God the stats on those ships are insane. The Connie is a 5/3 11.5 turn cruiser with three LtcComm seats alongside its Temporal/Engineering Commander seat.
I mean, sure they are going to be super expensive so it's got to justify the cost (I guess??) but I would've thought that a T6 connie with the classic looks would more than do that on its own for the audience that's been asking for one.
Do the special trait stats for bridge officers (+crit, etc.) apply only for officers that are actually seated? If so, that might be one minor disadvantage the Connie has against other T6 ships, since it's only got 4 slots. Those slots are pretty awesome, though.
Someone gave me one of the T6 Connies to try out on Tribble. I have to say I'm a little disappointed. The model is the same as the T1 so you are flying in the smallest T6 cruiser ever. On top of that the seating doesn't really mesh with my play type. Really glad I got to try it out though. Convinced me to either grab another Kelvin dread or just buy the chronos so all my cross faction alts can have at lease something nice.
A 12" Oddy would definitely be the crown jewel of my starship collection. I've been kind of disappointed for a long time that currently the biggest piece on my shelf is from a franchise I don't even particularly like, but it was a gift from my wife so until I can get something cooler the Pillar of Autumn gets to overshine everything from the Enterprise E to Discovery 1.
I'd love to get a print of my main ship, the Vindicator, since I like the double-rollbar thing you can do mixing the Zephyr hull with most of the other struts, but the Zephyr's bottom pod has weird clipping with the back end of a lot of saucers. I don't notice it playing, but I couldn't *not* notice it in a 12" model.
The new lighting system is on Tribble currently. Any graphics card that isn't native DX11 will crash on load, which Cryptic insists won't be the case when this goes live.
Kits and kit modules are now hooked up to the upgrade system, but aren't compatible with any upgrade kits yet. Looks like this might be the next thing.
A 12" Oddy would definitely be the crown jewel of my starship collection. I've been kind of disappointed for a long time that currently the biggest piece on my shelf is from a franchise I don't even particularly like, but it was a gift from my wife so until I can get something cooler the Pillar of Autumn gets to overshine everything from the Enterprise E to Discovery 1.
I'd love to get a print of my main ship, the Vindicator, since I like the double-rollbar thing you can do mixing the Zephyr hull with most of the other struts, but the Zephyr's bottom pod has weird clipping with the back end of a lot of saucers. I don't notice it playing, but I couldn't *not* notice it in a 12" model.
The new lighting system is on Tribble currently. Any graphics card that isn't native DX11 will crash on load, which Cryptic insists won't be the case when this goes live.
Kits and kit modules are now hooked up to the upgrade system, but aren't compatible with any upgrade kits yet. Looks like this might be the next thing.
I'm wondering if the reputation kits and such are going to be upgraded through the AoY upgrade bonus/perk.
If kits are up-gradable I can finally have by boolean at full power. Yay.
0
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
edited September 2016
So I figure it's about time I get my klingon into a fleet, there anyone about with invite privs?
:edit: and may as well hop my 23c over while I'm at it, assuming switching fleets isn't some laborious process.
NEO|Phyte on
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
It's been awhile, so my info may be dated. I know PC used to start you off in the balanced power mode. Switch to the high weapon power one in early game. If you start as a Fed, you may want to even swap out that torpedo for another phaser array. Torpedos can be powerful but that starter Miranda just doesn't have the turn speed to make use of it compared to 3 beams.
The first Fed cruiser is also a hatefully slow clunker, despite being pretty. Remember that a captain can fly any sort of ship, be it engineering, tactical or science focused.
Shield and health recovery skills are really strong in this game, so invest in some.
Basil on
+1
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
If you are going to buy anything at all from zstore (or whatever the cash shop is called) the best and first thing you should buy is the remove credit cap item, it's account wide, cheap and will go a long way.
Also, save your dilithium currency (after you refine it ofc), you'll need it either to exchange for cash shop coins or to spend on gear in the reputation system at lvl 50+
- +shield skills
- +weapon dmg skills of choice
- +hull skills
- anything that says "go faster" or "turn faster" especially things like "25% speed increase in sector space", yeah?
Whee level 8, not blowed up yet. Shouldn't have painted my warbird a fetching dark green, now I can't see me whoopsie.
