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[STO] Open Beta is On! (you still need a key)

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Posts

  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    I quickly outleveled the auto grouping system but when I was the correct level to actually have others doing the same content, it worked.

    NATIK on
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  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited January 2010
    Red shirts should always be considered "Exposed" so that they're very likely to be vaporized when someone shoots at them with special abilities. :P

    GalagaGalaxian on
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  • RobzielRobziel Registered User regular
    edited January 2010
    All of my experiences with open grouping were bad, but I'm trying to not hold it against the game. In space everyone scattered to go after different targets or raced around scanning anomalies, in ground missions they took all of their bridge crew and essentially got to tag along for the ride.

    Teaming with friends however was fun, so ymmv :shrugs:

    Robziel on
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  • Nakatomi2010Nakatomi2010 Registered User regular
    edited January 2010
    From the open beta I played the experience was this.


    You start by reating a character

    Here you can choose to make a Federation character, you have 6 types to choose from, Vulcan, Human, Bolian, Bajorn, a couple others I can't remember, and "Custom" where you cna go in and combine any array of alien components to make your own..

    When picking a "pre-manufactured" character you get 2 standard straits, and can choose two more, when making your own you can choose up to four.

    Anyways, you spend a good 5 to 30 minutes go over your customization options, uniform designs and colors, etc, etc, really making a good unique character, my first one was a spiffy green alien with alien ears, etc, etc... My second one was a Klingon type guy with non Klingon traits of course.

    Once in the game you see a cutscene narrated by Leonard Nemoy explaining where he went, and how the galaxy came to where it is today. THE Leonard Nemoy. You start in a Ten Forward like area as the ship shudders around you, looking to your right you see a spiffy bar like stand, never checked to see if you can order drinks, but it's near cause you can look around and see your fellow crew mate NPCs and live NPCs kicking around, having a good time, then looking to your left you see a series of Borg cubes and such shooting the shit out of the Starfleet fleet outside your window... The tutorial begins on foot running around, learning how to get to A to B to this and that, then you're beamed over to another ship and learn how to scan and shoot shit up, namely the Borg... You spend about 10 to 15 minutes doing this "on foot" bit then you hit space combat on the ship you just came from because you learn your captain was killed while you were helping here, if I recall correctly...

    Anyways, you beam back to your ship and take command of your first space flight scenario, you fly through a debris field of Federation ships as you're told to rescue survivors from a few of them in a pattern that takes you around an asteroid looking planetoid thingy that helps to drive you along, it's awesome... After doing all of that you're informed that the Federation needs help at such and such a location and warp over there, you fly into a Borg debris field and have to phaser a few Spheres, then go land on a planet and shoot up some borg with a new phaser rifle...

    <ground combat ensues>

    You finish mopping the floor with the Borg when you're ordered back into space to destroy an incoming cube, you and the other federation folks in the area take down the cube together in a fashion which makes you feel like you were a part of an accomplished group of rookie captains taking down Goliath... Now you get ordered back to Earth to meet with an Admiral and thus ends the tutorial, total play time here is about 30-45 minutes and you learn about 70% of what you need to know...

    Each time you enter a new sector, or somewhere that seems important you're greeted with Leonard Nemoy's voice narrating a history of the sector block you're in and how it came to be the way it is. It sends chills down your spine.


    As you enter various sectors for combat you're thrown into "open instance teams" of up to 5 people and you slog it through your objectives together, sometimes you can make good friends with these random folks who'll follow you through your objectives with you as you help each other, other times they'll just dispose of you like a thuroughly used condom and leave satisfied with their obkective completion.

    Space combat is where the game thrives, ground combat is fun, but it's more like "Eh, we had to have some away missions", they range from "Beam down to the planet with your security office and scan these 5 pieces of a ship to find out what happened" only to have no one attack you, thus not even needing your security officer.

    Security officers wear red, this is because they are expendable crew members.



    Want to be a Klingon? Sorry, you have to become a level 6 Federation guy first, this is primarily for tutorial purposes first

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  • DecoyDecoy Registered User regular
    edited January 2010
    Lucascraft wrote: »
    Banshee wrote: »
    Yeah, it's really Star Trek at war. Not really a bad thing though, since the space combat is fun.

