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Old October 5 2012, 08:44 AM   #2446
mic of orion
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Re: Star Trek Online Discussion Thread (now free to play!)

my current little ship, need suggestions, what consoles to go for,

1 science console to replace, and I could replace one tactical console, and one engineering console but only for much better.

I've seen some of new consoles you guys have no clue what they are, if you can shade some light on these i'd appreciate. Timelord your set up, what consoles you've got there, fyre u too, Scout101 syberghost not forgetting you two either, I really need advice on what's best for my little ship, what have i missed.



intrinsical wrote: View Post
Since we're comparing ship builds, here's mine. As its name suggests, the Arbalest is designed to be an artillery ship. The USS White Star can attest to the amount of damage this ship is capable of producing.
what are these consoles with infinite symbol? They look like artillery stuff, you have two of these.
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Old October 5 2012, 12:14 PM   #2447
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Re: Star Trek Online Discussion Thread (now free to play!)

I'll give a critique:

Lose the beam bank in the front. Swap for Dual Heavy Cannons. Lets you focus on a single weapon type, so the consoles will work better. That way, you activate the scatter volley or rapid fire and really dump cannon bolts down their throats.

In the back, dump the beam array and the 2nd (cluster?) torpedo. Keep the Har'pengh, it's a decent one to deal damage with as you're turning around/running away. Replace those with 2 turrets. that gets you another 120x2 DPS facing forward, and minimal from the sides/rear as you turn, lets you concentrate your fire into bigger hits.

For devices, I've got a random turret to drop, and then the Subspace Field Modulator (from an early Dividian mission, Skirmish I think?). Nets you nice defense for a minute, lets you hide or take a few more hits.

For Consoles:

Engineering: lose the cloak. Honestly don't think it's worth the slot, doesn't do much for me. I bought a subspace jumper off the exchange cheap, like that one. Instantly transports you behind your target, so nice way to break contact, or in a STF, avoid the giant super-kill torpedo coming to 1-shot you to death. Electro-ceramic is my other console, does Plasma and Tetryon as it's focus, and I do mainly STF, so the Borg are using all Plasma, so obvious there. Just gear the plating towards who you intend to fight. The broad spectrum ones aren't as good, but cover more.

Science: I've got the Borg Assimulated Module here, sci powers are the weakest of the group. You've got 3 Eng slots, though, maybe put it there for you. Other than that, as many Field Generators as you can put on, that's the best sci console. +17.5% shield capacity per thing. Rest are pointless compared to that.

Tac - Too much wasted here. You've got 1 phaser relay, go get more, at least 1 more. If you keep the borg device here (you shouldn't, dps is king in this game), you can only use a couple. I use the quantum zero point module to focus the quantum torp in the front, and the rest would all be phaser relays, as big and rare as you can find/afford. Don't do the +all cannon console, use the bigger boost the phaser-only one gets you.

Only other thing is that i'm in all Anti-Proton gear for the borg, but no harm in using phasers. Just pick something more specific, and then only use stuff geared JUST for that. Your Tac consoles should really just boost your all-cannon lineup, and then one for the torpedo.
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Old October 5 2012, 01:00 PM   #2448
Timelord Victorious
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Re: Star Trek Online Discussion Thread (now free to play!)

I just reminded myself, that I was never a big fan of stacking consoles.

I wouldn't mind if every consoel can only be placed once on every ship.

So that there would actually be a reason to decide on less popular consoles and have them benefit you.

One energy type specific console. One energy weapon type specific console. One kinetic type specific console for tactical.

That way Mic's tactical set up would actually be ideal.

A ship with more than 3 tactical console slots could then add in universal special consoles like the Borg console, or new console types like targeting sensors to enhance accuracy/higher crit chance or enhanced nadion emitters for higher crit damage.
The existing consoles boost regular damage already.

Then the same would apply to science, where everyone is stacking shield consoles atm. And granted outside of sci ships and carriers there are not many ships making good use of exitic powers which are enhanced by sci consoles and deflectors, so the best way to utilze those would be consoles that give resists to power drain, movement debuffs and system failures and buffs to heals. Not sure if there are specific consoles for that atm.

Also, for engineering it would not be possible to stack more than one type of armor.
I like that there are several options that offer high resist to very specialized energy types or low resist to more or all damage types.
So no 4x plasma resist anymore. Just 1 plasma resist, one all energy type and one all energy and all kinetic.
That should leave at least cruisers with at least one (2 if you got a fleet refit) open consoles for other stuff to enhance turn rate, energy flow, energy output, repair crews (hull regen) and whatever else engineering related buffs are there.

I think this was the original idea they had for all the different console types, which btw I would rename subsystems.

