loadout that was causing my problem.

    Nice to have a "fix" but sucks that the intel features are essentially unusable.
    Space the final frontier. These are the voyages of [your name here] on a five year mission to gain one level after the delta rising xp nerf.
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  • jakal122481jakal122481 Member Posts: 135 Arc User
    edited October 2014
    i see they haven't fixed the loadouts yet, i doubt they ever will
  • twistedsouljatwistedsoulja Member Posts: 0 Arc User
    edited October 2014
    Ahhrrggg please fix or at the very least acknowledge you are working on the problem this is getting tedious and a bit of a nightmare if u get a surprise attack when leaving a planet :(

    It also happens when going to the bridge (interior of you're ship) and back again, so any instance change outside of the map ?
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited October 2014
    If you edit the record and change the name of a bridge officer that is assigned to a ship station that is part of a loadout, your ship stations will all empty out the next time you beam to your ship. When trying to load the saved loadout only a couple boffs would be in the ship stations. Loading it again put another boff.

    The problem is most likely that, due to changing your boff's name, it sees the boff as a completely new boff and the former name of your boff as no longer existing.

    This threw me for a loop for a moment until I remembered I changed 1 boff's name to something I liked more.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited October 2014
    On 1 character who has no loadouts created for any ships, every time i beam to my ship from a ground map his weapons batteries are removed from the skill tray. I have my skill trays expanded to 3 rows and I usually have the top row set to #4. Also when beaming to my ship the top skill tray reverts back to tray #3.

    The top row of the skill tray switching back to #3 when I had it on #4 last happens to all characters with no loadouts saved.

    On my character I'm currently working on, my duty officers on active space kept being removed every single time I beamed back up to my ship. I would have no doffs on active space at all. My ship tray would keep switching back to #3 also. After creating a loadout this stuff doesn't happen anymore.

    However, even the slightest change to anything, such as using a single ship battery, will invalidate the loadout.

    At one point I had used a single shields battery in combat. Later while I was in ESD I dragged a small stack of shields batteries to the device slot to replace the one I used. I then closed the character status window but had my inventory still open. As soon as I opened the character status window the whole stack of batteries appeared in my inventory. I looked at my ship and the device slot had an icon indicating in the tooltip that the batteries were equipped on another ship.

    So if you change ANYTHING; a single boff in a ship station, swap out a singly duty officer on active space duty, or even use a friggen ship battery, your loadout is invalidated. When you look at your ship's loadout the saved loadout is no longer checked, and clicking it will revert your doffs, boffs, and remove any items you had used and refilled.

    To alleviate this you have to be in a space map and "Save to...." your loadout every......single......time ANYTHING changes.
  • incursion82groincursion82gro Member Posts: 4 Arc User
    edited October 2014
    Character: J'Ran@incursiona1

    When it happens: every map change

    What it does: kicks "Advanced Metaphasic Shields (Solanae Set)" out of the hot key bar


    No other loadout problems aside from a few missing spec points on my main char :mad:, but thats another problem...
  • twistedsouljatwistedsoulja Member Posts: 0 Arc User
    edited October 2014
    Well at least the bug doesn't carry over to new ships, well my new ship seems to be fine atm, no traybar resets as yet and I made sure I loaded everything from my inventory, ive seen modules do weird things when clicking on the slot to add them especially if they are on another ship.
  • kavolkavol Member Posts: 24 Arc User
    edited October 2014
    Only happens on my Romulan character Kotarok@kavol

    Happens every time I transition back into space from ground, or just login while being in space. The space abilities tray resets to default.

    No matter how I set it before leaving space, when I return it is always reset to default.
    sto-large.jpg
  • littlesarbonnlittlesarbonn Member Posts: 486 Arc User
    edited October 2014
    Happens CONSTANTLY with several of my characters. Current one is:

    Karel@littlesarbonn

    So annoying.