Edit: As an FYI to anyone else who gets stuck looking for the FUCKING shuttlebay as a Romulan, even though you get the promotion mission to 10, you can't fucking do it until you pick a side. So go pick a side, then you can go to New Romulus. Otherwise you will fly in circles for an embarrassingly long time.
Further note: There's no exchange yet that I've found, which means it's spaceship clown suits for everyone! "P.h.a.s.e.r... Yeah sure that's how you spell "Plasma", whatever, you're blue."
What console are you playing on, I'm thinking of trying this out on PS4...
Xbox, sorry. But it's kinda fun, give it a try! It's clearly got some teething issues, but it's pretty decent honestly, and if Neverwinter was anything to go by, they'll sort a lot of that out over time.
Edit: I assume the answer to this is "It doesn't matter yet" but do I in general want to take the equipment with me to the SS Newboat, or given it's got gear of a higher mark, assume it's got better? Obviously this will end once I hit T5-6 ships and have shinies of generally the same level.
Also, there apparently is an exchange, it's just hidden in the fucking shuttlebay seriously fuck that place man.
- +shield skills
- +weapon dmg skills of choice
- +hull skills
- anything that says "go faster" or "turn faster" especially things like "25% speed increase in sector space", yeah?
Whee level 8, not blowed up yet. Shouldn't have painted my warbird a fetching dark green, now I can't see me whoopsie.
Sector space speed buffs shouldn't be a huge priority. They'll help you get from system to system, but not much else when you're actually fighting, and AFAIK, there's no missions in the game with a timer on them requiring you to get to them quickly, so may as well prioritize other goodies that do help you.
Edit: I assume the answer to this is "It doesn't matter yet" but do I in general want to take the equipment with me to the SS Newboat, or given it's got gear of a higher mark, assume it's got better? Obviously this will end once I hit T5-6 ships and have shinies of generally the same level.
Also, there apparently is an exchange, it's just hidden in the fucking shuttlebay seriously fuck that place man.
Depends on the equipment on SS Oldboat. If it's blue/purple quality, then it may be better than a white of a higher level. On the PC you can compare the DPS of the weapons fairly easily by mousing over the one in your inventory, not sure if it's the same on consoles though.
Of course, since you're not likely to hop back in Oldboat any time soon (well, ever), you may as well strip it. Most gear that you get can be fed to the replicator for some quick cash (exceptions for the base gear that comes with the ship).
Cool, so kind of how I was thinking, then. Currently the consoles I have are being transferred, but that's just due to the new ships not coming with any so far.
I'll figure on worrying about damage type matching, etc once I have a console or any form of skill that interacts with that. Till then, I'll be setting off the most fabulous rainbow light show in the Alpha Quadrant because "Beam array" is better than "not a beam array".
Cool, so kind of how I was thinking, then. Currently the consoles I have are being transferred, but that's just due to the new ships not coming with any so far.
I'll figure on worrying about damage type matching, etc once I have a console or any form of skill that interacts with that. Till then, I'll be setting off the most fabulous rainbow light show in the Alpha Quadrant because "Beam array" is better than "not a beam array".
I could be wrong (I just got back into the game recently) but I don't think there's any skills that interact differently based on damage type.
Like, Fire at Will is just "Fire all the Beams", but doesn't care if they're phaser beams or plasma beams or whatever. Except for torpedoes, there are some variations for torpedo skills based on the type of projectile.
Damage matching really only starts to matter once you get a couple of tactical console slots.
A Mk1 Generic console will boost all weapons of a given type (Cannon, Torpedo, Beam, Mine) by 2.5%, a Mk14 will boost them 18.8% (assuming white quality)
A Mk1 Specific console will boost all weapons of that energy type (phasers, disrupters etc) weapons by 3.8%, a Mk 14 by 28.1 at white quality. So, when you've got 2 or 3 of those, it can make a substantial different in damage.
So, especially at higher ranks, it's very useful to focus on a specific weapon type to maximize the damage it can do.
I just got the chroniton microtorpedo spread kit module, and I like it. But, it meant dropping one of my grenades, so I had to shop around for a new kit frame that lets me drop something I don't care about like suppressing fire.
