If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
One warhead chamber is fine, it gives the torps the biggest boost. (multiple consoles seem to have very slight gain compared to just one on torps. I'm not sure why, but it doesn't stack linearly like energy consoles or prefires do)
Traits, Accuracy is a must. Elusive is also very good, it's not utterly mandatory though. Efficient is kind of helpful if you are an alien or are part of a race that can get it.
I only run on one tac team, (but I play tac, and have tac initiative). I'd keep a sci team handy as well. ( tac team might be great at distributing shields, but it kind of you know, sucks when you have no shields anywhere on your ship to distribute from it also gets in the way of High Yield 1 which is bang for buck the best of the high yields. Followed by Hy2.. 3 just isn't worth it)
Transfer Shields strength2, is probably the default choice for me, when I don't have alot of sci slots to choose from.
I like Tractor beam in my ensign slot.
Though, you can also have a pretty scary ship with 2x sci teams, and feedback pulse 1 just make sure you eat an aux battery to max out your fpb damage. Also, I recommend if you run this setup having EPTS1 and 2, using resiliant cap 3 shields. (to mitigate as much bleed through as possible, and to always have a shield resist up)
I also recommend attack pattern Delta 1 or 2 on the AE. Especially with the FBP build, as it cuts down on bleedthrough damage, and provides a debuff to whatever is shooting you.
i agree running two tac teams wow bet you dont have a sci team for anyone on your team selfish play that is.
Tac Team is a tactical BO, Sci Team is a Sci BO. In certain ships, where there are three ensign slots for example, there isn't much else to run except 2 tac teams. And having 2 tac teams has nothing whatsoever to do with having a sci team available.
Having more would actually interfere with my ability to heal, and debuff clear.
Also I generally save it for my alpha runs since the Distribute forward button is so slow that it's not worth bothering with if I'm actually taking damage.
I play an Advanced Escort and I just finished up a PvP match where I was owned... So, I'm coming here to pose the question to all ya'll who routinely do PvP... What better way to improve skills than to learn from the masters.
What should my traits look like for max damage output?
There may actually not be an answer to this one with the current trait system, but I thougth I would ask anyways
What kind of tactical consoles should I outfit?
Possible Configurations...
Configuration 1:
1 X Zero Point Quantum Chamber
2 X Prefire chambers
1 X Phaser Relay
Configuration 2:
1 X Zero Point Quantum Chamber
1 X Prefire chambers
2 X Phaser Relay
I'm leaning towards Configuration 1 b/c I use cannons to get through shields quickly.
Boff Traits?
My boff traits are outlined below:
Ensign tactical officer: Beam Overload 1 LT Tactical officer: Tactical team 1; Cannon: Rapid Fire 1 CDR Tactical Officer: Torp: HY 1, 2 & 3; Cannon Rapid Fire: 3 LT Engineering Officer: Engineering Team 1; Boarding Party 1 LtCDR Science Officer: Science Team 1; Energy Syphon 1; Charged Particle Burst 2
Thanks in advance for help/ suggestions.
I'd recommend the following changes to start off with;
replace Torp HY 3 with AP Omega 1
replace boarding party with Emergency power to shields 2
replace energy siphon with hazard emitters 2