    Here are a few things that I liked in the game:

    -pretty ships! also, space is beautiful
    -bridge officer management
    -storylines linked with the shows and movies
    -automatic grouping in instances, and alternatively the fact that you can solo ground missions with your NPC away team
    -space combat is really fun
    -character creation and ship customization are very nice

    I was never able to get this working. While I had the "Open Grouping" option turned on, I always just got instance errors and was unable to enter certain zones. I had to disable that option just so I could play.

    Never once did I actually get placed in a group upon entering a zone.

    This feature worked fine in CB. But yeah, I remember when OB started I had to turn off auto grouping just to get into a zone to do a mission. The bug was fixed though and I switched it back. It worked fine after that. Although, after that I played almost exclusively Klink.

    Decoy on
  • LucascraftLucascraft Registered User regular
    edited January 2010
    I'm planning on being online right as soon as the servers come up tomorrow. It will probably take me 20 minutes to craft my character exactly how I want her. Then after that I'm open to grouping all damn day. We should organize some PA leveling parties and stick together on the mission chains and such.

    Lucascraft on
  • ydejinydejin Registered User regular
    edited January 2010
    Elldren wrote: »
    ydejin wrote: »
    Malkor wrote: »
    Can you send red shirts to their doom and/or stand behind them as they die agonizing deaths?

    At the early levels that would be a yes. Unfortunately after a while your away team gets filled up with loyal Bridge Officers, so no Red Shirts. However, I was very happy to hear that apparently Tactical Captain's get a level 35 ability which lets them call in Red Shirts as cannon fodder!

    You can of course still take redshirts instead of bridge officers.

    I was never able to get that to work. My default assignments said that I was supposed to take a Red Shirt as my last Away Team member, but the game always seemed to replace the Red Shirt with an unassigned Bridge Officer. Maybe I'll have to play with the interface a bit more and see what I did wrong.

    ydejin on
  • ydejinydejin Registered User regular
    edited January 2010
    NATIK wrote: »
    You get a skill that summon 2 Red Shirt "Security Escort" characters that fight with you an your team, through use of Tactical initiative you can get that to 4 Security Escort though so I had 9 man away team on my Admie :P at least for the big fights.

    Awesome! So how does this work, once you summon them they stay with you permanently until they die, and then there's just a long cooldown on the summon skill?

    ydejin on
  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    ydejin wrote: »
    NATIK wrote: »
    You get a skill that summon 2 Red Shirt "Security Escort" characters that fight with you an your team, through use of Tactical initiative you can get that to 4 Security Escort though so I had 9 man away team on my Admie :P at least for the big fights.

    Awesome! So how does this work, once you summon them they stay with you permanently until they die, and then there's just a long cooldown on the summon skill?

    It has a 3 min cooldown and they seem to stick around until you are doing fighting whatever you summoned them while fighting (Tooltip didn't give a stick around time and they DEFINITELY unsummon quicker if you aren't fighting anything). One click of the skill summons 2 guys, but Tactical Initiative (another tac skill) removes all CD's from your skills and thus allow a second summon at the same time, giving you 4.

    EDIT: Tactical Initiative is both a Space and a Ground skill btw, but in space it just reduces CD to 0.47 of normal whereas ground it reduce to 0 (both at rank III).

    NATIK on
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  • TransporterTransporter Registered User regular
    edited January 2010
    So the lifetime subscription SHALL BE MINE.

    When does the Head Start start? Because god I want it to start early so I can make my character's in the wee hours of the morning So I can still work the whole day.

    Transporter on
  • GungHoGungHo Registered User regular
    edited January 2010
    Banshee wrote: »
    Yeah, it's really Star Trek at war.
    Yes. This is TNG's Yesterday's Enterprise, DS9's The Way of the Warrior & Sacrifice of Angels, and Voyager's Scorpion. It's a lot of shit blowing up. Repeatedly. The fact that blowing shit up really comprises maybe about 10% or less of the Star Trek experience isn't the point. And the point is: see that shit? Blow it up!

    There's some non-shit-blowing up quests where you go scan things, but those are mostly interludes between blowing shit up.

