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Secondary Deflectors Bug Report Thread

pwecaptainsmirkpwecaptainsmirk Member Posts: 1,167 Arc User
edited February 2015 in PC Gameplay Bug Reports
Please reply here with any bugs or concerns found after the launch of the new Secondary Deflectors 1/29 on the Holodeck Server.

Please only report bugs or problems here so we can keep the thread focused on Fixes, not on opinions of why individual users are unhappy with the system. We value feedback and want our players to be happy and enjoy our product, but for the sake of fixing current issues, we want to keep this a technical thread.

Any discussions about new systems should be direct to the General Discussion Sub-forum.

Thanks everyone, and please be patient as our Dev team is working on fixes to the current problems experienced after our launch today.

~CaptainSmirk
Post edited by Unknown User on
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Comments

  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited January 2015
    All deflectors with +Stl (Stealth) mod are instead getting +ShdS (Shield HP). Happens on regular and secondary deflectors, bug is at least a year old.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited January 2015
    Secondary Deflectors don't have a category on the exchange. They should go under ship equipment.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • mickvvsparrowmickvvsparrow Member Posts: 20 Arc User
    edited January 2015
    unable to see my secondary deflectors offers on exchange
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited January 2015
    Mirror Science Vessel Retrofit is missing it's secondary deflector, despite being on the list.
  • danvetdanvet Member Posts: 25 Arc User
    edited January 2015
    Fairly sure Inhibiting Secondary Deflector isn't applying it's radiation damage correctly with all skills. Parsed it in a run of ISA and it only applied the radiation damage to 8 targets, despite having more than 8 spheres being caught in a Grav Well for the full duration.

    Edit: ignore this, i've checked the mechanic again, my bad
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited January 2015
    illcadia wrote: »
    All deflectors with +Stl (Stealth) mod are instead getting +ShdS (Shield HP). Happens on regular and secondary deflectors, bug is at least a year old.

    [Stl] bug

    Since 2011

    Welcome do STO QA efficiency. The older the bug, the more likely it isn't fixed.
    unable to see my secondary deflectors offers on exchange

    I think they've given up on adding items into the Exchange correctly since S9.5. Everything from there on has been and is still a mess.

    Look under All+Lieutenant and search secondary deflector
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited January 2015
    Mirror Science Vessel Retrofit is missing it's secondary deflector, despite being on the list.

    After logging out and back in - now appears the Mirror Nova has the slot.
  • martynoceanmartynocean Member Posts: 20 Arc User
    edited January 2015
    Science ships with subsystem targeting to get secondary deflector was what I read ... but my much invested in vesta has not got the slot. Double annoying as just after i spent much grinded zen T6 ships were announced!
  • patientnr0patientnr0 Member Posts: 234 Arc User
    edited January 2015
    After logging out and back in - now appears the Mirror Nova has the slot.
    Jupp, that seems to do solve the problem. My Vesta and Nebby got them after relogging
  • martynoceanmartynocean Member Posts: 20 Arc User
    edited January 2015
    Science ships with subsystem targeting to get secondary deflector was what I read ... but my much invested in vesta has not got the slot. Double annoying as just after i spent much grinded zen T6 ships were announced!

    Relogging has fixed it :)
  • desert4dessertdesert4dessert Member Posts: 6 Arc User
    edited January 2015
    I'd like to add the Voth Palisade Science Vessel to the list of ships that doesn't have a Secondary Deflector slot despite being on the list of ships that would get one.

    EDIT: Followed everyone's advice and relogged, and my Palisade got the Sec. Deflector slot added in.
  • joshmaaaaaaansjoshmaaaaaaans Member Posts: 32 Arc User
    edited January 2015
    Inhibiting deflector proc doesn't seem to be working correctly.


