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Captain's log, Stardate 20130527 Romulan expansion is now live. [STO]

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    citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    edited July 2012
    Khade97 wrote: »
    *sigh* I feel I am doing something wrong. When I was in the Heavy Cruiser I would find the "missions" I was taking to be a nice level of difficulty , and I seemed to do OK in any random fleet actions I went into. Now I have moved onto the Exploration Cruiser the missions are becoming a cakewalk but I blow up every 5 seconds in any fleet action I try to do :(

    Have I just hit a stage where the Exploration Cruiser sucks and I need to just grind out to Admiral and get the Soverign? Or should I just be avoiding fleet stuff until I hit 50?

    As a bonus question, I have no idea what to do with my HUD. Can any of you guys throw some screenshots of yours up so I can get some ideas of a nice arrangement (1366 x 768 so space is limited)

    And the super special star prize question - how the hell do you get a good number of doffs? I have ~36, but with the prices on the exchange I could maybe buy one or two decent ones.

    I thought blowing up every five seconds in a fleet action was normal.

    citizen059 on
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    Mr. PokeylopeMr. Pokeylope Registered User regular
    Another good way to get rare doffs are the Diplomacy chains available in Cardasian space. After you complete them it makes available repeatable Officer exchange missions that work just like the Asylum missions for Refugees except you can use any doff you want.

    Something else to think about when your using the reassign mission at the Academy, is that a Purple Engineering doff with resolve and Stubborn/efficient go for 20-40million on the exchange. Because these doffs are used for fabricating MXII consoles. Tellarite Doffs always have the trait stubborn so if use the Tellarite reassignment mission you can up your chance. I mean you still have to hope for an Engineer and resolve.

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    tiballaghertiballagher Ringer Team Tossgirl(s)TMRegistered User regular
    Note that the Andorian, Tellarite, and Vulcan doff reassignments cost more dilithium than the regular, but when you're talking about upgrading to purple level it's pretty much win-win.

    11486-1.png
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    OwenashiOwenashi Registered User regular
    edited August 2012
    I hope you guys don't mind but...

    GAngH.jpg

    I was just bugged by seeing a lack of a HoM-Emblem in the Fleet window so I decided to quickly whip one up. It's pretty simplistic compared to ADF's though and if anyone has an idea for a better looking one, let me know.

    EDIT: New notes for Tribble are up.
    General:

    Updated bio-neural warhead launchers in No-Win Scenario so that the warheads are not as powerful in the first few waves after they appear.
    -Difficulty does increase rapidly in successive waves.
    Updated the KDF Officer of the Watch mission Escort Dignitary to Starbase so that the target ship is always interactable.
    Updated all stores to move all Pulsewave weapons to the Assault category, rather than Rifle category.
    Starbase assignment update:
    -Explained how to get deployable phaser/disruptor turrets for the starbase Engineering assignment; now elucidated in tooltip for that item.
    -Added ability to craft 20-stacks of heavy phaser/disruptor satellite turrets on Fed/KDF crafting respectively.
    The Follow Target camera option will no longer change to Free Camera when using the mouse and tabbing through enemies


    Duty Officers:

    Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets.
    -KDF already had access to Marauder assignments of the same nature.
    Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.
    -"Phaser" and "Disruptor" versions of these assignments may also appear in Federation and Klingon space, in addition to their existing locales.
    The Species, Specialization, and Trait filters will now only show options that are available in the player's roster.
    Added filtering to duty officer assignment chains.
    Assignment chains now start collapsed by default.


    Missions:

    Crack in the Mirror:
    -Added waypoints to devices on the ground portion of the mirror system
    -Added waypoints to the clues in the mines.
    Seeds of Dissent:
    -Added waypoints to machines and lilies in the ground portion of mission
    -Added waypoint to spatial charges and Orra Val on colony ground portion.
    Cage of Fire: Added waypoints to the ground portion of mission.
    Collateral Damage: Adjusted existing and added new waypoints to the ground map.
    State of Q: Added waypoints to the Borg devices.
    One of the player's Bridge Officers will now appear in the dialog window after winning or fleeing a sector space encounter.
    Accidents Happen: gave Andorian console to type on


    Systems:

    Klingon Honor Guard Space Set - 2pc Bonus:
    -Corrected the bonus and associated tooltip for "Crew Regen Rate" to more accurately reflect an understandable figure.
    --This will now display on your character sheet.
    -Added an additional bonus that will slowly bring "Dead" crewmen back to a "Disabled" state, allowing them to be slowly regenerated to "Active" even during combat
    --This was the original intend of the 2pc bonus, but was not functioning correctly.
    Force Field Dome will once again Repel all enemies within its radius while keeping them at bay for the duration of the ability.
    Updated all Mines:
    -Reduced basic launches of Mines from 5 mines to 4 mines.
    --Adjusted core power variables up by 5% to compensate.
    -Each mine previously accounted for 20% of intended damage, now accounts for 25%
    --This change did not affect Tricobalt Mines, which already launched 1.
    --Nor did it affect Cloaked Tractor Mines, which already launched 4.
    -Number of mines launched by "Dispersal Pattern Alpha", Mine Trail, and "Dispersal Pattern Beta", Mine Spread, have been reduced:
    --Rank 1 = Reduced from 8 to 7
    --Rank 2 = Reduced from 12 to 10
    --Rank 3 = Reduced from 16 to 14
    -Recharge Times on Mine enhancing abilities have been altered.
    --Category recharge times have been reduced from 30 seconds to 15 seconds.
    --Individual ability recharges have also been reduced by 15 seconds.
    ---At Rank 1 this results in the cooldown changing from 85 sec to 70 sec.
    ---At Rank 9 this results in the cooldown changing from 45sec to 30sec.
    --These changes bring them in-line with Torpedo enhancement abilities.
    --Recharge time on individual Mine Launchers have not been modified.
    --This may result in a situation where your Dispersal Pattern refreshes before you can launch more mines, if you have only a single launcher equipped.
    -Adjusted damage for all Detonate powers to 125% of previous values.
    --This increase is in addition to the aforementioned 5% increase to offset fewer Mines per launch.
    --Tricobalts only adjusted to 110% of prior.
    --Transphasics balanced separately to account for increase in Shield Penetration.
    --New damage is approx. 70% of previous; see below for Shield Penetration changes
    Photon Mines:
    -Increased agro/follow range from 2km to 3km.
    -Increased stealth value from 4825 to 4875.
    Quantum Mines:
    -Increased flight speed from 25 to 45.
    -Increased explosion triggering distance from 20 to 35.
    -Increased explosion radius on Detonation from 50 to 75.
    Plasma Mines:
    -Increased duration of DOT from 10sec to 15sec.
    --Periodic damage of DOT has slightly decreased, but total damage dealt is increased due to longer duration.
    -DOT can be cleared with Hazard Emitters.
    Transphasic Mines:
    -Increased shield bleedthrough from 40% to 80%.
    -Transphasic mines will disrupt the enemy shields, leaving a Shield Healing debuff in place.
    --For 5sec after being hit with a TP Mine, Shield healing is 50% less effective on the target.
    --Shield Redistribution will also be less effective during this debuff.
    --Debuff magnitude does not stack, but multiple hits will extend the duration of the debuff.
    --More mines make for a longer debuff.
    --Debuff can be cleared with Science Team.
    -IMPORTANT NOTE: Breen Transphasic Cluster Torpedo does not benefit from this change. See below for separate changes related to this weapon.
    Chroniton Mines:
    -Increased chance to apply slow from 33% to 100%.
    -Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
    -Duration of debuff can be enhanced with Graviton Generators skill.
    -Magnitude of debuff decreased to 25% of previous, but debuff can stack.
    --Standard minefield = 25% x 4 = 100% of previous magnitude.
    Tribobalt Mines:
    -Reduced Repel magnitude per hit by 50%.
    -Added a 20% chance to spawn a Subspace Rift which Disables enemies that are within its radius, same as High Yield Tricobalt.
    --This rift has a slightly random spawn location so that multiple mine explosions, i.e. Dispersal Patterns, are unlikely to spawn directly atop one another.
    --These rifts do not last as long as those created with High Yield Tricobalts.
    ---3-4.5 sec, instead of 3.5-12sec, scales with Subspace Decompiler skill.
    -Altered Disable duration range from 2.66-4sec, 2.5-5sec.
    --This scales with the Subspace Decompiler skill.
    -Tricobalt Mines can now make use of Dispersal Patterns.
    --Dispersal Pattern Alpha:
    ---Rank 1: Two launches of one mine each.
    ---Rank 2: Three launches of one mine each.
    ---Rank 3: Four launches of one mine each.
    ---Tricobalts have a 5sec delay between each launch, instead of the standard 2.5sec of other types of mines.
    --Dispersal Pattern Beta:
    ---Rank 1: Launches two mines - one right, one left.
    ---Rank 2: Launches three mines in a triangle formation - one top, two bottom.
    ---Rank 3: Launches four mines in a square formation - two top, two bottom.
    Breen Transphasic Cluster Torpedo:
    -This weapon now only spreads out into 10 Mines instead of 12 Mines.
    -Despite being Transphasic, these Mines only possess 40% shield bleedthrough instead of the upgraded 80% of other Transphasic weapons.
    --To compensate for this, the damage of Mine's each explosion remains higher.
    --They also do not apply the Shield Healing debuff present on other Transphasic Mines.
    -Modified the behavior of this torpedo:
    --It now explodes more reliably on its target, rather than immediately upon being fired.
    --The Mines launched by the initial explosion are more likely to chase their target correctly instead of fly past them.
    --Both the Torpedo detonation and the Mine detonation distances have been decreased in order to ensure greater reliability in their behavior.
    --If the Torpedo's initial target is destroyed before impact, it will now seek out the nearest enemy target instead of becoming dormant.
    -NOTE: The behavior, relative power & utility of this weapon are still under scrutiny to ensure they are properly balanced. More changes may be forthcoming.