    Puts my key buttons back to an old default one and I can't get a new one to stay at all. I fear going into a starbase because it will be gone right after I get out.
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  • littlesarbonnlittlesarbonn Member Posts: 486 Arc User
    edited October 2014
    Is there any workaround for this? I can't keep resetting up my hotkey tray EACH time I change a zone. This is ridiculous. I need some help here.
    Fleet Admiral Duane Gundrum, U.S.S. Merrimack
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  • binebanebinebane Member Posts: 557 Arc User
    edited October 2014
    loose rock and roll and diplomatic imunity every time i quit game. sloting it back wont give me option for loudout save. funny thing is i have diplomatic imunity already sloted.

    hapens on my fed character.
  • karmaenforcerkarmaenforcer Member Posts: 0 Arc User
    edited October 2014
    Character Fourteen@KarmaEnforcer
    When transitioning from ground to space, my space hotbars drop my BOFF powers forcing me to reassign everything to their slots. It's killing my enjoyment of the game since I can't do ground missions without having to spend 5 minutes reassigning all my powers. Occasionally, it will leave "ghost" powers. Nothing shows on the hotbar, but there is a unlabelled power there that I can drag off the hotbar (and have to remove to be able to assign to that spot) which then displays the chevron icon. But when the ghost powers are just sitting on the hotbar, they're invisible. Like there's nothing in that slot.
  • jarazekjarazek Member Posts: 0 Arc User
    edited October 2014
    Make sure you have a shuttle, while in sector space switch to your shuttle, then switch back.
    I did this while having my trays set, but unlocked..
    Then down beam down, then back up, and let me know if the temp fix works for you, so far it has worked for me.
    Any time you change BOFF's, or consoles, and the glitch happens again, you will have to do this again.
  • vulcanbakervulcanbaker Member Posts: 17 Arc User
    edited October 2014
    Character: Syvok@vulcanbaker

    I switched from my Science Odyssey to my Intrepid Refit, and suddenly all my quickbar slots were being reassigned every time I enter space. It happens every time the space zone changes, no matter where I am, whether I'm in a mission or not. I have tried saving loadouts, but it doesn't make a difference.
  • luciousthegreatluciousthegreat Member Posts: 17 Arc User
    edited October 2014
    I was told to submit a bug report on the forums concerning this exact issue. Here is a copy and paste of my support e-mail. I have edited only my character name to include the '@' Handle.

    Everytime i enter / leave and re-enter space or ground missions i keep loosing my isometric charge and riker maneuver as well as other skills from the quickbar, and constantly have to keep dragging them back in the quickbar from my abilities list, this has only started happening since the delta alliance expansion release. Please can you fix this issue asap as it is a constant annoyance to have to keep draging abilities back into my quickbar

    Question Reference #141025-001738
    Product Level 1: Star Trek Online
    Category Level 1: Customer Support
    Date Created: 10/25/2014 04:46 PM
    Last Updated: 10/26/2014 10:33 AM
    Status: Support Replied
    Connection Type:
    Date/Time of Problem:
    Character: Tara'k@luciousthegreat
    Server: Holodeck


    It does not matter which quickbar slot i put the powers into each time i exit a space battle zone and re-enter one i have to constantly re-equip the power into my quickbar.

    These two powers 'Isometric Charge' and 'Riker Maneuver' are the main culprits and this happens every single day constantly, however i have experienced other powers / abilities with the same issue on a less frequent basis.

    If you require any further information feel free to contact me.


    P.S - Ship i'm using is fully upgraded T-5 Undine bioship
  • jarazekjarazek Member Posts: 0 Arc User
    edited October 2014
    Character: Syvok@vulcanbaker

    I switched from my Science Odyssey to my Intrepid Refit, and suddenly all my quickbar slots were being reassigned every time I enter space. It happens every time the space zone changes, no matter where I am, whether I'm in a mission or not. I have tried saving loadouts, but it doesn't make a difference.

    Did you read the post I just made?
    jarazek wrote: »
    Make sure you have a shuttle, while in sector space switch to your shuttle, then switch back.
    I did this while having my trays set, but unlocked..
    Then down beam down, then back up, and let me know if the temp fix works for you, so far it has worked for me.
    Any time you change BOFF's, or consoles, and the glitch happens again, you will have to do this again.
  • glennthefoomanglennthefooman Member Posts: 12 Arc User
    edited October 2014
    Good Evening:

    I have three characters on my account, all for @glennthefooman. On Orbatos@glennthefooman and Shokaahen@glennthefooman when I go from ground to space, either in or out of missions, one or two items are generally removed from my space skills tray. Generally they are the special equipment powers such as launching the escort for the Odyssey class or similar things for my klingon ships. On Cavius@glennthefooman, it is really terrible. Generally most of the skills are dropped from the tray and the tray slots themselves are moved. I use tray numbers 1, 2, & 3. Sometimes tray 2 is duplicated so I will see tray 2, 2, & 3. Cavius is running a Falchion Warbird with reman set. All of the reman weapons abilities are removed as well as the Scimitar set abilities along with regular abilities. I have tried locking the trays but this does not help.

