Also, I was going to do this tonight, but changed my mind.
I am going to take the 8th tab in the federation fleet Bank and convert it into a crafting supply tab.
I will also be moving the tribbles breeding to Tab 7 and convert tab 6 to Vice Admiral gear.
The Klingon bank is a different matter as there's really no need to breed tribbles, or have a lieutenant tab, so we kinda have two extra tabs if I follow existing protocol.
Anyways. If there's anything in tabs 7 or 8 of the federation bank you want, please get it now because first thing tomorrow when I get in game I'm going to re-organize the Federation bank.
though to be honest I prefer the Aegis set. I've heard the Nag'vhar looks like a recognizer...
I also prefer it. It's a more subtle look (looks TERRIBLE on both carriers, though), and it just feels better in combat. That resistance buff is amazing when it gets stacked up, which it always does in a few seconds, at least against whatever energy type you're dealing with (kinetic falls off a lot).
It also does crazy things to your shield power levels. On live, I'm sitting at 67/50 in my most common power settings. With the aegis set I'm sitting at 108/50 in an otherwise identical setup. I can easily drop by like 25 and crank up aux in its place and get a pretty spectacular power setup (was doing something like 125/75/55/60 on tribble).
Ok. So I've re-organized the Federation fleet bank and ranking system. I eliminated the Recruit rank.
Anyone who was LtCmdr under the old system should find themselves a commander now, I'm not going to demote anyone, technically the problem should fix itself.
The leader rank was renamed to a more appropriate Fleet Admiral rank, to be re-evaluated when Fleet Admiral rank is actually in game.
With regards to the bank. I've gone in and resorted all the tabs, and redid restructured them. I have removed both "All Ranks" tabs. I have changed the Admiral tab to Admiral LH, which contains Mk IX and X gear, and created a new Admira UH tab which contains Mk XI and XII gear.
The Tribble Breeding tab is now tab 7, and tab 8 is the all new crafting supply tab. Any reasources you do not have a need for, or if you're not going to be crafting, please drop your shit in here for us to sort through.
The Klingon fleet now has 8 bank tabs as well. Similar structure, but no Lieutenant tab and no Tribble tab. Those are to be evaluated based on the desire of the people.
I feel the Lt tab was pointless since we start half way through Lt anyways.
So i just got this, going to start a tac officer. Is there some repository of optimal skills builds? Because i'm a tad lost and can't find much info like at all.
Also does this have eu/us servers? where do i go for wangings?
Fffffuuuuu this new patch has me thinking about resubbing. Played for a month or two right after release then quit. I hear there's autofire on all weapons in space now? And crafting is better?
So i just got this, going to start a tac officer. Is there some repository of optimal skills builds? Because i'm a tad lost and can't find much info like at all.
Also does this have eu/us servers? where do i go for wangings?
I've just been putting all my points into stuff that makes my cannons, disruptors, and torpedo's do more damage.
Crafting is significantly better now. A bit rough on the grinding, but worth it in my opinion. Especially once shit gets going.... Honestly it may be enough to make me start using the exchange.
So i just got this, going to start a tac officer. Is there some repository of optimal skills builds? Because i'm a tad lost and can't find much info like at all.
Also does this have eu/us servers? where do i go for wangings?
I don't know about Europe, but here in the US there is just the one big server. After you finish the tutorial, just hop in channel "Penny Arcade" and we'll get you taken care of.
As for tac officer, honestly I too have just been pumping points into anything that raises my phaser/photon damage in space, or phaser and martial arts damage on the ground.
Anyone got a screenshot of a borged out Constitution? I'm just curious if it can take the borg enhancements, and what it looks like. I'd log in myself, but have to work tonight and don't want to lose track of time. For some reason "Sorry I'm late, I was playing a video game" doesn't sound like a good excuse...
As for tac officer, honestly I too have just been pumping points into anything that raises my phaser/photon damage in space, or phaser and martial arts damage on the ground.