What counts as subsystems now isn't subsystems at all (Weapons, Shields, Engines, Aux), those are the MAIN systems.

And it should be very difficult to shut down main systems, because they are distributed throughout the whole ship.

However it shouldn't be that hard to disable a subsystem, that leaves you without that buff for a short period of time or until you repair it manually.

A main system can be shutoff for a short period of time if you disabled a subsystem with a critical hit which results in an energy surge overloading the main system or if you disable a sufficient number of subsystems at the same time.

This would mean, that the Target subsystems ability has to be changed a bit of course, as it should disable a random subsystem.
The game doesn't support manual targeting where you can try to hit a specific system by hitting a specific part of the ship, so that relativ position actually mattered in battle.
I would love to hit the torp launcher to not destroy it, but disable the torp guiding system (disabling the torp damage buff) if I notice that my enemy is taking me apart with his new llockbox OP Torpedo weapons.

If you want to be really complex, you could actually totally destroy a system by disabling every subsystem. That would mean there is no end to the debuff and the ship has to actually manually repair the system either with a corresponding power or a repair component.

Ok, this post wnet into a very unexpected direcion. Didn't plan on totally revamping the space combat when I started.
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Old October 5 2012, 02:36 PM   #2449
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Re: Star Trek Online Discussion Thread (now free to play!)

Mark Rademaker joined the official forums to give a response on a question about his ships being used in STO. He thinks they did a good job on the Vesta.

For those who don't know, CBS has given PWE the green light to negotiate with Mark for any of his ship designs.

http://sto-forum.perfectworld.com/sh...&postcount=122
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Old October 5 2012, 04:26 PM   #2450
mic of orion
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Re: Star Trek Online Discussion Thread (now free to play!)

Scout101 wrote: View Post
I'll give a critique:

Lose the beam bank in the front. Swap for Dual Heavy Cannons.

done,











Scout101 wrote: View Post
In the back, dump the beam array and the 2nd (cluster?) torpedo. Keep the Har'pengh, it's a decent one to deal damage with as you're turning around/running away. Replace those with 2 turrets. that gets you another 120x2 DPS facing forward, and minimal from the sides/rear as you turn, lets you concentrate your fire into bigger hits.
Problem is that turrets don't do much damage and I need strong anti fighter capability in form of a beam that has wide arc, playing loads of starabse 24 missions.

Breen Cluster mine thing is very effective more powerful than quantum mine dispenser and punishes anyone that comes even near my arse, lol.

So behind will remain as it is for now, sorry but my experience with turrets at the back is at best lackluster.





Scout101 wrote: View Post
For devices, I've got a random turret to drop, and then the Subspace Field Modulator (from an early Dividian mission, Skirmish I think?). Nets you nice defense for a minute, lets you hide or take a few more hits.

For Consoles:

Engineering: lose the cloak. Honestly don't think it's worth the slot, doesn't do much for me. I bought a subspace jumper off the exchange cheap, like that one. Instantly transports you behind your target, so nice way to break contact, or in a STF, avoid the giant super-kill torpedo coming to 1-shot you to death. Electro-ceramic is my other console, does Plasma and Tetryon as it's focus, and I do mainly STF, so the Borg are using all Plasma, so obvious there. Just gear the plating towards who you intend to fight. The broad spectrum ones aren't as good, but cover more.

Science: I've got the Borg Assimulated Module here, sci powers are the weakest of the group. You've got 3 Eng slots, though, maybe put it there for you. Other than that, as many Field Generators as you can put on, that's the best sci console. +17.5% shield capacity per thing. Rest are pointless compared to that.
I see, I guess i'll need to do that mission and get that console and look for that jumper thing as well.


Scout101 wrote: View Post
Tac - Too much wasted here. You've got 1 phaser relay, go get more, at least 1 more. If you keep the borg device here (you shouldn't, dps is king in this game), you can only use a couple. I use the quantum zero point module to focus the quantum torp in the front, and the rest would all be phaser relays, as big and rare as you can find/afford. Don't do the +all cannon console, use the bigger boost the phaser-only one gets you.
well right now I have consoles that are over year old, I mean this is what I had way back than when I started, nothing changed since, reason why I asked if this set up can be improved on.

Scout101 wrote: View Post
Only other thing is that i'm in all Anti-Proton gear for the borg, but no harm in using phasers. Just pick something more specific, and then only use stuff geared JUST for that. Your Tac consoles should really just boost your all-cannon lineup, and then one for the torpedo.
yep it does magic against the cube in infection, the cure... Problem is that you have to align your ship so that the firing arc faces the enemy and for this you need to get loads of practice, it'll take time for me but i'll mange, and reason why in the past I've used beam in front, but also cause this is how Defiant class is actually fitted in the TV series DS9.