    UI:

    C-store items now have a confirmation prompt when attempting to discard them.
    There is now a button for the Dilithium Exchange in the Dilithium section of the assets tab.
    Updated the tooltips for Fleet Assets and Dilithium to indicate their limits.
    -Fleet Credits, Refined Dilithium, and Dilithium Ore are limited to 10 million each.
    -Fleet Marks is limited to 1 billion.
    Clicking on a holding tier on the Fleet overview screen will now go to the tier information on the holdings tab.
    Set items will now display correct tooltip items in stores.
    There is now a button to delete a saved costume.
    Removed the non-functional Mouse4-Mouse8 buttons from bind window.
    Resolved an issue that would prevent the Wear, Rename, Modify, and Create buttons from refreshing properly after creating a new uniform.
    The character input for the fleet map invitiation popup will now be focused when the popup opens.
    Resolved text alignment issues for fleet map invitations

    Owenashi on
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    HevachHevach Registered User regular
    Shame the Breen cluster torpedo didn't get that 80% shield penetration. I'd be all over that in a second. Actually considering it over my aft tricobalt already.

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    EvigilantEvigilant VARegistered User regular
    edited August 2012
    Thanks again for that Carrier pets forum link in game Owen. I did not realize that I could buy other carrier pets. Also it took me 2-3 STF runs to realize what "2 wings per hanger" meant.

    This is my setup on the Atrox, as an Engineer:
    FORE
    1x Phased Tetryon DBB XI [misc traits](from the tholian drop box)
    2x Tetryon Turrets XI [CritD][Dmg]
    AFT
    3x Tetryon Turrets XI [CritD][Dmg]
    HANGER
    1x Stalker Fighters
    1x P Fighters (saving up to get the advanced version of these first. Should be in about 3 more days)
    MACO XI Deflector
    Jem'Hadar Engine
    MACO XII Shields
    Devices
    1 phased space device thingy episode reward

    Sci Console
    2x Shield Recharge XI
    1x Shield Capacity XI
    1x Borg Console

    Eng Console
    1x Shield Power
    1x Mono[somethingrather] Armor XI (Kinetic and I think disruptor damage resistance)
    1x EPS XI Console

    Tac Console
    2x Tetryon damage+ XI

    Boffs:
    Lt_Tac: TT1, C:RF1
    LtC_Eng: EPTS1, RSP1, DEM1
    Com_Sci: HE1, Pulse Feedback 1, Gravity well 1, Tyhcon rift 2
    LtC_Sci: HE1, Transfer Shield Strength, Gravity well 1

    Power levels are set so that shields and aux are equal, then weapon power, then engine power. I'll pop the engineer ability that powers all systems, then drop the first gravity well, pop TT1, then C:RF1, as well as using the engine subsystem targeting. 15s, I'll use Tychon rift to drain the power of a pack of mobs that I want pulled in by the gravity well.

    Since, I'm relying more on my pets for my damage, I can run my weapon power rather low than I'm used to and since I'm using mainly turrets, I have complete coverage from any angle. The Phased Tetryon DBB is up there solely because I got it from a lock box and I can use the subsystem targeting stuff with it.

    But perhaps my favorite thing so far is how much damage I can tank, and how I don't need to constantly be facing my target to do damage anymore. Also, I have personally saved my team from losing the optional on Infected (elite), perhaps the easiest optional to get, twice because of the crowd control. It's great, especially when you have sci doffs who proc the extra gravity wells and they all proc. 2-3 extra gravity wells, yes please.