In the process I found something for the "Wish I'd..." column: I wish I'd known that the kit frames from the research lab have a mod that gives you a free power from one of the other professions. I picked up one with vascular regenerator (heal on a tac captain sounds nice) and one with sonic pulse (the only offensive option for tac).
Guess this won't help you in the short term on the consoles, since most of the alternate progression systems aren't included in the initial launch (you get reputations, but not R&D, upgrades, doffs, admiralty, or fleet holdings), but keep it in mind - don't spend too much optimizing your kit frame, because the stat bonuses on them aren't exactly huge, and trading one for an extra power (especially one you can't get otherwise) is a really good trade.
How do I tell if a boff is shit? I have extra, I guess, and at least one of them is a scrappy Reman orphan and seriously, no. I am given to understand that Romulan Science Lady is cool so keep her, but am unclear as to why. (The wiki is... Marginally helpful on this, I have to say.)
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SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Huh.
I always thought that the free power was hard-wired into one of the ability slots (like event ship gear) but you say it's in place of some of the stats? That is possibly enough to tempt me away from my Rom Navy kit+shield combo.
A lot of "this is good and that is crap" advice comes off the plates of the top-deeps speed-run contingent, who have developed a sort of Mad Max style gasoline cult around going fast through group missions they all hate.
It is an odd thing to see in such an easy game but I do respect their healthy lust for explosions. A well kitted out ship just breaks all content it encounters.
Boffs will sometimes have tiny bonuses to stats that are beneficial to murdering things and are thus worth keeping around to fill a seat on your bridge, like a crit modifier hidden away in their bonus sheet or what have you. Crit chance or damage after cloak, something along those lines, was one that folks really liked. I'm sure there are others.
Some officers, I think the duty officers? Provide really noticeable bonuses when slotted in as first officer or engineer or the like. Funky ability modifications or more straightforward things like cooldown reduction. These can go for many millions of credits on the exchange.
Basil on
+1
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Yeah Doffs (which aren't on console yet I think?) can dramatically change things like making torps fire faster, making extra bonus turrets on ground or spawning multiple extra gravity wells and so on, they are great fun.
I always thought that the free power was hard-wired into one of the ability slots (like event ship gear) but you say it's in place of some of the stats? That is possibly enough to tempt me away from my Rom Navy kit+shield combo.
Nope, you still get 5 slots (2 of each subdivision and for either). Just instead of four stat mods that a fleet-level kit should have it has 3 plus the free power.
0
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
I always thought that the free power was hard-wired into one of the ability slots (like event ship gear) but you say it's in place of some of the stats? That is possibly enough to tempt me away from my Rom Navy kit+shield combo.
Nope, you still get 5 slots (2 of each subdivision and for either). Just instead of four stat mods that a fleet-level kit should have it has 3 plus the free power.
hmm
Going to have to put some consideration into this then
A lot of "this is good and that is crap" advice comes off the plates of the top-deeps speed-run contingent, who have developed a sort of Mad Max style gasoline cult around going fast through group missions they all hate.
It is an odd thing to see in such an easy game but I do respect their healthy lust for explosions. A well kitted out ship just breaks all content it encounters.
Boffs will sometimes have tiny bonuses to stats that are beneficial to murdering things and are thus worth keeping around to fill a seat on your bridge, like a crit modifier hidden away in their bonus sheet or what have you. Crit chance or damage after cloak, something along those lines, was one that folks really liked. I'm sure there are others.
Some officers, I think the duty officers? Provide really noticeable bonuses when slotted in as first officer or engineer or the like. Funky ability modifications or more straightforward things like cooldown reduction. These can go for many millions of credits on the exchange.
Ah I see, so really it's "do they have an ability I need/want" and "is there a useful stat", and otherwise it's all about if I hate their face. Perfect. Is it worth the extra boff slots? Quite inexpensive at the moment.
And yeah, doffs aren't in yet. Nor is R&D, which makes the R&D section of my menus a little confusing, but I overall get the feeling this was "Ship it by Star Trek Day! OR ELSE!" and there will be many patches to reattach the bits they sawed off to make it. It's cool though, I found the Dabo tables.
I think console is also behind in the timeline at the moment; our lockboxes are Dominion-Cardassian, which appears to be a special combo version of an older PC one?