Pretty much this. Captain skills, combat vectors and maneuvers, and go up with what weapons you're using - mainly cannons and torpedoes, then one specific type of each (later on maybe a second torpedo for tricobalt). I went with quantum torpedoes (more burst, lower DPS - in an escort as a tac officer, when you let loose a torpedo, it's usually a high yeild and it's probably going to end the fight) and phasers until I hit the level cap, then started experimenting with antiproton energy weapons, which are better damage output but very expensive to skill for.
My loadout:
front:
2 dual heavy cannons
1 DHC or dual beam bank
quantum torpedo
rear:
2 turrets
1 tricobalt torpedo
Turrets work off cannon skills, and they have a 180 degree arc, so having two in the rear gives you the equivalent of an extra dual cannon up front, and the vast majority of your DPS is in the front arc.
The dual beam bank is for beam overload - hits like a torpedo and does full damage to shields. Very good for stripping shields and opening the way for a high yield torpedo. It's lower DPS than a third DHC (I used 3 DHCs front for a long time and did very well with it - I'm not sure my new setup is better or worse, just different), but beam overload and high yield make a good burst damage combo. Escorts tend to excel at burst, not sustained damage.
Just to toss out, it gets VERY expensive to skill both beams and cannons, I went with pure cannons/turrets/quantums until vice admiral, and for a long time there.
The tricobalt torpedo is my "fuck you" card. Anything that can survive an alpha strike with everything else going (rapid fire/beam overload/high yield/stacked buffs) will not survive a tricobalt torpedo afterwards - I've had 80k crits on unshielded hulls.
Ground skills are... secondary, really. I don't even have many of them maxed, but 6 or 7 points each instead. For the first couple tiers, go with the ones that benefit assault weapons, though. When you hit LT6 you can do the devidian series and get the prototype proton rifle, which skills as an assault weapon. Even though it got nerfed pretty hard last patch, it's still one of if not the best ground exploit weapons you can get. That for your captain and CRM-100's for your bridge officers is a good argument for why the CRM-100 probably should have been made unique before replay went live the way the proton rifle was.
Anyone got a screenshot of a borged out Constitution? I'm just curious if it can take the borg enhancements, and what it looks like. I'd log in myself, but have to work tonight and don't want to lose track of time. For some reason "Sorry I'm late, I was playing a video game" doesn't sound like a good excuse...
I'll see what I can do. Might have to be a Connie Refit tho, if I don;t have the preorder connie on the test server.
So are the STFs worth doing currently? Is Infected that bad now? Is The Cure even harder now?
I don't even want to think about the cure after trying infected. That was painful.
Ken will become infamous as the Leroy Jenkins of Star Trek.
The Cure is actually easier then Infected (In it's unbugged state. Apparently Infected has gone back to it's ball-crushingly hard difficulty from beta, for some reason.). The problem with the Cure is that it's long. Really long. It can easily take you over 2 hours to do the thing in it's entirety if you don't know all the tricks.
Now, Khitomer Accord. That is the breaker of men and destroyer of dreams. They make you work for that free
Borged
version of your captain.
You need MK XI gear to even begin to get close to beating the first part of it. After that, you need incredibly good coordination, and team-mates who aren't fuck muppets and can follow a plan.
I've been running it weekly with some family members and friends, and we've only gotten to the second part, despite all of us being very hard-core dungeon runners. It took many, many, tries to get past the "defend the gate" part. Eventually we had to customize our ships to actually fit that mission's needs, with everyone bringing tractor beams and other movement destroying goodies to the fight.
It's even worse when you realize that the average STO/WoW pubbie has the mentality of a monkey throwing feces. It originally took people bludgeoning the man-children on the forums with guides to Infected that were written and checked to be foolproof, to get it past their thick skulls that the mission isn't broken, and that in fact they just suck at running dungeons in this game.
