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[STO] Star Trek Online: Welcome to the beautiful OH MY GOD THERE ARE SPIDERS EVERYWHERE

HevachHevach Registered User regular
edited October 2017 in MMO Extravaganza
Star Trek Online is, what else, an MMO based in the Star Trek universe. You fly a space ship, look at other space ships, blow them up, beam down and shoot people. It has a strong story component and a significant solo/small group presence, with almost all content tailored for play sessions shorter than an hour.


What's happening now?
The recently resolved story event through seasons 12 and 13 is a conflict between the Son'a (of Insurrection infamy) and Tzenkethi (of DS9 mentioned a few times), which arose from first contact with the Lukari and Kentari, yet another pair of races from the same ancestral homeworld evolving down different paths. The conflict is heavily charged with superweapons, as everyone involved uses their own equivalent of the Genesis Device, some for constructive and some for destructive purposes. Returning characters from the shows are Rodek, the false identity of Worf's brain-wiped brother, and Martok, who survived his apparent death after the end of DS9 by actually being thrown in a secret alien prison deep in an asteroid belt where he was forced to fight other prisoners and his jailers constantly in a brutal pointless bloodsport. Upon rescue, he is quoted, "Yes, this shit again."

What's happening next?
September 12: Geordi La Forge returns in a special event including new TNG themed uniforms and shuttlecraft and a new Galaxy-class interior. This mission will feature the return of the Nexus energy ribbon from Generations. Make sure your tractor beams are installed *before* Tuesday.

October:

Season 14: Emergence. We don't know a whole lot about this yet, but its most prominent feature revealed so far is a new fleet holding, the Colony. Unlike all the holdings released after the original Starbase, the Colony is a full, 3-track, 5-tier holding like the Starbase, which like the Starbase will take the most dedicated fleets over a year to complete. There will also be a new engineering themed specialization called Miracle Worker, and more stuff with Geordi La Forge continuing on for the rest of this season.

Summer, 2018:
(see the last bit of the video above)
Expansion 4, Victory is Life. All we've seen so far is the moment just before you shit your pants, as the wormhole opens and a massive Jem'hadar fleet floods out of the wormhole to descend upon Deep Space Nine.

SHIP INFO
Compared to launch, or even just to the last OP, ships have diversified immensely. The classifications are getting blurrier, there are more sub-types within each, and there's a lot of ships that just defy the system, like massive terror weapons with the bulk of a cruiser and the weapons of an escort. This would be infinitely more intimidating if we didn't see this same sight years ago in The 2800 when the wormhole spat out the fleet it swallowed in Sacrifice of Angels. Presumably time it's the real deal. The last time we saw the Dominion they joined the Iconian War at the last minute and helped save Earth from destruction.



Newbie Info
I've pared this section down a lot, since much of what was in it was obsolete.


The game is split between space and ground. The three main classes are Tactical (DPS/tank), Engineer (defense/pets), and Science (support/techno-magic). However, classes get very fuzzy because you also have an entire bridge crew with a slightly reduced power set covering all three classes. Up to four members of your bridge crew join you on away missions, and up to five fill seats on your starship, contributing more to the power loadout than your captain actually does in the end.

Your ship class isn't tied to your captain class, so you can do things like have a tactical captain in an engineering ship for a huge variety of loadouts that blur the classes together.

Cruisers: Big heavy engineering ships, built mainly to fight broadside with beam arrays. Battlecruisers can use heavier forward facing weapons, but many still favor the broadside arrangement. Cruisers have special commands that give them a free "aura" buff to themselves and their nearby allies. Different types of cruisers have different selections, the more battle-leaning the cruiser is, in general the fewer command auras it can select.

Escorts: Faster tactical ships built for heavy forward facing weapons and either hit and run harassment or just vaporizing targets with huge burst damage.

Destroyers: Despite dev insistence that "destroyers are not escorts" destroyers are just escorts. Some of them are slower and heavier, some are lighter and faster, some are exactly the same, all of them are escorts.

