Welcome to Star Trek Online Season 6 – “Under Siege”. It is amazing to think that we haven’t even hit our 3 year anniversary and we are already releasing our 6th major update to the game and, by the end of the year, we will also have released Season 7. STO is just getting started and the best is yet to come.
Someone recently asked me if Season 6 was a good time to start playing the game, to which I enthusiastically replied, “it is absolutely a GREAT time to start playing STO.” One of the big changes made when moving the game to free-to-play was to streamline the episode structure – this made it more accessible for players to play the core Story content without needing to do much else in order to enjoy the game all the way to max levels. It worked wonderfully and we now have many people able to play through all the episodes up through the top ranks. With Season 6, we’ve add new fun and repeatable challenges that allow everyone in a fleet, regardless of level, to contribute towards a common goal.
All of this adds up to a great time to start playing STO and why so many players are returning to the game and playing every day. Even across our company, we are seeing more employees playing after hours than we normally do. Season 6 is lots of fun, and there is plenty more to come.
Season 6 also introduces some nice improvements for our Foundry. As some may have noticed though, we have yet to turn on these new features yet. The QA team is working diligently as they continue to sort through some specific bugs with previously existing missions. Once those bugs are sorted through, we will then open up the editor – as of today, we have turned on the ability to play existing, republished missions.
In addition to new Foundry features, we will also be diving into the Foundry Spotlight feature. We expect this feature to go live, along with the ability to add standard rewards to Foundry Spotlight missions, in the near future, well before Season 7 launches. Expect more information on this feature by the next State of the Game.
We will also be looking into improving the PvE Queue UI to make it clearer what types of missions are available, and what types of rewards they can offer. This also includes looking into more missions to award Fleet Marks in addition to the missions released in Season 6.
With all of the new Fleet Starbases being constructed, we are also sorting through tons of feedback on projects, contribution items, rewards, and general flow of the Fleet System. We will be addressing some of this feedback in the upcoming weeks.
The new Tholian lock box is also now available, and we are happy to see some more positive feedback as we continue to update and change the items available in both the boxes and the Lobi store. In addition, we are looking into bringing back some of the older Lobi store items for those who were saving up for them. We have also started looking at the possibility of incorporating more items into future Duty Officer Packs, similar to the Jem’ Hadar Ship in the last pack. Stay tuned for more information on that.
As far as the team goes, we are steadily switching gears from wrapping up Season 6 to beginning development on Season 7. Scheduled to be released towards the end of this year, our next big update will introduce a new Sector along with the continuation of one of our primary storylines.
Several members of the team, including myself, will be attending the Star Trek Convention in Las Vegas next month! This will be our first official panel at a Star Trek convention and we are looking forward to answering your questions and showing you more about what to look forward to in Season 7 and beyond.
This is a great time to be playing Star Trek Online, and thank you for helping us make this one of the best Free-to-Play MMOs on the market. We are hard at work on many more updates and look forward to what the future will bring.
Live long and prosper STO!
EDIT: Well, I finally managed to pick up the Atrox for my Sci-Officer. Does anyone have any tips they can share about fittings and BO-abilities for one so I don't fly it like a total idiot?
Yep, ADF's base is looking a little prettier and in about nine to ten hours we'll have our final orbiting structure built so good work all around there. And sorry if I came off as a bit of a nag when it came to prodding you guys about the Decorator project.
HOWEVER, HoM's base still needs roughly 245K Dil to get it's Decorator project started as well as needing 3K more Military experience to get it's first building project started. Now that we've gotten the ADF base's basics built, let's give a little more time and love to HoM's holdings so we can properly represent in Starbase Blockade, Alert and Defense on that side of the fence, eh?
Can we actually go to these bases? I logged in for the first time in a month, saw the fleet tab, got my alt into m'rch finally and had to go after that. I haven't really explored it much yet
That upcoming assignment with the 30 sensor officer doffs is going to be tough. The're going for 1.2 million on the exchange, it's insane. It's probably going to take us awhile to get all those doffs together for that one.