Extra slots aren't as useful as they used to be, since you can train boffs in more skills than they can slot and switch each slot as you need. So where people used to keep two sets of tactical boffs for AOE vs. single target, you can train one set in both and switch their skills.
However, you might not want to use the same set for bridge and away - turret teams are still great on away teams, but don't fit in the free boff limit if you're not in a cruiser, and if you're in a science vessel you probably don't want to take so many science boffs on away missions, since they're not great with their offensive powers and there's not much need for more than one healer.
+2
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Yeah it's a combination of 2 others with new rewards (at least ship-wise) (that will probably turn up on pc soonish?). Boff slots you should get enough of just by levelling up I think, at least I haven't felt particularly cramped in my roster. You can also pulp boffs you don't need into training manuals for ones you want to keep!
Yeah it's a combination of 2 others with new rewards (at least ship-wise) (that will probably turn up on pc soonish?). Boff slots you should get enough of just by levelling up I think, at least I haven't felt particularly cramped in my roster. You can also pulp boffs you don't need into training manuals for ones you want to keep!
I found that button! It however said absolutely nothing about what that button did, and the total tutorial on "training" was "you can train boffs! Hit this button!" without bringing up "manuals".
The Scrappy Reman may end up pulped. I'd pulp this Eevan Koth whatever the fuck not-Carth-dude I was handed, but he's purple and as we all know, purple is better than blue or green. Somehow. Also I think he's needed for missions or something. Chatty bastard.
0
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Yeah it's a combination of 2 others with new rewards (at least ship-wise) (that will probably turn up on pc soonish?). Boff slots you should get enough of just by levelling up I think, at least I haven't felt particularly cramped in my roster. You can also pulp boffs you don't need into training manuals for ones you want to keep!
I found that button! It however said absolutely nothing about what that button did, and the total tutorial on "training" was "you can train boffs! Hit this button!" without bringing up "manuals".
The Scrappy Reman may end up pulped. I'd pulp this Eevan Koth whatever the fuck not-Carth-dude I was handed, but he's purple and as we all know, purple is better than blue or green. Somehow. Also I think he's needed for missions or something. Chatty bastard.
If you select a Boff and go to the Skills tab you should be able to see a big list of what they can learn for each level (ensign, lt, ltcomm, comm). You can buy manuals from a vendor on earth spacedock or the klingon first city or the romulan flotilla, but some skills can only be found on either boffs (who can then be pulped to teach other boffs) or via captain training in R&D...which...if it's not turned on for console yet is a little odd.
Yeah it's a combination of 2 others with new rewards (at least ship-wise) (that will probably turn up on pc soonish?). Boff slots you should get enough of just by levelling up I think, at least I haven't felt particularly cramped in my roster. You can also pulp boffs you don't need into training manuals for ones you want to keep!
I found that button! It however said absolutely nothing about what that button did, and the total tutorial on "training" was "you can train boffs! Hit this button!" without bringing up "manuals".
The Scrappy Reman may end up pulped. I'd pulp this Eevan Koth whatever the fuck not-Carth-dude I was handed, but he's purple and as we all know, purple is better than blue or green. Somehow. Also I think he's needed for missions or something. Chatty bastard.
If you select a Boff and go to the Skills tab you should be able to see a big list of what they can learn for each level (ensign, lt, ltcomm, comm). You can buy manuals from a vendor on earth spacedock or the klingon first city or the romulan flotilla, but some skills can only be found on either boffs (who can then be pulped to teach other boffs) or via captain training in R&D...which...if it's not turned on for console yet is a little odd.
Yeah, I have skills (I think?) that say I can now teach things to boffs, but I'll be damned if I can find one who can learn anything I can teach. I'm figuring I won't worry about it for a while, I mean I'm like level 19. And so far apart from the educational "don't fly right into the middle of that fleet battle" incident, things are pretty smooth sailing.
0
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Yeah it's a combination of 2 others with new rewards (at least ship-wise) (that will probably turn up on pc soonish?). Boff slots you should get enough of just by levelling up I think, at least I haven't felt particularly cramped in my roster. You can also pulp boffs you don't need into training manuals for ones you want to keep!