    GungHo on
  • MoSiAcMoSiAc Registered User regular
    edited January 2010
    I did have a mission where I was supposed to just talk to some people and then answer a 'quiz' at the end, and that was the whole mission. So there is some "go kill everything" missions. Though they are quite quite rare currently.

    MoSiAc on
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  • AlethiometerAlethiometer Registered User regular
    edited January 2010
    One thing I noticed and wanted to comment on was the typical structure of your average "Quest" or mission. Any mission assigned to you by a quest giving npc was likely to fall into this structure.

    1) Space engagement- clear hostiles from around the station/planet/ship whatever
    2) Ground engagement- fight through several corridors full of baddies to pick up the character/mcguffin/whatever
    3) Space engagement 2- kill the boss baddy, now in his ship.

    Pretty much every mission I played had this routine going on. If it was a long mission (City on the Edge of Never, Ultimate Klingon, etc.) it was this rotation and then you'd go to another planet/time/dimension and do it a second or a third time.

    While it did get a little repetitive, the only part I absolutely loathed was the ground segment. Initially they were fun but after the change to health, everything slowed waaaay down. What was a 3 minute jaunt in some corridors started taking 15 or 20, and I eventually resorted to Deep Space Encounters to level. Ground combat isn't terrible, it's just... not nearly as fun as space. Shooting klingons dozens of times while at the same time being completely unable to die just wasn't nearly as exciting as the early model, which felt more like a tactical shooter.

    Alethiometer on
  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    edited January 2010
    NATIK wrote: »
    I found an image with a connie hiding among 3 Star Cruisers, 3 Exploration Cruisers, a Heavy Cruiser and an Advanced Escort.

    th_screenshot_2010-01-26-16-30-28.jpg

    For being the largest cruisers in Starfleet (according to the in-game description), those Star Cruisers look a bit smaller than the Exploration Cruisers. I guess that's why the Star Cruisers have a 20% better turn rate.

    Also, I'm making the call right now: among the first C-store additions will be a Risa swimsuit pack.

    edit: Regarding the ground segments, it ultimately boils down to your gear and your officers' gear and skills.

    Give everybody split-beam rifles (auto-targeting assault weapons are also okay), and try to optimize your officers' ground skills for maximum damage. There's a lot of skills out there that root/stun/hold/etc., but those are pointless when you're burning shit down in 3 seconds, so you want your boffs to be doing more damage and less control. This also means avoiding grenades, which only serve to scatter mobs.

    Fartacus_the_Mighty on
  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited January 2010
    Malkor wrote: »
    Can you send red shirts to their doom and/or stand behind them as they die agonizing deaths?

    You can bring redshirts with you onto a mission if you opt not to take a bridge officer.


    They die horribly quite regularly. This is aided by their Leeroy Jenkins-esque habit of running into a room full of pissed off Klingons wielding heavy weaponry and Bat'Leth's. I'm not sure if that's an intended feature or not, but it is incredibly hilarious when they do it.


    Diplomacy is supposedly a feature that's currently in development. Not sure if I believe Cryptic, but time will tell, I guess.

    Archonex on
  • Nakatomi2010Nakatomi2010 Registered User regular
    edited January 2010
    To the one who asked when Headstart is, it's tomorrow at 10amPST, so 1pmEST.

    Sadly for me my parents are visiting this weekend, as such I will not be able to take part in the headstart, not as much as I'd like... Also lucky for me they decided not to stay with my wife and I at home, they're staying at Disney and driving over three out of four days, the fourth we're going there to go to Disney... Anyways, I'm hoping I can get an hour or two of game time in each night before heading to bed... Though if I can't make my Borg right off the bat I wont be so concerned about it... Within about 2 hours you should be able to hit lvl 5 or 6 if done right I believe, if I recall correctly...

    Nakatomi2010 on
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  • BansheeBanshee Registered User regular
    edited January 2010
    One thing they need to add is an option to modify the outfit of your redshirts, to match the rest of my crew.

    Banshee on
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  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    Exploration Cruisers are pretty much the biggest ships you can get Fartacus, everything is either the same size or smaller.

    NATIK on
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  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    Some thoughts on the game in no particular order.