    For people doing the KA STF:
    When the boss comes out, stay at least 5+k away from the ship. She won't cloak. I've tested this out 4-5 times now, and it works. Yea, your damage goes to hell if you're 5km out, but if she cloaks and runs away, you aren't doing damage anyways.

    And finally, our Fleet Station got a new name last night: Wangpoint Station, in homage to PA naming conventions and our early fleet names (like Encounter at Wangpoint, the best of both wangs, the Wang generation, etc...).

    Evigilant on
    XBL\PSN\Steam\Origin: Evigilant
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    HevachHevach Registered User regular
    Geko started work on a new ship. Presumably C-store, since we just got a lockbox and the pattern has been alternating. Something he's talked about before, but won't specify. Most likely candidates are the Vesta (Ask Cryptic did say to ask again in August) and the C-store Sovereign (before S6 he'd said one was ready to go but needed a 2409 skin first).

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    OwenashiOwenashi Registered User regular
    Shipyard project for the HoM base is up and ready to receive resources. We need 540 Fleet Marks, 32K Dil, 24 common Tactical/Security DOs, 300 Industrial Replicators, 905 Shield Generators, and 150 Self-Sealing Stem Bolts. I've donated a bit already here and there so check the status at least before buying up any of the Commodities needed.

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    hazywaterhazywater Registered User regular
    I don't think shield recharge consoles stack. Instead I would do the graviton pulse from the cardassein lockbox or a particle generator. Also having 2 transfer shield strengths can be a big help in these fleet missions when you're trying to keep a freighter alive.

    Hrin - Eve Online
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    AvynteAvynte Registered User regular
    Yeah, I'd probably ditch the shield power eng console and replace it with another armor as well. Also swap the stalker fighters for another set of peregrines or runabouts.

    ECOED.jpg
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Huh. I never know about those science shield consoles. Weird. Got to find some.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


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    EvigilantEvigilant VARegistered User regular
    I apparently lagged out when trying to connect to KA ground

    XBL\PSN\Steam\Origin: Evigilant
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Sto thanks to the awesome fleet we have and a fairly successful STF run I have a rare ground armor to turn in. Should I go Maco or Omega? I have an X level Maco set.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


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    MuddypawsMuddypaws Lactodorum, UKRegistered User regular
    Such a shame I am usually heading to bed just as the fleet starts to come to life! Damn the lack of a flat earth. Time zones sucketh.The STFs you guys were doing sounded fun, damn you all

    :P
    Sto thanks to the awesome fleet we have and a fairly successful STF run I have a rare ground armor to turn in. Should I go Maco or Omega? I have an X level Maco set.

    Whatever the stats, full on O.M.E.G.A looks amazing. You will look cool even when a corpse.

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    ZandraconZandracon Registered User regular
    It's too bad you need the full XII set to get the appearance, which requires a mind numbing grind in Elite Ground STFs!

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    kildykildy Registered User regular
    Avynte wrote: »
    Yeah, I'd probably ditch the shield power eng console and replace it with another armor as well. Also swap the stalker fighters for another set of peregrines or runabouts.

    I run Adv Stalkers and Adv Peregrines. I'm 50/50 on the stalkers. They fire a lot faster than the torps and drain shields well. But for spike damage, the Peregrines blow them out of the water.

    I'd kill for a frigate class of pet for the Fed Carriers, since playing my Klingon I get to watch BoP's self buff and absolutely destroy things.

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    initiatefailureinitiatefailure Registered User regular
    did my first elite tonight with some fleet members. also started a sci alt fed side. that gives me a max level tac fed, engi kling and now a sci on fed side.

    the only sad thing is that i may miss out on leveling in some of the more iconic ships but i didn't see a reason to do two engis.

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    OwenashiOwenashi Registered User regular
    edited August 2012
    Patch/maintenance day tomorrow (or today seeing when these are going up). It doesn't look like the Mine changes are coming in yet but they are putting in Tailor fixes which should make people happy none-the-less, especially if they connect to the Shipwright as well. I've been wanting to slap the new HoM logo on my Bortas. :)
    General:

    Klingon Honor Guard Space Set - 2pc Bonus:
    -Corrected the bonus and associated tooltip for "Crew Regen Rate" to more accurately reflect an understandable figure.
    --This will now display on your character sheet.
    -Added an additional bonus that will slowly bring "Dead" crewmen back to a "Disabled" state, allowing them to be slowly regenerated to "Active" even during combat
    --This was the original intend of the 2pc bonus, but was not functioning correctly.
    Colony ground event:
    -Adjusted the timing on dying colonists to go hand-in-hand with the fix to the dying colonists not actually dying.
    --It should be somewhat easier to reach the last colonist before it dies.
    Updated the Starbase 20-player fleet defense:
    -Additional checks to make sure that facility sabotage never goes outside the 0-100 range, and that negative fleet marks are never awarded.
    -Resolved an issue that prevented attackers from warping in to fight freighters.
    -Updated some fighting AI on enemies so that they will correctly attack the freighters but will still move and fight.
    Bridge Officers will now respond to Call for Help again.
    Resolved many issues with the tailor.
    -The KHG cape should now appear.
    -Rank pips and combadges have also returned.

    Foundry:

    Resolved an issue that prevented map transfers from working properly for some missions.
    -This occurred when the associated text for the map transfer widget was left with its default values.
    -This also resolves the associated issue with Unknown Task appearing in the mission tracker.
    Resolved an issue in Foundry maps that caused objects to be too low with regard to the geometry.
    Removed the holo-bridges from the Facility 4028 Foundry template map.
    Removed the TOS Interior and Bridge Foundry template maps.
    -This is a temporary solution until we can get the crash associated with them resolved.

    Owenashi on
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Zandracon wrote: »
    It's too bad you need the full XII set to get the appearance, which requires a mind numbing grind in Elite Ground STFs!
    You don't need Xii. Any full set will give you a diffrent appearance. Omega armor gets more armor added with each set from X to XII. Maco armor does not have an X appearance, but has a diffrent one for XI, and XII.

    I got armor for XI. Getting the gun and shield won't be too much of a grind.

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


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    initiatefailureinitiatefailure Registered User regular
    i was just going to ask. I had noticed that combadges where gone when i made my new alt yesterday. looks like they knew that

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    Khade97Khade97 PE10, UKRegistered User regular
    edited August 2012
    One more, i come to the thread with never ending questions.

    Having hit 42 I will soon be in the running to take part (and actually be useful) in some of the fleet actions. At the moment my crew has been a little bit thrown together by what sounded good at the time, however I wanted to put together a good crew build from scratch.

    Ship wise I will be looking at the Assault Cruiser (or the Fleet Heavy Cruiser if we have the provisions for it), with the weapons in the general line of Fore: 1 Quantum Torp, 1 Dual Beam, 2 Beam Arrays, and Aft: 4 Beam Arrays (Torps and dual beams for the approach, followed by six beams broadsiding).

    So, crew wise how does this look? Have I picked anything that is usless, or missed out on a "must have"?

    Lt Tac Boff: Torpedo: High Yeild 1, Beam: Overload 2
    Ens Tac Boff: Tactical Team 1
    Cmd Eng Boff: Engineering Team 1, EmgPwr to Shields 2, Shield Polarity 2, Warp Plasma 2
    LCmd Eng Boff: Engineering Team 1, EmgPwr to Weapons 2, Directed Energy Modulation 2
    Lt Sci: Science Team 1, Polarise Hull 2

    (Also, is it bad that I have clocked ~70 hours in game and I only picked it up last Wednesday O_o )

    Khade97 on
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    initiatefailureinitiatefailure Registered User regular
    here's what I was using on my assault cruiser

    Bridge Officer Layout:
    LT Tac: Fire at Will 1, Attack Pattern Beta 1
    Ens Tac: Tactical Team 1 ( If you use with the Tricobalt torps then you might want High Yield 1 instead, or Torpedo Spread 1 if you use 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

    the idea is that you can always have an overlap of EPTS and EPTW due to the way they set off each other's cooldowns.

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    tiballaghertiballagher Ringer Team Tossgirl(s)TMRegistered User regular
    I have another shields question, this time about strategy: should I gear my ships differently for STFs than for other space combat? Specifically, focusing on regeneration for STFs and capacity for other?

    My thinking is:
    - Most of the time that the Borg kill me in STFs it's due to a torpedo hitting me unshielded.
    - I use science ships with torpedo-focused damage, so I run full Aux power (less for weapons)
    - High shield power levels increase regeneration, not capacity
    - Using a high-regen shield array with all my non-Aux power in Shields will boost that even further, keeping my shield up (if not at full strength) and repelling torpedoes.
    - Doing the opposite - high Weapons and Engines, with Covariant shields - for non-STF combat will set me up to handle different sorts of attacks by giving me time to punch out/mash heal buttons. (Ships used: Ferengi, escorts, Galaxy?)