Raiders: Mainly a Klingon thing, though Feds and Romulans have a few equivalents, raiders are very light escorts with universal bridge stations and the ability to cloak while in combat. Raiders have a flanking mechanic where they do increased damage to the rear arc of targets.

Escorts, raiders, and Destroyers all have a special "heavy weapon" slot. There's only a few options here, but it's a powerful, longish-cooldown weapon, usually with some kind of multitarget gimmick. Options include a dual torpedo launcher, an electrical weapon that hits everything in a straight line, and flak cannons that saturate an area with light kinetic damage that's as much point defense as offense.

Warships: Distinguished from Escorts by having eight weapon slots. There are only a handful, but they are generally just destoryers without a heavy weapon.

Science Vessels: The name is misleading, but these are vessels built for science. Control, support, healing, and other fancy technomagic effects. If it comes out of a deflector and modulates the tachyons, it's probably a science vessel. Science vessels have a special secondary deflector dish. This doesn't mount the normal navigational deflectors all ships get, but has special equipment specifically meant for channeling your quantums. Their boosts are significant, but focused on narrow types of science powers.

Carriers: Carriers launch pets. Many cruisers, several science vessels, and a handful of escorts have hangars and can launch fighters, however, the true "Carrier" designation is generally reserved for ships with two hangars, generally with limited weapon loadouts and heavy support abilities and usually access to bigger frigate pets.

Warbirds: Romulan ships with singularity cores and fancy battle cloaks that increase mobility. Warbird is something of an arbitrary designation, since they come in escort, cruiser, science, and carrier flavors, but all Warbirds do share some unique mechanics related to their special warp cores. In combat, your singularity core will charge, enabling you to fire a wide variety of unique powers only available to Warbirds. However, they generate less power, with a base of 45 per system rather than 50. Warbirds are generally slower and more fragile out of cloak than equivalent antimatter cored ships.


Progression
STO has a massive, branching leveling system.

First, your captain levels. Up to level 50, you follow a traditional skill tree style system, with tracks corresponding to the three classes. If you reach the bottom of a track, you unlock an "ultimate" power for that track. This doesn't have to be the same track as your class, so you can actually have, say, an engineering-focused tactical captain.

Doffs
The first branch of progression are duty officers, the minor mooks that do all the real work while you and your bridge crew are being awesome. You can send them around on and off the ship to do all kinds of missions on their own, and they'll bring you back loot and experience. There are a number of departments that level up from this, but the levels don't actually mean anything. After the last level is an "overcap" space that you can store up experience in, and cash it in at your fleet's starbase for fleet marks.

R&D
The next branch, where your duty officers make equipment for you. At first glance, this all seems like the same stuff you get in random loot, but as you level up each track, you actually get a chance at traits you can't get normally and higher qualities. R&D also has a variety of unique gear that unlocks at higher levels, and is the main source of upgrade packs for the next branch...

Upgrades
Once R&D tracks hit level 10, you can start upgrading gear with special packs. Each item has two exp bars - the top bar is a direct leveling progression from Mk I to Mk XIV, and the bottom is the chance to get a quality level upgrade when the top bar circles around. At Mk XIV, the top bar loops, allowing you to build up the bottom bar until eventually you will get quality upgrades, if you're willing to sink that much effort.

Reputation
Unlocking at level 40 when the older endgame content starts to appear, each reputation is entirely self-contained. Each one is connected to a set of themed content, which rewards its own progression mark, and unlocks rewards themed around the enemies in that content set. Unlike the other progression branches, each reputation has its own project slots, so they can all be pursued without tying up limited resources (aside from your time) needed for other tracks.

Specialization
At level 50, the leveling system changes. Level gaps become wider, and you stop gaining normal skill points for the grid you've been filling so far. Now you get specialization points, and unlock a number of new trees. These trees can be completely filled, once you hit the level cap it just loops giving you a new point every time. You can set one primary and one secondary specialization, with the secondary specialization only benefitting from the top half of its tree (some trees only actually have this half). You can also train bridge officers in these specializations and teach them new powers, though using them in space requires special ships that support those specializations.