I found that button! It however said absolutely nothing about what that button did, and the total tutorial on "training" was "you can train boffs! Hit this button!" without bringing up "manuals".
The Scrappy Reman may end up pulped. I'd pulp this Eevan Koth whatever the fuck not-Carth-dude I was handed, but he's purple and as we all know, purple is better than blue or green. Somehow. Also I think he's needed for missions or something. Chatty bastard.
If you select a Boff and go to the Skills tab you should be able to see a big list of what they can learn for each level (ensign, lt, ltcomm, comm). You can buy manuals from a vendor on earth spacedock or the klingon first city or the romulan flotilla, but some skills can only be found on either boffs (who can then be pulped to teach other boffs) or via captain training in R&D...which...if it's not turned on for console yet is a little odd.
Yeah, I have skills (I think?) that say I can now teach things to boffs, but I'll be damned if I can find one who can learn anything I can teach. I'm figuring I won't worry about it for a while, I mean I'm like level 19. And so far apart from the educational "don't fly right into the middle of that fleet battle" incident, things are pretty smooth sailing.
Ah the catch might be that you need to promote the officer, which you might not be able to do for the first time until you get to level 20 or so (or whatever Commander-equivalent rank is) as you need to be 1 rank higher than whatever they get promoted to. There's a button on their character sheet to do so, either in their equip screen or their skills. But yeah, don't worry too much until you get to higher levels.
Honestly it can be a detriment. Keeping forward weapon arcs lined up means slowing down during attack runs, and for broadside cruisers it means more circling onto new shield arcs and letting regen fill in behind you.
Speed gives a defense bonus, but it's implemented in a weird way and it's more dependent on throttle than actual speed.
The one benefit of speed is that when things are going badly in PVE, you can disengage and hover just outside of 10 km, catching up on healing or cooldowns while the enemy lazily pursues you. You can also get that with evasive maneuvers, that barrel roll thing from the pilot spec, deuterium reserves from Franklin Drake's daily mission, or the afterburner console from the tier 2 escort, though, so really speed is only a secondary factor then, too.
Edit: Um... How bad do I want the Valdore and the Console - Universal - Shield Absorptive Frequency Generator because that seems absolutely nutballs for a passive power. Obviously the ship itself will be kind of irrelevant but damn that's a console and a half.
Posts
Do the special trait stats for bridge officers (+crit, etc.) apply only for officers that are actually seated? If so, that might be one minor disadvantage the Connie has against other T6 ships, since it's only got 4 slots. Those slots are pretty awesome, though.
printable versions of your ships.
Oh man if these are cheap I'd love a couple of them, which guarantees they fucking won't be.
pleasepaypreacher.net
pleasepaypreacher.net
edit: also some of the amusing custom jobs you can do by mixing parts. Like the Miranda that's using warp nacelles for space-skis.
I'd love to get a print of my main ship, the Vindicator, since I like the double-rollbar thing you can do mixing the Zephyr hull with most of the other struts, but the Zephyr's bottom pod has weird clipping with the back end of a lot of saucers. I don't notice it playing, but I couldn't *not* notice it in a 12" model.
The new lighting system is on Tribble currently. Any graphics card that isn't native DX11 will crash on load, which Cryptic insists won't be the case when this goes live.
Kits and kit modules are now hooked up to the upgrade system, but aren't compatible with any upgrade kits yet. Looks like this might be the next thing.
I'm wondering if the reputation kits and such are going to be upgraded through the AoY upgrade bonus/perk.
:edit: and may as well hop my 23c over while I'm at it, assuming switching fleets isn't some laborious process.
Warframe/Steam: NFyt
Ima go blow up. Spectacularly.
Any "wish I'd..." advice?
It's been awhile, so my info may be dated. I know PC used to start you off in the balanced power mode. Switch to the high weapon power one in early game. If you start as a Fed, you may want to even swap out that torpedo for another phaser array. Torpedos can be powerful but that starter Miranda just doesn't have the turn speed to make use of it compared to 3 beams.
Shield and health recovery skills are really strong in this game, so invest in some.