Can we actually go to these bases? I logged in for the first time in a month, saw the fleet tab, got my alt into m'rch finally and had to go after that. I haven't really explored it much yet
Yeah the starbases for both sides are in Eta Eridau sector. Just fly up and enter orbit. The only requirement is to be a member of the fleet.
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Starfleet starbase you can get to through transwarp as well.
I have falled in love... Cheyenne Saucer, Stargazer Hull, Cheyenne Pylons, Dakota Nacelles. I don't think I ever want to fly another ship! For all the classic looks of the Excelsior or the power of the Odyssey & Soverign, I think this Cheyenne kitbash just has a certain charm (and "works" as a Cheyenne-Refit).
How do Fleet Ships work? I know you get the Fleet Credits by donating to projects, and we need to have built the required Shipyards - but after that is there anything else? Like, does the ship become mine or the Fleets?
You need Ship Modules from the C-Store (and the Exchange if they're not bind-on-pickup) for any ships from the Fleet Shipyard that has 'Fleet' as part of their name. Four for each Fleet Ship you want to buy though I heard you only need one if you have the original version of the ship. There also has to be a Ship Provision available among the Fleet's Provision stock.
Only 2000 fleet credits for a purple doff seems abit stingy... i mean, 2000 is alot but purple doff's are in no way easy to obtain/cheap... maybe not so bad if they happen to match up with the doffs from 'support' missions but otherwise its a completely random 'lucky' dip...
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
So I'm at 7/10 for the cat-species doff chain... Where do I find these leaves I need?
If you mean Ferasan Nepeta Leaves, you can pick them up from Trade Assignments held in Deep Space Nine's neck of the woods. If one doesn't show up in your general or Operations Officer's Assignment list, then go try the Trader by DS9's STF-office to see if he has one available.
You need Ship Modules from the C-Store (and the Exchange if they're not bind-on-pickup) for any ships from the Fleet Shipyard that has 'Fleet' as part of their name. Four for each Fleet Ship you want to buy though I heard you only need one if you have the original version of the ship. There also has to be a Ship Provision available among the Fleet's Provision stock.
Sorry, I am still a bit of a newb so I didn't really understand this Going off what the STOWiki says;
Let's say at lvl 50 I wanted to get the "Heavy Cruiser Retrofit" - for that I would need 200k Fleet Credits, and we need to have a Lvl 1 Shipyard. Correct?
Now let's say I wanted to get the "Fleet Exploration Cruiser Retrofit" - This has "fleet" in the name so works differently and only needs 20k Fleet Credits but would need 4 Fleet Modules from the c-store (or 1 Fleet Module if I already have the Galaxy-Class as a normal ship), and a level 5 shipyard.
I can't find any reference to Ship Provisions being avaliable - can you let me know what you mean?
Provisions are basically permissions to buy items from the Shipyard or the Quartermaster's room. The more we have, the more one can buy. Naturally though, we expect fleetmates to be polite and not gobble all the Provisions up seeing we need to do Provision-generating projects and thus donate our resources to get more.
On a related note about our bases...
I dunno the names of those who donated the needed Dil to make our foyer fancier but super-props to ya all. I'm gonna leave the slot for special projects like Interior Decorator empty for now, just in case. If you need the Fleet Credits, give your resources to our tier-builders.
That's probably a very good idea leaving the Kdf side special projects open until the next lImited time one comes around. No sense slotting up a participation sink when we need all the help with regular construction hehe
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shanisLCDR, US NavyMaryland, USARegistered Userregular
I made some contributions to our current tactical project, we're really close to starting that -- just need a few more fleet marks.
Origin(BF4) - hunter28100 / Steam - Shanis
"Uh, I have never said that you are not good at what you do. It's just that what you do is not worth doing." -S.C.
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Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
edited July 2012
I am trying to get back into the game, but my tactical captain with Cruiser just isn't any fun. I think I need a new ship, but I don't have the dilithium for it.
Just_Bri_Thanks on
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
Well if you're flying the regular version, you just need to level up some. If it's one of the C-Store refits, I'm not sure what to suggest. You could always try one of the available ships from our Fleet Shipyard if you build up enough Fleet Credits and maybe decide to buy through the C-Store or the Exchange the needed Ship Modules. We have a Escort among the refit lineup there.
