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Old July 12 2014, 09:16 AM   #4711
Timelord Victorious
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Re: Star Trek Online Discussion Thread (now free to play!)

If you enjoy Cruisers, but are annoyed by their turnrate you should try to get some Elite Fleet Engineering consoles.

Those come with with basically 2 traints instead of just one.

So you can get RCS (turnrate) consoles that enhance your armor as a secondary effect or armor consoles with extra turnrate. And on a cruiser you can usually install 4-5 of these babies.
You won't quite get the turnrate of an escort but you can push it to science ship levels easily.

Firepower will depend on which cruiser you pick, but some of the more tactical oriented deal DPS with the best of them, if you spend your skill points right and take a look on how to manage your power levels most effeciently.

With the correct skill point allocation, the right gear and doffs it should be doable to keep your weapon power level at around 100-125 nearly at all times.

The biggest bonus cruisers have weapons wise, 8 weapons slots and broadside ability, can also be their greatest weakness.
When you equip 6-8 beams and unleash all of them in a broadside attack simultaneously you get a steep penalty in powerlevels. Each beam will have less power available then the one before and thus less damage until the next firing cycle.

So what you want to do is have way more power in weapons than 100 available.

There is a power cap at 125, so technically you can't have a higher output then that. Think of this as the maximum wattage a weapon can channel.
But there is an invisible power pool above 125 other weapons can draw from if you exceed the 125. Instead of reducing your active powerlevel weapons will draw from this pool until that is drained and only then reduce your the rest.

A cruiser that can hold it's weapons at 100+ power is quite deadly.

A common build to achieve this is the so called Aux2Batt build where you divert auxilliary power to weapons/shield/engines.

Aux2Batt is a a boff engineering power.

The Aux power levels get completely drained by doing this, which leaves most of your science based powers completely ineffective until aux slowly recharges, so it takes a bit of practice when to use which power.

As an engineer you don't necessarily need aux2bat because you have additional powers for better power management, combine that with a few well used batteries and you could have all 4 power levels at 100+ nearly at all times.

If you mastered this you will free up additiona boff slots for better defense (shield hardening, heals, etc) or offensive powers (warp plasma, tractor beam, shield penetration, etc)
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Old July 12 2014, 08:54 PM   #4712
Joel_Kirk
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Re: Star Trek Online Discussion Thread (now free to play!)

Timelord Victorious wrote: View Post
If you enjoy Cruisers, but are annoyed by their turnrate you should try to get some Elite Fleet Engineering consoles.

Those come with with basically 2 traints instead of just one.

So you can get RCS (turnrate) consoles that enhance your armor as a secondary effect or armor consoles with extra turnrate. And on a cruiser you can usually install 4-5 of these babies.
You won't quite get the turnrate of an escort but you can push it to science ship levels easily.

Firepower will depend on which cruiser you pick, but some of the more tactical oriented deal DPS with the best of them, if you spend your skill points right and take a look on how to manage your power levels most effeciently.

With the correct skill point allocation, the right gear and doffs it should be doable to keep your weapon power level at around 100-125 nearly at all times.

The biggest bonus cruisers have weapons wise, 8 weapons slots and broadside ability, can also be their greatest weakness.
When you equip 6-8 beams and unleash all of them in a broadside attack simultaneously you get a steep penalty in powerlevels. Each beam will have less power available then the one before and thus less damage until the next firing cycle.

So what you want to do is have way more power in weapons than 100 available.

There is a power cap at 125, so technically you can't have a higher output then that. Think of this as the maximum wattage a weapon can channel.
But there is an invisible power pool above 125 other weapons can draw from if you exceed the 125. Instead of reducing your active powerlevel weapons will draw from this pool until that is drained and only then reduce your the rest.

A cruiser that can hold it's weapons at 100+ power is quite deadly.

A common build to achieve this is the so called Aux2Batt build where you divert auxilliary power to weapons/shield/engines.

Aux2Batt is a a boff engineering power.

The Aux power levels get completely drained by doing this, which leaves most of your science based powers completely ineffective until aux slowly recharges, so it takes a bit of practice when to use which power.

As an engineer you don't necessarily need aux2bat because you have additional powers for better power management, combine that with a few well used batteries and you could have all 4 power levels at 100+ nearly at all times.

If you mastered this you will free up additiona boff slots for better defense (shield hardening, heals, etc) or offensive powers (warp plasma, tractor beam, shield penetration, etc)
Thanks, Timelord...

My current layout on my Recon Sci Vessal (U.S.S. Benjamin Sisko) - since my last post - is an Antiproton omnidirectional beam, as well as a single beam. One transphasic torp in the front, one in the back. And, one cluster transphasic torp in the aft, as well as a quantum torp in the aft.

