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#1861 |
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Shit Supreme
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Re: Star Trek Online Discussion Thread (now free to play!)
__________________
ENOUGH OF THIS TURGID BASH WANKERY! |
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#1862 | |||||||||
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Commodore
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Re: Star Trek Online Discussion Thread (now free to play!)
Even with RCS Accelerator, most cruisers are laborious to get to turn. It's one of the things I like about Klingon cruisers, much more agile, even if not Escort level.
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#1863 | |
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Admiral
Location: Rhode Island, USA
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Re: Star Trek Online Discussion Thread (now free to play!)
Simpler, and doesn't require much coordination or special team builds to do. That's why it's the most common battle plan for that one. Not that the other classes can't find a way to play a role, just that this is why DPS is favored so heavily; because you can wander into a new group (not a group that's from the same fleet and worked together), and there's an easy, straightforward way to make it work every time, as long as you brought decent DPS/survivability. I bring an Escort, and then split my skills between causing damage and surviving as much as I can. I can't take as much damage as a Cruiser, but can dish out a lot more. SCI is looked down on a bit because while cruisers are all about tanking, and escorts are all about damage, SCI are somewhere in the middle, which means that they generally aren't really great at either, although they can certainly contribute, and a good build can overcome a certain amount of that. Carriers get you better damage, but when you have specific mission goals, automated drones can be an issue. Like having your ship on autofire, or calling in photonic fleet, sometimes you need to STOP shooting at something, as most of the easiest ways to beat a space STF involve NOT blowing something up, but just taking out the support ships, or knocking the gate to 10%, etc. Anyway, just different play styles, mostly. Main reason I stay away from SCI is that the BOFF abilities you get there just aren't as helpful to my play style as being able to pump lots of cannon fire or torpedoes out there, or repair my forward shield quickly...
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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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#1864 |
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Ensign
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Re: Star Trek Online Discussion Thread (now free to play!)
For the KDF players I started my KDF character whats a good Ship on the KDF side that is good in DPS. I reached Lv 50 on my Fed character wanting to do something different. |
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#1865 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
The BoP also has the Battlecloak and highest turn rate in the game (only rivaled by MVAM Prometheus when seperated) to make up for it's tissue paper hull. |
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#1866 |
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Lieutenant Commander
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Re: Star Trek Online Discussion Thread (now free to play!)
And yes, I'll admit that nowadays I tend to prefer having other Escorts around than Cruisers/Science Vessels. But is it due to inherent ship imbalance? No. STFs oriented towards DPS alone? No. No, the reason is: everyone tries to be a DD. If everyone tries to be a DD, inevitably the ships slanted towards DDing (Escorts/Raptors) will be favoured over the ships built around tanking (Cruisers/Battle Cruisers) or healing/CCing (Science Vessels/Varanus); it's mostly a playerbase issue not a game issue. In most MMOs (and how it was intended to work in STO), tanks grab attention away from healers and DDs, healers keep tanks alive and DDs try to maximise their damage-over-time and stay out of AoEs; in STO STFs many tanks let DDs have the Borg's undivided attention and healers sit on their heals, never really needing them since they rarely attract any attention... and everyone accepts that as a normal thing. When I started doing STFs, I was glad to see Cruisers and Science Vessels, but nowadays I'd really rather not. What's the point if I'm going to: - top the parse (DD); - have that Tactical Cube/Gateway/Donatra's attention from 100% to 0%, respawn time excluded (tank); - have to rely on my own heals alone (heal). When I fly a Cruiser (Bortas), I'm not content with firing at the target; I actually consider it a responsibility of mine not to let my teammates die. I don't bemoan "that noob that always dies" because quite frankly, unless he's halfway across the map, i have some responsibility in his death. When I fly a Science Vessel... well, actually, I don't. I'd like to try it, but I don't have the character slots. Now, there are gameplay reasons behind that sad state of affairs, it's not entirely a playerbase issue: 1. There are very few tanking tools availlable. Points in Threat Control help (and when I fly my Bortas, the Escorts don't get fired at too often), Fire at Will also helps focus a crowd on yourself, but that's still scarce tools to tank. If it was up to me: - ships would have a passive threat generation modifier based on their "tankiness": Cruisers/Battle Cruisers: +25% threat Carriers/Flight-Deck Cruisers: +15% threat Science Vessels/Fleet Support Vessels: +10% threat Escorts/Raptors/Destroyers: -10% threat Raiders: -15% threat Exact numbers obviously subject to change. This encourages tanking AND mixing up: your team only benefits from this if there are different ship types in the group, obviously. - I'd add some BOFF powers that fulfil new functions, like: Timely arrival (engineering): Level I, LT: diverts damage from a friendly ship to yourself for the next 15s and reduces it by 10%*. Level II, LTC: diverts damage from a friendly ship to yourself for the next 20s and reduces it by 15%*. Level III, C: diverts damage from a friendly ship to yourself for the next 30s and reduces it by 25%*. *on top of your other resistances. Cooldown: 150s->110s. Shares cooldown with: nothing. Modified by: Shield power level (+.05% damage reduction per point over 25). It's a big staple of MMO tanking, the ability to shield an ally from damage. For the canon-obsessed: think of the Enterprise-E shielding the Defiant towards the beginning of First Contact. Now you can reproduce that scene! Potential issue: though this is meant for PVE, it could throw PvP balance off and I can't find a good name. I'm bad at naming things. "Cover" was another name I considered, but it's awfully generic. 