Man people keep saying it takes a long time for Cruisers to kill things but I sure haven't seen that so far. Max power to weapons plus phaser bank broadside = things get dead real fast.
Man people keep saying it takes a long time for Cruisers to kill things but I sure haven't seen that so far. Max power to weapons plus phaser bank broadside = things get dead real fast.
Please note, anything I say is 90% talking out of my ass.
Don't listen to me for advice, hints, tips, tactics or recipes.
The only actually useful piece of advice I've ever offered has been to remap "Fire all weapons" to the space bar, but that only works if you don't use mines.
Man people keep saying it takes a long time for Cruisers to kill things but I sure haven't seen that so far. Max power to weapons plus phaser bank broadside = things get dead real fast.
Yep. The only times it took ages was when I played on the Balanced power settings or in the T2 Cruiser.
Ayulin on
0
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
edited February 2010
I still have 10 Del Taco codes.
Just_Bri_Thanks on
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
We will be bringing down Star Trek Online on Thursday, 18th, February from 3am PST to 5am PST (11am to 1pm GMT), in order to perform maintenance, and apply a new patch. We will update this thread once this maintenance has been completed. Thank you, The Star Trek Online Team
Second --
They fixed the buddy key box on the main page. Looks like its only gonna be 5 days. I'll give mine away to the first person to PM me who is not already playing this game.
If other people are willing to give away their codes, I'll add it to the OP.
Least played class is Science, which boggles my mind, because science ships get the coolest abilities. But I guess everyone wants to be Worf and drive an escort.
Perhaps today IS a good day to [strike]die[/strike] bounce off the enemy ship doing roughly 30% damage to its hull and less to our own! RAMMING SPEED!
FIFY
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
They fixed the buddy key box on the main page. Looks like its only gonna be 5 days. I'll give mine away to the first person to PM me who is not already playing this game.
If other people are willing to give away their codes, I'll add it to the OP.
Ya if anyone wants my buddy keys they are available. Also, I'll take a del taco code if someone has one =p. The nearest del taco is a 15 hour plane ride from me.
Corbius on
PSN: Corbius
0
Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
edited February 2010
I am being mean. My codes will cost you a donation to Child's Play.
Just_Bri_Thanks on
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
Ya if anyone wants my buddy keys they are available. Also, I'll take a del taco code if someone has one =p. The nearest del taco is a 15 hour plane ride from me.
@Rigell: how the hell is she a higher rank then picard? @Ayulin: she tells picard to go to romulus, basically @PikaPuff: ah @PalainVII: because Picard can still get things done @Rigell: ha @PikaPuff: because picard would have to leave enterprise @cobell: janeway did too many exploration missions and leveled too fast @PikaPuff: hahhah YES @PalainVII: bazing @Rigell: so STO fits in with the lore more than we thoguht eh?
I just changed the thread title like 20 minutes ago to reflect the buddy keys. I'm gonna leave that up for a couple days so we can [strike]sucker people into playing[/strike] recruit more people to play.
You know, as much as some on the (official) forums are whining about people 'speeding to max level' the devs themselves said it should only take 80 hours max. I ground exploration missions, and when I hit admiral my /played was like 5 days. Which is MORE than the devs thought it would take (though most of that I was afk watching TNG on youtube, granted).
A lot of gamers can sink 10 hours a day into an MMO at launch, easy. Not all certainly (work, family, blah blah) but a sizable enough number. And at that rate, you'd have a crop of admirals after the first week. And, oh look, we have a crop of admirals after the first week.
I mean, how long did it take to hit max level in CO? About the same didn't it? I don't feel like I 'rushed' at all.
Least played class is Science, which boggles my mind, because science ships get the coolest abilities. But I guess everyone wants to be Worf and drive an escort.
Perhaps today IS a good day to [strike]die[/strike] bounce off the enemy ship doing roughly 30% damage to its hull and less to our own! RAMMING SPEED!
All I can do while watching that First Contact sequence is think... High Yield II... High Yield II... High Yield III... High Yield II...
Asuma on
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood ***
@cobell: janeway did too many exploration missions and leveled too fast @PikaPuff: hahhah YES @PalainVII: bazing @Rigell: so STO fits in with the lore more than we thoguht eh?
new thread title please
Yes, that was so good.
