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

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A quick search gave me this guy called Brent Justice, he does a lot of "Lets Play Star Trek Online" videos and covers many of the special events.

https://www.youtube.com/playlist?list=PL1C8395CA26BD9B5B
This is definately recommended. He's got both lets-plays of the campaigns and reviews of ships and other content, and has mentioned that he's thinking of a new Fed LP once Delta Rising hits, to update his older ones.

On the topic of the loopy "which part of the DQ will we visit" statements, they indeed make no sense when viewed alongside the species list. The current first sector map on Tribble is all over the place as well, so let's hope it's just a placeholder. Most of the STO maps rely heavily on the maps presented in the book Star Trek Star Charts by Geoffrey Mandel, but as we've now heard of species covering almost the entire 7-year journey, I'm betting on the Vaadwaur subspace corridors as an alternate means of travel.
 
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The fact that we can traverse the Alpha Quadrant and parts of the Beta Quadrant in 15 minutes really makes it seem as if the Delta Quadrant isn't that far away after all. But that's game logic for you.
 
I've had issues getting onto tribble, I'm a Mac user but since the delta rising has launched i've been unable to get onto tribble using the mac client. Instead i've had to install arc onto a windows bootcamp partition to get access
 
After reading about the Delta Rising Operations Pack, I now understand why Cryptic chose to add a new bridge officer type - Intelligence. Over the past 3-4 years, Cryptic's main source of income in STO has been starships. And they have had increasing difficulty coming out with newer and better starships that did not step on the toes of the current ships.

The recent Galaxy class revamp is the perfect example. Players have been clamoring for a souped up Galaxy class. Cryptic wants to give players a souped up Galaxy class to increase sales. Instead, Cryptic could only give minor upgrades to the Galaxy because any big changes to the BOFF seatings would end up being too similar with another cruiser's BOFF seating - a big no-no as far as Cryptic is concerned.

Hence the Intelligence class. And with the new BOFF type, it looks like Cryptic has added a new starship design rule for T6 ships: The Cmdr. station can either follow the ship type (Cmdr Tac for escorts, Cmdr Eng for cruisers, Cmdr Sci for science vessels) OR the Cmdr. station can now be Intelligence (possibly with the condition that the Lt. Cmdr seat having to obey the ship type).

For example, we can have a T6 Galaxy cruiser that has a Cmdr Intel, Lt Cmdr Eng, Lt Sci, Lt Universal, Ensign Tac. With the simple addition of a new bridge officer type and this new design rule, it opens up so many new combinations of possible T6 starships. This is very cost effective from a game design perspective, even a brilliant stroke of genius.

Scrap what I said above. I got the mechanics all wrong. :/
 
If this took place 5 years after Voyager, I'd agree, but since it's been 30 years, I could see a lot of movement of species over the years. Also, if I remembered correctly, the Vaadwaur sunspace corridors went somewhat close to Talax. So perhaps those will be used as part of navigating the Delta Quadrant.

I believe we see the Vaadwaur home world on the first sector we arrive in, and you visit the Northwest Passage. Of course, New Talax is also there, so it's kind of a mix of different years. The devs do seen to have forgotten that Voyager was working its way toward the Alpha Quadrant, not hanging around the same area all the time.
Exactly. Voyager visited New Talax just before "Endgame", but the Ocampan homeworld itself from "Caretaker" is most likely to be featured as well. That just makes no sense. And how can there be mass migration across all the space traversed by Voyager as well as their massive jumps forward in "The Gift", "Timeless", "Dark Frontier", etc when the Borg are all around? And conveniently into the space occupied by other races encountered by Voyager in the later years of its journey so that players can encounter them all at once? That's just lazy to me.
 
Nah, not lazy, just a reality of the game because of the ease of transit across huge parts of space. Going from Romulan Space to Deep Space Nine in mere minutes is no less implausible than going from New Talax to Ocampa.
 
Alright, so I'm playing both ground and space missions to get an idea of how I'm going to re-spec my sci toon...and what ship I will hopefully settle in. (To clarify: Ground and Space PvP missions).

I'm finding that the RSV isn't doing too well in PvP, or at least not doing everything I want it to do. I did try flying my Support Cruiser Retrofit (8 slots for weapons! Although, I was using 7 since I'm still trying to get my weapons together...and the 7th was only a regular polaron beam array, not a 'protonic' version) in a PvE mission, but I wasn't able to utilize my sci skills. However, there were some interesting eng skills I did use, notably Eject Plasma.

I'm finding I like mixing my Eng skills and Sci skills, so I think I'm looking for a ship to do just that. I have my eye on the Odyssey, but I hear horror stories about the turn rate. (It does have a nice universal station which I can utilize for different crew, depending on my needs).

I also had my eye on the Nebula, or Advance Research Vessel. However, I think it won't do everything I want. Although, I hear it's good for PvP and it has a nice tachyon grid to detect cloaked vessals - good for those hit and run BoP.

I'm also still looking at the multi-mission vessels, which seems to have an interesting mix of stations.