Flying a Galaxy, and I don't know the answer to the second question.
All of my problems might very well be caused by my equipped items.
Overall I am not having fun and I don't know why.
What's your equipment/bridge officer loadout? In my experience, Galaxies (and the other high end cruisers) work best with a focus on beam arrays to work around their lousy turn rate. Add a torpedo launcher fore and aft to give you some added punch. Get your tactical officer beam overload or fire at will and you should be able to get through stuff faster. At least one engineering officer with power to weapons is also a good idea.
Alternatively, leveling is a lot faster now then it was at launch. You may want to consider rerolling the character and going into a science or escort ship to give you an idea of how they play. It'll suck going back to the Miranda, but better then tooling around in a ship you don't enjoy.
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Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
I have the regular Galaxy which means 4 fore and 3 aft spots. Two of each are beams, and the front has a torp and that weapon that shoots like a torp but explodes into 16 mines.
The back has a torp as well.
When I was talking about my equipment I meant that I might have poor engines and/or shields too. Everything I fight stays parked neatly behind me at all times, and it is kinda pissing me off.
I think I want to put nothing but turrets on the front and no torp launcher, because that is how much I get to use it.
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
Well then you just need to do a bit of leveling to get a new ship. As for a layout, beam arrays are worth sticking to. I know there's a console called an Accelerator I believe that aids with turn-rate too that might help.
Unless it was changed don't RCS console give a percentage boost to turn rate and not flat rate? Which makes them virtually worthless to cruisers. For the most part sticking to beam arrays and a torp launcher fore and aft always made cruisers easier to play for me. A tractor beam on one of your sci officers also helps for fast targets that don't like to stay in your broadside.
It's a percentage of base, too. Additive, at that. Even the best one, mk XII purple, will only give you a bit over 2 degrees per second turn rate on a galaxy. Even the Galaxy-R in separated mode, since it still works on base turn rate and not the buffed turn rate on the stardrive.
I can't remember, but I think someone asked about leveling faster. If you team with a 700 day vet and do the red alerts whenever they pop up you can gain levels really fast. I help one of my friends get from start to 50 in a week without too much work from either of us.
so i decided to use the zen that cryptic gave me for buying champions a long time ago and bought two character slots, a fleet module and a couple keys with the left overs.
I got a mirror universe assault cruiser.
is there a good way to set that up for a tac captain? i'd really only use it as a secondary ship to my advanced escort to play something different.
i had a couple spare maco mark x, deflector and engine to throw in so far.
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Now I need to decide if I want to blow Zen on a) the credit cap limit (but I'm not even near the 10M silver cap), b) a load of new duty officer slots (100 is getting a bit awkward - I don't *think* I'd need many more, but what do I know), or just keep saving 'em for fleet modules or whatever else comes along. Anyone got some advice?
Now I need to decide if I want to blow Zen on a) the credit cap limit (but I'm not even near the 10M silver cap), b) a load of new duty officer slots (100 is getting a bit awkward - I don't *think* I'd need many more, but what do I know), or just keep saving 'em for fleet modules or whatever else comes along. Anyone got some advice?
Credit cap and doff increase are solid purchases. The cap applies account wide though, so you might consider it a better bang for your buck.
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Finally, an excuse to get all of those components out of my Bank. Mind you, I'm hoping with an Engineer/Cruiser build to avoid dying entirely. We shall see. Thanks for the reminder on the repair components though - I'd actually forgotten injuries exist, which might have been a bit awkward, to say the least.
Now that the Defera Invasion's full-time, I was thinking of maybe getting a regular run-night started for both fleets through the place. No two/three-hour time limit means we can do all the missions there and not get ourselves killed by rushing them in the process. Any opinions on this?