2. PvE and PvP aren't separated. Crowd Control and other debuff abilities for instance can't be balanced for both, not if they do the same thing: instantly and completely disabling a Tactical Cube for 10 seconds is useful, but not necessarily OP whereas instantly and completely disabling a BoP for 10s in PvP is OP; instantly immobilising 5 Spheres is nice but not OP whereas instantly immobilising the whole other PvP team is OP. Those abilities need to have different magnitudes (or even completely different effects) in PvP and PvE; otherwise Science Vessels will always either be underpowered in PvE or overpowered in PvP, alternating between those 2 statuses with each nerf/buff cycle. 3. Gear is a bit of a mess. A Science Vessel, a Cruiser and an Escort shouldn't strive for the same gear and to an extent, they don't... to a very limited extent. The core idea was good: Deflectors: Graviton Deflectors give boosts to Science abilities (meant for SVs), Neutrino Deflectors grant resistance to status effects (great for tanks - though I'd replace Sensors with Threat Control) and Positron Deflectors help make glass cannons slightly less glassy (other than Omega, the slot doesn't give boosts to DDing); Tachyons are a bit more all over the place. Engines: Hyper-Impulse engines were meant for manoeuvrable, high Engine setting Escorts; Combat-Impulse to make Cruisers slightly less clumsy and Impulse a middleground for SVs. Execution wasn't so good: Hyper-Impulse are basically best for everyone, the cut-off point is too low (Hyper-Impulse are faster than other engines at ~49+ Engine Power). Shields: Regenerative Shields were probably meant for the long-lasting Cruisers, as they'll get more mileage out of the high regen, Covariants for the frail Escorts who can't get much benefit from the regen and Resilients for the "weak Hull, strong Shields" Science Vessels who'd welcome taking less Hull damage. But endgame sets are all over the place! MACO has a mostly Positron (despite the name) Deflector, Impulse Engines and Resilient Shields; Omega a mostly Neutrino (despite the name) Deflector, Hyper-Impulse Engines and Regenerative Shields; KHG a mostly Tachyon (despite the name) Deflector, Impulse Engines and Covariant Shields... and since Set effects are so strong, mix-and-matching is kept to a minimum (the Borg consoles allows mix-matching 2 sets, better than nothing). |
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#1867 |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
__________________
"They have to help the viewers let go. Firefly did a movie to wrap things up. Buffy the Vampire Slayer continued on as a comic book. Heroes gradually lowered the quality season by season until we were grateful it ended.” - Sheldon Cooper |
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#1868 |
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Commodore
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Re: Star Trek Online Discussion Thread (now free to play!)
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#1869 | |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
I finally got through it. When the Reman ship drops out of warp, he got me every time. After I was destroyed, I made the approach and fought him on my terms. Doing that I finally beat him. Thank you all for your help and advice in showing me how to set up my ship. I think I will do a much better job setting up my next one.
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"They have to help the viewers let go. Firefly did a movie to wrap things up. Buffy the Vampire Slayer continued on as a comic book. Heroes gradually lowered the quality season by season until we were grateful it ended.” - Sheldon Cooper |
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#1870 |
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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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#1871 |
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Lieutenant Commander
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Re: Star Trek Online Discussion Thread (now free to play!)
I'd like to focus on shield-stripping abilities (Tachyon&so on), Kinetic damage (Torpedoes, Photonic Shockwave) as well as getting a good mileage out of Feedback Pulse... but my only Sci char flies a Sovereign and was always meant to, so i never really skilled into Sci-specific skills; would something like this work out well? |
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#1872 |
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Captain
Location: Bird of Prey - Ontario, Canada
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Re: Star Trek Online Discussion Thread (now free to play!)
On a different topic, who here thinks the off-duty uniforms should be made available to our Boffs? I bought the DS9 bundle, and was hoping to put the vedek uniform on a purple Bajoran boff, but was disappointed when it was only available on my main toon.
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Peter: Sorry Meg. Daddy loves ya, but Daddy also loves Star Trek, and in all fairness, Star Trek was here first. ------------------- Star Trek Online avatars - Bailey@Kahlua17, Scout@Kahlua17 |
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#1873 |
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Admiral
Location: Rhode Island, USA
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Re: Star Trek Online Discussion Thread (now free to play!)
If anyone ever sees me on, up for any STF, and almost always running a group through. Getting fairly sick of them, but can breeze through most. Infected Ground Elite is the only one I don't run much, although I need the Optional for that one if anyone's good with it and the trigger lines...
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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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#1874 | |
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Rear Admiral
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Re: Star Trek Online Discussion Thread (now free to play!)
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#1875 |
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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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Even with RCS Accelerator, most cruisers are laborious to get to turn. It's one of the things I like about Klingon cruisers, much more agile, even if not Escort level.






