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Star Trek Online Discussion Thread - Delta Rising

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Dude, chances are the tribbles ate ALL your food. The only way to get rid of tribbles is to manually discard them, one by one. ((Right click on a tribble and select "Discard"))

Do they do that? The food I collected is gone, and I honestly can't remember for sure if I sold it or not.
I ended up discarding all but two of the tribbles.

Yes, they do that. Every hour you play the game, each tribble will eat one piece of food and make a new tribble. This happens in your inventory, your bank, even in you and your officer's equipment slot

Are you sure about officers' slots? Each of my Boffs has a tribble, and at least two more slots are filled with food for fast healing. Their tribbles never ate anything.
 
Do they do that? The food I collected is gone, and I honestly can't remember for sure if I sold it or not.
I ended up discarding all but two of the tribbles.

Yes, they do that. Every hour you play the game, each tribble will eat one piece of food and make a new tribble. This happens in your inventory, your bank, even in you and your officer's equipment slot

Are you sure about officers' slots? Each of my Boffs has a tribble, and at least two more slots are filled with food for fast healing. Their tribbles never ate anything.

Very sure, I have used my officer's slots to control their breeding.

Aegis set question.

I was never able to get the aegis set. I would still love to have it. Would it it be inappropriate to request some help getting that set? Of course can can pay. Sorry if my question crosses a line. Thanks all.

A little late but if you gave me the materials, I could have crafted them for you at no cost.
 
Are you sure about officers' slots? Each of my Boffs has a tribble, and at least two more slots are filled with food for fast healing. Their tribbles never ate anything.

Very sure, I have used my officer's slots to control their breeding.

Those you take on away missions or those that stay on the ship? Or it doesn't matter? It sounds like a good idea of controlled breeding I may use too :)

Maybe my Boffs ate the food before tribbles could ;)
 
Dude, chances are the tribbles ate ALL your food. The only way to get rid of tribbles is to manually discard them, one by one. ((Right click on a tribble and select "Discard"))

Do they do that? The food I collected is gone, and I honestly can't remember for sure if I sold it or not.
I ended up discarding all but two of the tribbles.

Yes, they do that. Every hour you play the game, each tribble will eat one piece of food and make a new tribble. This happens in your inventory, your bank, even in you and your officer's equipment slot
That would explain why I ended up with so many. I didn't think I remembered getting as many as I saw, but there were several times I just grabbed dropped items without really seeing what they were, I just assumed that was where the other Tribbles came from.
 
Tribe breeding was maybe the first real mini game at release, cause you could some (back then) decent buffs from them for your boffs and yourself.
There was an actual reason to hunt down the right foods.
These days it is much easier, you can gene splice them into the higher level tribbles through doffing at a science doff contact.
Visit one on your ship or on our starbase.
 
Is there a way to quickly get lots of skill points to upgrade my ship? I keep getting my ass kicked by, I think it's a Raptor Class Escort, in Entangled in the Briars. After it killed me the first time I did a deep space encounter, a PVE queued mission, and did a little bit of upgrading, but it still kicked my ass.
 
Are you far from the promotion that gives you another ship? If not that far (you can check it by hovering your mouse over the bar on the top of the screen), you can do more deep space encounters, more PVE until you're promoted, get a bigger ship with higher level gear.
 
Is there a way to quickly get lots of skill points to upgrade my ship? I keep getting my ass kicked by, I think it's a Raptor Class Escort, in Entangled in the Briars. After it killed me the first time I did a deep space encounter, a PVE queued mission, and did a little bit of upgrading, but it still kicked my ass.

Romulans sure know how to build ships that pack a big punch. That Raptor caused me to blow up a few times as well. And in later missions, you will encounter the freaking D'deridex Battlecruiser that easily whiffed out my ship ten times in a row. No worries though, as this is where you'll start to suss out the intricacies of STO space combat.