    Something I noticed was that the patrol missions got a little more interesting in Cardassia, the exploration ones even in the 5th order (highest order) Nebula's were still crap though.

    I won't comment on episodes as I rushed through them though some had some fun content I skimmed (one of my favorites involved a world full of Tribbles and Klingons, you could literally kick Tribbles around in this mission like little furry footballs).

    The Space Combat is way fun I think, it's by no means realistic or sim levels but it's fun and that's what matters.

    The ground combat is less fun but not bad once you understand the Exploit/Expose system, it also helped that I found a fucking awesome Very Rare Polaron weapon that annihilated enemies left and right to the point where I in an episode where my entire away team got stuck due to bad pathing were able to solo everything including the +3 Captain level boss.

    Sector space is dull, dull, dull really and the DSE's and systems have a tendency to suck you in as you pass them if you go too close which is annoying, there is also the issue of you NOT appearing where you ought to appear on the maps you zone into so mistakenly entering Beta Ursae from Sirius can put 3 fucking Sectors into Cardassian space and long flight to get back.

    The game has the most confusing skill/stat system I have seen in a long time, it took me ohhh so fucking long to figure out what the flying fuck +5 to emitters meant and I am still not sure exactly what skills count as emitters since the game doesn't like to tell you stuff.

    Judging by the endgame ships I would say Cruisers play is like "Okay now I sit here and let the enemy fly around me, I just fire off whatever they get in range of", since your turn rate is too slow to follow even the slowest ships around.
    Escorts let you keep whatever facing you want to whichever enemies you like and you are gonna need it because even a single volley from a cruiser-sized enemies or above will shred you too pieces if you don't plan for it.
    Science ships are the middle ground, they turn alright and they definitely tank better than the Escorts but less so than the Cruisers.

    Pro-tip for Cruisers, never ever ever try to slow from Full Impulse or even normal impulse by stopping or reversing in normal impulse, always go to full impulse to stop if you can otherwise you are gonna overshoot your target by many kilometers. A Full Impulse stop is instant, a normal impulse stop is not.

    There is decent endgame gear readily available even without the endgame zones unlocked, by exploration of the Zenas Expanse (gives 75 Badges of Exploration 5th Order and MKX green and blue items cost between 41 to 321 badges).
    Unfortunately though Exploration content is on a 30 minute timer so you can only get 75 badges per 30 minutes at the moment (but I see there is an exploration zone in Borg Space as well, making that 150 badges per 30 minutes, but those zones are faaaar apart, so lots of travel time).

    There is a serious lack of content, from level 24 and up you have to do repeatable content to level, by 42 I ended up having 1050x 4th Order badges just from leveling and that is from doing 2 Nebula missions over and over again that were on a 30 minute timer where I had to do 3 exploration missions in each Nebula, I also had 225 5th Order badges and those came from 1 Expanse only that I had access to.
    I also had another 1000 or so 1st/2nd/3rd Order badges from the same shit.
    There is about 1-2 missions per level really, some levels there is only enough content to put you 1 or 2 bars in before you have to resort to repeatables.

    That was some of my thoughts on the game as I saw it, I am sure I am forgetting something and this has pretty much just been a flow of thoughts straight onto the page so it's not written very well :P.

    NATIK on
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  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited January 2010
    speaking of space combat...

    How many of you are going to be using a macro to "press your space bar" for you so you can fire all your weapons and focus on of your shields, flying around and using your ablities, instead of pressing the damn thing every second.

    and what program are you using? >:)

    Cruisers will end up having way more weapons than the weapon energy bar will support. You are going to have to pick and choose what to fire if you want to do any damage at all.

    Just_Bri_Thanks on
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  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    Actually late game ships do have the energy to support a reasonable array of weapons, sure if you throw 8x Beam arrays on your cruiser and only +damage and tank mods you are gonna run out, but if you go the more reasonable 6x Arrays and 2x Torps and throw some EPS conduits and +power items in there you can easily maintain a proper everything fires when it can loadout.

    NATIK on
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  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    edited January 2010
    speaking of space combat...

    How many of you are going to be using a macro to "press your space bar" for you so you can fire all your weapons and focus on of your shields, flying around and using your ablities, instead of pressing the damn thing every second.

    and what program are you using? >:)

    Cruisers will end up having way more weapons than the weapon energy bar will support. You are going to have to pick and choose what to fire if you want to do any damage at all.

