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Everything a new STO player needs to know (Free2Play introduction)

Johnnymuffintop

Commander
Red Shirt
Alright ladies and gents, I've been following STO since it first came out in forum postings, blogs, and shows like STOked, but since I haven't had a chance to actually play it, I'm still rather unfamiliar with it.

So, as a member who is greatly looking forward to it going Free-to-Play, what do I need to know. I'd like to know some of the ins and outs, the MUST haves, the "avoid at all costs", etc.
Hopefully this will prove beneficial not just for myself but for other members who are jumping onto the STO bandwagon now that it's within their price range.
(do keep in mind, I have played Champions, so I am SOMEWHAT familiar with Cryptic's work)
 
i reached the 300 day mark with day 299 being free yesterday :)

as for advice it seems all self explanatory cept maybe the beta tribble servers but now it seems even they are developed

//aside
I was wanting to do a klingon opera with interactions of ,,, individuals in the game having say a show nite after nite where ... there are random interactions from the audience and in-character gaming as part of it..
music scores being random and in the vain of klingon operaish :)
but of course there would be the programming of the musicians and such.
//end aside

now I was able to log on for free ... are others able to who have never payed anything at all or is that on Tuesday..?

and do I really need to buy another head set with mike and phones for use in fleet actions voice comm links?
 
For EVERYONE, that's Tuesday. And I'd say as long as your current mic works, there's no biggie. Headphones and a decent cam with a mic built in is what I'm working with.

As for the Klingon opera, I'd be up for it, but after I get used to the system for a bit, I'm planning on spending most of my time, and starting out with, the Federation.
 
Just logged into my old account I used to pay for and nothing was changed basically it was nice apparently you retain just about everything you had previously and the restrictions are mainly if you have a new character.
 
Lets see...

When leveling, my advice is to fly an escort (if you can get the dual heavy cannons)

Space
-----
Weapons:-
Generally for energy weapons, the smaller their firing arc, the more powerful they are.

As far as energy weapons go, dual heavy cannons are best with regards to damage. While the tooltip says they do the same DPS as a dual cannon but require more power, dual heavy cannons actually do more damage because they fire less often and as such use less power. Bit confusing I know.

Common odd marked dual heavy cannons I believe are only purchasable on the KDF side. If you want some, just give me a yell and I'll have my KDF captain buy some for you.

For the federation, these are generally escort only weapons. For the Klingons, these can be equipped on all their battlecruisers, escort-type ships and carriers (which is a mistake, given the poor turnrate).


Energy weapon types and their procs:-
Phaser - Small chance to disable a subsystem (like engines, weapons etc).
Disruptor - small chance to debuff damage resistance.
Plasma - chance to cause "damage over time" (DOT)
Tetryon - small chance to damage additional shield health.
Polaron - small chance to decrease targets power.
Antiproton - higher crit damage. Only available late in the game.

Due to attack pattern alpha being able to boost crit chance, antiprotons are generally best for tacts. Also, since you want to biggest bang for a shot taken, dual heavy cannons are best.

My advice is to go for either phaser or disruptor. Antiproton if you a tact captain using dual heavy cannons or torps.

I prefer to use Tetryon, not for the proc (which is pathetic), but because most PvPers seem not to be carrying specific resists for them.

Torpedos and types:-
Photon - Basic torp.
Quantum - longer firing rate, but flies through space faster and deals more damage.
Plasma - pretty much the same as plasma weapons.
Transphasic - deals an extra bit of shield bleedthrough damage. However since it's damage is so poor, it's really not worth it. The special transphasic cluster torps are equally as useless.
Chroniton - Has a 33% chance of slowing the target, which is pretty much the only reason to take them.
Hargh'peng - Possibly the best torp in the game. Isn't affected by torp abilities, but in addition to dealing normal kinetic damage, it'll also inflict a radiation debuff (damage over time). Finally, when the debuff timer finished counting down, there will be a secondary explosion that ignores shields.
Tricobalt - Deals a lot of damage, but has a long cooldown and can be targeted.


Ships:-
When levelling up your character, my advice is to fly an escort (if you can get access to dual heavy cannons). With an escort, the space sections will be over in a flash. Unless your doing PvP or an STF, tanking in this game is easy, so you'll run into little difficulty in what is supposedly the squishiest class in the game.

Unless you're attached to the federation cruiser ships and/or intend to be a healer in PvP, I have a hard time recommending them. The game has them basically designated as healers/tanks. While klingon battle cruisers can deal damage effectively (if using dual heavy cannons), Fed cruisers lack bite in comparison. Don't get me wrong they still can wipe out NPCs easily enough, but given how easy tanking is in PvE (exception being STF's and maybe elite PvE), this makes them a bit worthless in comparison to an escort.

