Discussion in 'Trek Gaming' started by Timelord Victorious, Oct 16, 2014.
You can definitely play it through like this, as a story-based solo game. I'm doing that right now!
Yeah, there are so many story missions (over a hundred now), you don't ever actually need to do the grindy stuff unless there's specific gear or abilities you want.
My main problem is I've got no idea what I'm doing. I feel like there are several system I am completely ignorant about. I've upgraded my ship with various bits of tech and abilities as they unlock, but have no idea if I'm doing a good job, or if my ship is competitive- because you don't seem to be able to 'fail' missions, if you die, you just respawn and keep going, so is there actually any merit to being powerful?
Early on you are definitely fine.
Default difficulty is easy, but you try to see how you do if you change it to hard.
Chances are you haven‘t mastered the intricacies of space combat yet if you keep exploding.
Some quick pointers:
Don‘t mix energy weapon‘s type (beams are best on slow moving ships like cruisers. Try to broadside with them for better firing arc coverage. On a science shop with a higher turn rate a dual beam in front is fine, as you can easier keep your nose pointed at enemies.
On an escort you best go full frontal and stack your ship with dual cannons or heavy duals front and turrets in the back.
Don‘t bother to much with torpedoes, one Photon or quantum in the front is enough. They are most effective when you get the enemies shields down, so practice that timing.
Also stick to one energy type to make best use of weapons consoles, match the consoles to your weapons.
Also make sure you run on max weapon power.
Use the attack setting in the beginning, later you can adjust power manually to your liking .
Make sure your Bridge officer abilities make sense (beam overload is useless when you have cannons for example)
Also use Tactical Team ability to distribute Shield power more easily. It also gives you a damage buff.
Speaking of buffs. Nearly everything stacks.
Often you can stack them at the beginning of the fight for a devastating so called alpha strike that finishes smaller ships very quickly (some people one-shot Borg cubes like that).
Maybe look up some tactical guide videos online.
They added a sitting node for Nog and Jake's spot.
Using it should trigger a security officer complaining about loitering!
About the Delta recruit thing going on: all I have to do is make a character and play through the tutorial, get the clicky item before the event is over, and then can finish and still get the stuff whenever, correct?
I do! I'm doing the Romulan campaign at lvl 29 and some missions I can barely scrape through.
Uh. I am Akira class, a 'heavy escort'. So switch to more phasers?
Yes I enjoy a good torpedo-ing! I have a shield-draining ability so I often drain their shields, hype up my torps, and fire.
I'm not sure what this means. I only have a few consoles, where do I get more to suit my weapons?
Yes I default to the first of the four little power thingies in the corner. What do you mean by manual power adjusting?
I'll see if I can find that in my loadout. There are so many ability screens, where do I find that one?
I'd like to throw out a little PSA here and say that the new Elite Starter Pack thing is easily the best $15 I've ever spent on the game - and I say that as one who did previously sub for a while and had also since bought the EC cap and have more character slots than I know what to do with. It's a pretty incredible deal. Heck, the retrain tokens themselves almost pay for the cost - let alone the bank and inventory slots you get for all your characters.
Since this post is a week old, I'm assuming you've leveled up and moved on to the level 30 ship if not 40 already. If you haven't picked your 40 ship yet and want to stick with escorts, then I highly suggest you pick the Hermes over the Prometheus. The extra survivability you can squeeze out of it is invaluable as a new/budget player.
Yes, the Prometheus is awesome AF (Andy Dick notwithstanding.), but extra sci ability really doesn't add much when fighting anything that's not a Borg. But if you really like it, you can still make it work, you'll just be dying more.
That said, I would also urge you to consider switching to cruisers and just taking the Sovereign. It is generally considered the best of the free ships, especially for new players, especially if you don't mind grinding out the Doffs to run the Aux2Bat build. (Which will probably take several weeks, mind.) But it's really the only way a free player can get [cheeply] get into the ~50k range.
This would imply you're still using the default Boff abilities. Change those ASAP. If you don't know how to manage Boff skills, there are plenty of Youtubes and other guides. Though the game did sort of show you how. Anyway, unless you're a space wizard, the only sci abilities you generally use are survivability ones. That is one Sci Team 1 and Hazard emitters and/or Polarize Hull. The one exception is always have someone with Tractor Beam Repulsors that you can switch in on the fly. It's a Godsend in certain situations. (Like the new Romulan Minefield queue.) Plus, when grouping, you can do space wizards a solid and push mobs trying to escape back into the wells.