EDIT: Did they change the downtime...time? I thought it was later.
I am being mean. My codes will cost you a donation to Child's Play.
An email with your order summary has been sent to [email protected]
Your order is being shipped to
my address Dr
Norfolk, VA 23503
United States
Merchant Contact Information
Child's Play [email protected]
206-274-0024
And actually, not just because of my desire for a buddy key - I actually didn't know that they accepted charitable contributions year round. Though a key would be splendid.
EDIT: Did they change the downtime...time? I thought it was later.
This is definitely not looking good. The original downtime was not for another three hours. The servers and the website have been down for over two hours now. Normally the website and forums do not go down during maintenance, so I think something bad must have happened.
* Power trays were acting strangely and not remembering what you had placed in your first slot. Code has gone in to address this and should now remember what power you place there.
* Work towards improving game performance when the shard is at peak capacity.
* Fleet Bank Updates - Options are now grayed out and disabled for players who don't have permission to change them. The Limit field is now filled with the current limits set. And restrictions should now be working properly. They were not updating until you switch tabs and then back. Fixed a bug where players could circumvent limits that were set.
* There were many areas where if you logged out, you would not log in to the right location. We've gone through the maps and hopefully addressed these so that you always log back in on the last safe static map you were on.
* Renaming should now work properly if you and your Bridge Officer share the same name.
* Fixed an issue where -maxfps was being ignored and always reset to 60 regardless of user options.
* Players can no longer escape to their bridge if they are engaged in combat in a Deepspace encounter.
* Fixed an issue where battle damage was showing up as white or grey blotches on some ships.
* Added space station ambient audio to Deepspace K7 station.
Missions
* Daily missions now start their cooldown from the time the mission was taken instead of from when the mission was turned in.
* Rank up missions complete now if you get your free ship at any time, not just once you have spoken to the ship vendor. This was causing an issue with some characters getting stuck if they talked to the ship vendor contact with odd dialog choices.
* Players who were teamed where not able to complete missions because other teammates where completing mission dialogs and warp before they had completed turning in their mission. This has been addressed so that all players can progress dialogs at their own pace while teamed.
* Level 43+ players entering the Borg Sectors now need to hail the USS Victory and complete the hand-off mission from Admiral Quinn before they can talk to other remote contacts to access Borg related missions.
* Removed some additional Borg Star Cluster missions that were deemed un-Borg-like.
* Added more missing translations of mission dialog and other localized text updates.
* Addressed an issue where players were getting stuck on the Seeds of Dissent mission by sprinting after enemies and ending up behind forcefields.
* The dialog with the Klingons in the PJem System no longer jumps immediately to "Care to repeat your threat, Captain?"
* Fixed the display text on some Klingon Cardassian missions.
* Sulu is now a remote contact once the player is level 2.
* Fixed a crate on the Sierra Outpost II station in Romulan space that was spawning inside of another crate.
* The crate on the Iconian ground map is no longer giving out too many items.
* Repeatable Star Cluster missions are now set so that they are only offered when you are neary the cluster if you are above the mission level.
* Moved anomalies on Danteri V and Beytan V that were impossible to scan.
* Under the Cover of Night: Den of Thieves: Commander Teleb was becoming unkillable if hit with an exploit. Teleb is now smarter and will hopefully no longer let himself get put in this situation.
* Fixed an issue where the Diplomat could not be rescued or selected in the Diplomatic Solution mission if the player logged out/disconnected and then re-entered the map.
* In the Minefield mission - all of the crates can now be interacted with.
Powers and Combat
* There is now a Commander version of Dampening Field to correct the issue where some officers were receiving it at LT Commander, and removed LT Commander version from the power store.
* Updated display name for space version of Dampening Field to Starship Dampening Field for clarity.
* Dual Bank Antiproton weapons now do antiproton damage instead of phaser damage.
* Science Team, Security Team, and Engineering team can now be activated while your ship is held.
UI
* Corrected the Klingon version of power trays to use appropriate colored borders.
* Updated the UI to select a reward to make it clearer what you are selecting and help alleviate issues where you might not have received the reward you were expecting.