I'm going to check out the RCS consoles and the Aux 2 Battery you brought out and experiment on the cruisers I want to use...
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Old July 13 2014, 04:08 PM   #4713
intrinsical
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Re: Star Trek Online Discussion Thread (now free to play!)

Engineer with a cruiser is one of the most powerful combo in this game. As an engineer, you will have little difficulty overcapping weapons power at 125+. This allows you to sustain consistent 2-4k damage shots using beam arrays. Coupled with the cruiser's innate strong hull, good shields and excellent heals, an Engineer's cruiser is deadly and resilient.

My approach for cruisers is slightly different from Timelord's. My strategy with cruisers is to arm 8 beam arrays, stay at 10km range away from my target(s) and fire all 8 arrays. At this long range, it is easy to keep all 8 weapons on my targets despite the slow turn rate. And in the rare occasion that I need quick turns, I just use Evasive Maneuvers.

Be careful with using Aux to Batt (I call it a2b), as there are downsides. When a2b is active, all your auxiliary power is transferred to other subsystems. Leaving auxiliary power at zero. And since all science bridge officer abilities depend on auxiliary power, they only apply absolutely minimum effect when a2b is active. That means critical abilities such as hull and shield heals, buffs and debuffs will be near useless. This can be very bad for ships that depend heavily on science abilities, such as most science vessels.
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Old July 14 2014, 05:04 AM   #4714
Joel_Kirk
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Re: Star Trek Online Discussion Thread (now free to play!)

intrinsical wrote: View Post
Engineer with a cruiser is one of the most powerful combo in this game. As an engineer, you will have little difficulty overcapping weapons power at 125+. This allows you to sustain consistent 2-4k damage shots using beam arrays. Coupled with the cruiser's innate strong hull, good shields and excellent heals, an Engineer's cruiser is deadly and resilient.

My approach for cruisers is slightly different from Timelord's. My strategy with cruisers is to arm 8 beam arrays, stay at 10km range away from my target(s) and fire all 8 arrays. At this long range, it is easy to keep all 8 weapons on my targets despite the slow turn rate. And in the rare occasion that I need quick turns, I just use Evasive Maneuvers.

Be careful with using Aux to Batt (I call it a2b), as there are downsides. When a2b is active, all your auxiliary power is transferred to other subsystems. Leaving auxiliary power at zero. And since all science bridge officer abilities depend on auxiliary power, they only apply absolutely minimum effect when a2b is active. That means critical abilities such as hull and shield heals, buffs and debuffs will be near useless. This can be very bad for ships that depend heavily on science abilities, such as most science vessels.
It seems like Engineers have it good on the ground as well. They can create cover shields, medical generators, and turrets...

Yeah, I was thinking about taking my support cruiser out, but my science officer was promoted....and was able to utilize the gravity well skill....which I've seen another player - on the PvP Capture and Hold - use. I'm assuming s/he got their gravity well from the Fleet because the one used was taking in more than one ship; it seemed to be more powerful than the one I currently have.

So, for now my layout of consoles is as follows:
*2 RCS Accelerators (Engineering)
2 Emitter Arrays, 1 Power Insulator, and 1 Biofunction Monitor - I did some experimenting by removing this monitor before the arena battle to found out that repairs are extremely slow if it isn't in place (Science)
*2 Antiproton Mag Regulators, and 1 Warhead Yield Chamber (Tactical)

I was even looking into the Mirror Universe Assault Cruiser for sale in the exchange since the game's wiki said that cruiser is geared more towards science. Alas, the science area only goes up to Lt. or Lt. Cmdr., I think.

I think - at least for this character - get the ship to where it has strong shields. And, of course, where it can turn a bit quicker than previous missions.
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Old July 14 2014, 10:34 AM   #4715
intrinsical
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Re: Star Trek Online Discussion Thread (now free to play!)

Joel_Kirk wrote: View Post
I was even looking into the Mirror Universe Assault Cruiser for sale in the exchange since the game's wiki said that cruiser is geared more towards science. Alas, the science area only goes up to Lt. or Lt. Cmdr., I think.
Just fyi, you will never find a Cmdr Science cruiser, nor a Cmdr Eng science vessel - these break Cryptic's ship design rules. When someone says a cruiser is science or tac oriented, they are almost always referring to the Lt. Cmdr bridge officer slot.

You may find it interesting to know Cryptic's ship design rules. It may help you pick a ship you would like.