    This is not true. A single green MkX EPS Flow Regulator can keep 8 beams running without going dry, and staggering the firing a little (by starting with forwards, then going broadside, for example) will keep your energy within 20 points of its maximum.

    Fartacus_the_Mighty on
  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    EPS Conduits are awesome, throw one or two on there and the power regens so fast that you can drop out of Full Impulse with 5 weapons power and have it go to full in seconds.

    NATIK on
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  • MordrackMordrack Registered User regular
    edited January 2010
    So who else is looking forward to the inevitable EPS conduit nerf?

    Mordrack on
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  • LucascraftLucascraft Registered User regular
    edited January 2010
    I don't know what the hell you guys are even talking about. Energy draining? What?

    Maybe its cause I was flying a Science vessel but I have no clue as to what you guys are even talking about.

    Lucascraft on
  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    Next to your shield overview there are those 4 numbers and symbols, if you never noticed them they should be something like 55/50 all of them, they mean how much power is delegated to different subsystem like Weapons, Shields, Auxiliary and Engines.

    Firing weapons drain weapon power and weapons do damage depending on the amount of power you have delegated to weapons, EPS conduits increase the generation of this power.

    You engine speed, shield regen and aux skill strength is also governed by these power stats.

    NATIK on
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  • Locutus ZeroLocutus Zero Registered User regular
    edited January 2010
    I had the non-BOP ship as a Lt. Cmdr Klingon, and just the Lt. ship for Federation side, and I always thought weapons just fired when the cooldown was over.

    I thought power to weapons just governed damage dealt.

    Locutus Zero on
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  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited January 2010
    Stupid red shirt:

    screenshot_2010-01-24-17-41-06.jpg


    It should be noted that if you bring a red shirt, you cannot give them improved equipment. No cool armor, no good shields, no bitchin' guns.

    They get the standard shields, hand phaser, and the aforementioned red shirt.

    Just_Bri_Thanks on
    ...and when you are done with that; take a folding
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  • Locutus ZeroLocutus Zero Registered User regular
    edited January 2010
    btw, does choosing Tactical/Science/Engineering for your character affect your ship at all? I just read that that choice only limits your ground skills, not your space skills. Does it affect stats or anything in space?

    Locutus Zero on
    Locutus+Zero.png
  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited January 2010
    According to the Dev blurb about skills that was linked up above, your career track does not affect your ship skills.

    But you do have special abilities (which are not skills) that are determined by your career track, such as evasive maneuvers for tac officers.

    Just_Bri_Thanks on
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    chair to Creation and then suplex the Void.
  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    btw, does choosing Tactical/Science/Engineering for your character affect your ship at all? I just read that that choice only limits your ground skills, not your space skills. Does it affect stats or anything in space?

    It governs some skills you get while leveling up, some of those skills are space skills and some of them are ground skills, so yes it has an effect on your space skills as well.

    NATIK on
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  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    edited January 2010
    Mordrack wrote: »
    So who else is looking forward to the inevitable EPS conduit nerf?

    Meh. I don't think it's unbalancing enough to warrant a nerf. You still have to control your firing a bit to keep your energy high (due to a delay between firing and the start of regeneration), and that EPS mod takes up an engineering slot that could be used for a lot of other things.

    If anything, they'll nerf EPS regulators by making energy less of an issue without them, because I'm sure Escort captains are going to whine up a storm about how having to slot an EPS regulator makes them too squishy (takes up a slot that could go to +shields, etc.)

    Fartacus_the_Mighty on
  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    ShieldandPowerinterface.jpg

    If you look at that image you can see those power stats. Top one is Weapons which are at 55/100 because I just dropped out of Full Impulse moments before (my weapons went to 125/100 which is the absolute max they can go to), next one is shields at 55/100 again I just dropped out of Impulse, they go to 71/50 for me, next up is Engines at 29/25 and last up is Aux at 34/25.

    Weapon power governs damage output at 125 power you do max damage, at 0 you can't even fire.

