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[Patch Notes] - 17 SEP 2020

Started By:
Taku, Thu 17 Sep, 2020 3:35 AM
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    #1
    We will be performing shard maintenance on September 17 from 6-9:30 AM Pacific (13:00-16:30 UTC).

    sMgIhWQ

    General:
    • Resolved an issue that could prevent Captains from being able to attack one group of enemies over Boreth during the Klingon mission, “Afterlife”.
    • Resolved an issue that would sometimes prevent progression during the “To Hell with Honor” TFO when the reactors were destroyed too quickly.
    • Resolved an issue with Shield Distribution Duty Officers that enhance Draw Fire sometimes applying Weapons Malfunction Resistance, instead of Weapons Malfunction to attackers.
    • The effects of the "Abalative Hazard Shielding" console will now be correctly removed if the item is unequipped while they are active.
    • Orion Cutpurse Fighters (all ranks) may now be used by Klingon-allied Romulans and Jem'Hadar, in addition to KDF.
    • Added the option to Hide Team Status UI.
    • Added a duration indicator to the tooltip of the Karfi's Phase Shift console power.



    Taken directly from this Arc page.
    House Divided Patch Notes Links
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    #2
    • Resolved an issue that would sometimes prevent progression during the “To Hell with Honor” TFO when the reactors were destroyed too quickly.
    Really? That's the bug? The players were too good? Of course they couldn't have predicted it occurring. It's not like we have players doing over 200k DPS in the game that could make it an issue. Unamused
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    #3
    • Added the option to Hide Team Status UI.
    Finally.
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    #4
    I don't know what triggers it, but yesterday I again had the issue with the primary mode of my ground weapon getting a two minute cooldown... I thought they fixed that twice before...
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    #5
    Really? That's the bug? The players were too good? Of course they couldn't have predicted it occurring. It's not like we have players doing over 200k DPS in the game that could make it an issue. Unamused
    I've always been of the opinion that the entire reason they liberally sprinkled turrets on the ground was keep you in combat, and thus out of Full Impulse.

    The issue they're referring to is people managing to reach the area and blow up the reactors before the Elachi actually spawned.
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    #6
     –  Last edited by Sul-Matuul; Thu 17 Sep, 2020 4:01 PM.
    Those turrets are a pain but there’s one nifty way to deal with them; a full Ba’ul AP build. The refraction proc on the beams jumps to anything nearby so you can wipe out the whole lot around a crater within seconds. The range of the beam refraction seems to be enormous too; well further than the usual 10km engagement range.
    SulMatuul
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