Usually, it is your choice of bridge officer abilities that have the most impact on how well your ship does in combat. This is why I'm going to start by asking you to list your bridge officer abilities. Next, what weapons you're using (beam arrays? dual beam banks? cannons? turrets? dual cannons? dual heavy cannons? torpedoes? mines?) and how many. Third, what are your subsystem power settings? Ideally, you should have allocated 100 to weapon power, 10 to engine power, and equally distributed the remaining power to shields and auxillary.

Here are some useful bridge officer abilities.

1) Tactical Team I - This is a must have. In fact, every ship I own uses two copies of Tactical Team I. When you are hit, Tactical Team will automatically reroute shields from undamaged facing to the the shield facing that just got damaged. Having two copies ensures that you get nearly 100% coverage all the time.

2) Distribute Shield Power - This is an ability that all captains have. It works as a crutch to evenly distribute your shields on all four facings when Tactical Team is on cooldown.

3) Transfer Shield Strength I - At low levels, I think this is one of the best shield restoration abilities. Its a "heal over time" ability, meaning it will restore your shields over a period of 30 seconds. In that 30 seconds, it also hardens your shield resistance against all damage and adds shield power (further increasing your shield's hitpoints).

4) Auxiliary Power to Structural Integrity Field - Also known as Aux2SIF. This is a small hull repair ability. Depending on how much auxiliary power you have, Aux2SIF will restore around 5% to 10% of damage to your ship's hull and increases damage resistance of your hull for 10 seconds. It has a 15 second cooldown so you can use it often.

5) Beam Array: Fire At Will - If your ship primarily uses beam arrays or dual beam banks, then this ability is absolutely critical as it increases the amount of damage your ship is dishing out. Don't use Beam Overload as it has significant drawbacks.
 
Aegis set question.

I was never able to get the aegis set. I would still love to have it. Would it it be inappropriate to request some help getting that set? Of course can can pay. Sorry if my question crosses a line. Thanks all.

A little late but if you gave me the materials, I could have crafted them for you at no cost.

Thanks, If I want to get it on another toon I'll let ya know. I upgraded it the shields and turned out pretty good.
 
Aegis set question.

I was never able to get the aegis set. I would still love to have it. Would it it be inappropriate to request some help getting that set? Of course can can pay. Sorry if my question crosses a line. Thanks all.

A little late but if you gave me the materials, I could have crafted them for you at no cost.

Thanks, If I want to get it on another toon I'll let ya know. I upgraded it the shields and turned out pretty good.

I can craft them too, if intrinsical isn't available to do it, I finally got lucky on the r&d aid doff assignment.
 
So, this question may sound completely silly, but can someone assist me in figuring out how to change skill traits my bridge officers use during space combat? I have learned how to use these traits, and they are of the appropriate level, however, it seems that I cannot select them. I have even attempted to learn lesser-rank traits and try and equip them and still have no luck...
 
So, this question may sound completely silly, but can someone assist me in figuring out how to change skill traits my bridge officers use during space combat? I have learned how to use these traits, and they are of the appropriate level, however, it seems that I cannot select them. I have even attempted to learn lesser-rank traits and try and equip them and still have no luck...

You mean the abilities?

If you trained your boffs in appropriate abilities in the skills tab, you go to the tab where you assign boffs to stations on your ship and your away team. There you can choose which skill they use for both ground and space there.

The ground used to reset to default, but a while ago they applied a patch for it, and so far it seems to be working.
 
Crafted numerous Aegis sets in the past. It's served my Fed Engineer well all the way to Fleet Admiral. Still get questions about the automatic defenses when they fire. Recently replaced the Aegis deflector with something better. I put the Aegis piece on my Delta Flyer. :-)
 
Is there a way to quickly get lots of skill points to upgrade my ship? I keep getting my ass kicked by, I think it's a Raptor Class Escort, in Entangled in the Briars. After it killed me the first time I did a deep space encounter, a PVE queued mission, and did a little bit of upgrading, but it still kicked my ass.

...

