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[Star Trek Online] Hop on my deck. Now Free to Play!
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Shoot. Hypo. Shoot. Hypo. Shoot. Hypo.
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I think you may be doing it wrong. It's ok though, before tonight I was doing it wrong myself.
The proper way to do ground combat is:
turret, turret, turret, turret, turret, medical generator, maybe shoot a bit here or get stabby if you're fancy.
move on to next group.
A full away team of turret engineers is insane.
@Gene, I'd say keep it. You're not likely to get much for it because anyone who wants a life time sub either already has one or is waiting to see if the game goes F2P.
What happens if, after selling it, they release something that drags you back in? You'll start back at zero, having to fly that god damned Miranda POS again. Is it really worth the 100 bucks or so you'd be getting?
I don't really know how ground team skills work... I mean... I can only make Phaser Turret I as an LC 3 and it does hardly anything.
Is there a way to train up these skills outside of getting new kits?
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Not for your captain. They can only use the skills from the kits and a handful that they earn from leveling up.
For your away team though, there's a skill trainer in ESD that can train them to use Phaser Turret 1 and 2, a high ranking Engi captain can train away team members in Phaser Turret 3.
Some more useful information about training from the wiki:
http://www.stowiki.org/Bridge_officer_abilities
Your ground combat abilities are based on the kit you are using (and it only offers one turret skill if you are an Engineer). The skills your teammates are using, though, is dependent on what skill you have them trained up. So simply put, replace your NPC Engineer teammate ground skills (you can respec their skills for a small fee) with as many Turret creation skills as you can load them up with. Their Ensign ability will be Shield Charging or Chroniton Mine or some other useless thing, but starting at their Lieutenant ability it's turrets all the way.
The Turrets don't do all that much damage by themselves, but 4 turrets really adds up. It's even more cheesy when you have both Turret I and Turret II and have something like 6 to 8 turrets on the field.
In addition, I'd give your team members Expose AoE attacks like Wide Beam Pistols, Full Auto Assaults, or Dual Pistols. Give yourself a Sniper Rifle or some other large Exploit secondary attack weapon. As soon as you see an Exposed enemy (orange circle on them), target it and use the Exploit attack. It works far better if you are running with team members who are all using Expose weapons.
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I replicate them all a hot cup of tea before missions, so they can look classy while their toys are killing everything.
Oh god, I think Ive been Star Trekking all wrong.
Edit: no I'm fucking dumb. I was thinking of pokemon I guess. I would have sworn I saw traits for them and promptly said, fuck it, and ignored it.
Double edit: no I'm totally right. I did see traits. If you mouse over your available commissions, their traits are in there. Not obvious, but they're there. Like corrosive blood - +20% toxic resist, things like that.
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and Jasconius, are you getting an error message at all? or just crashes? If its relating to a .hogg or .pigg, you could try deleting the corresponding file and cross your fingers. Or, on the launcher, hit the Force Verify button. And then sit back as it takes for fucking ever. I'd back up your game files on an external to avoid redownloading it again once you get it fixed.
I was able to get back in and engage in what I am almost certain was a gross and heinous violation of the prime directive.
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Creative makes all their damaging skills a tiny bit better.
Lucky gives a crit rate bonus, but not in the text it also improves expose rates on powers. A science officer with this is nice, give them tricorder scan and watch them drop the AOE exposes.
Many special purple boffs have a trait that functions as an extra power. The Breen tactical officer has a cryo blast that isn't that great. Both liberated borg have something. The best one is the Reman science officer, he's got a point black AOE knockback. Very good fighting borg, throws the fuckers across the room when they get close.
Efficient: The only space trait worth talking about. Only available on uncommon Saurians and the liberated borg engineer, boosts power levels more the lower they are - best boost at 25 power, no boost at 75 and up. It's actually quite nice, I have the borg boff, and it actually added several points to my engine and aux power and one point to my shields in my normal power setup.
If it makes you feel better, at least one of Sisko's dozen or so violations is worse than anything we've done*, and command gave him the green light on it. We have outdone Picard, but just barely, and Kirk wins them all for deciding that giving a primitive civilization advanced weapons was ok since the Klingons gave another primitive civilization the exact same number of weapons.