* Contact headshots now have a border around them to make them stand out better against the background.
* Minor layout tweaks to the disabled weapon trays during the Fed tutorial.
* Made it clear in the UI that the first Ship and Bridge Officer rename is free.
* Made it clearer in the UI that changing your Captain's short name (the one used for character identification purposes) requires a micro-transaction.
* When changing fields, UI will now always be enabled so that you can see how much changes cost even if you can't afford them.
* Unconscious away team members will now stand out better on the team UI.
* Disabled away team control buttons for unconscious bridge officers.
* Added some missing Klingon away team UI designs.
* Added the instance number to the map name above the minimap if it's a static map.
* There are now clearer notifications when you've received a new Officer, or Leveled-Up.
* The Run recovery bar is now hidden if you are being held.
* C-Store - Special Unlocks - "One unlock per character" message was not being display until after the item had been unlocked but is now shown sooner.
* Special unlocked costumes were not showing up properly on the log in screen and should now display correctly.
* The log in message now displays appropriate rank instead of level.
* Players are now prompted if they would like to disable the proxy after 2 failed connection attempts.
Maybe they can get around to fixing the bug with the chromo steam purchase armor, and the graphic glitch with dual pistols sometime soon?
So, for an alt I was debating on going science instead of TAC and working on cruisers. I had first thought TAC to ramp up the offensive abilities of the cruisers, but maybe science might work better. I simply didn't want to lump the obvious TAC/escort - Engie/cruiser etc builds into what I play. Thoughts?
Masume on
3DS Code - 5370-0463-9307 Wii U - 'Nocero' XBox ID - therealmasume PS4 ID - realmasume
Maybe they can get around to fixing the bug with the chromo steam purchase armor, and the graphic glitch with dual pistols sometime soon?
So, for an alt I was debating on going science instead of TAC and working on cruisers. I had first thought TAC to ramp up the offensive abilities of the cruisers, but maybe science might work better. I simply didn't want to lump the obvious TAC/escort - Engie/cruiser etc builds into what I play. Thoughts?
I figure with Science you are better going all out Science/Science Vessel. I've got a Tactical Captain in a Cruiser. The Tac/Cruiser works quite well (although I am sad I'm not going to get the III versions of BOff abilities). Tactical Captain's increase the general damage of Cruisers and can increase their maneuverability. Engineer Escort seems like it could work okay, increasing the survivability of the otherwise fragile escort. I'm not sure what kind of synergy your going to get with a Science Captain in a Cruiser.
Do any of the Science Captain abilities depend on Aux? I think generally only a Science Vessel is going to be running high Aux except under unusual circumstances -- I am trying to get in the habit of increasing it when I'm trying to get in a torpedo shot on my Cruiser.
Ultimately though the Captain's profession makes much more of a difference on the ground than in space. If you really want to play with Science Powers in the ground game, and you really want to fly a Cruiser, I'm sure a Science Captain in a Cruiser will do just fine.
Ultimately though the Captain's profession makes much more of a difference on the ground than in space. If you really want to play with Science Powers in the ground game, and you really want to fly a Cruiser, I'm sure a Science Captain in a Cruiser will do just fine.
My first guy was science in a science ship, come T4 I tried a cruiser and fell for them. Science in a cruiser.... I gotta say, sucks. After rerolling an Eng/Cruiser it's such a huge difference.
I know for sure the ..Intterupt science skill depends on Aux, not sure of the others. Either way they just don't seem to mix well with broadsiding. The only one I found a use for ever, was the dampening field.
Ultimately though the Captain's profession makes much more of a difference on the ground than in space. If you really want to play with Science Powers in the ground game, and you really want to fly a Cruiser, I'm sure a Science Captain in a Cruiser will do just fine.
My first guy was science in a science ship, come T4 I tried a cruiser and fell for them. Science in a cruiser.... I gotta say, sucks. After rerolling an Eng/Cruiser it's such a huge difference.
I know for sure the ..Intterupt science skill depends on Aux, not sure of the others. Either way they just don't seem to mix well with broadsiding. The only one I found a use for ever, was the dampening field.