Here are some useful bridge officer abilities.

...

5) Beam Array: Fire At Will - If your ship primarily uses beam arrays or dual beam banks, then this ability is absolutely critical as it increases the amount of damage your ship is dishing out. Don't use Beam Overload as it has significant drawbacks.


I have a different setup but I play more "tanky".

I would also recommend power ups when using Fire at Will as it lowers the damage per hit. I use Red Matter Capacitor, Plasma Manifold, Emer Pwr to Wpns, Wpns Batt, etc.
 
Is there a way to quickly get lots of skill points to upgrade my ship? I keep getting my ass kicked by, I think it's a Raptor Class Escort, in Entangled in the Briars. After it killed me the first time I did a deep space encounter, a PVE queued mission, and did a little bit of upgrading, but it still kicked my ass.

Romulans sure know how to build ships that pack a big punch. That Raptor caused me to blow up a few times as well. And in later missions, you will encounter the freaking D'deridex Battlecruiser that easily whiffed out my ship ten times in a row. No worries though, as this is where you'll start to suss out the intricacies of STO space combat.

Usually, it is your choice of bridge officer abilities that have the most impact on how well your ship does in combat. This is why I'm going to start by asking you to list your bridge officer abilities. Next, what weapons you're using (beam arrays? dual beam banks? cannons? turrets? dual cannons? dual heavy cannons? torpedoes? mines?) and how many. Third, what are your subsystem power settings? Ideally, you should have allocated 100 to weapon power, 10 to engine power, and equally distributed the remaining power to shields and auxillary.

Here are some useful bridge officer abilities.

1) Tactical Team I - This is a must have. In fact, every ship I own uses two copies of Tactical Team I. When you are hit, Tactical Team will automatically reroute shields from undamaged facing to the the shield facing that just got damaged. Having two copies ensures that you get nearly 100% coverage all the time.

2) Distribute Shield Power - This is an ability that all captains have. It works as a crutch to evenly distribute your shields on all four facings when Tactical Team is on cooldown.

3) Transfer Shield Strength I - At low levels, I think this is one of the best shield restoration abilities. Its a "heal over time" ability, meaning it will restore your shields over a period of 30 seconds. In that 30 seconds, it also hardens your shield resistance against all damage and adds shield power (further increasing your shield's hitpoints).

4) Auxiliary Power to Structural Integrity Field - Also known as Aux2SIF. This is a small hull repair ability. Depending on how much auxiliary power you have, Aux2SIF will restore around 5% to 10% of damage to your ship's hull and increases damage resistance of your hull for 10 seconds. It has a 15 second cooldown so you can use it often.

5) Beam Array: Fire At Will - If your ship primarily uses beam arrays or dual beam banks, then this ability is absolutely critical as it increases the amount of damage your ship is dishing out. Don't use Beam Overload as it has significant drawbacks.
Actually it's a Klingon ship I'm dealing with.
Thanks for the tips. None of the officers I have right now have the abilities you listed, but I do have a candidate for tactical that does have Tactical Team oI. I have Elisa Folores with Torpedo: High Yield I, Zarva with Emergency Power to Sheilds, and T'Vrell with Tachyon Beam I. I also have Kolez, who also has Torpedo: High Yield I. How do I change to my new candidate?
As for power distribution, I've never changed it. I didn't know what changing it would do, so I didn't want to mess with it. I did just add my Techie trait, so that is supposed to help my hull repair.
 
Do you have any open slots for new Boffs? If not, you would have to dismiss someone to commission a candidate (right-slick on the candidate, and choose the appropriate option to commission them).

However, instead of commissioning an officer, you can train your existing boffs in a new ability. As a Fed, you find an officer who sells training manuals on ESD, "under" Admiral Quinn's office. Once you buy a new manual (for EC), you can train your boffs in Skill tab ("Learn" button will be clickable).

Then you set those abilities in the stations tab to be used, and you have needed abilities ready to use and destroy the pa'taq (or whatever is the spelling :)).
 