    Also I have one at epic and the +10 emitters doesn't like to stay on, it goes on then off then on then off..
    Video of what i'm talking about here: https://www.youtube.com/watch?v=vS27GLGTLuU&feature=youtu.be
    [SIGPIC][/SIGPIC]
  • shandypandyshandypandy Member Posts: 632 Arc User
    edited February 2015
    The rad damage isn't affected by part gens. According to this post, it should be.
    giphy.gif
  • crypticfrostcrypticfrost Member Posts: 1,479 Cryptic Developer
    edited February 2015
    Secondary Deflectors don't have a category on the exchange. They should go under ship equipment.

    Issue verified. Thanks for the report.
    STO QA Team
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    Issue verified. Thanks for the report.

    Please make sure they're classified by rank correctly. All crafted items get classified under Lieutenant which is a major bug.
  • crypticfrostcrypticfrost Member Posts: 1,479 Cryptic Developer
    edited February 2015
    lucho80 wrote: »
    Please make sure they're classified by rank correctly. All crafted items get classified under Lieutenant which is a major bug.

    Issue verified. Thanks for the report.
    STO QA Team
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2015
    Posted this in its own thread before I noticed this one, reposting here for visibility:

    While crafting secondary deflectors certain mods only show up at certain levels or higher.

    For example, out of roughly 1000 secondary deflectors crafted at mk II, 0% were [SIF], [ShdS], or [Gra], however of maybe 20 secondary deflectors crafted at mk VI, at least 75% had one of those mods.

    Not sure why this would be except as a deliberate decision to make it harder to upgrade more desirable mods.
  • shandypandyshandypandy Member Posts: 632 Arc User
    edited February 2015
    illcadia wrote: »
    Posted this in its own thread before I noticed this one, reposting here for visibility:

    While crafting secondary deflectors certain mods only show up at certain levels or higher.

    For example, out of roughly 1000 secondary deflectors crafted at mk II, 0% were [SIF], [ShdS], or [Gra], however of maybe 20 secondary deflectors crafted at mk VI, at least 75% had one of those mods.

    Not sure why this would be except as a deliberate decision to make it harder to upgrade more desirable mods.

    I just "tested" this (as far as I can test something this random); been trying to craft a mk II one with [Flwc] [Gra], made a couple of hundred, never even had one [gra] mod.

    Just crafted a mk vi, got a [gra] mod first time (only a [gra], mind. Grrr).

    I know RNG is R, but there you go.
    giphy.gif
  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    edited February 2015
    illcadia wrote: »
    Posted this in its own thread before I noticed this one, reposting here for visibility:

    While crafting secondary deflectors certain mods only show up at certain levels or higher.

    For example, out of roughly 1000 secondary deflectors crafted at mk II, 0% were [SIF], [ShdS], or [Gra], however of maybe 20 secondary deflectors crafted at mk VI, at least 75% had one of those mods.

    Not sure why this would be except as a deliberate decision to make it harder to upgrade more desirable mods.

    Have not done the math, but could someone at the level to use mk II gear have the skills that SIF, ShdS or Gra boost?
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited February 2015
    Spotted last night and this may well affect main deflectors also:

    There are two different names for the mod for shield hit points. You have [ShdS] and also [Stl] which both as far as I can tell offer the exact same bonus from their mod.

    So either one is a duplicate with a different name or one is giving the wrong bonus (though I don't know what else it could be as all others seem to be accounted for)
    SulMatuul.png
  • edited February 2015
    This content has been removed.
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2015
    lordsteve1 wrote: »
    Spotted last night and this may well affect main deflectors also:

    There are two different names for the mod for shield hit points. You have [ShdS] and also [Stl] which both as far as I can tell offer the exact same bonus from their mod.

    So either one is a duplicate with a different name or one is giving the wrong bonus (though I don't know what else it could be as all others seem to be accounted for)

    Stl is "Starship stealth". It's been boosting shields instead on deflectors for about a year now.