    Shield power governs shield regen, at 125 you regen at max rate, below 50 you have no combat regen and at 0 your shields drop.

    Engine power governs engine speed, again 125 max speed and 0 you can't move.

    Aux power makes things like Tractor beams and many other sciency things more powerful, a 125 tractor is gonna make your enemy totally unable to move where as a 0 power tractor beam is going to do nothing at all, as example.

    NATIK on
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  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited January 2010
    It should be noted that if you use the 3rd selection for the power bar setup (that icon on the upper right, the stacked pages over the '100') you can set each of the 4 power bars. The first two do not let you crank up full power to aux, for example.

    Just_Bri_Thanks on
    ...and when you are done with that; take a folding
    chair to Creation and then suplex the Void.
  • MordrackMordrack Registered User regular
    edited January 2010
    Mordrack wrote: »
    So who else is looking forward to the inevitable EPS conduit nerf?

    Meh. I don't think it's unbalancing enough to warrant a nerf. You still have to control your firing a bit to keep your energy high (due to a delay between firing and the start of regeneration), and that EPS mod takes up an engineering slot that could be used for a lot of other things.

    If anything, they'll nerf EPS regulators by making energy less of an issue without them, because I'm sure Escort captains are going to whine up a storm about how having to slot an EPS regulator makes them too squishy (takes up a slot that could go to +shields, etc.)
    That was a not so subtle jab at Statesman, and his going out of the way to change things everybody does.

    Mordrack on
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  • KiTAKiTA Registered User regular
    edited January 2010
    Lucascraft wrote: »
    Cutoff for the Lifetime is Feb 1, the day before retail launch.

    Does that mean you'll be able to buy one ON the 1st, or...

    KiTA on
  • LucascraftLucascraft Registered User regular
    edited January 2010
    NATIK wrote: »
    ShieldandPowerinterface.jpg

    If you look at that image you can see those power stats. Top one is Weapons which are at 55/100 because I just dropped out of Full Impulse moments before (my weapons went to 125/100 which is the absolute max they can go to), next one is shields at 55/100 again I just dropped out of Impulse, they go to 71/50 for me, next up is Engines at 29/25 and last up is Aux at 34/25.

    Weapon power governs damage output at 125 power you do max damage, at 0 you can't even fire.

    Shield power governs shield regen, at 125 you regen at max rate, below 50 you have no combat regen and at 0 your shields drop.

    Engine power governs engine speed, again 125 max speed and 0 you can't move.

    Aux power makes things like Tractor beams and many other sciency things more powerful, a 125 tractor is gonna make your enemy totally unable to move where as a 0 power tractor beam is going to do nothing at all, as example.


    Yeah, see I knew that stuff. I just did not realize that shooting a weapon actually caused your power to fluctuate. With exactly 1 fore gun and 1 aft gun, I was always just waiting for the auto-fire cooldowns. I'm assuming that more guns in the fore position would cause you to drain more power from weapons or something?

    Lucascraft on
  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited January 2010
    "This offer ends February 1st, 2010 11:59PM PST"

    http://www.startrekonline.com/exclusive_specials#faq

    Just_Bri_Thanks on
    ...and when you are done with that; take a folding
    chair to Creation and then suplex the Void.
  • LucascraftLucascraft Registered User regular
    edited January 2010
    KiTA wrote: »
    Lucascraft wrote: »
    Cutoff for the Lifetime is Feb 1, the day before retail launch.

    Does that mean you'll be able to buy one ON the 1st, or...

    All I can do is link you to the page that contains the info.

    http://www.startrekonline.com/exclusive_specials

    It says "Offer expires on February 1." I'm assuming that date is included. It usually is with stuff like that.

    Lucascraft on
  • NATIKNATIK DenmarkRegistered User regular
    edited January 2010
    Lucascraft wrote: »
    Yeah, see I knew that stuff. I just did not realize that shooting a weapon actually caused your power to fluctuate. With exactly 1 fore gun and 1 aft gun, I was always just waiting for the auto-fire cooldowns. I'm assuming that more guns in the fore position would cause you to drain more power from weapons or something?

    Well it does :P, shooting weapons cause a power drain and EPS conduits can counter the drain by regenerating the power faster.

    NATIK on
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