Greetings Captains!
We will be having a maintenance tomorrow, 5/18 at 7AM Pacific for 2.5 hours.
You can find our patch notes here.
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Thank you for the assistance!
The Star Trek Online Team
Comments
I assume that means in the long run the sector space red alerts will be removed in favour of only using the queue for everything?
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-And the disappear and warp back into battle bug is also back..
-And there is also no mention of a way to turn off the varnish look..
-Are we gonna be seeing any engine optimisations in the near future? Some maps are really bad..
Adu-Uss Firefox NCC-93425-F (LVL 65 FED AoY ENG) UR/VR MKXV Fleet Intel Assault Cruiser (July 2016)
Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
Dubsa-RRW Mnaudh (LVL 50 FED allied ROM Delta ENG) Warbird (May 2018)
Marop-IKS Orunthi (LVL 50 KNG Delta ENG) BoP (May 2018)
Kanak'lan-TRIBBLE (LVL 65 DOM Gamma ENG) TRIBBLE (June 2018)
You cannot evade torpedoes, hit/miss is rolled on ability activation. That means a torpedo fired at you is already determined to hit or miss depending on your and the opponents stats (doesn't apply to targetable torpedoes of course). If you visually outrun a torpedo vfx by evasive manoeuvres or similiar it will still hit you, even without the graphic reaching your ship.
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Sorry..My bad..Wrongly phrased..What I meant to say was basically know who the heck is hitting me with quantums..
Adu-Uss Firefox NCC-93425-F (LVL 65 FED AoY ENG) UR/VR MKXV Fleet Intel Assault Cruiser (July 2016)
Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
Dubsa-RRW Mnaudh (LVL 50 FED allied ROM Delta ENG) Warbird (May 2018)
Marop-IKS Orunthi (LVL 50 KNG Delta ENG) BoP (May 2018)
Kanak'lan-TRIBBLE (LVL 65 DOM Gamma ENG) TRIBBLE (June 2018)
I'd like to point out that this recommendation puts you into into the level 50 players fight level 60 mobs version of those alerts. When you join through sectorspace at least you stay the same level as the enemies.
And while we are on the topic of questionable recommendations. Who thought it was a good idea to force players to commit to one difficulty of a queue? I really would like to have the option back to queue for all difficulty modes of one particular queue.
It's may be doable but not intuitive and something I hope the devs are still working on. Join a specific queue difficulty, then switch the difficulty, then hit the leave joined queues button, then select the new difficulty, and the text for the join selected queues should have a count including the previous and new difficulties.
Losing faith in humanity, one person at a time.