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Finally, an excuse to get all of those components out of my Bank. Mind you, I'm hoping with an Engineer/Cruiser build to avoid dying entirely. We shall see. Thanks for the reminder on the repair components though - I'd actually forgotten injuries exist, which might have been a bit awkward, to say the least.
you probably won't die much because people like me in a glass cannon escort also pull all the aggro the instant i cannon spread, torpedo spread.
which is why i have 2 cannon attacks, 2 topedo attacks, 2 attack patterns and a whole crap out of "oh shit i need shields" abilities.
so anyway, can anyone think of a good setup for a mirror universe assault cruiser (which is actually the normal universe star cruiser) for a tac? mostly as a mess around ship but it would be nice for it to not suck
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Finally, an excuse to get all of those components out of my Bank. Mind you, I'm hoping with an Engineer/Cruiser build to avoid dying entirely. We shall see. Thanks for the reminder on the repair components though - I'd actually forgotten injuries exist, which might have been a bit awkward, to say the least.
you probably won't die much because people like me in a glass cannon escort also pull all the aggro the instant i cannon spread, torpedo spread.
which is why i have 2 cannon attacks, 2 topedo attacks, 2 attack patterns and a whole crap out of "oh shit i need shields" abilities.
so anyway, can anyone think of a good setup for a mirror universe assault cruiser (which is actually the normal universe star cruiser) for a tac? mostly as a mess around ship but it would be nice for it to not suck. maybe fill her up with beams for a laser show?
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Finally, an excuse to get all of those components out of my Bank. Mind you, I'm hoping with an Engineer/Cruiser build to avoid dying entirely. We shall see. Thanks for the reminder on the repair components though - I'd actually forgotten injuries exist, which might have been a bit awkward, to say the least.
you probably won't die much because people like me in a glass cannon escort also pull all the aggro the instant i cannon spread, torpedo spread.
which is why i have 2 cannon attacks, 2 topedo attacks, 2 attack patterns and a whole crap out of "oh shit i need shields" abilities.
so anyway, can anyone think of a good setup for a mirror universe assault cruiser (which is actually the normal universe star cruiser) for a tac? mostly as a mess around ship but it would be nice for it to not suck. maybe fill her up with beams for a laser show?
FWIW, my Star Cruiser is built as a beam boat, and most of the others I've run into are the same way. The turning radius on the cruisers is just so awful, it's a lot easier to fit beam weapons and broadside your opponents. I'm imagining that Escorts are more "Point the front end at the enemy, DPS and then bug out" ; cruisers seem to be more "Get alongside the enemy, match speed, and pump beam fire into them until they explode, while keeping your shields maintained."
I can't speak for TAC powers, but Emergency Power to Shields and Emergency Power to Weapons have been very useful - ditto Engineering Team and Science Team
Just popping in to say thanks to everyone who was around yesterday and tolerated me through my first Elite STF. Which was also my first STF. It makes much more sense now, and the play through was a blast as well. It's nice to actually get some teaming in - for an MMO, STO seems a bit too solo-friendly at times, even though I benefit from that.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Finally, an excuse to get all of those components out of my Bank. Mind you, I'm hoping with an Engineer/Cruiser build to avoid dying entirely. We shall see. Thanks for the reminder on the repair components though - I'd actually forgotten injuries exist, which might have been a bit awkward, to say the least.
you probably won't die much because people like me in a glass cannon escort also pull all the aggro the instant i cannon spread, torpedo spread.
which is why i have 2 cannon attacks, 2 topedo attacks, 2 attack patterns and a whole crap out of "oh shit i need shields" abilities.
so anyway, can anyone think of a good setup for a mirror universe assault cruiser (which is actually the normal universe star cruiser) for a tac? mostly as a mess around ship but it would be nice for it to not suck. maybe fill her up with beams for a laser show?
FWIW, my Star Cruiser is built as a beam boat, and most of the others I've run into are the same way. The turning radius on the cruisers is just so awful, it's a lot easier to fit beam weapons and broadside your opponents. I'm imagining that Escorts are more "Point the front end at the enemy, DPS and then bug out" ; cruisers seem to be more "Get alongside the enemy, match speed, and pump beam fire into them until they explode, while keeping your shields maintained."