I'm opened to a ship that mixes sci skills with tac boff abilities (see, I'm now using abbreviations! You know I've been playing for awhile...lol) but I want to be able to survive, be a pain, and take down a ship or two before I have to respawn.

On the ground, I'm finding there are many who have strong armor or strong shields that my weapons (around 116 dps) doesn't get through. When I fire at them, it doesn't make a dent....but they fire at me and I have to run and hit my medical tricorder and/or vascular regenerator.

Again, I do plan on respec-ing soon as I want to put more into my weapon proficiency as well as my shipboard weapons proficiency skills - among other shipboard skills.
 
Wondering how the devs are deciding on how to assign the additional console type with the ship upgrades?

Originally Posted by gorngonzolla View Post
Very good question. Here's the rule:

1) No bonus slot can put the number of slots above 5
2) When the bonus console for the fleet version is applied, #1 must still be true
3) On a starship with a Tactical Commander seat, no console type can have more slots than Tactical
4) On a starship with a Engineering Commander seat, no console type can have more slots than Engineering
5) On a starship with a Science Commander seat, no console type can have more slots than Science

If all those criteria are met, then I can pretty much put the console where it makes sense to me thematically. Generally, but not always I put the slot in the group that matched the ship's commander.

Regards,
Phil "Gorngonzolla" Zeleski

And this STO Reddit thread seems to be compiling the upgrade Ship Mastery passives and which console is given to the upgraded ships on Tribble, though as Gorngonzolla keeps saying, it's all in flux right now.

http://www.reddit.com/r/sto/comments/2fkxl4/known_t5u_upgrades_from_tribble_ship_stat_spoiler/
 
Wondering how the devs are deciding on how to assign the additional console type with the ship upgrades?

Originally Posted by gorngonzolla View Post
Very good question. Here's the rule:

1) No bonus slot can put the number of slots above 5
2) When the bonus console for the fleet version is applied, #1 must still be true
3) On a starship with a Tactical Commander seat, no console type can have more slots than Tactical
4) On a starship with a Engineering Commander seat, no console type can have more slots than Engineering
5) On a starship with a Science Commander seat, no console type can have more slots than Science

If all those criteria are met, then I can pretty much put the console where it makes sense to me thematically. Generally, but not always I put the slot in the group that matched the ship's commander.

Regards,
Phil "Gorngonzolla" Zeleski

And this STO Reddit thread seems to be compiling the upgrade Ship Mastery passives and which console is given to the upgraded ships on Tribble, though as Gorngonzolla keeps saying, it's all in flux right now.

http://www.reddit.com/r/sto/comments/2fkxl4/known_t5u_upgrades_from_tribble_ship_stat_spoiler/

So basically I shouldn't expect a 5th tac console on my fleet Regent.
 
Yeah, not possible, than it would have one more tac then engi console which violates the rule.

Fleet Regent has 4 engineering console, 2 science and 4 tac.

So it will most likely be a 5th engineering, but science is possible.
 
There are, apparently, a few ships on Tribble that appear to have violated this set of rules, but I would expect them to fix those.

While I think I may have one or two characters that I might get a T6 ship for, seeing the passives and all have made me feel that using the T5U ships is going to be a perfectly fine experience at Level 60.

ETA: Fleet ships are not yet upgradeable on Tribble, so no one has much evidence on what's happening with them yet. Below are just C-Store ships, so would need to account for the extra console on the fleet versions...

But I like the look of this as my Fed main flies the Armitage:

Armitage Heavy Escort Carrier: 3 Eng, 2 Sci, 5 Tac
Precise Weapons Systems: +2.5% Accuracy
Tactical Maneuvers: +2.5% Defense
Quick Deployment: 20% hangar recharge time reduction
Devastating Weaponry: +2.5% Crit Chance

And this:

Mogai Heavy Warbird Retrofit (T5-U) 3 eng, 2 sci, 5 tac
Precise Weapons System: +2,5% Accuracy
Singularity Circuitry: Reduces the cooldown time on Singularity Power use by 15%. Increases your Singularity charge rate by 30%
Enhanced Weapon Systems: +10% Kinect Damage +10% All Energy Damage
Devastating Weaponry: +2,5% Critical Chance

Don't like the passives on the Regent, though--they're ALL defensive:

Regent Assault Cruiser Refit: 5 Eng, 2 Sci, 3 Tac
Absorptive Hull Plating: +10 Physical Damage Resistance Rating +10 Kinect Damage Resistance Rating
Rapid Repairs: Regenerates X.X Hull (1,5% of your current max) every 10 seconds in Space. Twice this is regenerated out of combat
Enhanced Hull Plating: +10 All Energy Damage Resistance Rating +10 Radiation Damage Resistance Rating
Armored Hull: +10% Hull Hitpoints
 
And this STO Reddit thread seems to be compiling the upgrade Ship Mastery passives and which console is given to the upgraded ships on Tribble, though as Gorngonzolla keeps saying, it's all in flux right now.

http://www.reddit.com/r/sto/comments/2fkxl4/known_t5u_upgrades_from_tribble_ship_stat_spoiler/