The prime directive isn't a sacred rule to be upheld, but a safeguard to make sure a crew stops and thinks damn hard before breaking it.
* - We've also assassinated a foreign leader, but Sisko did it to cover up his own lies. We went in guns blazing and took ours down in glorious battle, so I like to think at least I took responsibility for my actions instead of sticking a bomb on his ship and letting everyone think it was the Cardassians.
Re: traits hevach pretty much nailed most important points. Leadership (which they fixed) is a decent space trait and better than a sharp polk on the eye and teamwork is goodand I usually try to get covert on my snipers. I like to try and keep my away teams stock with 4 superior ground traits + reman (who is the best ground Bo) and the Breen on my tacs. I plan on getting the Khitomers accord Borg sci but have been underwhelmed after comparing reward to grind...
If any of you get a life or have time to burn and a free alt slot and really want 5 efficient bos I can teach you the Bo grind. I'm gonna get around to doing it myself once I get my 6th slot awarded but I decided to wait until season 4 before doin anything too grind heavy. I do have an extra klink tac I'm not attached to that i might delete to do it if I get that hardcore, but meh..
Man, if you were to catalog all of the non-federation type activities engaged in in this game...
My personal favorite is walking into a dive bar, shutting the place down when the bartender doesn't want to provide information, then shooting up all the patrons when they get annoyed at you trying to shut down the bar.
Woo! Live long and prosper!
Shooting the angry patrons on the other hand, that's uniquely STO.
Valaena: They've been working on Neverwinter since STO launched. If it's going to divert resources, I think that ship has sailed.
Though, one upside, since all three games are on the same engine, certain things are worked on cross game. Foundry development is centered on Neverwinter, even if it's running on STO. Not sure where Champions fits in that, but Season 4 and the next big patch on Champions are supposed to be a consolidation of all three versions of the engine, so it sounds like they're paving the way there.
1. Crafting (saved all my mats since launch)
2. Running STFs over and over (not in a fleet atm)
3. Dailies (been doing a lot of Breen/Borg)
Any suggestions?
chair to Creation and then suplex the Void.
Nah, that wasn't my first experience and I actually need to thank you again for giving me a fast first two ranks in diplo. I already have noticed some stuff pop up where I need that k7 transwarp so it'll be a big help.
How were you guys able to get 4 engineers on your away team? Can you slot an engineer into the tactical slot of your bridge officer crew?
Ah ok, I'm only Lt. 9. Thanks yo.
Yeah, by the end, you'll have way more BOFFs than you have stations for them. I actually built my BOFFs so that I can optimize for different (space) combat scenarios, and my ground crew has little overlap with my space crew.
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Yes. I can't remember how many slots you have as an LT, but by the end you'll have 5 stations and at least 12? 15? BOFF slots. I can't recall exactly; at some point I bought extra BOFF slots.
probably Atari is publishing (hosting) the game, cryptic (perfect worlds now) is paid to develop it.
Here are two.
1) Ridiculous quest components. Doing this ghost mission where I have to travel back in time to rescue a space station from a comet. I fight through the space station, killing ghosts and star fleet officers alike (actually "stunning them"), hostages taken, people die, these people have never seen any such thing. 5 seconds after I kill the final ghost, the bartenders are now manning their posts as if nothing happened. Scotty needs a crucial component to protect the station from future invasion. Great.
Now this is where it really falls apart. I can't get the component because the requisition girl is scared. I now have to get her a drink from the bar. I cannot ask her what she wants. I instead have to talk to Scotty and have him recount EIGHT DIFFERENT GODDAMN DRINKS and how the girl reacted to each of them, using this information I then have to go through a lengthy dialog sequence with the bartender AND the girl about every possible aspects of the drink.
All within moments of a freakish invasion that came with a body count by an agent nobody on the station has seen in their life, with the possibility of a second wave of attack in the balance.
This is fucking dumb. There is no defense for it. They just wanted to get the mileage out of their conversational engine and convince trekkies that this is not just City of Heroes with phasers because "you have to solve problems". Well. This problem is retarded.
All the dialog components in these missions needs to be subjected to "The Picard Test". It is simple. if you can't envision a totally ripped bald guy with an english accent saying it, at least have a good reason for it to be in there. I'm not sure Starfleet Command would be pleased that you let a space station get destroyed and shattered the timeline because a girl couldn't get her shit together and you were stuck mixing drinks together for her.