Archonex. I should introduce you to my Tactical officer and his crew. He has made it to the end of Khitomer, and received the Borg Science Officer you speak of. In fact, he's part of a 3 man collective on the ship. He's Borg Tactical, and he has a engineer and science officer borg bridge officers.
You should hit me up the next Friday or Saturday you run it. I've been trying to get my science officer through it for awhile. And I know how much you need a science officer
I should point out that when I ran through it, Vice admiral wasn't even a rank yet, we did it all with Mk IX and X gear... Man that shit was rough. Loooong ass mission.
ArchonexNo hard feelings, right?Registered Userregular
edited December 2010
It'd be kind of dickish of me to drop my current group given that we're all on the same part. But if it dissolves, i'll take you up on that offer.
Khitomer pre-VA was just retarded. They pitted you against mobs above your ships maximum level in a race to stop multiple numbers of those same mobs from reaching a gate, all while a crap-ton of constantly spawning Spheres (Also overleveled.) shot the crap out of you.
Also, the mobs you had to kill? They wouldn't stop and fight you. They'd just keep zerg rushing the gate each time they spawned, no matter what.
The only feasible way I can think of doing it back then would be to grind up the insane amount of assets required to get a ton of anti-borg weaponry through farming the other two STF's. Otherwise, you'd have to rely on screwing up the AI so the Spheres didn't zerg you on the second spawn.
At the very least the post VA game allows you to do the pre VA version (Where the mobs aren't overpowered anymore.) and still get credit.
I refuse to do the VA version until they make it a bit more reasonable. I may enjoy a challenge, but i'm not masochistic. I salute you for putting up with that crap. I know I couldn't have done it.
Only the Probes zerg the gate. The Spheres have always stopped, and the gates have always opened every minutes and 45 seconds for 15 seconds.
The problem is that alot of people can't DPS down the Spheres quickly enough even now, post VA. You'll even see that on Infected at times, toward's the final few spawns.
Couple that with the fact that Spheres that are no longer assigned to escort Probes seem to take a very liberal approach when it comes to defending the gate/area around it, and that poses a problem for unprepared teams.
Couple that with the fact that the Borg get exponentially more dangerous the more there are hanging around your ship thanks to their skills and damage type (Plasma does direct hull damage, no matter what.) on their torpedoes, and you've got a serious problem if you can't take the waves out quickly.
God help you if you die between waves at some point without killing a decent number of Spheres off too. Because the game doesn't look at how many Spheres are currently on the map and stop at a hard-cap of so many spheres spawning in. It's a flat, pre-programmed rate, every time.
Also, the Spheres will, if one player is actually stupid enough to lure them there, gladly go to your spawn (Which is quite close to where the gate is.) and camp it, yanking people out of full impulse as they spawn in and bee-line back to their position.
There's a large number of reasons why I don't do that mission with pubbies anymore. I've learned most of those reasons the hard way, by signing up for pubbie KA teams.
There was an offhand comment by a dev that they were thinking of making STFs work off the difficulty slider, with the current version being Elite.
By the sounds of the STF horror stories, I think that might be a good thing overall. I've never gotten past the first part of Cure, and even the one good infected run I had with Nak was plagued by somebody who didn't speak English and after some effort didn't even seem to have a very firm grasp of the language he was speaking.
Edit: Also, there was a post regarding the tribble test weekend reward.
It's not a tribble. The artists are still working on it. There is a fed and klg version.
I've been leveling my first character, now a Science Lieutenent Commander, and nowcan't finish the Breen missions because the recent patch bugged one of them into an unwinnable state.
So now I'm between mission sets and was wondering if flett actions/patrols/or exploration missions are the best way to level.
As a federation peson those missions were fluff. They were nice, but not entirely necessary. Federation officers level best by doing all the story missions within a front, then doing explores until they level up in rank. Then moving onto the next front. By doing this you ensure that when you start on a new front you have a new ship, and your skill is higher than most of the enemies you're against. By the end of the stories you'll be out matched again, but you go do your explores to get on top and then you ship out.
