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Star Trek Online: The Continuing Languish Mission

Started by Barrister, January 28, 2010, 10:22:37 PM

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katmai

Sorry Beeb, was gonna take you up on the very rare offer to team up, but got the server not responding/game server disconnect, so said fuck it.
Fat, drunk and stupid is no way to go through life, son

Jaron

I'm sick of all the WoW inspired ship names!!!

USS Azeroth?


USS Ironforge?


WTF :P
Winner of THE grumbler point.

crazy canuck

Quote from: Syt on February 07, 2010, 03:15:16 PM
A joke of a crafting system. Little chance for socializing. Little requirement for grouping (which is not that much of a minus for me, though).

There is a crafting system?  :huh:

There are lots of chances to group.  Its just that you can go through the game without doing it.  It is your choice.


Barrister

Quote from: crazy canuck on February 08, 2010, 01:16:49 PM
Quote from: Syt on February 07, 2010, 03:15:16 PM
A joke of a crafting system. Little chance for socializing. Little requirement for grouping (which is not that much of a minus for me, though).

There is a crafting system?  :huh:

There are lots of chances to group.  Its just that you can go through the game without doing it.  It is your choice.

Memory Alpha is your crafting system.

And, honestly, bridge officers should be considered a crafting system (and are, I think designed to serve in that role as well).  When I hit Lt Cmdr, I needed a new Lt ranked science officer.  Since I'd never spent any bridge officer points, I went out to requisition a new science officer, swapped out a couple skills, and trained the person up.  And since you gain BOff points even after you hit max level, you'll spend a lot of time training and working on your bridge officers...

Grouping - well there is the option for auto-grouping.  It works fairly well, although I have turned it off (as most of the time I want to be able to just stop my ship and walk away from the comp for 5 minutes if I need to).

It's as social as any MMO - which means it can be greatly social, or hardly at all.  Since I have you guys, and the guys in my fleet, it's been reasonably social experience for me.  But if you don't go looking for the social aspects, it can be a really long solo-play game.


I still really, really wish they'd fix the uniform bug though.   :mad:
Posts here are my own private opinions.  I do not speak for my employer.

Grey Fox

I need to find a Fleet & maybe look into that BO thing little more.

Can you swap kills of the upper ranks without being that rank?
Colonel Caliga is Awesome.

Barrister

Quote from: Grey Fox on February 08, 2010, 01:31:05 PM
I need to find a Fleet & maybe look into that BO thing little more.

Can you swap kills of the upper ranks without being that rank?

Not sure - any why would you need to?  If you can't use the skills, why bother swapping them around?
Posts here are my own private opinions.  I do not speak for my employer.

Grey Fox

Planning, I guess.

I need to look into a tactical space ability that boost energy weapons.
Colonel Caliga is Awesome.

crazy canuck

I am really enjoying My Engineer.  The Cruiser is an unstopable beast which can heal itself and others with my BO skills.  I dont really care about not being able to turn fast since I fire disruptor and mines out my rear weapon slots.   I just fly into the middle of things at close range and let my mines do the rest while I fire disruptors/torps at whatever flies into my arcs.  Also the boarding party ability does have any arc so I just send them to any vessels that look like they are not going down fast.

The ground game is very easy with three engineers (me and my two BOs) along with my science officer.  When I get up to three engineers I probably wont bother taking a tactical officer at all.  I would much rather have someone along that can build phaser turrets and disable/enable weapons/shields.

Barrister

As a counter-balance, I love my science vessel.  I'm specced out with two ranks of Tachyon Beams, which means two separate shots to take down an opponents shields.  On a smaller enemy I can fly right at them, take down the front shield, and send a quantum torp right through their viewscreen.

It's almost better against a large cruiser.  A science vessel *is* maneuverable, so I find that as long as I vary my speed as needed, I can easily stay in the rear arc of an enemy vessel.  Again the tachyon beams will take down the rear shield, so I can now sink several quantum torps up the tailpipe to take down even large ships.

I still have some work to do - I need some devices to fill in those slots, and I really would like a 360' beam weapon to put in one of my rear weapon slots.

But all in all, the maneuverability of a science vessel, combined with the wide range of abilities, makes them pretty cool. 
Posts here are my own private opinions.  I do not speak for my employer.

Barrister

Quote from: Grey Fox on February 08, 2010, 01:37:42 PM
Planning, I guess.

I need to look into a tactical space ability that boost energy weapons.

For planning, go to the BOff training officer.  They will tell you every 'common' skill that can be trained, and there are quite a few of them.  I bet there's a tactical ability that increases beam weapons, since I have a skill that boosts my torpedo damage on my tactical officer.

There are some nifty skills out there.  I'd like to play around with Mask Energy Signature, which is essentially a short-term federation cloak.  Of course the various abilities to detect cloaked vessels sound important for PvP.  There is also an "extend shields" which helps repair fleet-members in battle.
Posts here are my own private opinions.  I do not speak for my employer.

Seen

Quote from: Barrister on February 08, 2010, 02:02:13 PMI'd like to play around with Mask Energy Signature, which is essentially a short-term federation cloak.

For me this ability is VERY annoying. Luckily my Klingon teammates mostly seem to have some detection on their ships, but against me you can effectively go blind.

crazy canuck

#401
Quote from: Barrister on February 08, 2010, 02:02:13 PM
For planning, go to the BOff training officer.  They will tell you every 'common' skill that can be trained, and there are quite a few of them.  I bet there's a tactical ability that increases beam weapons, since I have a skill that boosts my torpedo damage on my tactical officer.

There is. One of my Engineer BOs has it.

It takes down shields very effectively and has a pretty short cool down.

crazy canuck

Quote from: Seen on February 08, 2010, 02:51:55 PM
For me this ability is VERY annoying. Luckily my Klingon teammates mostly seem to have some detection on their ships, but against me you can effectively go blind.

I dont need no stinkin cloak.  You will so busy trying to do damage to me that you wont even notice that my boarding parties have ruined most of your sytems until it is too late.

Barrister

Quote from: crazy canuck on February 08, 2010, 03:19:34 PM
Quote from: Seen on February 08, 2010, 02:51:55 PM
For me this ability is VERY annoying. Luckily my Klingon teammates mostly seem to have some detection on their ships, but against me you can effectively go blind.

I dont need no stinkin cloak.  You will so busy trying to do damage to me that you wont even notice that my boarding parties have ruined most of your sytems until it is too late.

That reminds me - I can now apparently target specific sub-systems.  The buttons though are pretty small, and I can't figure out a keyboard short-cut, but if I ever remember to use those abilities it should be cool...
Posts here are my own private opinions.  I do not speak for my employer.

crazy canuck

Yeah, that is very cool.  The way I think the space game is supposed to work is the Science vessel vaporizes target shields and takes down subsystems allowing the Escort vessel to pile in the damage while the Cruiser extends its shields and repairs both while the other side tries to do the same.