What in particular was the problem with a Science Captain in the Cruiser -- was it just that the Science Captain skills didn't provide good synergy with the toughness of the Cruiser? Or do you really need the Engineering Captain skills to keep the Cruiser healthy in the thick of combat? If it's the latter, that may not bode well for my Tactical Captain in a Cruiser. I'm only in T3 right now (Commander 9).
@PikaPuff: because picard would have to leave enterprise @cobell: janeway did too many exploration missions and leveled too fast
If they didn't promote Jayneway they'd have to give her another ship. A bigger one with more dakka.
Giving a person with her combustible approach to diplomacy a bigger ship would be dicey, while promoting her, assigning her a sector of space and putting a wing of escorts at her disposal is pretty safe.
Sure, the Klingon starting ship has a cloaking ability (which makes Klingon vs Klingon PvP like watching The Invisible Man trying to find a ghost), but they have almost no story, no opportunity to get new equipment outside of what you can get from the various vendors, and makes officers mostly pointless.
Umm....what? I mean, when the hell are officers pointless? Apparently not just for klingons?
There are some less useful abilities including one that launches a moderately powerful energy beam against your opponent that shuts down your weapons and lowers their power to zero for a while. All the abilities I encountered have minimum recharge times of thirty seconds. Most start at over a minute, making them very much situational, and not particularly game-changing.
I don't know. Maybe its me, but I seem to find that my BO skills win battles I would lose by just circling with autofire.
I finally ran into my first serious glitch, and it was during a ground mission. At the start of the mission all of my away team fell straight through the ground, I could see them on the mini-map but otherwise could do nothing to them or get them out. I decided to die then sprint asap to try and prevent my team from glitching. I got half my team clear, walked down a hill then started up another and found that my team walked into the hill instead of on top of it. I then lured enemies to the same hill, and they promptly got stick in the same hill and killed by my bridge officer. The best part is when she used one of her skills the mountian side lit up.
I still love it though, but god was that annoying.
Just_Bri_Thanks, does the Child's Play donation count if I made it last November before I even played the game, or knew you would give codes away for a donation?
if not, not worries. i don't exactly know how to provide more support for the donation, and i would do it anyways, without the incentive.
Order Placed: November 9, 2009
Amazon.com order number: 102-9603211-336xxxx
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Shipping estimate:November 9, 2009
Delivery estimate:November 11, 2009 (More about estimates)
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* Childrens Hospital
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* Gift Registry Address
Shipping Speed:
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Items Ordered Price
1 of: Nintendo DSi Matte - Black [Video Game]
Condition: New
Sold by: Amazon.com, LLC
$169.99
Amazon Prime: Two-Day Shipping is free
3 of: The Giving Tree 40th Anniversary Edition Book with CD [Hardcover]
By: Shel Silverstein
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Sold by: Amazon.com, LLC
$12.91
Holy crap. This game is amazing. A coworker gave me a guest pass. I installed it last night and played until 1:30 AM.
I was really hoping to dislike the game... but... I like it... A lot.
Once my guest pass ends, I think I will buy the full game.
Question:
So, starting out, it isn't to hard to engage just single or small groups of targets. I can go toe to toe with a battleship in my tanking ship. Does this remain the case? I imagine if I hit a wall of Klingon battleships, I wouldn't do well, but does the game remain this reasonable in the difficulty? Does it get harder?
i've noticed that it gets a little harder before you learn to adapt to new enemy behavior as you progress, but you should generally be keeping pace with them.
there will be situations where, as you mentioned, the wall of enemy ships will probably tear you a new one, but so far it's been a fun, fairly casual game.
Question:
So, starting out, it isn't to hard to engage just single or small groups of targets. I can go toe to toe with a battleship in my tanking ship. Does this remain the case? I imagine if I hit a wall of Klingon battleships, I wouldn't do well, but does the game remain this reasonable in the difficulty? Does it get harder?
The game gets harder, but outside of some specific mission types, you shouldn't have to much trouble. If anything I would say the game errs on the side of being too easy throughout.