    A new bug I noticed: [+Chance] deflectors are not actually increasing the chance to disable subsystems with subsystem targeting.
  • hizenburghizenburg Member Posts: 42 Arc User
    edited February 2015
    My two Fleet science vessels don't have the secondary delfector upgrade

    - Fleet Nebula Science Vessel

    - Fleet Reconnaissance Science vessel.


    My guess is that none of the fleet science vessels recieved the upgrade to dual deflectors
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    illcadia wrote: »
    Stl is "Starship stealth". It's been boosting shields instead on deflectors for about a year now.

    Since 2011. Awesome old bug getting fixed soon.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited February 2015
    Stl is "Starship stealth". It's been boosting shields instead on deflectors for about a year now.

    Wow didn't know it was such an old bug! :eek:

    Hopefully it'll now get fixed at least!
    SulMatuul.png
  • sandydunessandydunes Member Posts: 5 Arc User
    edited February 2015
    I'm not entirely sure if this should be put here (I think it's related to the addition of secondary deflectors at least)... but...

    Ever since secondary deflectors got released my Tholian Orb Weaver lost the ability to use Sensor Analysis entirely.
  • nepsthennepsthen Member Posts: 209 Arc User
    edited February 2015
    Epic Inhibiting Secondary Deflector [Em] [InC] [PG/SE] [PrtG] [SA -Def] has the SE from the bonus toggling on and off constantly in space from at least Mk VIII through XIV, at least according to the stat screen while in a space map. i.e. The value for Starship Shield Emitters jumps from the value without the Epic SE bonus to what it would be if the displayed bonus was working correctly.

    Tested using the Experimental Science Vessel [T6] on my Trill science captain Ouzbel@Nepsthen.
    Loadout is here:
    http://skillplanner.stoacademy.com/?build=buggysecondarydeflector_9419

    Read the notes section for unlisted equipment and specialization point distribution.
    This bug appears while on a space map, and not sector space, as Secondary Deflectors' bonuses are not added to ship stats while in sector space.

    *EDIT*
    Just tested in a vanilla Science Vessel Refit on the same character with no stations assigned, and specialization skills set to 0 Command / 0 Pilot. Getting the same result. Starship Shield Emitters on that ship with it equipped stay at 99 for a second, jump up to 109 (the +10 from the [PG/SE] for a fraction of a second, then drops back down.
    DxDiag64 dump 19Feb2016: http://pastebin.com/1c0pkEuw
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2015
    I've noticed this too.

    Also, any update on [+chance] not applying?
  • crypticfrostcrypticfrost Member Posts: 1,479 Cryptic Developer
    edited February 2015
    nepsthen wrote: »
    Epic Inhibiting Secondary Deflector [Em] [InC] [PG/SE] [PrtG] [SA -Def] has the SE from the bonus toggling on and off constantly in space from at least Mk VIII through XIV, at least according to the stat screen while in a space map. i.e. The value for Starship Shield Emitters jumps from the value without the Epic SE bonus to what it would be if the displayed bonus was working correctly.

    Tested using the Experimental Science Vessel [T6] on my Trill science captain Ouzbel@Nepsthen.
    Loadout is here:
    http://skillplanner.stoacademy.com/?build=buggysecondarydeflector_9419

    Read the notes section for unlisted equipment and specialization point distribution.
    This bug appears while on a space map, and not sector space, as Secondary Deflectors' bonuses are not added to ship stats while in sector space.

    *EDIT*
    Just tested in a vanilla Science Vessel Refit on the same character with no stations assigned, and specialization skills set to 0 Command / 0 Pilot. Getting the same result. Starship Shield Emitters on that ship with it equipped stay at 99 for a second, jump up to 109 (the +10 from the [PG/SE] for a fraction of a second, then drops back down.

    Issue verified. Thanks for the report.
    STO QA Team
  • crypticfrostcrypticfrost Member Posts: 1,479 Cryptic Developer
    edited February 2015
    The rad damage isn't affected by part gens. According to this post, it should be.

    Issue verified. Thanks for the report.
    STO QA Team
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