If you're still intent on being a damage dealer while flying a federation cruiser at level cap, here are the cruisers I'd recommend flying:-

Assault Cruiser (Sovereign) - Non c-store
Better turnrate then a star cruiser, has an extra ensign tactical station.

Advanced Heavy Cruiser Retrofit (Excelsior)- C-store
Best turnrate of any tier 5 Fed cruiser. Unlike other Fed and KDF cruisers, it has a Lt Cmdr tactical station (allowing it to use tier 3 tactical bridge officer skills)

Dreadnought (Galaxy-X)- C-store
The only Fed cruiser that can equip dual heavy cannons. However, due to it's poor turnrate (worse then the sovereign and excelsior), it's not recommended to use dual heavy cannons in PvP. It also has a phaser lance attack, which is basically a massive cannon you can fire off every few minutes. One of two fed ships with a cloaking device.

I'd recommend against getting the exploration cruiser refit (Galaxy refit). The saucer separation skill is more or less a gimmick and if you get destroyed the skill is put on cooldown.

As for the KDF, their best cruiser is the Vorcha refit. Same bridge officer stations as a sovereign, lower hull, but has the best turnrate for a cruiser in the game at tier 5.

Ground
------
Not much to say here.

Best everyday weapons are generally the pulsewaves(low firing rate, high damage as well as a possible knockback).

I suggest you have at least one science bridge officer skilled as the away team healer.

VS Borg:-
Borg adapt to your attacks after a few shots, so you'll need a remodulator to clear the debuff (which can be replicated by your ships replicator). However, since the normal remodulator takes 4 seconds to, it's best to have a weapon that deals high damage with the least shots (basically the pulsewave for the most part).
 
My starting advice:

Start downloading the game yesterday if you want to play today.

Review the skills and traits in the STO Wiki before creating a charcter.

If you love fighting Borg, kill enough drones and ships to pick up those two passive bonuses. Your starting character will have 6 passive skills instead of 4.

If you have any C-store personal items, pick them up as soon as your character starts. Pick up your ship enhancements after you get your first ship.


If you need help today, give a shout to Doc Lee@Rocketeer_7
He will be online today at 4pm GMT+1 (10am EST) and 10pm GMT+1 (4pm EST).

//
 
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On the new economy I say just invest in odd marked gear and save your dilithium for when you have stop getting free ships or to buy gear at Vice Admiral.
 
If you're even thinking about doing PvP, I'd advise taking these two traits - elusive (+10 defense) and accurate (+10 accuracy)
 
When you start the game you pick which career path you are pursuing and that will determine some of the skills you get as you level up. So certain ships or suited to certain careers. Engineers are suited to cruisers. Tactical officers are suited to escorts, and science officers are suited for exploration cruisers. But you can pick whatever ship you want when the time comes.

Also the ship type (E Cruiser, escort, cruiser) is suited to certain play types, and they conform to MMO types. Science officers/exploration cruisers are healers, engineers/ cruisers are tanks, and tactical officers/escorts deal damage but can't take a lot of damage.

The three ship types also effect which direction you go with your bridge crew. As a captain, you of course have your bridge officers (which rank up with you but only at your discretion. For example, my character is a Lieutenant Commander, and most of my officers are ensigns except for my XO/Chief Tactical/Chief of Security (all the same person) who is a Lieutenant but thats because I wanted to put a lot of XP into that character. The ship I currently have is a crusier, and while I have 5 bridge officers, I only have bridge positions for 4 of them (one tactical, two engineering, and one science). The next level of ship will add another engineering slot if I pick a cruiser. The equivalent escort and exploration cruiser have an extra tactical and science respectively. Bridge officers also come into play on away missions. You can select which bridge officers come with you on away missions (I stopped playing for a while, but when the game first came out, you could take along redshirts with you, but I couldn't figure a way out to do that now).

The thing they have just added to the game are duty officers. I have limited experience with them but they are officers, enlisted crew, and civilians on your ship who you can send on missions or assign positions on the ship. The missions give you XP and rewards without you personally doing missions (for example I have two missions happening right now with my duty officers and I can collect the XP the next time I log on). Assigning them positions on the ship grants bonus abilities. For example, when I'm on an away mission and me or one of my officers perform a heal, their is a chance a medic will beam down to the surface to heal everyone. Also when I deploy a phasor turret a second lesser turret could beam down.

Over all I'd say this is the most casual of the hardcore mmos out there. I really appreciate the fact that I don't really have to group with people and can solo my way up to rear admiral and the fact that its free now makes that easier to swallow although the benefits to paying the monthly fee are tempting.
 
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