The exception being the Klingon front.
Basically when you leave Sirius you want to be a Lieutenant Commander. then you fly to Regulus and Pi Canis, when you leave Pi Canis and move onto the Romulan front you want to be a Commander. Then you do those three blocks, and when you ship off to Deep Space 9 you want to be a Captain when you start against the Cardasians. Then you just do whatever until you hit Rear Admiral 3 and move onto the Borg front.
Klingons are a bit trickier since their story missions aren't as populated. You get a story mission set every rank until you hit Brigadier General. So you want to do the Dividian missions right when you leave Qo'Nos so you can get the prototype and type 3 phaser. Then you go do Empire defense and explores until you hit Ltcmdr, get your new ship, do your story missions, then do the Breen missions and your dailies. And back to your empire defense. Empire defense and explores are biggest source of XP for them.
The Crystal Entity fleet action can go eat a dick.
Yeah I hear that.
I'm told you need a real group to kill it...no PUGs, but on top of it, the reward is supposedly pretty weak?
So a lot of work, but little payout?
Hmmm...
I have just resubbed to see how things have changed in the last 8 months or so and I still have this mission to run (mission is LC7 I think) - I am now CM7, with what is now seemingly the clitoris option of Engineer in a cruiser (I swear when I started most people I met were Tacs in Escorts...)
Shall I just drop the whole mission? as I have never been able to find any group that were interested in running it.
I have just resubbed to see how things have changed in the last 8 months or so and I still have this mission to run (mission is LC7 I think) - I am now CM7, with what is now seemingly the clitoris option of Engineer in a cruiser (I swear when I started most people I met were Tacs in Escorts...)
Shall I just drop the whole mission? as I have never been able to find any group that were interested in running it.
Drop it. Honestly, fleet action rewards aren't worth it for most of them, CE least of all. And as for groups, unless the CE is an exception if a group joins a fleet action together there's no guarantee they'll end up in the same instance, or that they won't get other chucklefucks in their instance shooting the shards. There's been talk pretty much forever that fleets would be able to get private fleet action instances,
Anyway, eng/cruiser and tac/cruiser are the most common setups now for a few reasons. A few months after launch, people figured out cruiser can do just about everything
I've been leveling my first character, now a Science Lieutenent Commander, and nowcan't finish the Breen missions because the recent patch bugged one of them into an unwinnable state.
So now I'm between mission sets and was wondering if flett actions/patrols/or exploration missions are the best way to level.
Which breen mission is bugged? I've done several of them on replay recently with no problem (other than that damn coldray oneshotting bridge officers even on normal difficulty, but it was like that before).
Anyway, I found the best way to level up (fed side anyway) is to do any available patrol missions (they're fast like exploration missions but give better exp and rewards), then any available story missions, and when nothing is available go to the highest available cluster and do explore missions until something opens up.
Anyway, eng/cruiser and tac/cruiser are the most common setups now for a few reasons. A few months after launch, people figured out cruiser can do just about everything
I want to like my science ship, I really do. But when it comes down to it I just don't see how it is worth it to trade survivability, direct damage, utility, less solo ability and good engineering abilities for....well, I'm not even sure what you get back.
Honestly the biggest benefit I see to science is you have a ship you don't see as often.
mellestad on
0
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Which breen mission is bugged? I've done several of them on replay recently with no problem (other than that damn coldray oneshotting bridge officers even on normal difficulty, but it was like that before).
The mission where you go get the map pieces. The first stop after Deferia you are supposed to clear away three pieces of rock from a moon. Blowing up the pieces does not update the mission objective.
Posts
Also note that the Aegis set pieces will most likely require the use of those rare anomolies that they were like "No, don't throw them away!"
And those sorties in Pi Canis, AWESOME for both XP and crafting supplies. I will most likely be there al day tomorrow.
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I am going to take the 8th tab in the federation fleet Bank and convert it into a crafting supply tab.