I can't speak for TAC powers, but Emergency Power to Shields and Emergency Power to Weapons have been very useful - ditto Engineering Team and Science Team
Yarp, for my Cruisers it was always all single beam arrays, with a torpedo launcher fore and aft. If you get the double beams then you cant broadside them, which means only 1 set of your beams is running at a time instead of all of them. Also, make sure you get lots of hull resist engineering consoles, since you want to be able to tank as much as possible. Then I fill all of my Tactical consoles with buffs to beams/beam type.
For Bridge officers, I get a tactical officers with some combination of torpedo spread, high yield torpedo, fire at will, attack pattern.
Science officers you want the tractor beam and science team.
Engineer officers you want emergency power to shields and engineering team as well as invert shield polarity. Extend shield is nice for grouping, otherwise emergency power to weapons would be nice.
You can get away with non-broadside on cruisers in STFs - dual beam banks with turrets aft or single cannons with turrets aft (only really works on the Excelsior or Oddyssey if you put a tac in the LTC slot, which makes for a pretty fragile ship - other cruisers don't have the boff support for cannons).
But only in STFs, where half of targets are stationary or close to it and the other half move along predictable straight lines. These days most PVE's moved over to the fleet events, and those don't really cooperate with a siege cruiser. A couple months ago a specialized setup like that would have made a lot more sense.
someone on the forum pointed me towards this build. how's that look for a tac captain? I won't be putting XIIs in it because i don't even have those for my main ship. but i can gear it out in blue Xs and X1s pretty easily. Plus i have a spare maco x engine and deflector to throw in it
Devices: Red Matter Capacitor, Subspace Field Modulator, Large Engine Battery, Large Aux Battery
Bridge Officer Layout:
LT Tac: Fire at Will 1, Attack Pattern Beta 1
Ens Tac: Tactical Team 1 ( If you went with the Tricobalt then you might want High Yield 1 instead, or Torpedo Spread 1 if you went with a Quantum)
LT CMD Eng: Emergency Power to Weapons 1, Engineering Team 2, Emergency Power to Shields 3
CMD Eng: Emergency Power to Weapons 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, Aux to Structural Integrity Field 3
LT Sci: Hazard Emitters 1, Transfer Shield Strength 2
Posts
EDIT: Well, I finally managed to pick up the Atrox for my Sci-Officer. Does anyone have any tips they can share about fittings and BO-abilities for one so I don't fly it like a total idiot?
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
It was finished with surprising swiftness!
HOWEVER, HoM's base still needs roughly 245K Dil to get it's Decorator project started as well as needing 3K more Military experience to get it's first building project started. Now that we've gotten the ADF base's basics built, let's give a little more time and love to HoM's holdings so we can properly represent in Starbase Blockade, Alert and Defense on that side of the fence, eh?
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
Yeah the starbases for both sides are in Eta Eridau sector. Just fly up and enter orbit. The only requirement is to be a member of the fleet.
How do Fleet Ships work? I know you get the Fleet Credits by donating to projects, and we need to have built the required Shipyards - but after that is there anything else? Like, does the ship become mine or the Fleets?
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
Sorry, I am still a bit of a newb so I didn't really understand this Going off what the STOWiki says;
Let's say at lvl 50 I wanted to get the "Heavy Cruiser Retrofit" - for that I would need 200k Fleet Credits, and we need to have a Lvl 1 Shipyard. Correct?
Now let's say I wanted to get the "Fleet Exploration Cruiser Retrofit" - This has "fleet" in the name so works differently and only needs 20k Fleet Credits but would need 4 Fleet Modules from the c-store (or 1 Fleet Module if I already have the Galaxy-Class as a normal ship), and a level 5 shipyard.
I can't find any reference to Ship Provisions being avaliable - can you let me know what you mean?
On a related note about our bases...
I dunno the names of those who donated the needed Dil to make our foyer fancier but super-props to ya all. I'm gonna leave the slot for special projects like Interior Decorator empty for now, just in case. If you need the Fleet Credits, give your resources to our tier-builders.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
"Uh, I have never said that you are not good at what you do. It's just that what you do is not worth doing." -S.C.
chair to Creation and then suplex the Void.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
All of my problems might very well be caused by my equipped items.
