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Posted Wed 20 Jan, 2010 5:35 PM
–
Last edited by Alogain; Sat 23 Jan, 2010 10:07 PM.
I wanted to share some of the things that Lendace, Wayne, Moondog and myself have discussed and discovered. Feel free to add to this thread your own nuggets of wisdom, and point out anything that you feel I may have incorrect.
- Your personal choice of careers is not locked to the ship you want to fly. Some of us were under the impression that if you want to fly a cruiser, you should be an engineer. This is not true, as I will explain. Wayne has been experimenting with a tactical officer in a cruiser ship. The cruiser gets 2 engineering stations, 1 is ensign only and the other is lieutenant. This allows you to use 2 bridge officer ensign skills and 1 lieutenant BO skill. The other 2 stations are locked at ensign only. Now if you are an engineer, you can add another lieutenant and 1 lieutenant commander skill from your own character... all engineering (some possibly being duplicates). But if you choose a different class, like tactical, you end up with 2 ensign and 1 lieutenant engineering skill, but you get all tactical skills of your character instead of being locked at the ensign one from your BO station. Long story short is you can mix and match your own career with any ship, with no negatives that we can foresee.
- Power management can be micro managed. When in your ship, the middle console where you see your power settings, there is an icon that looks like a stack of cards. Press that and you will see a 1 2 3 pop up, select 3 and you will see slide bars that you can move around and lock to completely personalize your settings.
- We have found that auxiliary power is not just for science vessels and is very important to many sub-systems and skills. Auxiliary power affects the potency of your BO skills, as well as increases turn rate of your ship.
- Your starting science BO will always come with tachyon beam, which is great for reducing the targets shields on all 4 sides. A tractor beam however will lock a target in place so that you keep hitting the same side, breaking through the shields and getting into their hull faster. It costs 100 credits to buy a BO with the tractor beam skill, or 75 Starfleet merits to change it on an existing BO. Auxiliary power greatly enhances the effectiveness of either of these skills.
- If you need cash, run a couple pvp matches. Its anywhere from 1000-4000 credits depending on tier. You also get skill points, bridge officer points and badges to buy gear.
That’s all I can think of for now. I will add more as testing continues.
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Posted Thu 21 Jan, 2010 3:31 PM
Thanks very much for these tips! Really useful for STO newbies like me.
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Posted Thu 21 Jan, 2010 8:29 PM
very good! thanks for these tips!
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Posted Thu 21 Jan, 2010 8:33 PM
I've found also thanks to Hathaway, that the Admiral Quinn missions get you very far as well, faster than the Sulu missions.
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Posted Thu 21 Jan, 2010 8:51 PM
I usually look for missions that have not just rewards in skill points but the rare item selection. You can see which ones offer the best rewards and go for them first and then clean up the other ones later.
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Posted Sat 23 Jan, 2010 10:57 AM
The quinn missions from level 11 -> get you around 340 sp per complete mission + 150 or more from kills and 20k+ in energy credits.
I'm an engineer in a science vessel but am cross training for cruisers. However, my tank in a Science vessell appears to be nearly unbreakable, with the science officers giving buffing skills and my self and my engi BO giving some epic shield repping capabilities (seriously 2k shield rep when using "Reroute power to shields" and "Rotate shield frequency).
Couple that with "brace for impact" and my other bo's "polarise hull" mean that the resistance of the ship is souped up to somewhere near a four mile deep adamantium hull lol.
Managed to suvive three +2 D7 battle cruisers all shooting everything at the same time and was only down to 97% hull before hitting "polarise hull" which then meant that it insta repaired to 100% whilst one of them was down to 75%.
It could also be due to most of my equipment being mk IV... Will write some more pointers later
ALL I ASK IS A TALL SHIP AND A STAR TO STEER HER BY JOHN MASEFIELD
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Posted Tue 26 Jan, 2010 7:47 PM
One thing I have learned is when you're taking heavy fire, keep balancing your shields, I spam it along with my weapons, and I can take on almost anything, and I'm still in my starting ship.
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Posted Tue 26 Jan, 2010 8:11 PM
One thing I have learned is when you're taking heavy fire, keep balancing your shields, I spam it along with my weapons, and I can take on almost anything, and I'm still in my starting ship.
I used to spam that also, and it works well enough through the first couple of tiers, but as you get into tier 3 and higher the mobs just hit too hard. You really need to get familiar with using your arrow keys to regen specific sides of your ship. High yield torp from a tier 3 ship can hit for 6-10k and annihilate an entire side of shields in 1 shot.