    Glenn
  • jarazekjarazek Member Posts: 0 Arc User
    edited October 2014
    Good Evening:

    I have three characters on my account, all for @glennthefooman. On Orbatos@glennthefooman and Shokaahen@glennthefooman when I go from ground to space, either in or out of missions, one or two items are generally removed from my space skills tray. Generally they are the special equipment powers such as launching the escort for the Odyssey class or similar things for my klingon ships. On Cavius@glennthefooman, it is really terrible. Generally most of the skills are dropped from the tray and the tray slots themselves are moved. I use tray numbers 1, 2, & 3. Sometimes tray 2 is duplicated so I will see tray 2, 2, & 3. Cavius is running a Falchion Warbird with reman set. All of the reman weapons abilities are removed as well as the Scimitar set abilities along with regular abilities. I have tried locking the trays but this does not help.

    Glenn


    From my previous post.
    jarazek wrote: »
    Make sure you have a shuttle, while in sector space switch to your shuttle, then switch back.
    I did this while having my trays set, but unlocked..
    Then down beam down, then back up, and let me know if the temp fix works for you, so far it has worked for me.
    Any time you change BOFF's, or consoles, and the glitch happens again, you will have to do this again.
  • gorndolfgorndolf Member Posts: 7 Arc User
    edited October 2014
    posted once already for another character but pulled out one of my other Capt's from retirement and found out it also has the glitch and I can't seem to get the same work around to work for it.

    V'Misral@gorndolf

    Ship=Fleet T'varo T5-U

    Affected things are

    Hot Bars Almost Every Slot ends up with an Invisible Icon that you have to Right click and drag off the bar B4 you can place an ability and this happens with every zone it doesn't matter where I zone to or zone from. and it covers about 26 abilities in all.

    ship gear

    Atleast one torp outa 4 in front is removed at random and not every zoning does it.

    Now as a side note I want to say that this glitch combined with the other aspects of the game that has changed recently has made STO such a frustrating time that my real life money although I admit not much is going to other games that are actually playable and I am certain other players are also doing so.
  • jarazekjarazek Member Posts: 0 Arc User
    edited October 2014
    gorndolf wrote: »
    posted once already for another character but pulled out one of my other Capt's from retirement and found out it also has the glitch and I can't seem to get the same work around to work for it.

    V'Misral@gorndolf

    Ship=Fleet T'varo T5-U

    Affected things are

    Hot Bars Almost Every Slot ends up with an Invisible Icon that you have to Right click and drag off the bar B4 you can place an ability and this happens with every zone it doesn't matter where I zone to or zone from. and it covers about 26 abilities in all.

    ship gear

    Atleast one torp outa 4 in front is removed at random and not every zoning does it.

    Now as a side note I want to say that this glitch combined with the other aspects of the game that has changed recently has made STO such a frustrating time that my real life money although I admit not much is going to other games that are actually playable and I am certain other players are also doing so.

    From my previous post.
    jarazek wrote: »
    Make sure you have a shuttle, while in sector space switch to your shuttle, then switch back.
    I did this while having my trays set, but unlocked..
    Then down beam down, then back up, and let me know if the temp fix works for you, so far it has worked for me.
    Any time you change BOFF's, or consoles, and the glitch happens again, you will have to do this again.
  • runicwardenrunicwarden Member Posts: 4 Arc User
    edited October 2014
    Character - Rahkal@runicwarden

    Ship - Fleet Ha'feh Assault Warbird (T5-U)

    Whenever I transition to a space map from a ground map (examples of type of maps - ESD to Earth orbit map, or SF academy to Sirius sector block), my skills tray gets rearranged. Skills get shifted to alternate slots ("Brace for Impact 3" moves from slot 1 to slot 9 for example), and other skills and consumable items get removed from the skills tray altogether ("Romulan Battle Cloak", and various batteries [weapon, shields] for example).
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited October 2014
    Janok@stardestroyer001

    I'm experiencing this issue when I'm switching from one loadout to another. This happens in several ships I possess.