The one area where you can get killed pretty fast if you aren't careful is if you enter Fleet Actions or Deep Space Encounters (DSE). These are both setup for groups, and if you are at the appropriate level (or even if you are slightly overleveled) and you go in by yourself, you can get chewed up pretty good. I've noticed that at least in the DSEs, there are often a range of enemies floating out there -- for example, there might be one flotilla of fighters backed by birds of prey (pretty easy), a pair of Romulan escorts (not that hard), a four some of Romulan escorts in a group with a battleship (hard), a set of two battleships (fairly hard), and then a set of five battleships with a flagship (WTF?). If you are careful you can often pick and choose which groups to go after. OTOH there seems to be a bug where sometimes several of the groups will end up camping at the entry point.
Question:
So, starting out, it isn't to hard to engage just single or small groups of targets. I can go toe to toe with a battleship in my tanking ship. Does this remain the case? I imagine if I hit a wall of Klingon battleships, I wouldn't do well, but does the game remain this reasonable in the difficulty? Does it get harder?
The game gets harder, but outside of some specific mission types, you shouldn't have to much trouble. If anything I would say the game errs on the side of being too easy throughout.
The one area where you can get killed pretty fast if you aren't careful is if you enter Fleet Actions or Deep Space Encounters (DSE). These are both setup for groups, and if you are at the appropriate level (or even if you are slightly overleveled) and you go in by yourself, you can get chewed up pretty good. I've noticed that at least in the DSEs, there are often a range of enemies floating out there -- for example, there might be one flotilla of fighters backed by birds of prey (pretty easy), a pair of Romulan escorts (not that hard), a four some of Romulan escorts in a group with a battleship (hard), a set of two battleships (fairly hard), and then a set of five battleships with a flagship (WTF?). If you are careful you can often pick and choose which groups to go after. OTOH there seems to be a bug where sometimes several of the groups will end up camping at the entry point.
I see, but those can be avoidable, right? Like don't fly too close and they won't chase. Also, you don't need to enter the static ones.
Are the dynamic ones the tough ones?
Question:
So, starting out, it isn't to hard to engage just single or small groups of targets. I can go toe to toe with a battleship in my tanking ship. Does this remain the case? I imagine if I hit a wall of Klingon battleships, I wouldn't do well, but does the game remain this reasonable in the difficulty? Does it get harder?
The game gets harder, but outside of some specific mission types, you shouldn't have to much trouble. If anything I would say the game errs on the side of being too easy throughout.
The one area where you can get killed pretty fast if you aren't careful is if you enter Fleet Actions or Deep Space Encounters (DSE). These are both setup for groups, and if you are at the appropriate level (or even if you are slightly overleveled) and you go in by yourself, you can get chewed up pretty good. I've noticed that at least in the DSEs, there are often a range of enemies floating out there -- for example, there might be one flotilla of fighters backed by birds of prey (pretty easy), a pair of Romulan escorts (not that hard), a four some of Romulan escorts in a group with a battleship (hard), a set of two battleships (fairly hard), and then a set of five battleships with a flagship (WTF?). If you are careful you can often pick and choose which groups to go after. OTOH there seems to be a bug where sometimes several of the groups will end up camping at the entry point.
I see, but those can be avoidable, right? Like don't fly too close and they won't chase. Also, you don't need to enter the static ones.
Are the dynamic ones the tough ones?
Yep, totally avoidable. You do have to pay attention to where enemies are on the main map. If they get too close they can suck you in, but they wander around slowly enough that you can avoid them.
I find the DSEs the hardest. I haven't done much Fleet Action since Open Beta, but Fleet Action there are usually a lot of other players in action with you. I've ended up in DSEs by myself. I've also twice run into DSEs which are 10+ over my level, I'm not sure how that happened.
The story-based missions (aka episode missions), the patrol missions, and the exploration missions are all a reasonable difficulty level.
Star Trek Online Needs a "Meaningful" Death Penalty
[Feb 18, 2010, 10:23 am ET] - 1 Comment
Cryptic's says their MMORPG Star Trek Online needs a "meaningful" death penalty, so there's some consequence to those "he's dead Jim" moments in the Trekkie MMORPG. "I get that people want to feel a sense of risk when they’re fighting in battles, but if the only emotion you feel when you’re playing a game is fear that you’re going to lose some time due to an arbitrary gameplay mechanic, we’re probably not doing something right," executive producer Craig Zinkievich explains to IncGamers. "We are looking into finding a meaningful way to give players a deeper sense of loss when something bad happens. But we want it to feel right, rather than just like an arbitrary penalty." How about this: Dead players must be shot onto the surface of the planet created by the Genesis device.