    Anything I'm missing here? Totally n00b stuff? Any feedback is appreciated.

    11486-1.png
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    HevachHevach Registered User regular
    edited August 2012
    Problem is just how hard those torpedoes are. If you're in elite, they'll take out a mk XII regnerative shield and potentially still put enough on your hull to kill you if you're not a cruiser (and potentially if you are and don't have a hull harden up to mitigate it). Even a covariant or resilient in elite STFs, if you let off of EPTS you can see a torpedo take out an entire shield facing, but not kill you on top of it like a few weeks ago.

    Hevach on
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    initiatefailureinitiatefailure Registered User regular
    just... shoot down the torpedo. it's target-able.

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    Khade97Khade97 PE10, UKRegistered User regular
    Quick question on Attack Patterns - would Delta not be better for a cruiser?

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    HevachHevach Registered User regular
    just... shoot down the torpedo. it's target-able.

    The killer torpedo is the cube/gate/tac cube's spread, not the heavy torpedo.
    Quick question on Attack Patterns - would Delta not be better for a cruiser?

    If you're actually getting shot, yes. The catch of course is, you have to be getting hit for it to work. Threat generation goes a long way, but then some escort in a PVP setup (who's likely to have points in threat generation for the defense bonus) will probably negate it, and in AOE situations (i.e. most of the new space stuff in S6) cruisers can have a hard time tanking against crazy torpedo spreads and reckless Armitage captains all over the place - scatter volley tends to focus damage on a few targets while fire at will throws it all over the place like a swarm of bees.

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    initiatefailureinitiatefailure Registered User regular
    edited August 2012
    oh my bad, i didn't realize they had multiple torpedos. the only times i've ever been instakilled from the borg (advanced escort may be part of that) is from being hit with a heavy i didn't react to in time or couldn't aoe away.

    initiatefailure on
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Oh, I want to give a shout out to the Arcadian Defense Fleet, I had a lot of fun flying around as Wanhope in my cruiser taking on the Borg in STFs.

    steam_sig.png
    MWO: Adamski
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    tiballaghertiballagher Ringer Team Tossgirl(s)TMRegistered User regular
    @Hevach thanks for the note about the damage!
    @initiatefailure that's a fair point about the targetable torpedoes, I certainly do need to work on paying better attention to them, it's more the surprise "oops! I'm dead" moments in STFs I'd like to avoid

    11486-1.png
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    EvigilantEvigilant VARegistered User regular
    Gates, cubes, the Negh'var warships, and Donatara all have an instant kill attacks in STFs.

    For Gates and Cubes, you don't really see it coming and sometimes you just die. This is not the heavy plasma torp.

    For the Negh'var warships, they'll launch a blue plasma bolt looking thing that can instant kill a cruiser with full shields. The real bitch of it is, it then goes to the next closest ally and hits them as well. I've had 1 Negh'var warship on Cure kill myself (was in an Excelsior refit) and 2 other teammates (1 defiant retrofit, and 1 bortas) with 1 attack, and all of us were at full shields and hull.

    Donatra seems like she has a hidden enrage timer, that or last night she was tougher than usual. We kept her at bay, 5k out so she couldn't cloak, and she instant killed 2-3 of us several times (and in Zoerp's case many times :p . He did say, one attack of hers did 30k (or was it 300k?) in damage).

    As for BOFF's in an assault cruiser: initiatefailure has a pretty good setup. If you're using beams, ditch DEM and go with Fire at will and Attack Pattern Beta. Tactical Team is also great in STF's because it'll divert the other shield facings power to the side taking damage. Beta in my opinion is better, because when combined with FAW, you're doing pretty great damage and debuffing the enemy at the same time, which can speed up killing the thing that may or may not be hitting you.

    If you're an engineer captain, ditch Engineer Team: Aux to SIF 3 provides a heal, cools down quicker, and ups your damage resistance. For serious, "OH SHIT" damage, pop miracle worker.

    Hazard emitter is great too because it not only also provides a heal, but will cleanse your ship of the plasma DOT commonly found in STF's. And transfer shield strength is pretty great, it's another shield heal.

    XBL\PSN\Steam\Origin: Evigilant
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    initiatefailureinitiatefailure Registered User regular
    that reminds me. I noticed when we did donattra last night that a couple times i'd fly to where i thought she'd be and i could see through her cloak. has it always been like that and I just never noticed? the times i found her like that she didn't use the big thalaron attack either, but the one time she decloaked on her own she did. are those things connected?