I will also be moving the tribbles breeding to Tab 7 and convert tab 6 to Vice Admiral gear.
The Klingon bank is a different matter as there's really no need to breed tribbles, or have a lieutenant tab, so we kinda have two extra tabs if I follow existing protocol.
Anyways. If there's anything in tabs 7 or 8 of the federation bank you want, please get it now because first thing tomorrow when I get in game I'm going to re-organize the Federation bank.
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One at DS9, had to stop there...
To get this:
8-)
Picard was crazy like that when it came to the Borg.
http://www.youtube.com/watch?v=J5Q9T1rxIZI
though to be honest I prefer the Aegis set. I've heard the Nag'vhar looks like a recognizer...
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Borg are even harder now? what the hell? Elite Tactical drones with immunity wasn't bad enough?
Please tell me The Cure is a little bit easier now?
I've got 1500 in crafting, but ive only got like 6 or so particle traces. What's your schedule like Nak. I would be interested in playing today
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Gah! You're right, it was Hevach. S'what I get for posting after midnight.
I also prefer it. It's a more subtle look (looks TERRIBLE on both carriers, though), and it just feels better in combat. That resistance buff is amazing when it gets stacked up, which it always does in a few seconds, at least against whatever energy type you're dealing with (kinetic falls off a lot).
It also does crazy things to your shield power levels. On live, I'm sitting at 67/50 in my most common power settings. With the aegis set I'm sitting at 108/50 in an otherwise identical setup. I can easily drop by like 25 and crank up aux in its place and get a pretty spectacular power setup (was doing something like 125/75/55/60 on tribble).
Anyone who was LtCmdr under the old system should find themselves a commander now, I'm not going to demote anyone, technically the problem should fix itself.
The leader rank was renamed to a more appropriate Fleet Admiral rank, to be re-evaluated when Fleet Admiral rank is actually in game.
With regards to the bank. I've gone in and resorted all the tabs, and redid restructured them. I have removed both "All Ranks" tabs. I have changed the Admiral tab to Admiral LH, which contains Mk IX and X gear, and created a new Admira UH tab which contains Mk XI and XII gear.
The Tribble Breeding tab is now tab 7, and tab 8 is the all new crafting supply tab. Any reasources you do not have a need for, or if you're not going to be crafting, please drop your shit in here for us to sort through.
The Klingon fleet now has 8 bank tabs as well. Similar structure, but no Lieutenant tab and no Tribble tab. Those are to be evaluated based on the desire of the people.
I feel the Lt tab was pointless since we start half way through Lt anyways.
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Also does this have eu/us servers? where do i go for wangings?
I've just been putting all my points into stuff that makes my cannons, disruptors, and torpedo's do more damage.
If I'm wrong I don't want to be right
Having a blast though, wish you were here.
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I don't know about Europe, but here in the US there is just the one big server. After you finish the tutorial, just hop in channel "Penny Arcade" and we'll get you taken care of.
As for tac officer, honestly I too have just been pumping points into anything that raises my phaser/photon damage in space, or phaser and martial arts damage on the ground.
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Pretty much this. Captain skills, combat vectors and maneuvers, and go up with what weapons you're using - mainly cannons and torpedoes, then one specific type of each (later on maybe a second torpedo for tricobalt). I went with quantum torpedoes (more burst, lower DPS - in an escort as a tac officer, when you let loose a torpedo, it's usually a high yeild and it's probably going to end the fight) and phasers until I hit the level cap, then started experimenting with antiproton energy weapons, which are better damage output but very expensive to skill for.
My loadout:
front:
2 dual heavy cannons
1 DHC or dual beam bank
quantum torpedo
rear:
2 turrets
1 tricobalt torpedo
Turrets work off cannon skills, and they have a 180 degree arc, so having two in the rear gives you the equivalent of an extra dual cannon up front, and the vast majority of your DPS is in the front arc.