Cruiser design rules:
  • Cmdr Engineer bridge officer slot
  • Access to Cruiser Command abilities
  • 4 Forward weapons
  • 4 Aft weapons
  • 4-5 Engineering console slots
  • +5 weapon, shield, engine and auxiliary power (usually)
  • +10% more hull hitpoints (usually)
  • 1.0 shield multiplier for standard ships, 1.1 shield multiplier for fleet grade ships
  • 4 device slots
  • Low turn rates
Science Vessel design rules:
  • Cmdr Science bridge officer slot
  • Secondary Deflector slot (to be released soon)
  • 3 Forward weapons
  • 3 Aft weapons
  • 4-5 Science consoles
  • +15 aux power (some have +10 aux and +5 to another subsystem)
  • Average hull hitpoints (usually)
  • 1.3 shield multiplier standard ships, 1.45 shield multiplier for fleet grade ships
  • 3 device slots
  • Average turn rates
Escort design rules:
  • Cmdr Tactical bridge officer slot
  • Can use Dual Cannons and Dual Heavy Cannons
  • 4 Forward weapons
  • 3 Aft weapons
  • 4-5 Tactical consoles
  • +15 weapon power (some have +10 weapon and +5 to another subsystem)
  • -10% hull hitpoints (usually)
  • 0.9 shield multiplier for standard ships, 0.99 shield multplier for fleet grade ships
  • 2 device slots
  • High turn rates
These are the 3 standard Federation ship types. Recently, Cryptic have started introducing carriers and hybrids such as Destroyers and Dreadnaughts. I have no idea what Dreadnaught's design rules are since there is only 1 Fed Dreadnaught.

Destroyer (Cruiser/Escort hybrid, mix of cruiser and escort bonuses and penalities) design rules:
  • Cmdr Tactical bridge officer slot
  • Can use Dual Cannons and Dual Heavy Cannons
  • Access to 2 Cruiser Command abilities
  • 4 Forward weapons
  • 3 Aft weapons
  • 4 Tactical console
  • +10 weapon power, +5 engine power
  • Average hull hitpoints (usually)
  • 0.9 shield multiplier for standard ships, 0.99 shield multplier for fleet grade ships
  • 3 device slots
  • Average turn rates
And then there are Science Destroyers. I haven't really looked at them in detail, but I presume they are a Science Vessel/Escort hybrid. Klingon and Romulan ships have their own ship types and associated design rules too. For example, all Klingon ships have universal bridge officer slots and all Romulan ships use a Singularity Core rather than a Warp Core, which gives them additional abilities at the expense of lower subsystem power levels.
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Last edited by intrinsical; July 14 2014 at 11:06 AM.
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Old July 14 2014, 01:55 PM   #4716
Timelord Victorious
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Re: Star Trek Online Discussion Thread (now free to play!)

Well written summary.

Some corrections, though.

Science vessels have an extra ability with sensor analysis and innate subsystem targeting abilities.


Not all Klingon ships have universal bridge officer stations, just the Bird of Prey Raiders.
All Klingon(not all KDF) have a cloaking device, with Bird of Prey raiders using battlecloaks which enable cloak under red alert.

Klingon cruisers are all battle cruisers, which don't have all cruiser commands and have slightly lower hull, but can mount dual cannons and have a higher turnrate.
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Old July 15 2014, 02:00 AM   #4717
Joel_Kirk
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Re: Star Trek Online Discussion Thread (now free to play!)

Timelord Victorious and Intrinsical,

Thanks again.

With my new additions, I was able to hold my own in the Fleet

I'm now going through my character (and her crew) to find out what ground weapons work and what I can train in.

I saw some interesting 'powers' or abilities during the Colony Invasion PvE map - a map that seems to be pretty popular. One player had his (or her) character 'levitate' the Hirogen baddies, either crushing them while taking away their life. Another called - what I think - a strike (?) from above.

I'm assuming those skills are either for Tac or Engineering officers, but what are they?
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Old July 15 2014, 02:09 AM   #4718
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Re: Star Trek Online Discussion Thread (now free to play!)

Joel_Kirk wrote: View Post
Timelord Victorious and Intrinsical,

Thanks again.

With my new additions, I was able to hold my own in the Fleet

I'm now going through my character (and her crew) to find out what ground weapons work and what I can train in.

I saw some interesting 'powers' or abilities during the Colony Invasion PvE map - a map that seems to be pretty popular. One player had his (or her) character 'levitate' the Hirogen baddies, either crushing them while taking away their life.
thats from an item you can only get from the last Devidian mission during the featured episode event.

Another called - what I think - a strike (?) from above.

I'm assuming those skills are either for Tac or Engineering officers, but what are they?
Its an engineering ability.
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Old July 15 2014, 08:58 AM   #4719
Jim Gamma
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Re: Star Trek Online Discussion Thread (now free to play!)

Joel_Kirk wrote: View Post
Timelord Victorious and Intrinsical,
One player had his (or her) character 'levitate' the Hirogen baddies, either crushing them while taking away their life.
The Devidian Cane - an item available when they do a rerun of Feature Episodes, for playing The Night of the Comet.