2) The lack of penalties for mistakes in this game just doesn't really jive with the Star Trek "feel". But neither would XP debt either. I think this is the underpinning for the idea that comes about when people argue like this game should really just be a single player game. I agree with them in this context. If you screw up a dialog you can just keep re-trying ad naseum, even if it causes the mission to fail, you just drop it and pick it up again without going anywhere. If you come across a hard pull of enemies you can basically smash your head against it, and you have to wrack up a ton of injuries before it really becomes inhibiting.
When you have "penalties" that just allow you to resume exactly where you were with no change at all, then it's the same thing as just not allowing you to die or make bad dialog choices. This turns legitimately hard ground missions into an exercise in banality just to get to the Hail Starfleet button. I wish they would come up with something better.
I think these ground missions would be much more exciting and well received if the combat felt balanced (cough, swordsmen), and every fight had to be entered with a very serious attitude with the knowledge that if you die, you have to start the entire map over again.
I guess this is all nitpicky stuff, but for a game that leans so heavily on its franchise, it seems kind of important that they maintain the feel of the source material as well as they can. You can have funny moments in missions without an awful reading game in the midst of what amounts to a two-parter TNG episode.
It's not Star Wars where your only definitive guide is about 12 hours of footage written by a lunatic who couldn't string a plot together, and you can just carve out an entire segment of the mythology as your creative playground (cough Bioware). There are like 50 billion episodes of Star Trek covering two centuries. Kinda have to stick to it.
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Also, it is quite possible that the Space Ghosts have altered the memories of those involved in the bar fight. They don't know what's going on, and conversing with those involved in the fight indicate this. They don't know who you are, other than being fellow Starfleet officers.
I think that the game is firmly an MMO, and thus they expect people to pay money to always succeed. Your measure of power is never based on your own skill or expertise when it comes to MMOs. It's all about time spent playing (and thus, paying). When dealing with an IP like Star Trek, they are looking at people to play through episodes and experience the content, rather than beating their head against the game and get better at it. Hell, this sort of gameplay is lauded in other non-MMO games (the most recent Prince of Persia reboot), and lord knows, people have come to expect a Checkpoint/Reload system in most single player games.
Swordsmen aren't that tough. Just Expose them and hit them with a couple Exploit blasts from a sniper rifle. You can also just keep knocking them down or stunning them. Focus Fire is your friend.
I am ok with that in general.
The Breen mission where you have to save all the patients and excise the brain implant with the help of the Breen medic is an excellent example of this same thing done awesomely.
I guess I was just upset that for the past three missions I was having a blast solving this mystery and fighting ghosts, and I had to come to a screeching halt to deal with a combined cameo/gimmick objective.
As far as swordsmen. Yeah, If there's one. If there's two flanked by a boss and two grenadiers.... whelp.
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oh and another hint, hitting Y makes all your BOs target whoever you are targetting.
Turrets are Lt, LtCmdr, Cmdr level powers. I know the support drone is also Cmdr, so how are you getting 12 turrets out and 4 drones? You could do 4 mine fields, 8 turrets and 4 drones (in addition to your redshirt squad) which would kill stuff really fast when they tried to charge you. But I don't think you can get 12 turrets out with drones.
Though, really, after 6 turrets or so the point becomes somewhat moot.
If I'm wrong here, let me know, cause I would love to have more turrets or drones out.
I'm curious, do the Phaser turrets count as exploit or expose weapons? Or are they just straight up damage without the chance to e/e?
Ive not seen a phaser turret do expose attacks so I would say they just do straight up damage. and the more you have the more they do. Even bosses struggle against turret spam (unless they have plasma grenades or that Breen cold AOE weapon)
Looking at memory alpha, I have no idea what that could mean, 2374 was the turning point of the Dominion War so tons of notable events there, first contact with the Undine, Dukat breaking the wormhole, the fake USS Dauntless, Krenim time travel tomfoolery.
If only he's said 2375, it'd probably be the Son'a.
Can anyone remember what episode the wormhole ate that Dominion fleet? Was that the same season or the one before?