Admiralty
The last branch is Admiralty, which is basically doffs but with ships instead of mooks. Every old ship you've flown at any time will be available for use here (even if you got rid of it), as well as some specially unlocked ships you don't get to fly but can use here, and you can assign them alone or in groups of up to three to do all kinds of jobs, just like your doffs. Like your doffs, they bring you back loot and experience. A lot of experience, in fact, at high levels and in the level 60 loop admiralty provides more experience than anything else. There are currently four tracks of this, each one themed around the defense of a major faction and with rewards themed around that faction. Each faction also has a ten-mission "Tour of Duty," which, when completed, gives a very large reward, like several specialization points at once or a large amount of dilithium. Tours of duty reset after completed, so you can get that big reward again and again.


Fleet Progression
Fleet progression takes the form of major building projects. Each holding strongly resembles a reputation, with its own project slots, but this time sharing a single input mark. There are two levels of holding:

Major holdings are the Starbase and the Colony. These have three sub-tracks and five tiers, and timegating means they take a minimum of just over a year to complete. These are immense projects, especially for small fleets trying to work on both. Both major holdings also have several queue events tied to them to earn fleet marks.
Minor holdings include a dilithium mine and several various facilities around the galaxy. These have two sub-tracks and three tiers, and can be completed in a couple months.

Holdings are immense resource sinks, but unlock many of the best and most unique things in the game, from guns to starships.

Sub-track tiers and holding tiers visually upgrade your holding as well as unlocking rewards. For example, your Starbase starts as a tiny nub of a thing smaller than some player ships, but at full development is a massive station to rival Earth Spacedock with four smaller space stations surrounding it. Each holding also has a rotating selection of special unlocks that offer visual upgrades of their own. These at generally big dilithium sinks, but many of them look really cool, and... Really, just admit it to yourself, your fleet's going to do them because they're there.



PLAY WITH US!

Penny Arcade has a fleet, the "Arcadian Defense Fleet"

We have a chat channel setup, this is where we Arcadians chat. To join, type the following:
/channel_join "Penny Arcade"
The quotation marks are important, don't forget them.

There is also a PA Klingon Fleet, called the "House of M'rch." Everyone uses the same old Penny Arcade channel no matter
their faction.

Hevach on
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Posts

  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    So I probably should get a warp core of some description for my vesta since I'm flying around with a default mk X

    of the fleet cores, which do which/which are more useful etc?

    fuck gendered marketing
  • SeriouslySeriously Registered User regular
    Hevach wrote: »
    Romulans get battle cloaks they can fire torpedoes through.

    they are too nice to us


    it's cool though

  • SnicketysnickSnicketysnick The Greatest Hype Man in WesterosRegistered User regular
    Elldren wrote: »
    So I probably should get a warp core of some description for my vesta since I'm flying around with a default mk X

    of the fleet cores, which do which/which are more useful etc?

    I actually fly with the warp core from Sphere of Influence and Aux at 135. Depending on your power set up, the +AMP cores can be very nice though. If you are running an engineer or plasmonic leech or both you can pretty easily keep all of your power settings above 75 for a pretty tasty bonus.

    7qmGNt5.png
    D3 Steam #TeamTangent STO
    Elldren
  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    Elldren wrote: »
    So I probably should get a warp core of some description for my vesta since I'm flying around with a default mk X

    of the fleet cores, which do which/which are more useful etc?

    I actually fly with the warp core from Sphere of Influence and Aux at 135. Depending on your power set up, the +AMP cores can be very nice though. If you are running an engineer or plasmonic leech or both you can pretty easily keep all of your power settings above 75 for a pretty tasty bonus.

    basically I need to actually go through story missions

    *sigh*

    fuck gendered marketing
  • HevachHevach Registered User regular
    You can always just hit the skip button until you get to the ones you want. Everything from Sphere of Influence forward is really good, though.