The dual beam bank is for beam overload - hits like a torpedo and does full damage to shields. Very good for stripping shields and opening the way for a high yield torpedo. It's lower DPS than a third DHC (I used 3 DHCs front for a long time and did very well with it - I'm not sure my new setup is better or worse, just different), but beam overload and high yield make a good burst damage combo. Escorts tend to excel at burst, not sustained damage.
Just to toss out, it gets VERY expensive to skill both beams and cannons, I went with pure cannons/turrets/quantums until vice admiral, and for a long time there.
The tricobalt torpedo is my "fuck you" card. Anything that can survive an alpha strike with everything else going (rapid fire/beam overload/high yield/stacked buffs) will not survive a tricobalt torpedo afterwards - I've had 80k crits on unshielded hulls.
Ground skills are... secondary, really. I don't even have many of them maxed, but 6 or 7 points each instead. For the first couple tiers, go with the ones that benefit assault weapons, though. When you hit LT6 you can do the devidian series and get the prototype proton rifle, which skills as an assault weapon. Even though it got nerfed pretty hard last patch, it's still one of if not the best ground exploit weapons you can get. That for your captain and CRM-100's for your bridge officers is a good argument for why the CRM-100 probably should have been made unique before replay went live the way the proton rifle was.
I'll see what I can do. Might have to be a Connie Refit tho, if I don;t have the preorder connie on the test server.
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I don't even want to think about the cure after trying infected. That was painful.
Ken will become infamous as the Leroy Jenkins of Star Trek.
The Cure is actually easier then Infected (In it's unbugged state. Apparently Infected has gone back to it's ball-crushingly hard difficulty from beta, for some reason.). The problem with the Cure is that it's long. Really long. It can easily take you over 2 hours to do the thing in it's entirety if you don't know all the tricks.
Now, Khitomer Accord. That is the breaker of men and destroyer of dreams. They make you work for that free
You need MK XI gear to even begin to get close to beating the first part of it. After that, you need incredibly good coordination, and team-mates who aren't fuck muppets and can follow a plan.
I've been running it weekly with some family members and friends, and we've only gotten to the second part, despite all of us being very hard-core dungeon runners. It took many, many, tries to get past the "defend the gate" part. Eventually we had to customize our ships to actually fit that mission's needs, with everyone bringing tractor beams and other movement destroying goodies to the fight.
It's even worse when you realize that the average STO/WoW pubbie has the mentality of a monkey throwing feces. It originally took people bludgeoning the man-children on the forums with guides to Infected that were written and checked to be foolproof, to get it past their thick skulls that the mission isn't broken, and that in fact they just suck at running dungeons in this game.
You should hit me up the next Friday or Saturday you run it. I've been trying to get my science officer through it for awhile. And I know how much you need a science officer
I should point out that when I ran through it, Vice admiral wasn't even a rank yet, we did it all with Mk IX and X gear... Man that shit was rough. Loooong ass mission.
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Khitomer pre-VA was just retarded. They pitted you against mobs above your ships maximum level in a race to stop multiple numbers of those same mobs from reaching a gate, all while a crap-ton of constantly spawning Spheres (Also overleveled.) shot the crap out of you.
Also, the mobs you had to kill? They wouldn't stop and fight you. They'd just keep zerg rushing the gate each time they spawned, no matter what.
The only feasible way I can think of doing it back then would be to grind up the insane amount of assets required to get a ton of anti-borg weaponry through farming the other two STF's. Otherwise, you'd have to rely on screwing up the AI so the Spheres didn't zerg you on the second spawn.
At the very least the post VA game allows you to do the pre VA version (Where the mobs aren't overpowered anymore.) and still get credit.
I refuse to do the VA version until they make it a bit more reasonable. I may enjoy a challenge, but i'm not masochistic. I salute you for putting up with that crap. I know I couldn't have done it.
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The problem is that alot of people can't DPS down the Spheres quickly enough even now, post VA. You'll even see that on Infected at times, toward's the final few spawns.