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    tiballaghertiballagher Ringer Team Tossgirl(s)TMRegistered User regular
    edited August 2012
    Completely Different STO Mechanics Question Time:

    Equipment and skill ranks give bonuses to abilities and stats - a Mk 12 Graviton Generator (common) gives +24.4 to the Graviton Generators skill, for instance, and spending skill points to raise your Attack Patterns skill to rank 1 gives you +18 to Attack Patterns.

    I found this handy-dandy guide to what level of skill yields what value for what ability, which is really useful.
    [EDIT - removed unnecessary info]
    Does anyone know if using equipment that provides a skill bonus lets you get over the rank 9/+99 skill effects (i.e., is there a hard cap on bonuses corresponding to the +99 amount in the chart)?

    *More edit: I'm trying to figure out what kind/mixture of consoles would work best to balance science abilities and survivability. Tac consoles are pretty straightforward: slot for weapon type or reserve for universal consoles. For Science, do I go with a shield boost? Generators? Variety to boost all skills, or focus on Particle Generators? For Eng, Shield Power or armor? It feels like witchcraft.

    tiballagher on
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Completely Different STO Mechanics Question Time:

    Equipment and skill ranks give bonuses to abilities and stats - a Mk 12 Graviton Generator (common) gives +24.4 to the Graviton Generators skill, for instance, and spending skill points to raise your Attack Patterns skill to rank 1 gives you +18 to Attack Patterns.

    I found this handy-dandy guide to what level of skill yields what value for what ability, which is really useful.
    [EDIT - removed unnecessary info]
    Does anyone know if using equipment that provides a skill bonus lets you get over the rank 9/+99 skill effects (i.e., is there a hard cap on bonuses corresponding to the +99 amount in the chart)?

    *More edit: I'm trying to figure out what kind/mixture of consoles would work best to balance science abilities and survivability. Tac consoles are pretty straightforward: slot for weapon type or reserve for universal consoles. For Science, do I go with a shield boost? Generators? Variety to boost all skills, or focus on Particle Generators? For Eng, Shield Power or armor? It feels like witchcraft.

    For Engineer, it depends on what you want to do, if you want balls to the wall DPS then you can slot the +weapon/aux power.
    For pure tankiness, you can slot +shield power, or up your hull resists.

    I forget what console type the Point Defense console is, but I think its engineering as well. Its very handy for shooting down heavy torps etc.

    I personally have all hull resist consoles for engineering, then some universal consoles in the science slots that give some nifty abilities since I never use any of the more interesting Science Boff abilities.

    steam_sig.png
    MWO: Adamski
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    HevachHevach Registered User regular
    that reminds me. I noticed when we did donattra last night that a couple times i'd fly to where i thought she'd be and i could see through her cloak. has it always been like that and I just never noticed? the times i found her like that she didn't use the big thalaron attack either, but the one time she decloaked on her own she did. are those things connected?

    You're not supposed to be able to break Romulan cloaks, so I'm guessing a bug snuck in there somewhere.

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    kildykildy Registered User regular
    You can see through her cloak if you get close enough. Plus, if you have a carrier around the fighters will hump her cloaked ship so you know where to go.

    I've never seen the warships one shot me, but I run a sci with about 10k shield per facing. Always run a tac team imo, since it's the fastest way to move shield facing when you get hit by 8k torps.

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    EvigilantEvigilant VARegistered User regular
    Before I clean out the fleet bank sometime this weekend, this is a heads up. If you see something in the bank that's green or extremely common, take it. If it's not rare, blue, purple, unique, or something useful in either of the rank tabs, I'm going to sell it off in the replicator and put the funds into the bank. In the case where we might have an over abundance of something, I'll probably leave a few and cash off the rest.
    This does not apply to the mats or schematics or misc stuff, just the rank tabs.



    The rule still stands: Don't be a goose about it. If you see things you like, need or want, take it, but don't pillage all the items to yourself.

    XBL\PSN\Steam\Origin: Evigilant
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    Zero413Zero413 Zoerp Registered User regular
    Evigilant wrote: »

    Donatra seems like she has a hidden enrage timer, that or last night she was tougher than usual. We kept her at bay, 5k out so she couldn't cloak, and she instant killed 2-3 of us several times (and in Zoerp's case many times :p . He did say, one attack of hers did 30k (or was it 300k?) in damage).