Also, save your dilithium currency (after you refine it ofc), you'll need it either to exchange for cash shop coins or to spend on gear in the reputation system at lvl 50+
D3 Steam #TeamTangent STO
- +shield skills
- +weapon dmg skills of choice
- +hull skills
- anything that says "go faster" or "turn faster" especially things like "25% speed increase in sector space", yeah?
Whee level 8, not blowed up yet. Shouldn't have painted my warbird a fetching dark green, now I can't see me whoopsie.
Edit: As an FYI to anyone else who gets stuck looking for the FUCKING shuttlebay as a Romulan, even though you get the promotion mission to 10, you can't fucking do it until you pick a side. So go pick a side, then you can go to New Romulus. Otherwise you will fly in circles for an embarrassingly long time.
Further note: There's no exchange yet that I've found, which means it's spaceship clown suits for everyone! "P.h.a.s.e.r... Yeah sure that's how you spell "Plasma", whatever, you're blue."
Xbox, sorry. But it's kinda fun, give it a try! It's clearly got some teething issues, but it's pretty decent honestly, and if Neverwinter was anything to go by, they'll sort a lot of that out over time.
Edit: I assume the answer to this is "It doesn't matter yet" but do I in general want to take the equipment with me to the SS Newboat, or given it's got gear of a higher mark, assume it's got better? Obviously this will end once I hit T5-6 ships and have shinies of generally the same level.
Also, there apparently is an exchange, it's just hidden in the fucking shuttlebay seriously fuck that place man.
Sector space speed buffs shouldn't be a huge priority. They'll help you get from system to system, but not much else when you're actually fighting, and AFAIK, there's no missions in the game with a timer on them requiring you to get to them quickly, so may as well prioritize other goodies that do help you.
Depends on the equipment on SS Oldboat. If it's blue/purple quality, then it may be better than a white of a higher level. On the PC you can compare the DPS of the weapons fairly easily by mousing over the one in your inventory, not sure if it's the same on consoles though.
Of course, since you're not likely to hop back in Oldboat any time soon (well, ever), you may as well strip it. Most gear that you get can be fed to the replicator for some quick cash (exceptions for the base gear that comes with the ship).
I'll figure on worrying about damage type matching, etc once I have a console or any form of skill that interacts with that. Till then, I'll be setting off the most fabulous rainbow light show in the Alpha Quadrant because "Beam array" is better than "not a beam array".
I could be wrong (I just got back into the game recently) but I don't think there's any skills that interact differently based on damage type.
Like, Fire at Will is just "Fire all the Beams", but doesn't care if they're phaser beams or plasma beams or whatever. Except for torpedoes, there are some variations for torpedo skills based on the type of projectile.
Damage matching really only starts to matter once you get a couple of tactical console slots.
A Mk1 Generic console will boost all weapons of a given type (Cannon, Torpedo, Beam, Mine) by 2.5%, a Mk14 will boost them 18.8% (assuming white quality)
A Mk1 Specific console will boost all weapons of that energy type (phasers, disrupters etc) weapons by 3.8%, a Mk 14 by 28.1 at white quality. So, when you've got 2 or 3 of those, it can make a substantial different in damage.
So, especially at higher ranks, it's very useful to focus on a specific weapon type to maximize the damage it can do.
In the process I found something for the "Wish I'd..." column: I wish I'd known that the kit frames from the research lab have a mod that gives you a free power from one of the other professions. I picked up one with vascular regenerator (heal on a tac captain sounds nice) and one with sonic pulse (the only offensive option for tac).
Guess this won't help you in the short term on the consoles, since most of the alternate progression systems aren't included in the initial launch (you get reputations, but not R&D, upgrades, doffs, admiralty, or fleet holdings), but keep it in mind - don't spend too much optimizing your kit frame, because the stat bonuses on them aren't exactly huge, and trading one for an extra power (especially one you can't get otherwise) is a really good trade.
How do I tell if a boff is shit? I have extra, I guess, and at least one of them is a scrappy Reman orphan and seriously, no. I am given to understand that Romulan Science Lady is cool so keep her, but am unclear as to why. (The wiki is... Marginally helpful on this, I have to say.)
I always thought that the free power was hard-wired into one of the ability slots (like event ship gear) but you say it's in place of some of the stats? That is possibly enough to tempt me away from my Rom Navy kit+shield combo.