Couple that with the fact that Spheres that are no longer assigned to escort Probes seem to take a very liberal approach when it comes to defending the gate/area around it, and that poses a problem for unprepared teams.
Couple that with the fact that the Borg get exponentially more dangerous the more there are hanging around your ship thanks to their skills and damage type (Plasma does direct hull damage, no matter what.) on their torpedoes, and you've got a serious problem if you can't take the waves out quickly.
God help you if you die between waves at some point without killing a decent number of Spheres off too. Because the game doesn't look at how many Spheres are currently on the map and stop at a hard-cap of so many spheres spawning in. It's a flat, pre-programmed rate, every time.
Also, the Spheres will, if one player is actually stupid enough to lure them there, gladly go to your spawn (Which is quite close to where the gate is.) and camp it, yanking people out of full impulse as they spawn in and bee-line back to their position.
There's a large number of reasons why I don't do that mission with pubbies anymore. I've learned most of those reasons the hard way, by signing up for pubbie KA teams.
i like that. i think i'm going to add that to my vocabulary :]
also, woooooo! finally hit RA last night at like 4am. i'ma miss my defiant for the next two ranks tho. but woo for my first Admiral none the less
By the sounds of the STF horror stories, I think that might be a good thing overall. I've never gotten past the first part of Cure, and even the one good infected run I had with Nak was plagued by somebody who didn't speak English and after some effort didn't even seem to have a very firm grasp of the language he was speaking.
Edit: Also, there was a post regarding the tribble test weekend reward.
The rumor mill has of course gone wild.
So now I'm between mission sets and was wondering if flett actions/patrols/or exploration missions are the best way to level.
The exception being the Klingon front.
Basically when you leave Sirius you want to be a Lieutenant Commander. then you fly to Regulus and Pi Canis, when you leave Pi Canis and move onto the Romulan front you want to be a Commander. Then you do those three blocks, and when you ship off to Deep Space 9 you want to be a Captain when you start against the Cardasians. Then you just do whatever until you hit Rear Admiral 3 and move onto the Borg front.
Klingons are a bit trickier since their story missions aren't as populated. You get a story mission set every rank until you hit Brigadier General. So you want to do the Dividian missions right when you leave Qo'Nos so you can get the prototype and type 3 phaser. Then you go do Empire defense and explores until you hit Ltcmdr, get your new ship, do your story missions, then do the Breen missions and your dailies. And back to your empire defense. Empire defense and explores are biggest source of XP for them.
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Hmmm...
I have just resubbed to see how things have changed in the last 8 months or so and I still have this mission to run (mission is LC7 I think) - I am now CM7, with what is now seemingly the clitoris option of Engineer in a cruiser (I swear when I started most people I met were Tacs in Escorts...)
Shall I just drop the whole mission? as I have never been able to find any group that were interested in running it.
Tonight I'm going to try and log on around 9 or so. Anyone interested in going to Gre'thor with me, be there.
It'll be awesome.
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Holy shit! Sony's new techno toy!
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Drop it. Honestly, fleet action rewards aren't worth it for most of them, CE least of all. And as for groups, unless the CE is an exception if a group joins a fleet action together there's no guarantee they'll end up in the same instance, or that they won't get other chucklefucks in their instance shooting the shards. There's been talk pretty much forever that fleets would be able to get private fleet action instances,
Anyway, eng/cruiser and tac/cruiser are the most common setups now for a few reasons. A few months after launch, people figured out cruiser can do just about everything
Which breen mission is bugged? I've done several of them on replay recently with no problem (other than that damn coldray oneshotting bridge officers even on normal difficulty, but it was like that before).
Anyway, I found the best way to level up (fed side anyway) is to do any available patrol missions (they're fast like exploration missions but give better exp and rewards), then any available story missions, and when nothing is available go to the highest available cluster and do explore missions until something opens up.
The mission where you go get the map pieces. The first stop after Deferia you are supposed to clear away three pieces of rock from a moon. Blowing up the pieces does not update the mission objective.