This is my current stockpile of Borg Gear, from few missions that i've played, against the Borg, (played around 30-32v missions). Not sure what energy (green data chips) are for, if they hold any value at all, the fact i've got quite a few here, normally you get 4 of these if you win and complete bonuses on time, + salvage or if you're lucky a borg shield/deflector...

Anyways I might craft few consoles, problem is not sure if I can craft XII (I have 1750 + research points + Doffs) I wonder would I be able to craft XII ???

I think I have enough particles for quite a few consoles.


PS, just did few missions with extra heavy dual canon in front, and yes, ship tends to blow things much faster than when i had beam array, but i still need loads of practice to perfect my angle of attack.
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Last edited by mic of orion; October 6 2012 at 08:12 AM.
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Old October 6 2012, 08:29 AM   #2451
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Re: Star Trek Online Discussion Thread (now free to play!)

Thanks for all the replies on how to get dilithium. Will work on that more today.
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Old October 6 2012, 08:15 PM   #2452
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Re: Star Trek Online Discussion Thread (now free to play!)

Ok, this is it, I think, (I have 3 turrets for the back, but I am not using them, they are not as effective dealing with fighters as beam array is) I totally forgot why universal borg module was in my tactical slot, it beggars belief, could be when i was reshuffling consoles i forgot to move it in to science console tab as totally forgot about that little fiasco. Oh btw, keep all my credits in my bank account thingy, does that count towards 10 million credit limit or I can have 10 million there and 10 million in my inventory as well, giving me a grand total of 20 million? I hate wasting zen on stuff i really don't need, considering i have only 625 left and not much dilithium to go by, u can only refine 8000 of it each day, which I think its really stupid, they should increase the limit to 20 000 I think, as currently all items at the fleet base would take 3-5 days worth of dilithium to buy anything worth.

I was thinking of getting fleet's very rare mark XII shields, engines, everything including weapons and consoles, have just about enough for it, but not sure if its worth it ?


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Old October 6 2012, 09:38 PM   #2453
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Re: Star Trek Online Discussion Thread (now free to play!)

I see Vektor's ship finally made it in, as the 1000 day veteran reward for Federation side players. Chimera-class:

https://twitter.com/STOJamesLee/stat.../photo/1/large

EDIT: Klingons get this: https://twitter.com/STOJamesLee/stat.../photo/1/large

Both ships are meant to have some form of transformation, and are classed as "destroyers", not sure if these would be different from the usual cruiser/science/escort designations.
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Old October 6 2012, 10:45 PM   #2454
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Re: Star Trek Online Discussion Thread (now free to play!)

Well, the Aquarius destroyer is classed as an escort, so I guess it's an escort. Looking forward to trying this one out!
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Old October 7 2012, 01:48 AM   #2455
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Re: Star Trek Online Discussion Thread (now free to play!)

Captain_Amasov wrote: View Post
I see Vektor's ship finally made it in, as the 1000 day veteran reward for Federation side players. Chimera-class:

https://twitter.com/STOJamesLee/stat.../photo/1/large
Can't say I'm a fan of that one I was hoping for the Connie looking one, oh well may be some more released pictures of it will change my mind, but so far I don't think I will be changing out of my Tac Odyssey.

This one of the other hand I may use.
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Old October 7 2012, 04:08 AM   #2456
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Re: Star Trek Online Discussion Thread (now free to play!)

The Mobius Destroyer is actually an escort, so I'm presuming this Chimera class destroyer will also be an escort.
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Old October 7 2012, 07:01 AM   #2457
Timelord Victorious
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Re: Star Trek Online Discussion Thread (now free to play!)

It's not that I don't like the ship. Cryptic's originals have been far worse.
It just doesn't say "1000 Day Veteran" to me on an iconic scale.
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Old October 7 2012, 08:59 AM   #2458
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Re: Star Trek Online Discussion Thread (now free to play!)

How does this even happen?

I've never had this happen before. I don't play Elite so I don't have these problems. And of course I had a Major Regenerator, so couldn't fix this craziness.
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Old October 7 2012, 09:21 AM   #2459
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Re: Star Trek Online Discussion Thread (now free to play!)

An STF perhaps? By the way its a minor injury, so what you need is a minor regenerator. Alternatively, you could visit a starbase and get the doctor there to fix it for free.
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Old October 7 2012, 09:50 AM   #2460
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Re: Star Trek Online Discussion Thread (now free to play!)

TheRoyalFamily wrote: View Post
How does this even happen?

I've never had this happen before. I don't play Elite so I don't have these problems. And of course I had a Major Regenerator, so couldn't fix this craziness.
Did you perhaps play on Advanced, or in a group where the group leader was set on Advanced or Elite?
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