Robziel on
Do I look like the sort of man who'd go and find unsuspecting Japanese schoolgirls in short skirts and white panties and ask them if they want to see my "Cthulu Special"?
Posts
Please note, anything I say is 90% talking out of my ass.
Don't listen to me for advice, hints, tips, tactics or recipes.
The only actually useful piece of advice I've ever offered has been to remap "Fire all weapons" to the space bar, but that only works if you don't use mines.
Yep. The only times it took ages was when I played on the Balanced power settings or in the T2 Cruiser.
chair to Creation and then suplex the Void.
First --
Second --
They fixed the buddy key box on the main page. Looks like its only gonna be 5 days. I'll give mine away to the first person to PM me who is not already playing this game.
If other people are willing to give away their codes, I'll add it to the OP.
FIFY
- The Four Horsemen of the Apocalypse (2017, colorized)
PSN: Corbius
chair to Creation and then suplex the Void.
I'll PM you a code.
@Rigell: I never noticed that before
@Ayulin: heh
@Splorg: yup
@Rigell: admiral
@PikaPuff: hm?
@PikaPuff: i forget that scene
http://www.youtube.com/watch?v=fiY60kSLDgw
@Rigell: how the hell is she a higher rank then picard?
@Ayulin: she tells picard to go to romulus, basically
@PikaPuff: ah
@PalainVII: because Picard can still get things done
@Rigell: ha
@PikaPuff: because picard would have to leave enterprise
@cobell: janeway did too many exploration missions and leveled too fast
@PikaPuff: hahhah YES
@PalainVII: bazing
@Rigell: so STO fits in with the lore more than we thoguht eh?
new thread title please
A lot of gamers can sink 10 hours a day into an MMO at launch, easy. Not all certainly (work, family, blah blah) but a sizable enough number. And at that rate, you'd have a crop of admirals after the first week. And, oh look, we have a crop of admirals after the first week.
I mean, how long did it take to hit max level in CO? About the same didn't it? I don't feel like I 'rushed' at all.
Hehehe
http://www.youtube.com/watch?v=_fsCGSoo2k4
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
Yes, that was so good.
EDIT: Did they change the downtime...time? I thought it was later.
An email with your order summary has been sent to [email protected]
Your order is being shipped to
my address Dr
Norfolk, VA 23503
United States
Merchant Contact Information
Child's Play
[email protected]
206-274-0024
And actually, not just because of my desire for a buddy key - I actually didn't know that they accepted charitable contributions year round. Though a key would be splendid.
This is definitely not looking good. The original downtime was not for another three hours. The servers and the website have been down for over two hours now. Normally the website and forums do not go down during maintenance, so I think something bad must have happened.
Now 9 keys left.
chair to Creation and then suplex the Void.
* Power trays were acting strangely and not remembering what you had placed in your first slot. Code has gone in to address this and should now remember what power you place there.
* Work towards improving game performance when the shard is at peak capacity.
* Fleet Bank Updates - Options are now grayed out and disabled for players who don't have permission to change them. The Limit field is now filled with the current limits set. And restrictions should now be working properly. They were not updating until you switch tabs and then back. Fixed a bug where players could circumvent limits that were set.
* There were many areas where if you logged out, you would not log in to the right location. We've gone through the maps and hopefully addressed these so that you always log back in on the last safe static map you were on.
* Renaming should now work properly if you and your Bridge Officer share the same name.
* Fixed an issue where -maxfps was being ignored and always reset to 60 regardless of user options.
* Players can no longer escape to their bridge if they are engaged in combat in a Deepspace encounter.
* Fixed an issue where battle damage was showing up as white or grey blotches on some ships.
* Added space station ambient audio to Deepspace K7 station.
Missions
* Daily missions now start their cooldown from the time the mission was taken instead of from when the mission was turned in.
