Lt. Commander
Join Date: Dec 2007
Posts: 120
So I've gotten some time in on the Head Start, and have developed a few questions I cannot seem to get satisfying answers to. Hopefully some folks here can provide some input.

1) I've attained the rank of Lt. Commander and acquired myself and Escort ship. I have to say I enjoy it a lot, and am looking forward to a career as a tactical commander. However, I am having trouble with getting my weapon slots allocated appropriately. I am lead to believe that you can mount 3 phaser heavy dual cannons on a ship without having conflicting global cool down issues, however when in practice with 2 on my ship, the second cannon's global cooldown stutters when the first one fires, and I cannot set them both to auto-fire. Is this expected behavior, or am I doing something wrong? Should I instead leave the rear phasor bank on autofire and manually fire all forward arc weapons?

2) Bridge Officers: If I say put 5 points into a tactical officers rank 1 ability High Yield Torpedoes 1, and then later train a new skill in place of it (say torpedo spread 1) do I lose the ranks? Or does the B.O. keep the ranks? What about if I retrain him with H.Y. Torps 3?

3) Starfleet Merits: I found myself a Lt. Commander and with only 4 Bridge Officers, and 2 slots open. I found I could purchase generic bridge officers for starfleet merits, but I am curious if this is a poor investment? Will I need these merits later to purchase other things? I don't recall seeing anything else I could purchase with Starfleet merits, except perhaps starships but those costs seemed so astronomical it did not seem attainable.

4) I am struggling to spend my B.O. Skill points as I am unsure if I should be investing in the current B.O. I have or if I should be waiting until I pick up some uncommon or rare bridge officers. Do we reach a point where we have a cap on the Bridge officer Points acquired like skill points? Or can I totally bork up my expenditures and then pick up new B.O. later and start over without fear of ruining my character? (Aside from having to farm up the replacement B.O. Skill points) Perhaps another way to put it: Is there a bridge officer skill cap to my Character like the skill point cap? What about the Bridge Officers themselves, do they have individual skill caps as well, or can they max out all their skills?

5) Piloting my Escort: I find myself often over correcting alignment for firing arcs and ending up out of position on the opposite side of the firing arc. Is this something I will have to practice or is there an easier way to realign your ship on a target? Right now I have been using manual controls, but I was not sure if there was a way to tell the ship to align on the target.


Thanks all for the help and advise!


~ Arch
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-01-2010, 09:40 AM
Quote:
Originally Posted by Archamedius View Post
So I've gotten some time in on the Head Start, and have developed a few questions I cannot seem to get satisfying answers to. Hopefully some folks here can provide some input.

1) I've attained the rank of Lt. Commander and acquired myself and Escort ship. I have to say I enjoy it a lot, and am looking forward to a career as a tactical commander. However, I am having trouble with getting my weapon slots allocated appropriately. I am lead to believe that you can mount 3 phaser heavy dual cannons on a ship without having conflicting global cool down issues, however when in practice with 2 on my ship, the second cannon's global cooldown stutters when the first one fires, and I cannot set them both to auto-fire. Is this expected behavior, or am I doing something wrong? Should I instead leave the rear phasor bank on autofire and manually fire all forward arc weapons?

You can only have 1 fore and 1 aft weapon on auto fire (right click their icons to put them on auto fire, you still have to do the first shot - like fire all). Not sure about the cool down issue.

2) Bridge Officers: If I say put 5 points into a tactical officers rank 1 ability High Yield Torpedoes 1, and then later train a new skill in place of it (say torpedo spread 1) do I lose the ranks? Or does the B.O. keep the ranks? What about if I retrain him with H.Y. Torps 3?

You lose the points spent when you replace the skill.

3) Starfleet Merits: I found myself a Lt. Commander and with only 4 Bridge Officers, and 2 slots open. I found I could purchase generic bridge officers for starfleet merits, but I am curious if this is a poor investment? Will I need these merits later to purchase other things? I don't recall seeing anything else I could purchase with Starfleet merits, except perhaps starships but those costs seemed so astronomical it did not seem attainable.

You can also buy Bridge Officers on the Exchange for credits. I tend to do that and buy only uncommons or better and then use my merits to fill in their training holes. Merits are also used to promote your Bridge Officers, not sure what else they are used for.

4) I am struggling to spend my B.O. Skill points as I am unsure if I should be investing in the current B.O. I have or if I should be waiting until I pick up some uncommon or rare bridge officers. Do we reach a point where we have a cap on the Bridge officer Points acquired like skill points? Or can I totally bork up my expenditures and then pick up new B.O. later and start over without fear of ruining my character? (Aside from having to farm up the replacement B.O. Skill points) Perhaps another way to put it: Is there a bridge officer skill cap to my Character like the skill point cap? What about the Bridge Officers themselves, do they have individual skill caps as well, or can they max out all their skills?

Currently there is no BO skill point cap.

5) Piloting my Escort: I find myself often over correcting alignment for firing arcs and ending up out of position on the opposite side of the firing arc. Is this something I will have to practice or is there an easier way to realign your ship on a target? Right now I have been using manual controls, but I was not sure if there was a way to tell the ship to align on the target.

I use my mouse to pilot my ship (I mouse with my left hand) and use my num pad for all my other interactions - for me it just took practice. One point would be to also check your power settings - turning is easier for me with my engine speed set lowish.

Thanks all for the help and advise!


~ Arch
Hope this helps!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-01-2010, 10:15 AM
Good question and good responses
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-01-2010, 10:33 AM
Quote:
Originally Posted by Archamedius View Post
1) I've attained the rank of Lt. Commander and acquired myself and Escort ship. I have to say I enjoy it a lot, and am looking forward to a career as a tactical commander. However, I am having trouble with getting my weapon slots allocated appropriately. I am lead to believe that you can mount 3 phaser heavy dual cannons on a ship without having conflicting global cool down issues, however when in practice with 2 on my ship, the second cannon's global cooldown stutters when the first one fires, and I cannot set them both to auto-fire. Is this expected behavior, or am I doing something wrong? Should I instead leave the rear phasor bank on autofire and manually fire all forward arc weapons?
There is a global cooldown on firing a cannon as well as a you can only fire 1 cannon at a time. i believe it's 1 second currently for the cooldown.(and correct me if i am wrong)

so if you have 3 cannons, you can fire the first one, it goes on it's own cooldown, then fire the second and it goes on it's cooldown, then the first one is ready to go again so it gets fired, and then the second is ready to go again... ect

you never get to fire the third cannon. so currently the rule of thumb is to have 2 cannons and whatever else you want in your fore weapons slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-01-2010, 10:35 AM
Some one wrote a great guide on the forums that should answer question #1 for you:

http://forums.startrekonline.com/showthread.php?t=84068

In short, there is a global cool down based on the weapon type fired. The global cool down is shorter than the actual cool down for a weapon. You may fire 1 cannon, but then have to wait 1 second for the global cool down before you can fire the second.
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