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***Resolved Issues***
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Interesting, the last time I played the Cap was at X Very Rare, so a lot of this is new to me considering how different the game is now. Thanks for the information. I have been trying to find a decent way to set my Tac Escort primarily to earn enough EC/Dil to get into the higher stuff.
I was mistaken on my power levels, after thinking about it some more.
My engine power levels before were ~43/30 at the time that I tested it (before I respec'ed).
Ok with the zen sale I decided to get the TAC escort retrofit that allows me to upgrade to fleet variant with one fleet module and keep the cloaking device.
USS Jaguar - Defiant Retrofit
Fore.
Three XI DISRUPTER DHC very rare - XII QUANTUM TORPEDO borg very rare
Aft.
Three XI - DISRUPTER TURRET very rare
Assimilated deflector XI
Assimilated engines XI
Mako Sheilds XII
Eng.
Two X Neutronium Consoles uncommon - Cloaking Device
Sci.
XI Emitter Array rare - Assimilated module
Tac.
Three X Disruptor Induction Coils uncommon - XI Zero Point Quantum Chamber very rare
Bridge officers.
Tac.
Tac Team I - Cannon Rapid Fire II - Cannon Spread III - Omega attack III
Tac Team I - Torpedo Spread II - Torpedo Spread III
Tac Team I
Eng.
Emergency Power to Sheilds I - Reverse Shield Polarity I
Sci.
Science Team I - Feedback Pulse I
I also have the full Breen and jem'hadar sets
I went with disrupters due to cost as I save some dilithium I will update these or change them for anti protons. I haven't noticed much difference with damage delt yet but this may be because most of my rainbow weapons were mk XII otherwise Im pretty happy with this setup
That looks like a good start. There's a lot of people who like the maco xii shield combines with the Borg engines and deflector. If I didn't like the jem'hadar stuff I'd stck with the Borg.
Posting with my iPhone. Sorry about the short response.
I really like the Quad Cannons (feels more like the Defiant) and Dual Cannons have less weapon power drain so it can fly a bit more in a balanced vs attack. that's just me
I really like the Quad Cannons (feels more like the Defiant) and Dual Cannons have less weapon power drain so it can fly a bit more in a balanced vs attack. that's just me
True but the Quads drain your engine power, which in turn is dropping your defence.
Which will be OK if you are running STF's in premades where you have people keeping aggro from you, however if you are PUG'ing it the drop in defence when you pick up aggro can be a significant factor towards going kaboom.
Fleet Elite Phasers - or - Fleet Adv. Antiprotons?
Then:
3 x DHC - or - 2 x DHC + 1 DC/Quad?
If you play PvE only, the Fleet Advanced Antiprotons.
If you play PvP, none of the above.
As for the layout, I'd say the Quad cannons are on par with Mk XII weapons. If you already got it, you might as well us it. Save yourself some dilithium and fleet credits to buy other things.
Quote:
Originally Posted by stephend1
True but the Quads drain your engine power, which in turn is dropping your defence.
Which will be OK if you are running STF's in premades where you have people keeping aggro from you, however if you are PUG'ing it the drop in defence when you pick up aggro can be a significant factor towards going kaboom.
It only drains your engine levels when you're firing. And you only need impulse 24 to get the maximum defense amount. I run 52/30, so it would drop my impulse speed below 24, but a lot of folks run their engine power level at a higher value, so it wouldn't be as bad.
I'm just curious about how effective others have found using tricobalt mines in place of one of the aft turret? I've found it to be a faster and more effective take down on cubes and larger targets, and increases overall power availability for energy weapons.
My Loadout:
Fleet Patrol Escort
3 DHC, 1 Quantum Torp
2 turrets, 1 mk xii [crtd]x3 tricobalt mine launcher
3 neutronium alloy, 1 mk xii plasma distribution manifold
2 field generators
3 relays and 1 TCD Infuser