* Rank up missions complete now if you get your free ship at any time, not just once you have spoken to the ship vendor. This was causing an issue with some characters getting stuck if they talked to the ship vendor contact with odd dialog choices.
* Players who were teamed where not able to complete missions because other teammates where completing mission dialogs and warp before they had completed turning in their mission. This has been addressed so that all players can progress dialogs at their own pace while teamed.
* Level 43+ players entering the Borg Sectors now need to hail the USS Victory and complete the hand-off mission from Admiral Quinn before they can talk to other remote contacts to access Borg related missions.
* Removed some additional Borg Star Cluster missions that were deemed un-Borg-like.
* Added more missing translations of mission dialog and other localized text updates.
* Addressed an issue where players were getting stuck on the Seeds of Dissent mission by sprinting after enemies and ending up behind forcefields.
* The dialog with the Klingons in the PJem System no longer jumps immediately to "Care to repeat your threat, Captain?"
* Fixed the display text on some Klingon Cardassian missions.
* Sulu is now a remote contact once the player is level 2.
* Fixed a crate on the Sierra Outpost II station in Romulan space that was spawning inside of another crate.
* The crate on the Iconian ground map is no longer giving out too many items.
* Repeatable Star Cluster missions are now set so that they are only offered when you are neary the cluster if you are above the mission level.
* Moved anomalies on Danteri V and Beytan V that were impossible to scan.
* Under the Cover of Night: Den of Thieves: Commander Teleb was becoming unkillable if hit with an exploit. Teleb is now smarter and will hopefully no longer let himself get put in this situation.
* Fixed an issue where the Diplomat could not be rescued or selected in the Diplomatic Solution mission if the player logged out/disconnected and then re-entered the map.
* In the Minefield mission - all of the crates can now be interacted with.
Powers and Combat
* There is now a Commander version of Dampening Field to correct the issue where some officers were receiving it at LT Commander, and removed LT Commander version from the power store.
* Updated display name for space version of Dampening Field to Starship Dampening Field for clarity.
* Dual Bank Antiproton weapons now do antiproton damage instead of phaser damage.
* Science Team, Security Team, and Engineering team can now be activated while your ship is held.
UI
* Corrected the Klingon version of power trays to use appropriate colored borders.
* Updated the UI to select a reward to make it clearer what you are selecting and help alleviate issues where you might not have received the reward you were expecting.
* Contact headshots now have a border around them to make them stand out better against the background.
* Minor layout tweaks to the disabled weapon trays during the Fed tutorial.
* Made it clear in the UI that the first Ship and Bridge Officer rename is free.
* Made it clearer in the UI that changing your Captain's short name (the one used for character identification purposes) requires a micro-transaction.
* When changing fields, UI will now always be enabled so that you can see how much changes cost even if you can't afford them.
* Unconscious away team members will now stand out better on the team UI.
* Disabled away team control buttons for unconscious bridge officers.
* Added some missing Klingon away team UI designs.
* Added the instance number to the map name above the minimap if it's a static map.
* There are now clearer notifications when you've received a new Officer, or Leveled-Up.
* The Run recovery bar is now hidden if you are being held.
* C-Store - Special Unlocks - "One unlock per character" message was not being display until after the item had been unlocked but is now shown sooner.
* Special unlocked costumes were not showing up properly on the log in screen and should now display correctly.
* The log in message now displays appropriate rank instead of level.
* Players are now prompted if they would like to disable the proxy after 2 failed connection attempts.
So, for an alt I was debating on going science instead of TAC and working on cruisers. I had first thought TAC to ramp up the offensive abilities of the cruisers, but maybe science might work better. I simply didn't want to lump the obvious TAC/escort - Engie/cruiser etc builds into what I play. Thoughts?
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
I figure with Science you are better going all out Science/Science Vessel. I've got a Tactical Captain in a Cruiser. The Tac/Cruiser works quite well (although I am sad I'm not going to get the III versions of BOff abilities). Tactical Captain's increase the general damage of Cruisers and can increase their maneuverability. Engineer Escort seems like it could work okay, increasing the survivability of the otherwise fragile escort. I'm not sure what kind of synergy your going to get with a Science Captain in a Cruiser.