    If you use antiproton wapons, the Sphere of Influence core and omnidirectional beam combine into a really nice set.

  • MordrackMordrack Registered User regular
    AMP cores are crazy good.

    steam_sig.png
  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    The story missions are overall great and they have been back through them over the years and eliminated a lot of annoying stuff from the old missions (like the missions with extended transit through thrusters only nebulas).

    All the newer missions are good to excellent.

    Elldren
  • ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    Elldren wrote: »
    Elldren wrote: »
    So I probably should get a warp core of some description for my vesta since I'm flying around with a default mk X

    of the fleet cores, which do which/which are more useful etc?

    I actually fly with the warp core from Sphere of Influence and Aux at 135. Depending on your power set up, the +AMP cores can be very nice though. If you are running an engineer or plasmonic leech or both you can pretty easily keep all of your power settings above 75 for a pretty tasty bonus.

    basically I need to actually go through story missions

    *sigh*

    The Dyson's Sphere missions aren't bad. I would have been happier with the exposition that happens around it having a bit more brevity but the space shooting bits are fun and honestly the ground mission stuff is mostly just running around.

    But if you don't want to do that, the Fleet Warp Cores are excellent and you'll probably choose one depending on how you want the power diversion to go. My escort is running A->W.

  • PreacherPreacher Registered User regular
    Yeah I like the fleet cores, especially being able to boost up weapon power when you need it.

    Shameless Link whoring updated Fridays starting 1/26/17
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  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    I use a fleet core on my wells, I believe I have one that goes Aux to Shields but I would have to patch up the game to check. The end result is that I can run weapons max, and still have shields and aux fairly high and engines at 50ish. I switch to full aux only when dropping a gravity well, the rest of my science abilities run sufficiently at 75 aux without needing to bother to switch.

    I've never found the magic build that lets me run weapons and aux high all the time so I stopped trying. Being in a science ship means accepting that you have to juggle power during combat, though you can minimize the amount of switching you need to do.

  • Mr. PokeylopeMr. Pokeylope Registered User regular
    edited September 2014
    Been using this for my Vesta good Weapon and Aux power. The key to it is the doffs and plasma leech:

    3x Damage Control Engineer - Chance to reduce cool down EptX
    2x Conn Officer - Tac Team cool down reducing
    Warp core Engineer - chance of power boost to all systems when activating Ept X

    Slot a plasma leech. Keep in mind Flow Capacitor skill boost plasma leech engery drain want it maxed. Along with Plasma Intergrated Warp Core [eff] [W->A] [AMP].
    If you have the Embassy Flow Cap w/plasma weapon Bonus also good for extra energy and dps.


    Power levels are at unmod:

    Weapons: 90
    Shields: 15
    Engine: 35
    Aux: 60
    Adjusted so with plasma leech and Boff power buffs Weapons and Aux are at max and Shield and Engines are above 75 for [AMP] bonus
    Make sure you slot the Aux boosting Def&Offense traits from Nukara rep

    LTC TAC: TT, ApB, FAW3
    LT TAC: FAW1, ApB
    LT Eng: EptS, EptW
    En Eng: EngT
    Cdr Sci: HE, SciT, Energy Sipon, GW3

    I use Romulan exp Beam array and Borg cutting beam and 4x Rom PLasm Beam CtDx2 on the ship. Weapon power is near 125 and Aux is maxed pull 10k dps easy on a Sci Toon.


    Mr. Pokeylope on
  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Been using this for my Vesta good Weapon and Aux power. The key to it is the doffs and plasma leech:

    3x Damage Control Engineer - Chance to reduce cool down EptX
    2x Conn Officer - Tac Team cool down reducing
    Warp core Engineer - chance of power boost to all systems when activating Ept X

    Slot a plasma leech. Keep in mind Flow Capacitor skill boost plasma leech engery drain want it maxed. Along with Plasma Intergrated Warp Core [eff] [W->A] [AMP].
    If you have the Embassy Flow Cap w/plasma weapon Bonus also good for extra energy and dps.


