Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
06-09-2011, 12:36 PM
Reading the description for T1 "Engineering" it seems this has no effect on any generic ship systems, but only improves a few abilities? If so it seems I wasted a pick on "techie" during character creation because I don't have any plans to use the skill listed as being influenced by Engineering. I guess on the bright side that will save me 900 points on T1 stuff but it seems illogical to the point of irrationality so I wouldn't be surprised if they changed it at some point. A trained electronics engineer can't get more out of his PC than a novice? An auto mechanic can't keep his vehicle in better running order than a novice? Makes no sense. And yeah, I know that a captain isn't "hands on" but a captain who knows engineering can tell if his engineering teams are just doing busy work or doing things that boost ship performance, right? Also a trained engineer would know what to put the engineering teams on to get the ship performing as desired. Plus, Captain skills in other areas (liek Warp Core) do boost ship systems.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
06-09-2011, 12:36 PM
OK, I've swung over to the recon ship type from DSV, thinking that the extra tactical station + tactical team buff might help me kill stuff more than an engi team will help me heal.
I think I can live without a hull heal ability.

So, my new plan is thus:

Build

I've revised my officer abilities and thrown in a tractor beam 1, for fun. I've also removed a weapon ability and poured more points into the science abiities so that I have freedom to play with my BO skills.

I would be very grateful for any input.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
06-09-2011, 12:36 PM
Quote:
Originally Posted by pikapuff View Post
current build

two fore torps, fore beam/dual beam array
two aft mines, aft beam array
many projectiles so weapon isn't always needed. arrays for target subsystem (turrets can't target sub can it?).

overload for when i do have max weapon. but I am still undecided about the tac skills really. hyt will be in there somewhere tho

engineer I'm pretty meh about and nothing solid. but hey none of my skills choices were influenced by engineer so it doesn't matter

as for the science skills, I rotate them out depending on what I want to do. I run anything from viral, scramble sensors, tractor repulsors, tachyon beam, and photonic shockwave. hazard and science team are pretty much staples. and I plan on testing prett ymuch every other skill while 45 to see how they work out, which is why they're all maxed.
Ugh come on Pika, I'm still not touching this mess.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
06-09-2011, 12:36 PM
Quote:
Originally Posted by Faewolf View Post
can you tell me what you think of my build?

http://sto-builder.binarybit.ch/inde...07_4-62-28-60-

may change phaser weapons to cannon weapons and use any leftover points in a spot or two of aux eff. and eng eff. but not sure how much they would help.


Also, i heard after tier 5 on skills, the return doesnt really reflect the points spent, so should i take nanites treatment and physiology down to 5 and place them elsewhere?
Taking about rank 5 is worth it. Would you rather have more points in skills you won't use or more points in skills you will use? Should a mage in WoW get stuff with mp5 because it costs less itemization budget if I the item spreads points along stats or should I they get the one with sp? Spreading to get more numerical value in useless stats is basically wasting points.

Drop Weapons Maint. Put all 16 in Admiral skills in Admiral skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
06-09-2011, 12:36 PM
Quote:
Originally Posted by Silvanarix View Post
LRSV and RSV. Drop them. You don't need them. Max torps. You're using 15/16 Admiral skills. Fix that. Drop Starship Subsystem Repair. Drop Aux Systems Maint. Get Emitters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
06-09-2011, 12:36 PM
Quote:
Originally Posted by Mockeryangel
http://sto-builder.binarybit.ch/inde...--_3----_4----

This is mine built completely for space.

It doesn't 9 many sci skills and the lack of tractor skill may be a weakness, my general idea was to try for something with versatility in case of nerfs and no respec and rely on found boffs for getting lvl3 skills, dunno how viable that is, not sure which t5 ship to go for but I'll play about with them.

Still wondering over broadsiding arrays vs banks and turrets, but with the narrow arc of a lot of sci powers banks+turrets seem like they'd fit in, high efficiencies because I switch around power settings a lot and still fiddling.

Wondering about shield perf vs the hull one at captain tho.
Until you list your officer skills this commentary won't be that useful. Most sci skills aren't found off bridge officers. Tyken III, VM III, Tractor Repulsor III and PSW III are the ones available. Anything else you gotta teach yourself. You are currently spread way too thin and not focused. Drop the efficiency of whatever you're running high, it's gonna be useless. Don't get Photonic Theory. And if you absolutely have to, don't get it to 6. You're using 15/16 Admiral skills. Fix that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
06-09-2011, 12:36 PM
Quote:
Originally Posted by Fangaar
Here's my build.

I am beginning to get my arms around all of the interdependencies but it wouldn't surprise me if there is still something I just don't get.

http://sto-builder.binarybit.ch/inde...9_4-27-96-106-

Since I haven't been able to use the high level science Boff skills yet CPB III is just a guess at this point. I may also opt for a second Science Team over one of the other skills. Am I allowed to have 2 Science Team III skills or do I need different levels to avoid them stepping on each other with the cooldown?

Captain Lore of the U.S.S. Scimitar
There's a 20 second cd if you have two Sci Teams, irreguardless of what rank they are. This cooldown also applies to Tac Team and Engi Team. I'd move shield main to deflectors. If you want more points then drop tractor beam and fill deflector field and your maint. I really don't think Astrometics for CPB only is worth it but if you feel strongly enough about it then keep it.

Quote:
Originally Posted by Fangaar
I run low in Aux and Engines and I see your point. I'd consider a switch to Aux but I don't want to spend the Tier 5 skills on pumping Aux efficiency and I have tried to avoid skills that require Aux power.

Thanks for the tip and i agree that I often cut throttle in a fight so more engines may not be good.

So here is what I updated to:

http://sto-builder.binarybit.ch/inde...9_4-27-96-106-
Subsystem Repair is worthless to you. I still think Astro isn't worth it. Move dish to an efficiency, it's not doing anything for you except subnucleonic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
06-09-2011, 12:36 PM
After playing around in pvp for a bit, I think I'm leaning towards something like
http://sto-builder.binarybit.ch/inde...7_4-27-63-108-

Weapon setup is likely
fore
dual phaser beam
quantum
one of the aforementioned two, we'll see how power etc goes

aft
phaser turrets
^
^

Thinking it's a good solo build and still options to help my party. Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
06-09-2011, 12:36 PM
Quote:
Originally Posted by flibby
My build: click me
Hahahahaha tactical in science. If you're serious and not trolling me, then...

Drop subsystem repair. It's not helping you. Don't get phaser, tetryon and polaron all at the same time that's a huge waste. Whichever you pick, I reccommend against Polaron since it is prohibitivly expensive. Don't get photons and quantums. Getting Heavy Escort Captain for AP: Alpha is questionable since you can't buff Omega in a science but keep that option in mind. 15/16 Admiral skills, fix that. Don't get engine maintenance. Get Sensor Probes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
06-09-2011, 12:36 PM
Quote:
Originally Posted by hydraulix View Post
*Stuff*

Mostly, I need help in where to put some engineering points. Here's a link to a possible build based on my limited experience.

Sorry this is so long, but I really appreciate any help.
Drop Subsystem Repair, get Emitters by dropping Researcher or Scientist. I don't think the ground skills are worth Admiral points but if that's how you want to play go ahead.
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