For Engineering, you should have two copies of power to weapons (highest rank possible) and one Eng Team.
And, if you stick with Escorts, then for Tac abilities the go-to commander slot should be: Tac team 1, Beams Fire Will 2, AP Beta, AP Omega, and then what ever you want in the other slot, however, for starters, I would just double up (meaning two copies) Tac team 1 and BAFaW and whatever else you want.
Anything else depends somewhat on your career, but more importantly your skill treee.
Sadily most of the consolse you get from earling questing are garbage. You need to get lucky drops, or buy them fom Exchange which can get expensive --- Or craft.
You need to change the layout. The third option has bars with sliders.
There is a new DS9 exterior model coming and it was made by Tobias Richter!
It won’t be scaled down to canon size though because it would effect every instance of the model in the game, so they’d need to make sure it didn’t break all those missions
^ I watched the live stream that STO did earlier today and the exterior looks awesome. So looking forward to this.
Plus they showed what it is like with the Jem'Hadar creation. I might pop in to the game later tonight, as I might do a mission or two. Already thinking about careers for both my Jem'Hadar and Cardassian toons that I shall make at some stage.
I've been playing on tribble test server for a while. Looks like Cardassians will just be an additional species you can choose when playing as a Federation or a Klingon Empire character. Its just like choosing to be human, vulcan or klingon. You simply start at level 1 with your Cardassian and play through the standard missions for your selected faction.
Jem'Hadar characters are different. They start directly at level 60 and have a single unique mission that explains their backstory. After that, your Jem'Hadar character has to choose to join either the Federation or the Klingon Empire. It is still unknown what missions they get to play, but I assume you get all the standard missions of your selected faction too.
Ah... that‘s a shame.
So the Dominion really is not a separate faction at all.
Not sure this qualifies as a mini faction even.
I guess it will allow you to fly jem‘hadar ships plus whichever faction‘s you choose?
Will Dominion ships be tier 5 or 6?
The new vanguard dominion ships will be T6. The starting ship is a T5-U bug ship, which has a slightly different console layout to the previous bug ship (it losses a tac console, but gains a science one). Also the old t5 dominon lockbox/lobi ships (escort carrier & dreadnaught carrier) are part of the vanguard pack and can be claimed on all alts.
The game has consolidated into two major factions since Legacy of Romulus, and that hasn't changed. Its why the playerbase has started calling Romulans and Dominion "fractions" rather than factions.
There are two types of Jem'Hadar (although both types belong to Odo), the standard Jem'Hadar (for all players) and special pay-to-win Vanguard Jem'Hadar.
Standard Jem'Hadar starts with a T5U bug ship (slightly different from the T5U Jem'Hadar Attack Ship that's been available for years).
Vanguard Jem'Hadar are only unlocked if you purchase either the Gamma Starter Pack (USD$20) or the Gamma Vanguard Pack (USD$130). The starter pack gives you a T6 Jem'Hadar Dreadnought Carrier while the vanguard pack gives you a whole bunch of Jem'Hadar and Cardassian ships (T5 and T6).
Note that when VIL launches, all Romulans and Jem'Hadar will be able to use almost any T5 and T6 ship of their faction. So your Romulan or Jem'Hadar can use any existing ships you have already purchased, except for for a few temporal and kelvin-timeline ships.
Even the two "factions" are hardly factional anymore, either -- outside of the <20 story stuff. I think they should just drop all pretense and say "We're all one-big-happy-fleet." Give everyone access to all capitals and revamp all the other faction-specific queues like they did with Minefield. There's probably a PvP revival to be had in there also.
The only issue I can see is the consolidation/merging of fleet assets.
Well the game is hard coded for two factions IIRC, they can't make true seperate factions without re-writing the game heavily.
Have a picture of the new DS9 model from tribble.
I wouldn't exactly describe them as pay to win.
Normally I wouldn't place the pay-to-win label, but this time.. Vangard Jem'Hadar have special uniforms, unique facial features, superior ground and space traits rather than the standard traits, T6 carrier instead of T5U ship. All these combined with the fact that so far the cheapest unlock costs $20 rather than the usual $6 for other species unlock like the Thrill and Liberated Borg characters... Yes, I have to consider them as pay-to-win.
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