    Power levels are at unmod:

    Weapons: 90
    Shields: 15
    Engine: 35
    Aux: 60
    Adjusted so with plasma leech and Boff power buffs Weapons and Aux are at max and Shield and Engines are above 75 for [AMP] bonus
    Make sure you slot the Aux boosting Def&Offense traits from Nukara rep

    LTC TAC: TT, ApB, FAW3
    LT TAC: FAW1, ApB
    LT Eng: EptS, EptW
    En Eng: EngT
    Cdr Sci: HE, SciT, Energy Sipon, GW3

    I use Romulan exp Beam array and Borg cutting beam and 4x Rom PLasm Beam CtDx2 on the ship. Weapon power is near 125 and Aux is maxed pull 10k dps easy on a Sci Toon.


    The problem is I couldn't use that doff set-up without seriously reducing the awesomeness of my gravity well. And if I did that, then I wouldn't care that much about aux power, because what's left is mainly heals, and if I'm down to the point where I'm worried about needing a max aux power heal, I probably would just hit temporal backstep and then beat a temporary retreat.

  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    I can't afford a plasmonic leech so builds that rely on them are kind of off the table. Maybe in 6 months, but then again maybe everything will be different then.

    Right now I'm trying to hit tier V omega rep and there is no real way to speed that up so : /

    fuck gendered marketing
  • Mr. PokeylopeMr. Pokeylope Registered User regular
    edited September 2014
    Been using this for my Vesta good Weapon and Aux power. The key to it is the doffs and plasma leech:

    3x Damage Control Engineer - Chance to reduce cool down EptX
    2x Conn Officer - Tac Team cool down reducing
    Warp core Engineer - chance of power boost to all systems when activating Ept X

    Slot a plasma leech. Keep in mind Flow Capacitor skill boost plasma leech engery drain want it maxed. Along with Plasma Intergrated Warp Core [eff] [W->A] [AMP].
    If you have the Embassy Flow Cap w/plasma weapon Bonus also good for extra energy and dps.


    Power levels are at unmod:

    Weapons: 90
    Shields: 15
    Engine: 35
    Aux: 60
    Adjusted so with plasma leech and Boff power buffs Weapons and Aux are at max and Shield and Engines are above 75 for [AMP] bonus
    Make sure you slot the Aux boosting Def&Offense traits from Nukara rep

    LTC TAC: TT, ApB, FAW3
    LT TAC: FAW1, ApB
    LT Eng: EptS, EptW
    En Eng: EngT
    Cdr Sci: HE, SciT, Energy Sipon, GW3

    I use Romulan exp Beam array and Borg cutting beam and 4x Rom PLasm Beam CtDx2 on the ship. Weapon power is near 125 and Aux is maxed pull 10k dps easy on a Sci Toon.


    The problem is I couldn't use that doff set-up without seriously reducing the awesomeness of my gravity well. And if I did that, then I wouldn't care that much about aux power, because what's left is mainly heals, and if I'm down to the point where I'm worried about needing a max aux power heal, I probably would just hit temporal backstep and then beat a temporary retreat.

    You can slot a gravmetric science doff instead of the WCE doff if you want. The high Aux power is more to take advantage of the Nukara rep traits for more dps then for healing.

    Mr. Pokeylope on
  • Mr. PokeylopeMr. Pokeylope Registered User regular
    Elldren wrote: »
    I can't afford a plasmonic leech so builds that rely on them are kind of off the table. Maybe in 6 months, but then again maybe everything will be different then.

    Right now I'm trying to hit tier V omega rep and there is no real way to speed that up so : /

    DCE and the Conn officers are pretty cheap if your trying to make a build on a ship without enough seating for Aux2bat or you don't want to dump aux power.