What ship are you flying?

Some very basic settings that everyone should know and might have missed in the tutorial.

Set. Your power settings to attack.
Having a balanced setting gimps your damage output too much.
As soon as you start firing weapons the power drain reduces the damage even further. Ramp it up to max.

The rest of the power should go to shields if you rely on tanking in a cruiser, speed if you want to avoid fire in a nimble escort, or aux if you need a bit of science magic to heal yourself or control/debuff your enemy.

The raptor is easy to handle if you know what it's strengths and weaknesses are.
It has nearly all it's firepower in the front, so try to stay at it's flanks and rear.
If you have a tractor beam on a sci ship or cruiser that is easily done.
With an escort you have the edge ad maneuvering anyway.
Try to save your high yield for it's shields are coming down, it's hull is pretty weak, though tougher than a BoP.

Make sure your tactical consoles match your weapon type and don't mix weapon types.
If You use phasers, equipping plasma consoles does nothing.

Try to get field generator consoles to boost your shield capacity. Best science console at the early levels.

And always balance your shields, either manually or with the help of tactical team.
 
As for power distribution, I've never changed it. I didn't know what changing it would do, so I didn't want to mess with it.

Basically you have 200 power to be allocated to 4 subsystems. So by default, 50 gets allocated to each and that's why 50 power is considered "the average". You can allocated between 10 to 100 power. At high levels, there are various gear and buffs that can push power levels to 125 power (or more), but that's in the future for you.

Every 1 point of power you put into the weapon subsystem adds 2% to your weapon's damage. As you can imagine, going from 50 to 100 power means 100% improvement (50 * 2% = 100%). That doubles your weapon's damage. Its a very significant increase that will allow you to destroy enemy ships much faster.

Every 1 point of power in the shields subsystem improves your shield regeneration by 4% and shield resistance by 0.02%.

Every 1 point of power into engines increases your ship's combat movement speed by 2%.

Every 1 point of power into auxiliary subsystem increases the effect of bridge officer abilities that uses auxiliary power. Mostly, its your science officer's abilities that gets influenced by aux power, but your engineer's "Auxiliary to ..." ability is also impacted.

Anyway, the key thing is you want to push your weapon power to 100% right now. That immediately doubles the amount of damage you do (well, almost doubles... there are more advanced factors at play for level 60 players, but for now treat it as a doubling of your weapon power).

None of the officers I have right now have the abilities you listed. How do I change to my new candidate?

You don't have to change your bridge officer. You can train your current bridge officer with new abilities. Go to Earth Spacedock and look for the Skill Trainer who's located under Admiral Quinn's office. The skill trainer sells Training Manuals that can be used to give your bridge officer new abilities using these not so simple steps:

1) Purchase the training manuals you need.
2) Bring up your character sheet. I normally do this by pressing "u".
3) Select your bridge officer.
4) Select "Skills"
5) Select the tier of skill you wish your bridge officer to train in. This ranges from Ensign (white), Lieutenant (green) Lieutenant Commander (blue) to Commander (purple).
6) Click on the "Learn" button beside each skill. This button only lights up when you have its training manual.

To get your officer to use his newly learned skill OR to change which bridge officer is stationed on your ship's bridge OR change the bridge officers that accompany you on away missions:

1) Bring up your character sheet again (pressing "u").
2) Select "Stations".
3) Select the station you wish to change. I am guessing for now, you only have two or three stations. As you get more advanced ships, the number of stations will increase.
4) On the right hand side, select the skill tier you wish to change. The list of skills your bridge officer has learned should appear.
5) Select the skill you wish your bridge officer to use.

Hopefully, this video should help clarify some things:

[yt]https://www.youtube.com/watch?v=_dmyQLRCtHI[/yt]
 
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JD - I can craft many of the Bridge Officer training manuals. Just tell me what you're looking for. If I have the resources and skill, I'll craft it.
 
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