    I save a loadout with a set of powers (usually containing tacteam, EPtS, Aux2SIF, Hazards, TSS, RSP, ET, EPtA, and console powers that are unique to each vessel). I then change the loadout, adding offensive buff powers and changing consoles, as well as changing the locations of power buttons on the tray. I overwrite the other loadout spot. So at this point I have a defensive loadout and an offensive loadout, each with small variations.

    When switching back to the first loadout, I observe:
    • Boffs that sit in the same seat in both layouts: their boff powers in the tray stay right where they are, they do not move to the intended location.
    • Boffs that are moved around, or boffs that are swapped in by the other loadout, have no tray powers. I have to reassign tray powers again.
    • Lock Tray does nothing.
    • Consoles that are swapped in with the other loadout, they have no tray icon either. I have to reassign their tray locations.
    • Same with Batteries/Devices. Swapped in devices must have their tray icons reassigned.
    • Traits do not change with loadout swap. Not sure if this is intentional, if it is, perhaps it's something to consider.
    • If Cruiser Commands and/or Sensor Analysis are in different tray locations in different loadouts, they sometimes refuse to move to the other tray location when swapping.

    Also note:
    • My captains powers, which I keep in the same position no matter the ship, are right where they belong.
    • Adding or dismissing a ship screws up every ship's trays, including the captain's trays.

    My friend did find a workaround for avoiding the tray problems if you only want one intended loadout.

    Save your main loadout.
    Then, order all boffs out of their seats.
    Save another loadout (You can call it "empty seats" or whatever)
    Then, switchback to your main loadout. This will keep the main loadout exactly as it should be. By using this method, I haven't encountered any problems with the tray when switching ships, moving into new maps, or logging out/in.

    EDIT 1: October 27, 22:42 EST
    Just discovered that currently active doffs do NOT save with loadouts. Swapping ships doesn't load the appropriate doffs.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2014
    Geist@virusdancer
    Didn't want to quote the whole thing...

    Again, didn't want to quote my two previous posts in their entirety, but I wanted to add an update.

    My issue only occurs with three of the four boats that I'm currently using.

    Benthan Assault Cruiser
    Hazari Destroyer
    Hirogen Apex Heavy Battle Cruiser

    With those three ships, the issue that I outlined in the first post takes place.

    I have a fourth ship, a Phantom Intel Escort. With that ship, I only have the issue of a single ability moving between Row 2 and Row 1...it's not the goofball reset that's experienced on the three other ships.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited October 2014
    I have found that saving a loadout, altering a piece of gear and then loading the same loadout immediately makes it immune from any future breaking. However as soon as you alter the order of your boff or ship roster by adding/removing/renaming something, things tend to go down the crapper.
    EnYn9p9.jpg
  • zebramaniiizebramaniii Member Posts: 114 Arc User
    edited October 2014
    I have been having an issue where a good chunk of my space abilities get either moved on the tray or removed from it all together.

    The character I have noted this on the most is T'Lara@Zebramanii

    I gave her the T6 Faeht Intel Warbird at launch and equipped it with my best gear and sorted my abilities out. To start with, it worked mostly fine with only weapons batteries being moved to my inventory, this was quick and easy to fix as I just slotted them back in and it was fine. What changed was that I retrained a couple of abilities and since then, my abilties keep moving around and getting removed from the tray.

    Here is a list of abilities that are affected and how they moved

    Attack Pattern Beta I - from 9 to c8
    Beam Overload I - from 6 to c7
    Emergency power to shelds 1 - from 3 to 5
    Reverse shield polarity I - from c3 to 1
    Hazard emitters I - from 5 to c2
    Scatter volley I - from c8 to c3
    Scatter volley II - from 8 to c7
    Tactical team I - from c7 to 3

    These abilities have been removed from the tray

    Beam overload III
    Attack pattern omega III
    Science Team II
    Emergency power to weapons I
    Weapons battery

    When I did the retraining it was I think at Earth Spacedock and I replaced charged particle burst with feedback pulse.

    This removal of powers only happens to me with this character after going to a ground map and returning to the ship. Once I set the abilities in the right places they stay there as long as I remain in space or in a space mission.

    Also for loadouts, I did not have any set originally when this bug occured but I have since saved two loadouts for this ship and this makes no difference to the bug.

    Adittionally I have not noticed this bug on any character that has kept the same ship and equipment since before the launch of Delta Rising.
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