  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Been using this for my Vesta good Weapon and Aux power. The key to it is the doffs and plasma leech:

    3x Damage Control Engineer - Chance to reduce cool down EptX
    2x Conn Officer - Tac Team cool down reducing
    Warp core Engineer - chance of power boost to all systems when activating Ept X

    Slot a plasma leech. Keep in mind Flow Capacitor skill boost plasma leech engery drain want it maxed. Along with Plasma Intergrated Warp Core [eff] [W->A] [AMP].
    If you have the Embassy Flow Cap w/plasma weapon Bonus also good for extra energy and dps.


    Power levels are at unmod:

    Weapons: 90
    Shields: 15
    Engine: 35
    Aux: 60
    Adjusted so with plasma leech and Boff power buffs Weapons and Aux are at max and Shield and Engines are above 75 for [AMP] bonus
    Make sure you slot the Aux boosting Def&Offense traits from Nukara rep

    LTC TAC: TT, ApB, FAW3
    LT TAC: FAW1, ApB
    LT Eng: EptS, EptW
    En Eng: EngT
    Cdr Sci: HE, SciT, Energy Sipon, GW3

    I use Romulan exp Beam array and Borg cutting beam and 4x Rom PLasm Beam CtDx2 on the ship. Weapon power is near 125 and Aux is maxed pull 10k dps easy on a Sci Toon.


    The problem is I couldn't use that doff set-up without seriously reducing the awesomeness of my gravity well. And if I did that, then I wouldn't care that much about aux power, because what's left is mainly heals, and if I'm down to the point where I'm worried about needing a max aux power heal, I probably would just hit temporal backstep and then beat a temporary retreat.

    You can slot a gravmetric science doff instead of the WCE doff if you want. The high Aux power is more to take advantage of the Nukara rep traits for more dps then for healing.

    I have one of the doffs who can create additional grav wells and two of the doffs that have a chance to reduce the cooldown on deflector abilities. So many grav wells.

    Also I'm minimal engineering in the wells, using the universal slot for an extra tac. My build is all about control with grav wells and endless chroniton torpedo spread spam.

    I'm sure your build is great, I just happen to like mine (despite the fact that I have to shuffle power settings on it).

  • MordrackMordrack Registered User regular
    edited September 2014
    My Wells setup is all about inverted tractor repulsoring things into big green clouds of warp poop. With enough particle generator consoles you don't even need any other weapons.

    Mordrack on
    steam_sig.png
    SeriouslyElldren
  • AcharenusAcharenus Registered User regular
    I use a spire fleet core, some cool bonus's on them.

  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Mordrack wrote: »
    My Wells setup is all about inverted tractor repulsoring things into big green clouds of warp poop. With enough particle generator consoles you don't even need any other weapons.

    That sounds delightful.

    I just can't get behind playing a science ship and going for maximum dakka. That's sort of defeating the purpose, and you could have had more dakka in a cruiser or escort anyway.

  • MordrackMordrack Registered User regular
    And for added hilarity, after you've dragged things behind you into your goop, fire a spread gravimetric torpedo salvo into them.

    steam_sig.png
  • HerothHeroth Registered User regular
    edited September 2014
    So... whats with Kits now? how exactly do they all work and combine and what are the best places to find kits/modules? the AH? or have they been rolled into missions now or? i currently have an old-school engineering bunker fabrication kit, if i want to keep the same skills should i just stay with this old kit or can the new kits do this better/better perks or whatever?

    A quick look at the AH shows engineer modules to be... expensive... to say the least, maybe i should just hold off until they increase the level cap? when i assume most of these will be out-dated...

    Heroth on
    1Gn4PNI.png
  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    Mordrack wrote: »
    My Wells setup is all about inverted tractor repulsoring things into big green clouds of warp poop. With enough particle generator consoles you don't even need any other weapons.

    That sounds delightful.