Overall I am not having fun and I don't know why.
chair to Creation and then suplex the Void.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
Alternatively, leveling is a lot faster now then it was at launch. You may want to consider rerolling the character and going into a science or escort ship to give you an idea of how they play. It'll suck going back to the Miranda, but better then tooling around in a ship you don't enjoy.
The back has a torp as well.
When I was talking about my equipment I meant that I might have poor engines and/or shields too. Everything I fight stays parked neatly behind me at all times, and it is kinda pissing me off.
I think I want to put nothing but turrets on the front and no torp launcher, because that is how much I get to use it.
chair to Creation and then suplex the Void.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
I got a mirror universe assault cruiser.
is there a good way to set that up for a tac captain? i'd really only use it as a secondary ship to my advanced escort to play something different.
i had a couple spare maco mark x, deflector and engine to throw in so far.
Now I need to decide if I want to blow Zen on a) the credit cap limit (but I'm not even near the 10M silver cap), b) a load of new duty officer slots (100 is getting a bit awkward - I don't *think* I'd need many more, but what do I know), or just keep saving 'em for fleet modules or whatever else comes along. Anyone got some advice?
Goodreads
SF&F Reviews blog
Credit cap and doff increase are solid purchases. The cap applies account wide though, so you might consider it a better bang for your buck.
Sorry you couldn't join us on Nukara, but I'm glad you where able to join us for the STF and a fleet thingy.
For your first STF, let alone an Elite STF, you did well. Better than a lot of pug groups I've been in. Just a reminder, if you do an Elite STF again, bring the repair items in the event you die. I have been on too many Elite STF's where people either die or have their ship blown up and they don't heal the injury, which cripples them.
1 injury isn't so bad, but 6 seriously reduces your effectiveness.
Finally, an excuse to get all of those components out of my Bank. Mind you, I'm hoping with an Engineer/Cruiser build to avoid dying entirely. We shall see. Thanks for the reminder on the repair components though - I'd actually forgotten injuries exist, which might have been a bit awkward, to say the least.
Goodreads
SF&F Reviews blog
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
you probably won't die much because people like me in a glass cannon escort also pull all the aggro the instant i cannon spread, torpedo spread.
which is why i have 2 cannon attacks, 2 topedo attacks, 2 attack patterns and a whole crap out of "oh shit i need shields" abilities.
so anyway, can anyone think of a good setup for a mirror universe assault cruiser (which is actually the normal universe star cruiser) for a tac? mostly as a mess around ship but it would be nice for it to not suck
FWIW, my Star Cruiser is built as a beam boat, and most of the others I've run into are the same way. The turning radius on the cruisers is just so awful, it's a lot easier to fit beam weapons and broadside your opponents. I'm imagining that Escorts are more "Point the front end at the enemy, DPS and then bug out" ; cruisers seem to be more "Get alongside the enemy, match speed, and pump beam fire into them until they explode, while keeping your shields maintained."
I can't speak for TAC powers, but Emergency Power to Shields and Emergency Power to Weapons have been very useful - ditto Engineering Team and Science Team
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Yarp, for my Cruisers it was always all single beam arrays, with a torpedo launcher fore and aft. If you get the double beams then you cant broadside them, which means only 1 set of your beams is running at a time instead of all of them. Also, make sure you get lots of hull resist engineering consoles, since you want to be able to tank as much as possible. Then I fill all of my Tactical consoles with buffs to beams/beam type.
For Bridge officers, I get a tactical officers with some combination of torpedo spread, high yield torpedo, fire at will, attack pattern.
Science officers you want the tractor beam and science team.
Engineer officers you want emergency power to shields and engineering team as well as invert shield polarity. Extend shield is nice for grouping, otherwise emergency power to weapons would be nice.
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But only in STFs, where half of targets are stationary or close to it and the other half move along predictable straight lines. These days most PVE's moved over to the fleet events, and those don't really cooperate with a siege cruiser. A couple months ago a specialized setup like that would have made a lot more sense.