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| Trek Gaming Program Complete - Enter When Ready. |
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#1741 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
By your discription you have the starter balanced power setting which is crap without spending a lot if skill points inter power output. Put weapons power to max. There is a manual way to set it but for starters use the attack preset. That alone should make your weapons worthwhile for now. The you most likely have two beam arrays and a torpedo in front. What you need to do is broadside the target. Beam arrays have overlaying firing arcs, so you can double your energy damage. Use torpedos mainly to shoot the target when it's shield facing is gone. Against s bare hull the torpedos do a lot more damage than beams while being near useless against shields. That's the reason you shouldn't run pure torpedo boats because you can't get the shields down with them. Get back to us when you need more advice. Abd make sure to let us now your name@handle to invite you to the fleet. |
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#1742 |
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Fleet Captain
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Re: Star Trek Online Discussion Thread (now free to play!)
__________________
USS Sentinel, Luna Class (STO) |
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#1743 | |
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Lieutenant Junior Grade
Location: Whidbey Island, WA
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Re: Star Trek Online Discussion Thread (now free to play!)
OH TO THOSE WHO BOUGHT STARSHIPS AT THE C-STORE.
I've been enjoying my NX-01 for six hours now! I can't wait to hit LCDR-01 so I can get a Starship token and get my 'Akira' class ship. |
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#1744 | ||
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Vice Admiral
Location: Star Trekkin Across the universe.
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Re: Star Trek Online Discussion Thread (now free to play!)
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#1745 |
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Commodore
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Re: Star Trek Online Discussion Thread (now free to play!)
Again, FUUUU.............! |
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#1746 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
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#1747 |
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Vice Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
PUGss are rendered useless, and then there are the many bugs that still plague the game, like the invisible torps, and shots that deal 300K damage. In my Klingon toon, I run with a all tactical crew that flies only BoPs, as it is our favorite ship in the game. We do speed runs on elite, and never take more then 8 minutes to complete any of the space STFs, with optionals. The consequence of that is we die, a lot, four, five times per match. With the new rules, now we must look for other ships, as we can't tank in a BoP, and not loose DPS in return, which would make our runs longer - and less fun for us. People like me and my crew will now have to change ships, to ones we don't like to play with, just because of a change that no one asked for - and that was made because Cryptic spends their time doing lock-box events and not new STF missions. |
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#1748 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
I don't think so. Of course that is not your fault, but a flaw in game design. Although I would prefer taking 3 minutes longer than staring at a respawn timer, even if it takes only 15 seconds. |
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#1749 |
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Admiral
Location: Rhode Island, USA
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Re: Star Trek Online Discussion Thread (now free to play!)
Eventually they'll all end up like Infected Ground Elite, where there's no sense even bothering on the optional unless you've got a squad special-built and practiced at just running that. Technically not impossible, but I've never even seen it CLOSE to being done. Would much rather they work on making a NEW set of STFs than just tweaking these to death. NO SHIT people have found all the ways to exploit these; they haven't had much else to do, and because of the insulting drop rate for tech, most people have run these missions hundreds of times. If you don't have it mastered by now, you're hopeless! The answer shouldn't be to reduce the timer, force more objectives, and strengthen the enemies again, though. Make new STFs! Pretty much all I do is cycle the DOFF missions and run a few STFs when I log in. The distant hope of completing a MK XII set keeps me poking at it, but beyond bored at the repetitiveness of these missions. ISE is the only one I've got a Mk XII tech on, and I have both. Thankfully, don't have to play that one again. The rest, though, I just mindlessly grind. Not sure why it's even worth bitching about the optionals, though. The drop is usually insulting at best, and even the Rare Salvage is essentially worthless once you're played enough STFs and have a stockpile of Prototype Salvages. Those were useful until you finished spec'ing out a ship in all Mk XII DHCs and Quantums, but once you've filled your Escort with them, and made a beam boat that you'll never fly anyway, what's left? I've got like an extra 20 of them sitting in the bank. The RBS I've probably got 40 or so, and can't even think of anything worth doing with them. Turn in for Dilithium, I guess...