    I just can't get behind playing a science ship and going for maximum dakka. That's sort of defeating the purpose, and you could have had more dakka in a cruiser or escort anyway.

    but but but aux cannons

    fuck gendered marketing
  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    edited September 2014
    here's a build i think i can reasonably aspire to achieving sometime in the forseeable future by eating my borg cubes every morning

    http://skillplanner.stoacademy.com/?build=ellbuildyasp_0

    edit: though the AMACO shield is a ways off and I'm probably not going to be able to swing 6 fleet consoles for a while

    Elldren on
    fuck gendered marketing
  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    edited September 2014
    Heroth wrote: »
    So... whats with Kits now? how exactly do they all work and combine and what are the best places to find kits/modules? the AH? or have they been rolled into missions now or? i currently have an old-school engineering bunker fabrication kit, if i want to keep the same skills should i just stay with this old kit or can the new kits do this better/better perks or whatever?

    A quick look at the AH shows engineer modules to be... expensive... to say the least, maybe i should just hold off until they increase the level cap? when i assume most of these will be out-dated...

    I've personally just stuck with my old medic kit until I figure the new system out properly. It still functions just fine

    Elldren on
    fuck gendered marketing
    Snicketysnick
  • SnicketysnickSnicketysnick The Greatest Hype Man in WesterosRegistered User regular
    Heroth wrote: »
    So... whats with Kits now? how exactly do they all work and combine and what are the best places to find kits/modules? the AH? or have they been rolled into missions now or? i currently have an old-school engineering bunker fabrication kit, if i want to keep the same skills should i just stay with this old kit or can the new kits do this better/better perks or whatever?

    A quick look at the AH shows engineer modules to be... expensive... to say the least, maybe i should just hold off until they increase the level cap? when i assume most of these will be out-dated...

    You can get some kit modules/kits from the embassy and the spire. You can also get a random module (and I think frame) from the Borg story mission "Assimilation". They also drop but...yeah.

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    D3 Steam #TeamTangent STO
    Heroth
  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Elldren wrote: »
    Mordrack wrote: »
    My Wells setup is all about inverted tractor repulsoring things into big green clouds of warp poop. With enough particle generator consoles you don't even need any other weapons.

    That sounds delightful.

    I just can't get behind playing a science ship and going for maximum dakka. That's sort of defeating the purpose, and you could have had more dakka in a cruiser or escort anyway.

    but but but aux cannons

    Aux cannons are not good and none of the high dps vesta builds that people talk about use them.

    I can't tell if you were joking or not.

    Just to reiterate though (because I tried them, and yes I am sure) aux cannons are not good.

  • AcharenusAcharenus Registered User regular
    There's not really call to min/max at all atm, I wouldn't worry to much about your load out and just play what you enjoy.

  • PreacherPreacher Registered User regular
    Acharenus wrote: »
    There's not really call to min/max at all atm, I wouldn't worry to much about your load out and just play what you enjoy.

    Yeah thats what I enjoy the most about STO, you don't have to worry about some hardcore cutting edge stuff to be useful, though the borg STF definitely leave a lot to be desired.

    Shameless Link whoring updated Fridays starting 1/26/17
    http://exterminatorsassistant.blogspot.com/
  • HevachHevach Registered User regular
    edited September 2014
    The first DR campaign mission is a mindfuck.
    Remember that kinda sorta scary mission in the Devidian arc with the jump scares and the creepy malfunctioning hologram? Also remember the mission in the Romulan campaign where you're being brainwashed and buttons don't do what they're supposed to do?

    Now combine those, and put them in a map full of moving walls and optical illusions. Then put that in an Inception-style dream-in-a-dream. Then shoot Harry Kim in the face. And now you have Mindscape.

    Hevach on
    Seriously
  • IvanIssacsIvanIssacs Skull Leader SDF-1Registered User regular
    How often can we repeat that last part?

  • HevachHevach Registered User regular
    Three times, actually, since it's one of those "drop the forcefield to continue the fight" things.

  • ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    Hevach wrote: »
    The first DR campaign mission is a mindfuck.
    Remember that kinda sorta scary mission in the Devidian arc with the jump scares and the creepy malfunctioning hologram? Also remember the mission in the Romulan campaign where you're being brainwashed and buttons don't do what they're supposed to do?

    Now combine those, and put them in a map full of moving walls and optical illusions. Then put that in an Inception-style dream-in-a-dream. Then shoot Harry Kim in the face. And now you have Mindscape.
    Does he stay dead when I shoot him? If it's just on stun can I shoot him over and over?

  • HevachHevach Registered User regular
    Thomamelas wrote: »
    Hevach wrote: »
    The first DR campaign mission is a mindfuck.
    Remember that kinda sorta scary mission in the Devidian arc with the jump scares and the creepy malfunctioning hologram? Also remember the mission in the Romulan campaign where you're being brainwashed and buttons don't do what they're supposed to do?

    Now combine those, and put them in a map full of moving walls and optical illusions. Then put that in an Inception-style dream-in-a-dream. Then shoot Harry Kim in the face. And now you have Mindscape.
    Does he stay dead when I shoot him? If it's just on stun can I shoot him over and over?
    It takes place inside a mind meld with Tuvok, so it's not really Harry.

    Sorry to disappoint

  • ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    Don't toy with us about that shit.

  • HevachHevach Registered User regular
    Oh come on, it's like Tuvok strangling Neelix. Just because it turned out to be a holodeck doesn't mean you don't put that clip on loop forever and just bask in it.

  • ElldrenElldren Is a woman dammit I'm a good person yes it's trueRegistered User regular
    Elldren wrote: »
    Mordrack wrote: »
    My Wells setup is all about inverted tractor repulsoring things into big green clouds of warp poop. With enough particle generator consoles you don't even need any other weapons.

    That sounds delightful.

    I just can't get behind playing a science ship and going for maximum dakka. That's sort of defeating the purpose, and you could have had more dakka in a cruiser or escort anyway.

    but but but aux cannons

    Aux cannons are not good and none of the high dps vesta builds that people talk about use them.

    I can't tell if you were joking or not.

    Just to reiterate though (because I tried them, and yes I am sure) aux cannons are not good.

    but I like them

    fuck gendered marketing
  • HevachHevach Registered User regular
    edited September 2014
    Just going to leave this here.
    Delta Alliance Compression Phaser Rifle Mk XII
    The Compression Phaser Rifles primary fire mode is able to rapid fire bolts of energy at a target.
    While it’s secondary fire mode has a wide beam setting which is very effective at stunning targets.
    The Compression Rifle’s primary fire mode can also Expose targets.
    When targeting an Exposed enemy, the secondary fire mode automatically changes to a Tactical Orbital Strike causing considerable damage to the target after a short charge-up period.

    Hevach on
    ElldrenEvigilantPoketpixieCasual
  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    That sounds like a weapon that's both expose and exploit at the same time. I guess I know what I'll be equipping my boffs with.

    Hevach
  • MagicPrimeMagicPrime FiresideWizard Registered User regular
    Can i get an invite to the fleet on my alt engie? Its Jacynth@magicprime

    I haven't seen anyone on to invite me.-

    BNet • magicprime#1430 | PSN • MagicPrime | Steam • MagicPrime | Origin • FireSideWizard
    Critical Failures - Havenhold CampaignAugust St. Cloud (Human Ranger)

    Ofnv4jq.gif
  • HevachHevach Registered User regular
    edited September 2014
    Shipwank!

    This time it's the intelligence ships again, but alternate skins for them made to follow closer to the classic style than the "black and glowy" stealth style
    731e50658235c53e484165e7023dc9901410804125.jpg

    Escort actually looks pretty nice to me, cruiser still has the weird nacelles I don't care for. The science vessel looks really unfinished, though, with some weird clipping in the nacelles.

    Hevach on
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