Discussion in 'Trek Gaming' started by daedalus5, Sep 3, 2011.
I managed to pick up a mirror luna of the exchange, score!
Well, pretty hooked already. Still only a few hours into the game, so nothing big yet. Right now I have to scan for anomolous readings in the Paulson nebula. I'm still flying my Centaur-class. After this mission though, I really need to start getting some dilithium. Not sure yet how that works, so I'll look into that this weekend.
Look here for all the ways, but for a beginner some easy ways are:
-Do the "Explore Strange New Worlds" mission. You probably take the "Explore [whatever] Cluster" mission anyways, since it's available and easy with some decent XP awards, so when you do this you get a bunch of dilithium to boot. And it's daily, too.
-Do the "Investigate Officer Reports (daily)" mission. You have to do three Foundry missions, but some folks have made some short Foundry missions like the ones you would find in the "Explore Cluster" missions, so this can go pretty quick. You can also do the longer missions, some of which are better than any of the official missions.
-Asteroid mining can get you a few hundred more dilithium, risk-free, every day, plus some random particle traces and stuff if you are good.
This will build up your dilithium stocks slowly (you won't get 8000/day this way), but if you do it every day it adds up, and it's easy.
Of course, the easiest way is to sell Zen, but that costs real money, and it looks like the D/Z exchange rate is going down.
At Starfleet Academy, in the northmost building, you can do the mid-term daily. It's answering a question about the game history up to current day. It takes no more than a minute or two, and pays 480 dilithium. And all the answers to the test can be found at http://www.stowiki.org/Lore
There are also three investigate officer reports at the academy. Just search for 'academy quickie' The location of those missions is outside the building where you took the test, by the water.
In less than five minutes you have almost 2000 dilithium.
Do those when you are under a time crunch for your dil. But you really should do a selection of foundry missions, many are excellent.
You can farm dilithium at the Academy event as well. You run around for an hour to collect particle fragments and can get up to maybe 3000-4000 Dilithium if you are lucky.
Also, do Duty Officer assignments, which you get access to at level 7. They dont give you much at that point, but every bit helps.
my current little ship, need suggestions, what consoles to go for,
1 science console to replace, and I could replace one tactical console, and one engineering console but only for much better.
I've seen some of new consoles you guys have no clue what they are, if you can shade some light on these i'd appreciate. Timelord your set up, what consoles you've got there, fyre u too, Scout101 syberghost not forgetting you two either, I really need advice on what's best for my little ship, what have i missed.
what are these consoles with infinite symbol? They look like artillery stuff, you have two of these.
I'll give a critique:
Lose the beam bank in the front. Swap for Dual Heavy Cannons. Lets you focus on a single weapon type, so the consoles will work better. That way, you activate the scatter volley or rapid fire and really dump cannon bolts down their throats.
In the back, dump the beam array and the 2nd (cluster?) torpedo. Keep the Har'pengh, it's a decent one to deal damage with as you're turning around/running away. Replace those with 2 turrets. that gets you another 120x2 DPS facing forward, and minimal from the sides/rear as you turn, lets you concentrate your fire into bigger hits.
For devices, I've got a random turret to drop, and then the Subspace Field Modulator (from an early Dividian mission, Skirmish I think?). Nets you nice defense for a minute, lets you hide or take a few more hits.
Engineering: lose the cloak. Honestly don't think it's worth the slot, doesn't do much for me. I bought a subspace jumper off the exchange cheap, like that one. Instantly transports you behind your target, so nice way to break contact, or in a STF, avoid the giant super-kill torpedo coming to 1-shot you to death. Electro-ceramic is my other console, does Plasma and Tetryon as it's focus, and I do mainly STF, so the Borg are using all Plasma, so obvious there. Just gear the plating towards who you intend to fight. The broad spectrum ones aren't as good, but cover more.
Science: I've got the Borg Assimulated Module here, sci powers are the weakest of the group. You've got 3 Eng slots, though, maybe put it there for you. Other than that, as many Field Generators as you can put on, that's the best sci console. +17.5% shield capacity per thing. Rest are pointless compared to that.
Tac - Too much wasted here. You've got 1 phaser relay, go get more, at least 1 more. If you keep the borg device here (you shouldn't, dps is king in this game), you can only use a couple. I use the quantum zero point module to focus the quantum torp in the front, and the rest would all be phaser relays, as big and rare as you can find/afford. Don't do the +all cannon console, use the bigger boost the phaser-only one gets you.
Only other thing is that i'm in all Anti-Proton gear for the borg, but no harm in using phasers. Just pick something more specific, and then only use stuff geared JUST for that. Your Tac consoles should really just boost your all-cannon lineup, and then one for the torpedo.
I just reminded myself, that I was never a big fan of stacking consoles.
I wouldn't mind if every consoel can only be placed once on every ship.
So that there would actually be a reason to decide on less popular consoles and have them benefit you.
One energy type specific console. One energy weapon type specific console. One kinetic type specific console for tactical.
That way Mic's tactical set up would actually be ideal.
A ship with more than 3 tactical console slots could then add in universal special consoles like the Borg console, or new console types like targeting sensors to enhance accuracy/higher crit chance or enhanced nadion emitters for higher crit damage.
The existing consoles boost regular damage already.
Then the same would apply to science, where everyone is stacking shield consoles atm. And granted outside of sci ships and carriers there are not many ships making good use of exitic powers which are enhanced by sci consoles and deflectors, so the best way to utilze those would be consoles that give resists to power drain, movement debuffs and system failures and buffs to heals. Not sure if there are specific consoles for that atm.
Also, for engineering it would not be possible to stack more than one type of armor.
