3.1.2 Bugs and Issues
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on May 24th, 2010, 9:35 am
found a few minor optical issues:
1.when a scout fires its pulse weapons:
well ... the glow effect on the pulse weapons is so big that the scout could hide itself behind its weaponfire... think its simply to much
2. what happened to that lil explosions around the hull of a ship before it goes b00m? i miss those. i always think a enemy escaped, but then it blows up.
1.when a scout fires its pulse weapons:
well ... the glow effect on the pulse weapons is so big that the scout could hide itself behind its weaponfire... think its simply to much
2. what happened to that lil explosions around the hull of a ship before it goes b00m? i miss those. i always think a enemy escaped, but then it blows up.
posted on May 24th, 2010, 2:43 pm
Last edited by Brother Gabriel on May 25th, 2010, 3:32 pm, edited 1 time in total.
tried a bit stuff out as romulan on nirvanaII against some hard AI's and noticed there something:
one of my deridex class warbirds fired while being cloaked, i couldnt mark the ship, neither could i see it or the ai. But due its sight radius im sure it was one of my deridex warbirds and it did a good job as invisible unkillable turret ...
edit: after about 2 mins killing one ship after another my warbird got visible again
another edit: it seems like its possible to bug ships through an asteroid field by simply massing the fleet pretty close to the field
another edit: this bugs seem to ocur only in combination with wormholes

one of my deridex class warbirds fired while being cloaked, i couldnt mark the ship, neither could i see it or the ai. But due its sight radius im sure it was one of my deridex warbirds and it did a good job as invisible unkillable turret ...
edit: after about 2 mins killing one ship after another my warbird got visible again
another edit: it seems like its possible to bug ships through an asteroid field by simply massing the fleet pretty close to the field
another edit: this bugs seem to ocur only in combination with wormholes

posted on May 25th, 2010, 2:04 am
Thanks to Stardust
:
Dominion Perimeter has a long ranged weapon, and it says long on the building tooltip, but on the construction ship's tooltip it says it has an artillery range.
The Mixed-Tech Fed/Rom Talon repair vessel has no tooltip (says "write me")
The Veteran SuS'a' permanently uses the Last Ditch Assault mode when you trigger it.
That's all for now

Dominion Perimeter has a long ranged weapon, and it says long on the building tooltip, but on the construction ship's tooltip it says it has an artillery range.
The Mixed-Tech Fed/Rom Talon repair vessel has no tooltip (says "write me")
The Veteran SuS'a' permanently uses the Last Ditch Assault mode when you trigger it.
That's all for now

posted on May 25th, 2010, 10:04 am
the end result kill list for any captured ship mentions your kills with that ship and the previous owner is also credited for exactly the same kill.
posted on May 25th, 2010, 11:50 am
Is that talking about the Admiral's log Canny? It already has hundreds of flaws, hopefully the Devs will get round to it one day.
posted on May 25th, 2010, 2:18 pm
Dominus_Noctis wrote:The Veteran SuS'a' permanently uses the Last Ditch Assault mode when you trigger it.
i gotta try that against the ai lol.
posted on May 25th, 2010, 9:57 pm
transporting to a ship always cuts the beam off shortly after issuing new movement orders to the ship that trying to transport. gets quite annoying.
posted on May 27th, 2010, 7:56 am
Last edited by Dave Denton on May 27th, 2010, 8:00 am, edited 1 time in total.
The Federation Newton Class unit no longer has that lovely voice it had in 3.1.1.
Is this a bug, was it supposed to be like this ? Can they have their old voice back ?
Is this a bug, was it supposed to be like this ? Can they have their old voice back ?
posted on May 27th, 2010, 8:02 am
yep the voiceset was removed, as it didn't fit too well
posted on May 28th, 2010, 3:22 am
Assimilators and Diamonds do not get a reduction/increase in damage against Autonomous Defense AI units despite being support vessels 

posted on May 28th, 2010, 8:51 am
only the dodecahedron is a support vessel for the borg
posted on May 28th, 2010, 9:45 am
any chance of getting rid of a potential exploit in the borg? got it first hand and debated on tunggle yesterday because i was CONCERNED, got hit with an auto-assim before i could do anything, something along the lines of ally trading resources. i am certain i could done nothing within 5 minutes of mp game play, some may argue the intrepids and their torps are effective, but its hardly effective for several simple reasons.
1. the auto assim can suck the crew and it becomes a wreckage or borg ship.
2. the intrepids take along time to build.
3. the special ability needs resources for research, hard to do when you got none and trying to build ships.
4. i doubt the weapon potential can stop an auto-assim even with intrepids as the reg capabilty matches the damage inflicted even so its centered at point 2 to the rest.
5. excel 2 wouldnt of been out in time even if it were that ship would of been nullified because of this 'exploit' or advantage so early and if i did drive it away i know the borg player in question had another assim waiting.
6. the warp-in option i couldnt get and was too late to try that either way.
i would like to see this option closed and have the higher tier ships restricted somehow somewhere. i dont like one sided games like this.
1. the auto assim can suck the crew and it becomes a wreckage or borg ship.
2. the intrepids take along time to build.
3. the special ability needs resources for research, hard to do when you got none and trying to build ships.
4. i doubt the weapon potential can stop an auto-assim even with intrepids as the reg capabilty matches the damage inflicted even so its centered at point 2 to the rest.
5. excel 2 wouldnt of been out in time even if it were that ship would of been nullified because of this 'exploit' or advantage so early and if i did drive it away i know the borg player in question had another assim waiting.
6. the warp-in option i couldnt get and was too late to try that either way.
i would like to see this option closed and have the higher tier ships restricted somehow somewhere. i dont like one sided games like this.
posted on May 28th, 2010, 9:51 am
Way back in 3.0.7 this was one of the two viable Borg strategies (along with rushing a sphere). As for allies giving resources to make it happen faster, I don't remember seeing that before, but I see how it could be hard to counter. Unfortunately, I don't think there is a way to balance it other than your allies giving you resources, and in the meantime while you use them to build more ships you should play defensively. Keep the ships near a yard, and beam to them if their crew gets low and they can't repair in time. I don't really think it's an exploit because any race, any player can do a lot better early game if they're given extra resources.
posted on May 28th, 2010, 9:57 am
doubtful the other races with extra resources can only do so much with such yards at the time, klingons might run the sack dry though. as for transporting that i tried.
posted on May 28th, 2010, 10:15 am
Then get extra resources and build another yard. Most people seem to end up with at least 2 T1 shipyards after 10-15 minutes, anyway.
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