Thanks for the reddit link. Looks like I'll be keeping my current ships as they have good upgrades. Now if only someone will post the upgrades for the Avenger and Vestas. Here are the upgrades for a couple of ships I own:

Multi-Vector Assault Escort (Pegasus)
3 Eng, 3 Sci, 4 Tac Consoles
Precise Weapon Systems: +2.5% Accuracy
Tactical Maneuvers: +2.5% Defence
Enhanced Weapon Systems: +10% Kinetic Damage, +10% All Energy Damage
Devastating Weaponry: +2.5% Critical Chance

Tactical Escort Refit (Defiant)
3 Eng, 3 Sci, 4 Tac Consoles
Precise Weapon Systems: +2.5% Accuracy
Tactical Maneuvers: +2.5% Defence
Enhanced Weapon Systems: +10% Kinetic Damage, +10% All Energy Damage
Devastating Weaponry: +2.5% Critical Chance

Oddyssey Tactical Cruiser
4 Eng, 3 Sci, 4 Tac Consoles
Absorptive Hull Plating: +10% Physical and Kinetic Damage Resistance Rating
Rapid Repairs: 5.7 Hull (1.5% of your current max) every 10 seconds in space. Twice this amount when out of combat
Enhanced Hull Plating: +10% All Energy and Radiation Damage Resistance Rating
Armored Hull: +10% Hull Hitpoints

Assault Cruiser Refit (Regent)
5 Eng, 2 Sci, 3 Tac Consoles
Absorptive Hull Plating: +10% Physical and Kinetic Damage Resistance Rating
Rapid Repairs: 5.7 Hull (1.5% of your current max) every 10 seconds in space. Twice this amount when out of combat
Enhanced Hull Plating: +10% All Energy and Radiation Damage Resistance Rating
Armored Hull: +10% Hull Hitpoints

Galor
5 Eng, 3 Sci, 3 Tac Consoles
Absorptive Hull Plating: +10% Physical and Kinetic Damage Resistance Rating
Rapid Repairs: 5.7 Hull (1.5% of your current max) every 10 seconds in space. Twice this amount when out of combat
Enhanced Hull Plating: +10% All Energy and Radiation Damage Resistance Rating
Armored Hull: +10% Hull Hitpoints

Advanced Research Vessel Retrofit (Nebula)
3 Eng, 5 Sci, 2 Tac Consoles
Enhanced Particle Generators: +15% Exotic Damage
Advanced Shield Systems: +10% Shield Hitpoints
Enhanced Restorative Circuitry: +10% Hull and Shield Healing
Auxiliary Power Infusers: +5 Auxiliary Power
 
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Just for fun, I've got my alt Vice Admiral Sci character in my Nebula class starship. It doesn't pack a lot of power, but it can take a hell of a beating, and the subsystem malfunction options are nice to have. :D
 
Lately I've found that I've started to use the reputations more, with the crystalline event I got 3 of my toons to complete it. The bonus helped with two of them, as I was able to put lots into the klingon fleet. But spending lots of time on New Romulus. Fun just to run around that world.
 
Lately I've found that I've started to use the reputations more, with the crystalline event I got 3 of my toons to complete it. The bonus helped with two of them, as I was able to put lots into the klingon fleet. But spending lots of time on New Romulus. Fun just to run around that world.

I've been focusing on my Federation sci toon, so I didn't think to do the crystalline with my Romulan Tac. (I deleted by Andorian Federation Engineer since the missions are pretty much similar for Fed, and I already have one Fed I'm trying to tweak to my specifications; one is enough for now).

I'm already done with my New Romulus rep and I'm nearly done with the Dyson rep. (I'm looking forward to testing out the 'hunker down' in ground PvP).

Since we - on the U.S. West Coast - have about two (?) more days, I'll probably get some extra 2, 000 dilithium and credits for my Romulan toon in the crystalline entity thingy. Although, now that I think of it, I don't recall starting the reputation system yet...even though the toon is a Centurion now.
 
^ I'm in Australia, so I'll get one more chance to do it with three of my characters tonight most likely. But I have something happening this weekend, so I should get ready for that. I'm more excited about that ... than playing the game.
 
^ I'm in Australia, so I'll get one more chance to do it with three of my characters tonight most likely. But I have something happening this weekend, so I should get ready for that. I'm more excited about that ... than playing the game.

Sounds like an interesting weekend. ;)

Have fun...:)
 
I'm starting to play an old and neglected Klingon science officer of mine who is totally unequipped and has not completed any personal rep factions. So I'm trying to decide what kind of ship build I want for her.

She currently has access to 4 T5 ships, a Vo'Quv, Varanus, B'Rel and Peghqu'. She was previously flying a Vo'Quv with very old Borg beam arrays, but I find the turn rate unacceptable so I'm thinking of switching to a B'Rel. But I only play PvE, so I don't want the traditional B'Rel EBC torpedo PvP boat build. So if its you, which weapon type would you pick for a B'Rel, Dual Heavy Cannons, Beam Arrays or Dual-Beam Banks? Also, would you pick Disruptors or Plasma?
 
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