Another called - what I think - a strike (?) from above.
Orbital Strike - an Engineering Player Character-only ability. I forget what level it's available at. Essentially your ship sends a phaser volley at the location of your enemy.
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Old July 15 2014, 12:01 PM   #4720
Timelord Victorious
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Re: Star Trek Online Discussion Thread (now free to play!)

Captain (rank) abilities Ground:
Tactical: 2 Security Guards (with the right doffs up to 6 guards)
Engineering: Orbital Strike (not sure what doff affects this ability)
Science: Medical Nanite Cloud captain or friendly target get a 3 charges heal triggered when HP fall below 30% or something like that. (there is also a doff enhancement, making this an AoE ability)
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Old July 16 2014, 01:54 AM   #4721
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Re: Star Trek Online Discussion Thread (now free to play!)

Well, inspired by this board to pick up my old STO account, I logged on to find... trouble.

Essentially, I am having trouble syncing up the new account with the old account.

My password for the old account does not seem to be accepted. Because it's with a non-existent company there is no way to 'recover' the password.

I've sent an email to the new company asking for the accounts to be linked but so far no response.

Is this a common problem? I can't access my old character. Would absolutely hate to grind up from lvl 1 all over again.
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Old July 16 2014, 02:37 AM   #4722
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Re: Star Trek Online Discussion Thread (now free to play!)

Thanks for the responses, guys.

I just found out that, at level 50, I'm unable to increase the skill on my character....so, any new things I might want to try out is for another character.

I know I have two other 'free' slots. I had a human male tac character (which I deleted) and I had a Romulan female character (also deleted). And, currently I have an Andorian female engineering character....(which also may be deleted).

I guess I want to max out the play with my current character. Too, I still have a few episodes left with the Dyson Sphere campaign...and I just found out I can easily get Dilithium from 15s New Romulus reputation....and get extra 'credits' going on Deferi missions (and missions in general) where I get drops that I can sell later on. Not too mention, I've been putting in a lot of resources towards a Tier 1 dilithium mine and starbase!

I just wish I was able to go back and add some 'skills' to my science officer. *sigh*

Destructor wrote: View Post
Well, inspired by this board to pick up my old STO account, I logged on to find... trouble.

Essentially, I am having trouble syncing up the new account with the old account.

My password for the old account does not seem to be accepted. Because it's with a non-existent company there is no way to 'recover' the password.

I've sent an email to the new company asking for the accounts to be linked but so far no response.

Is this a common problem? I can't access my old character. Would absolutely hate to grind up from lvl 1 all over again.
Cryptic seems a bit slow in responses. I actually submitted a ticket about a bug on one of the exploration missions...and I have yet to receive a response. (Granted, with loads of people on the game I'm sure the response isn't going to be instantaneous....but, at the same time, with loads of people playing the game, I would think it's something that is addressed. Too, I assume I am one of the few players actually going into that particular area to explore!)

I probably didn't really answer your question, so maybe some of the others have some suggestions....
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Old July 16 2014, 03:53 AM   #4723
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Re: Star Trek Online Discussion Thread (now free to play!)

Wow, did an elite Undine assault tonight, one guy bailed on us about 10 mins in and it ended up taking over an hour to finish it. What's the best loadout for a Tac cruiser for that? I could barely hold my own.

I hadn't touched the Undine STF's until this week and I'm doing pretty lousy at them, is there any way to compensate for the extreme sluggish nature of fluidic space?
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Old July 16 2014, 08:20 AM   #4724
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Re: Star Trek Online Discussion Thread (now free to play!)

^If that's a mission in one of the Exploration Clusters, they're being removed as they were known to be buggy, flawed and often silly.

In any case, Cryptic don't respond to bug reports, it just gets added to some internal list. Cryptic don't publish prioritisation data, either.

As to the old account issue there was a merge between Cryptic and Perfect World - everyone had to merge accounts a year or two back. Am currently on train to work else I'd take a look on the forums for relevant threads, but you'll likely find something in their announcements forum (top of the list at http://sto-forum.perfectworld.com called galactic news network) if you look back far enough.
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Old July 16 2014, 12:23 PM   #4725
intrinsical
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Re: Star Trek Online Discussion Thread (now free to play!)

LeadHead wrote: View Post
Wow, did an elite Undine assault tonight, one guy bailed on us about 10 mins in and it ended up taking over an hour to finish it. What's the best loadout for a Tac cruiser for that? I could barely hold my own.

I hadn't touched the Undine STF's until this week and I'm doing pretty lousy at them, is there any way to compensate for the extreme sluggish nature of fluidic space?
Sadly, UAE is so tough that only the most experienced players in a very well built ship will be able to complete it in 15-20 minutes. You'll need a ship that has VERY, VERY strong both offensively AND defensively. It is why almost nobody play it.
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