I like that there are several options that offer high resist to very specialized energy types or low resist to more or all damage types.
So no 4x plasma resist anymore. Just 1 plasma resist, one all energy type and one all energy and all kinetic.
That should leave at least cruisers with at least one (2 if you got a fleet refit) open consoles for other stuff to enhance turn rate, energy flow, energy output, repair crews (hull regen) and whatever else engineering related buffs are there.
I think this was the original idea they had for all the different console types, which btw I would rename subsystems.
What counts as subsystems now isn't subsystems at all (Weapons, Shields, Engines, Aux), those are the MAIN systems.
And it should be very difficult to shut down main systems, because they are distributed throughout the whole ship.
However it shouldn't be that hard to disable a subsystem, that leaves you without that buff for a short period of time or until you repair it manually.
A main system can be shutoff for a short period of time if you disabled a subsystem with a critical hit which results in an energy surge overloading the main system or if you disable a sufficient number of subsystems at the same time.
This would mean, that the Target subsystems ability has to be changed a bit of course, as it should disable a random subsystem.
The game doesn't support manual targeting where you can try to hit a specific system by hitting a specific part of the ship, so that relativ position actually mattered in battle.
I would love to hit the torp launcher to not destroy it, but disable the torp guiding system (disabling the torp damage buff) if I notice that my enemy is taking me apart with his new llockbox OP Torpedo weapons.
If you want to be really complex, you could actually totally destroy a system by disabling every subsystem. That would mean there is no end to the debuff and the ship has to actually manually repair the system either with a corresponding power or a repair component.
Ok, this post wnet into a very unexpected direcion. Didn't plan on totally revamping the space combat when I started.
Mark Rademaker joined the official forums to give a response on a question about his ships being used in STO. He thinks they did a good job on the Vesta.
For those who don't know, CBS has given PWE the green light to negotiate with Mark for any of his ship designs.
Problem is that turrets don't do much damage and I need strong anti fighter capability in form of a beam that has wide arc, playing loads of starabse 24 missions.
Breen Cluster mine thing is very effective more powerful than quantum mine dispenser and punishes anyone that comes even near my arse, lol.
So behind will remain as it is for now, sorry but my experience with turrets at the back is at best lackluster.
I see, I guess i'll need to do that mission and get that console and look for that jumper thing as well.
well right now I have consoles that are over year old, I mean this is what I had way back than when I started, nothing changed since, reason why I asked if this set up can be improved on.
yep it does magic against the cube in infection, the cure... Problem is that you have to align your ship so that the firing arc faces the enemy and for this you need to get loads of practice, it'll take time for me but i'll mange, and reason why in the past I've used beam in front, but also cause this is how Defiant class is actually fitted in the TV series DS9.
This is my current stockpile of Borg Gear, from few missions that i've played, against the Borg, (played around 30-32v missions). Not sure what energy (green data chips) are for, if they hold any value at all, the fact i've got quite a few here, normally you get 4 of these if you win and complete bonuses on time, + salvage or if you're lucky a borg shield/deflector...
Anyways I might craft few consoles, problem is not sure if I can craft XII (I have 1750 + research points + Doffs) I wonder would I be able to craft XII ???
I think I have enough particles for quite a few consoles.
PS, just did few missions with extra heavy dual canon in front, and yes, ship tends to blow things much faster than when i had beam array, but i still need loads of practice to perfect my angle of attack.
Thanks for all the replies on how to get dilithium. Will work on that more today.
Ok, this is it, I think, (I have 3 turrets for the back, but I am not using them, they are not as effective dealing with fighters as beam array is) I totally forgot why universal borg module was in my tactical slot, it beggars belief, could be when i was reshuffling consoles i forgot to move it in to science console tab as totally forgot about that little fiasco. Oh btw, keep all my credits in my bank account thingy, does that count towards 10 million credit limit or I can have 10 million there and 10 million in my inventory as well, giving me a grand total of 20 million? I hate wasting zen on stuff i really don't need, considering i have only 625 left and not much dilithium to go by, u can only refine 8000 of it each day, which I think its really stupid, they should increase the limit to 20 000 I think, as currently all items at the fleet base would take 3-5 days worth of dilithium to buy anything worth.
I was thinking of getting fleet's very rare mark XII shields, engines, everything including weapons and consoles, have just about enough for it, but not sure if its worth it ?
I see Vektor's ship finally made it in, as the 1000 day veteran reward for Federation side players. Chimera-class:
EDIT: Klingons get this: https://twitter.com/STOJamesLee/status/254666774421860352/photo/1/large
Both ships are meant to have some form of transformation, and are classed as "destroyers", not sure if these would be different from the usual cruiser/science/escort designations.
Well, the Aquarius destroyer is classed as an escort, so I guess it's an escort. Looking forward to trying this one out!
Can't say I'm a fan of that one I was hoping for the Connie looking one, oh well may be some more released pictures of it will change my mind, but so far I don't think I will be changing out of my Tac Odyssey.
This one of the other hand I may use.
The Mobius Destroyer is actually an escort, so I'm presuming this Chimera class destroyer will also be an escort.
It's not that I don't like the ship. Cryptic's originals have been far worse.
It just doesn't say "1000 Day Veteran" to me on an iconic scale.
How does this even happen?
I've never had this happen before. I don't play Elite so I don't have these problems. And of course I had a Major Regenerator, so couldn't fix this craziness.
An STF perhaps? By the way its a minor injury, so what you need is a minor regenerator. Alternatively, you could visit a starbase and get the doctor there to fix it for free.
Did you perhaps play on Advanced, or in a group where the group leader was set on Advanced or Elite?
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