    The gateways one hit kill is around 360K through my shields, Donatra's is too hard to keep track of because it's a swarm of instant death torpedoes, but I would imagine it's around the same number.

    ae092489121c9cd1.png
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    kildykildy Registered User regular
    How long were you all taking to waste her? I've never seen her do all that much. I've lost my carrier to her charge up death beam before due to being SLOOOOOOW and unable to turn.

    I do get the feeling I'm the only person who brings that shield restore beam to STFs though. Seriously, why isn't that just a regular thing for STFers?

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    OwenashiOwenashi Registered User regular
    New Tribble patch is up. Some of the notes might make players happy.
    General:

    Resolved an issue that caused weapons to stop firing.
    Updated the visual appearance of the interact FX.
    Updated the FX for adapted floater so that it only displays one floater at a time.
    Fleets:
    -Fleet events should now properly take local and server time into account.
    -Fleets should no longer be spammed with fleet event messages.
    The Follow Target keybind will now toggle between the chosen camera type and Follow Target, rather than toggling between Follow Target and Free.
    -This means it should be working as intended.

    Systems:

    The Plasmonic Leach console can now stack up to 8 times again.
    Most random drops of Uncommon or better quality are now Bind to Account on Equip.
    -Previously, they were Bind to Character on Equip.
    -This means they can be put in the Account Shared bank even after equipping them.
    Operational Assets:
    -Added more information about shared cooldowns to all Operational Asset descriptions.
    --This is a text change only.
    -Updated the tooltips for Operational Asset ships to provide more detailed information about the ships summoned.
    --This includes the ships' armaments and abilities.
    -Corrected tooltip text for Turret and Torpedo Platforms.
    -New assets created for more ship types.
    --Ki'tang, Negh'var, Bortasqu', Guramba, Kar'Fi, Armitage, Galaxy, Prometheus, Luna, and Galaxy Dreadnought.
    -Atrox and Vo'quv Operational Assets have changed to display as Dreadnoughts, for rank.
    --This is purely a text change.
    Consumable To'duj and Peregrine fighters will no longer display as being usable by ships from the opposing faction.
    Fleet Advanced Antiproton Beam Arrays now specify "Advanced" in their names.
    Single Cannons now properly specify the correct energy type in their description.
    Fleet Elite Phaser Wide Beam Pistols now specify the correct power name in their descriptions.
    Advanced Fleet Polaron Sniper Rifles no longer have fewer damage mods than other Advanced Fleet items.
    Phased Tetryon Dual Cannons and Dual Heavy Cannons can now be equipped on the Escort Carrier.
    Season 6 changed the based HP and Shield modifier of the T5 Excelsior.
    -This was not working as intended and is fixed now.
    -The Excelsior's HP and shield modifier is now reverted to its pre-season 6 values.
    Increased the damage of Galor Spiral Wave Disruptors so they are competitive with Mk XII weapons at level 50.
    Engineering Quantum mortars can no longer be created in social ground maps.
    Mine Revamp:
    -Removed the Shield Healing Debuff from Transphasic Mines.
    --This proc may be replaced at a future time, but was found to be too effective at PvP while having very little effect on PvE.
    ---This imbalanced approach was not part of our design goals.
    -Fixed cooldown error on Dispersal Patterns when used with Tricobalt mines.
    -Tricobalt Mines and Torpedoes no longer share a cooldown timer
    -Corrected description on Chroniton, Quantum and Photon basic mine launch powers.

    UI:

    It is now possible to contribute a stack of data samples and particle traces to a Fleet project at the same time.
    It is now possible to choose a list of Duty Officers to contribute to a Fleet project.

    -Duty Officers will be contributed in the order they are selected.
    -Duty Officers will be numbered in the order they will be contributed.
    -In the event that only part of the selected Duty Officers are contributed, the result display will list the Duty Officers that were contributed.
    Ship store: Buttons as well as current currencies are now only displayed when they are needed for the current ship.
    Resolved an issue that could cause some equipment to not have the "Unequip" option in the context menu when equipped.
    Opening the character status window will now correctly display the ship when in space and the captain while on the ground.
    The stack count chooser popup in the mail will now correctly report the name of the stack.
    Mail details will no longer persist after all messages have been deleted.
    Data samples will now appear in the duty officer Cargo Bay.
    The Mouse4-Mouse8 buttons have returned as available options in the Keybinds window.

    I also found this interesting video in which a STO player goes over the basics of the Vo'Quv Carrier. I'll let more experienced Carrier-jockeys here judge if it's worth it's weight in salt or not.

    http://www.youtube.com/watch?v=nD22NNM1Cjw

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