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Perhaps, if I am very lucky, the feeble efforts of my lifetime will someday be noticed and maybe, in some small way, they will be acknowledged as the greatest works of genius ever created by man. ~Jack Handey STO: @JScout33 |
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#1750 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
The mission reward plus the turned in salvage will let you easily get to the daily limit in a little over an hour. Do the other dailys and doff stuff and you are set for the rest of the week. Frees you up for mission replays, foundry, dabo, Fleetactions, just hanging around somewhere with friends. Enjoyed that all week. I've been running my 150th STF and by now I know the tactics inside and out. Nothing there is impossible, from Cure Space to beating Armek (can be incredibly easy btw) to beating the optional on Infected Ground. The last one is not easy. It requires a smooth running team and not a single mistake. You must balance it perfectly between pressing forward relentlessly without starting to panic because time is running short. Knowing the lines you can not cross because it would trigger the next assimilation is essential. Tacs and Engineers have the best DPS, Scis can heal what damage the rest of the team receives. Now you don't need MACO gear to succeed. Just get plasma resistant armor and shields, grab an Antiproton Sniper and Pulsewave Rifle and switch them depending on situation. Snipe ALL the mobs from before the trigger lines. You don't have to know exactly where they are. Rule of thumb, when you have a sniper lock you are far enough, don't worry, the Borg will come you. Tacs, use all the buffs you have, engineers, spam turrets and drone, even scis can help with debuffing, stripping shields and dumping a firebarrier on top of them. Most runs you make sure there is no more resistance before you charge in to rescue the crewmen, but that usually leads to missing the deadline by at least 2-3 minutes. Go in and split up Make sure everyone knows his role. 2 people kill the assimilation workers, the rest distracts any drones left. This will be be fought point blank range, use the pulsewave shotguns for maximum damage. If you put constant pressure on the Borg and have killed Captain Ogden by the 10 minute mark you can make it. But don't lose your head here. From the room before Ogden on you have to save 2 crewmen at the same time. Make again sure everyone knows what his job is. It may take a few tries to get it right, but eventually you will. As for beating Armek... Until that one gets changed again the shotgun method is a surefire way to beat him. Before Armek gets active everyone get his shotgun ready, hug him from behind and as soon as he becomes targetable basically blow his assimilated head of. He might get a shot off or two, but if you time it right he won't live for 5 seconds taking that kind of damage. Pop a hypo in the brief period when is unvulnerable but doesn't fire, or if you didn't take damage before, use a powercell for more dps. |
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#1751 | |
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Fleet Captain
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Re: Star Trek Online Discussion Thread (now free to play!)
With a decent tank in the group grabbing the Borg's attention and absorbing all the incoming damage, all other ships can get up close to their targets and really pummel on the Borg ships without worry. In fact, I have been in groups consisting of a decent tanking cruiser and 2 (low dps) science vessels and 2 (high dps) escort. We can complete the CSE optional with 5 minutes to spare. Proof that you don't need extreme dps to complete the optional. Being able to run an STF with 5 escorts that can succeed even though they keep dying is an aberration and that is what Cryptic is trying to stop with the new cumulative respawn timer mechanic. It is a good move on their part. It promotes better teamwork. It promotes the use of cruisers and science vessels. I think its a brilliant move that kills two birds with one stone.
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USS Sentinel, Luna Class (STO) Last edited by intrinsical; April 17 2012 at 10:46 AM. |
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#1752 |
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Admiral
Location: Rhode Island, USA
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Re: Star Trek Online Discussion Thread (now free to play!)
Again, not a shock that people have figured out every exploit in these things; they made us run them hundreds of times. Make new ones instead of just repeatedly making these harder...
__________________
Perhaps, if I am very lucky, the feeble efforts of my lifetime will someday be noticed and maybe, in some small way, they will be acknowledged as the greatest works of genius ever created by man. ~Jack Handey STO: @JScout33 |
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#1753 |
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Captain
Location: Heidelberg, Germany
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Re: Star Trek Online Discussion Thread (now free to play!)
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#1754 |
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Admiral
Location: Rhode Island, USA
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Re: Star Trek Online Discussion Thread (now free to play!)
__________________
Perhaps, if I am very lucky, the feeble efforts of my lifetime will someday be noticed and maybe, in some small way, they will be acknowledged as the greatest works of genius ever created by man. ~Jack Handey STO: @JScout33 |
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#1755 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
Give it a 10 piece color bar that shows 6 red, 2 gold and 2 blue for 3 DPS, 1 Tank and one spellcaster forexample... Would allow people to see and join where they are needed or helpful. |
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