Done a bit more testing this morning. First on the list, Regenerative Nanite Canister does not appear to activate the various heal bonuses on the ground (temp hp, +crit and so on) This is bad as it's one of the suggested ways that Engineers can gain an Active heal to use with the Spec. The other one, in the form of…
Is it intentional that the various Ground aspects of the Miracle Worker Specialization do not proc off Medical Generators? (or at least the Nanite Medical Generator from 8472 Rep) Engineering Captains have basically no other healing abilities on ground, short of some fleet kits with Medical Tricorder baked into them. (or…
Add me to the list of those with Current AMD drivers still seeing the "out of date drivers" message. Everything works, but it's a bit of faff to have to click past an error box every couple of weeks.
This part was reported and confirmed before the patch last week, with a fix working internally, so we should (hopefully) see that fix in the next tribble build. http://www.arcgames.com/en/forums/startrekonline#/discussion/1213446/shield-regeneration-skill-bonus-is-not-10-but-1
Agreeing with this. Tested with mk14 Adapted MACO, Drozana system. With no skill points in shield regen and shield capacity, Tooltip shields : 11118 Sheet Shields : 14350 Shield Regen* : 148.9 *same for both tooltip and sheet. This is roughly on par with the stated 1% of max shields (sheet) base regeneration. (Slightly…
Chiming in to add to the choir. The Romulan Tech Upgrades would feel more rewarding if they had a small quality upgrade chance bonus attached to them. Adding a 2x quality bonus and reducing the number to 3 if necessary would be fine from my pov. As it stands, there is a definite feel of "Is that it?" when reaching the end…
The unlock from spending points in Tactical only buffs Threatening Stance. The actual ability is given to everyone and replaced Abandon Ship (iirc) check your abilities page in space (P) and you should find it. For reference my Tribble character has only 12 points in Tac and has been using the stance just fine with no…
Tested and Batteries skill does not affect either the duration or the magnitude of the buff. Personally, I think it should be either one of those, or specifically mention that it does not scale.
Making respecs cost Dil (possibly an increasing amount each time that resets at maintenance) seems like it would strike a balance between sticking with a build and not making experimentation or tinkering overly costly. Plus it would add a small, regular and let's be honest, needed Dil sink into the game.
Ah that makes sense. The joys of loosing your interface setup! I always remember things like strafe being broken or autofire toggles, but totally forgot this was a thing.
One change I would think is worth doing is adding specific numbers to the talents like the drain overload (electrical dot on power drain) actually right into the tree. "Adds a small amount of damage" is not enough information to make a decision on, especially if it will require a (relatively expensive) respec token to…
I've also encountered this. Workaround is that Middle Click toggles it on as normal (ie current holodeck), but cannot cancel aim. X will cancel a Middle Click aim but will not toggle it on.
Appears to be working on my character after the last patch. I had to reset my skillpoints (as many others had to I believe) which also reset my personal traits, but everything seems to be working after that.
Innk@Snicketysnick is mine There might be a bug ticket from me in the system as well, but its not showing on my end so I don't know if it actually filed.
I've also got this bug, as above unslotting and re-slotting traits does occasionally fix the problem, but then it reoccurs on map transition. Bug also seems to affect the crafting trait "beam barrage" so it might be related to the actual trait proc mechanics? (ie the hook that connects traits to power use is flaky?) First…
Take a look at which doffs you are not using or which ones you have a lot of duplicates of. For example if you have 5 biologists, you can probably get rid of a couple of those. That plus taking into consideration the traits that are showing up in the doff missions you are running should allow you to choose who to swap out.
Really like the organic way that you build your initial crew, I've only played through the initial series, but hopefully that sort of thing continues. I did notice a couple of issues: On the starter world, during the celebration cutscene, all characters on the platform were buried up to their knees. During "The search for…