Do any of the Science Captain abilities depend on Aux? I think generally only a Science Vessel is going to be running high Aux except under unusual circumstances -- I am trying to get in the habit of increasing it when I'm trying to get in a torpedo shot on my Cruiser.
Ultimately though the Captain's profession makes much more of a difference on the ground than in space. If you really want to play with Science Powers in the ground game, and you really want to fly a Cruiser, I'm sure a Science Captain in a Cruiser will do just fine.
What in particular was the problem with a Science Captain in the Cruiser -- was it just that the Science Captain skills didn't provide good synergy with the toughness of the Cruiser? Or do you really need the Engineering Captain skills to keep the Cruiser healthy in the thick of combat? If it's the latter, that may not bode well for my Tactical Captain in a Cruiser. I'm only in T3 right now (Commander 9).
If they didn't promote Jayneway they'd have to give her another ship. A bigger one with more dakka.
Giving a person with her combustible approach to diplomacy a bigger ship would be dicey, while promoting her, assigning her a sector of space and putting a wing of escorts at her disposal is pretty safe.
Umm....what? I mean, when the hell are officers pointless? Apparently not just for klingons?
I don't know. Maybe its me, but I seem to find that my BO skills win battles I would lose by just circling with autofire.
I still love it though, but god was that annoying.
if not, not worries. i don't exactly know how to provide more support for the donation, and i would do it anyways, without the incentive.
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I was really hoping to dislike the game... but... I like it... A lot.
Once my guest pass ends, I think I will buy the full game.
Question:
So, starting out, it isn't to hard to engage just single or small groups of targets. I can go toe to toe with a battleship in my tanking ship. Does this remain the case? I imagine if I hit a wall of Klingon battleships, I wouldn't do well, but does the game remain this reasonable in the difficulty? Does it get harder?
there will be situations where, as you mentioned, the wall of enemy ships will probably tear you a new one, but so far it's been a fun, fairly casual game.
The game gets harder, but outside of some specific mission types, you shouldn't have to much trouble. If anything I would say the game errs on the side of being too easy throughout.
The one area where you can get killed pretty fast if you aren't careful is if you enter Fleet Actions or Deep Space Encounters (DSE). These are both setup for groups, and if you are at the appropriate level (or even if you are slightly overleveled) and you go in by yourself, you can get chewed up pretty good. I've noticed that at least in the DSEs, there are often a range of enemies floating out there -- for example, there might be one flotilla of fighters backed by birds of prey (pretty easy), a pair of Romulan escorts (not that hard), a four some of Romulan escorts in a group with a battleship (hard), a set of two battleships (fairly hard), and then a set of five battleships with a flagship (WTF?). If you are careful you can often pick and choose which groups to go after. OTOH there seems to be a bug where sometimes several of the groups will end up camping at the entry point.
I see, but those can be avoidable, right? Like don't fly too close and they won't chase. Also, you don't need to enter the static ones.
Are the dynamic ones the tough ones?
Yep, totally avoidable. You do have to pay attention to where enemies are on the main map. If they get too close they can suck you in, but they wander around slowly enough that you can avoid them.
I find the DSEs the hardest. I haven't done much Fleet Action since Open Beta, but Fleet Action there are usually a lot of other players in action with you. I've ended up in DSEs by myself. I've also twice run into DSEs which are 10+ over my level, I'm not sure how that happened.
The story-based missions (aka episode missions), the patrol missions, and the exploration missions are all a reasonable difficulty level.
Star Trek Online Needs a "Meaningful" Death Penalty
[Feb 18, 2010, 10:23 am ET] - 1 Comment
Cryptic's says their MMORPG Star Trek Online needs a "meaningful" death penalty, so there's some consequence to those "he's dead Jim" moments in the Trekkie MMORPG. "I get that people want to feel a sense of risk when they’re fighting in battles, but if the only emotion you feel when you’re playing a game is fear that you’re going to lose some time due to an arbitrary gameplay mechanic, we’re probably not doing something right," executive producer Craig Zinkievich explains to IncGamers. "We are looking into finding a meaningful way to give players a deeper sense of loss when something bad happens. But we want it to feel right, rather than just like an arbitrary penalty." How about this: Dead players must be shot onto the surface of the planet created by the Genesis device.