D3 Steam #TeamTangent STO
It is an odd thing to see in such an easy game but I do respect their healthy lust for explosions. A well kitted out ship just breaks all content it encounters.
Boffs will sometimes have tiny bonuses to stats that are beneficial to murdering things and are thus worth keeping around to fill a seat on your bridge, like a crit modifier hidden away in their bonus sheet or what have you. Crit chance or damage after cloak, something along those lines, was one that folks really liked. I'm sure there are others.
Some officers, I think the duty officers? Provide really noticeable bonuses when slotted in as first officer or engineer or the like. Funky ability modifications or more straightforward things like cooldown reduction. These can go for many millions of credits on the exchange.
D3 Steam #TeamTangent STO
Nope, you still get 5 slots (2 of each subdivision and for either). Just instead of four stat mods that a fleet-level kit should have it has 3 plus the free power.
hmm
Going to have to put some consideration into this then
D3 Steam #TeamTangent STO
Ah I see, so really it's "do they have an ability I need/want" and "is there a useful stat", and otherwise it's all about if I hate their face. Perfect. Is it worth the extra boff slots? Quite inexpensive at the moment.
And yeah, doffs aren't in yet. Nor is R&D, which makes the R&D section of my menus a little confusing, but I overall get the feeling this was "Ship it by Star Trek Day! OR ELSE!" and there will be many patches to reattach the bits they sawed off to make it. It's cool though, I found the Dabo tables.
I think console is also behind in the timeline at the moment; our lockboxes are Dominion-Cardassian, which appears to be a special combo version of an older PC one?
However, you might not want to use the same set for bridge and away - turret teams are still great on away teams, but don't fit in the free boff limit if you're not in a cruiser, and if you're in a science vessel you probably don't want to take so many science boffs on away missions, since they're not great with their offensive powers and there's not much need for more than one healer.
D3 Steam #TeamTangent STO
I found that button! It however said absolutely nothing about what that button did, and the total tutorial on "training" was "you can train boffs! Hit this button!" without bringing up "manuals".
The Scrappy Reman may end up pulped. I'd pulp this Eevan Koth whatever the fuck not-Carth-dude I was handed, but he's purple and as we all know, purple is better than blue or green. Somehow. Also I think he's needed for missions or something. Chatty bastard.
If you select a Boff and go to the Skills tab you should be able to see a big list of what they can learn for each level (ensign, lt, ltcomm, comm). You can buy manuals from a vendor on earth spacedock or the klingon first city or the romulan flotilla, but some skills can only be found on either boffs (who can then be pulped to teach other boffs) or via captain training in R&D...which...if it's not turned on for console yet is a little odd.
D3 Steam #TeamTangent STO
Yeah, I have skills (I think?) that say I can now teach things to boffs, but I'll be damned if I can find one who can learn anything I can teach. I'm figuring I won't worry about it for a while, I mean I'm like level 19. And so far apart from the educational "don't fly right into the middle of that fleet battle" incident, things are pretty smooth sailing.
Ah the catch might be that you need to promote the officer, which you might not be able to do for the first time until you get to level 20 or so (or whatever Commander-equivalent rank is) as you need to be 1 rank higher than whatever they get promoted to. There's a button on their character sheet to do so, either in their equip screen or their skills. But yeah, don't worry too much until you get to higher levels.
D3 Steam #TeamTangent STO
Suddenly the flying brick D'Derpidex I'm looking forward to just got a lot more attractive.
Speed gives a defense bonus, but it's implemented in a weird way and it's more dependent on throttle than actual speed.
The one benefit of speed is that when things are going badly in PVE, you can disengage and hover just outside of 10 km, catching up on healing or cooldowns while the enemy lazily pursues you. You can also get that with evasive maneuvers, that barrel roll thing from the pilot spec, deuterium reserves from Franklin Drake's daily mission, or the afterburner console from the tier 2 escort, though, so really speed is only a secondary factor then, too.
Yes. Plan. Coming together nicely.
Edit: Um... How bad do I want the Valdore and the Console - Universal - Shield Absorptive Frequency Generator because that seems absolutely nutballs for a passive power. Obviously the ship itself will be kind of irrelevant but damn that's a console and a half.