Star Trek Online Discussion Thread (now free to play!)

Discussion in 'Trek Gaming' started by daedalus5, Sep 3, 2011.

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  1. Patrick O'Brien

    Patrick O'Brien Captain Captain

    Joined:
    Feb 9, 2012
    Location:
    Brooklyn NY
    I need to star running the STF's so I can get some of that cool loot!
     
  2. Methos

    Methos Fleet Captain Fleet Captain

    Joined:
    Jan 10, 2012
    Location:
    Hiding under Gaila's bed...
    so the game's getting another patch today apparently...

    here's the specifics... doesn't look anything too major, so don't know why they'd need 2 hours down time to get the patches working, but whatever...

    M
     
  3. syberghost

    syberghost Commander Red Shirt

    Joined:
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    STO official forums community moderator emeritus
    Just rebooting all the servers and validating them probably consumes more than half of that time.
     
  4. Methos

    Methos Fleet Captain Fleet Captain

    Joined:
    Jan 10, 2012
    Location:
    Hiding under Gaila's bed...
    true lol

    I just got a DOFF assignment titled "Investigate Rumours of Klingon Intelligence"... shockingly i got a critical failure on it lol

    M
     
  5. intrinsical

    intrinsical Commodore Commodore

    Joined:
    Mar 3, 2005
    Location:
    Singapore
    I need to ask a few questions before I can determine how best to increase your ship's damage dealing capabilities.

    Why are you mixing cannons and beam arrays on a cruiser?
    Are you attacking ships straight on?
    Or are you making broadside attacks?
    What are the bridge officer abilities you are using?
    How are you distributing your ship's energy levels?

    For cruisers, the standard way to increase DPS is to use 3 fore beam arrays and 3 aft beam arrays, do broadside attacks so all 6 weapons are firing on your target. You can further boost your ship's damage by using Boff abilities such as Emergency Power to Weapons, Beam Overload and Beam Fire At Will. Attack patterns will also help boost you and your teammate's attacks too.
     
  6. Noname Given

    Noname Given Fleet Admiral Admiral

    Joined:
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    Location:
    Noname Given
    1) Don't mix beam arrays and cannons - either go with beam arrays front and rear or the single cannons you have in the front now and 360 degee firing turrets in the rear (which BTW are considered 'cannons' for all boff powers like cannon rapid fire, etc.) Also, maximize your Tac Boff powers for your beam array or cannon layout (IE DON'T select Beam Overload or Fire at Will if you have cannons as they ONLY buff beam array powers.)

    2) Dump the Photon Torpedoes for Quantum Torpedoes. Yes, Quantums have a 2 second longer erecharge time; but Torps are 'weapons of opportunity' in that they only really do damage when the enemy's shield is down, so you want to save them for when that happens anyway. The big advantage with Quantums in this regard is taht they are the fastest travelling torps in the game, so they have the best chance to get to the target before he is able to raise a downed shioeld facing.
     
  7. Timelord Victorious

    Timelord Victorious Vice Admiral Admiral

    Joined:
    Feb 27, 2006
    Location:
    Germany, Earth, the Solar System
    Actually, mixing cannons and beams is not that bad.

    If you attack at an angle you get very high dps, not quite escort level, but enough to kill things on occasion.

    I have a dual beam, 2 cannons and a quantum torp in front of my sovereign refit.
    The arc quantum torp, 2 beams and turret in the rear.

    I use cannon spread fire, torp spread 1 and high yield 3 and tactical team plus tac captain powers to buff damage while having some survival abilities from the ship.

    With all tac buffs and the cannon spread I can usually drop shields on my first pass and kill anything with less hull than a battleship/dreadnought with the torpedo high yield.

    if a second torp hit is necessary, a spread from the rear torp can do it, since it only requires a minot course correction thanks to the 180° arc.
     
  8. The Castellan

    The Castellan Commodore Commodore

    Joined:
    May 2, 2004
    Location:
    The Plains of Cydonia
    How good's just putting turrents on your ship's rump?
     
  9. Scout101

    Scout101 Admiral Admiral

    Joined:
    Aug 21, 2003
    Location:
    Rhode Island, USA
    Good if you're an escort and are attacking with DHCs up front, so you can be firing the turrets at the same time.

    Total crap if you're in a cruiser, because you could be broadsiding with a beam array and getting 3x the damage...
     
  10. The Castellan

    The Castellan Commodore Commodore

    Joined:
    May 2, 2004
    Location:
    The Plains of Cydonia
    I heard turrets on the rear are good when you are turning and so on.
     
  11. syberghost

    syberghost Commander Red Shirt

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    An RCS console beats turrets on a cruiser. Turrets are filler for Escorts.
     
  12. intrinsical

    intrinsical Commodore Commodore

    Joined:
    Mar 3, 2005
    Location:
    Singapore
    THe basic principle is to have as many weapons firing as you can manage. Escorts typically use forward facing cannons, so having rear turrets that can also fire forward makes sense.

    For cruisers and slow turning ships that can't easily keep their forward constantly pointed at their targets, it is much easier to broadside the target and have both fore and aft beam arrays firing.
     
  13. Timelord Victorious

    Timelord Victorious Vice Admiral Admiral

    Joined:
    Feb 27, 2006
    Location:
    Germany, Earth, the Solar System
    Ok, letting out my secret of success (relativ, cause a harcore PvPer will still always smash me), here is my current build.

    [​IMG]

    And my skill point tree, which I think is even more important.
    I regret not having some points in Flow Capacitor, it's gimping my Omega set a bit
    [​IMG]
     
  14. Scout101

    Scout101 Admiral Admiral

    Joined:
    Aug 21, 2003
    Location:
    Rhode Island, USA
    My setup at the moment, mostly geared towards STF Borg hunting, although will shred most anything that gets in front of it...

    [​IMG]
     
  15. syberghost

    syberghost Commander Red Shirt

    Joined:
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    Here's my "doing my dailies and stuff" build. It's going to change later; probably today even, as I'm going to spend $35 on ships just to strip a weapon off one and a console off the other:

    [​IMG]
     
  16. Timelord Victorious

    Timelord Victorious Vice Admiral Admiral

    Joined:
    Feb 27, 2006
    Location:
    Germany, Earth, the Solar System
    U.S.S. Banhammer? For real?
     
  17. syberghost

    syberghost Commander Red Shirt

    Joined:
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    Yeah; the IRC users suggested it during the days of the official IRC channel, and I brought it back when I started moderating the official forums. My Klingon is in the I.K.S. Ban'leth. :)
     
  18. Harvey

    Harvey Admiral Admiral

    Joined:
    Oct 8, 2005
    Okay, this is a silly question, but how do we actually visit the KDF fleet starbase? (Or have we not advanced far enough to do so?)
     
  19. Timelord Victorious

    Timelord Victorious Vice Admiral Admiral

    Joined:
    Feb 27, 2006
    Location:
    Germany, Earth, the Solar System
    You can visit it already at Tier 0 from the first second.

    As long as you dont have a transwarp gate, you need to go to Eta Eridani (neutral zone) and enter fleet starbase system.
     
  20. intrinsical

    intrinsical Commodore Commodore

    Joined:
    Mar 3, 2005
    Location:
    Singapore
    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.
    [​IMG]
     
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