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.)
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- The Star Trek Online Team
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If being focussed and you are struggling to tank the damage, Evasive round your group at a range of 7.5-10 this keeps you in range of thier heals, should get you out of range of some of the focussed fire and Evasive gives you a defence bonus. On Ground use sprint to do the same.
Straight line running away doesn't usually work against good opposition, as said above always better to run to your team in range of thier heals , however if you must run try to interrupt thier line of sight by moving round an asteroid or space station to avoid taking so much damage or to buy time to get unaggroed so you can hit full impulse , cloak etc. Again hiding/running behind stuff works good on ground.
With the DPS boost good escorts/bops/raptors are very dangerous now (OP OMG WTF 1337 etc )
Reduce thier damage by
Tractor and move out of damage arc
Boarding Party them
Plasma eject and move out firing arc
Jam Sensors
Target weapons
SNB to take off thier attack patterns to reduce thier damage spike
Stun them
Viral them
Even aceton field
And lastly Balance your shields put the distribute shields button on your tool bar and hit it often , it really helps your survivability
My BO 3 hits 9/10 times, and its usualy over 10k dmg if i time it right. But thats for my escort, normaly imma tact cruiser, becausue of this no one targets me no more >_> I can tank 3 ships with no help while doing DPS, 8 beams>Any torpedos. On my escort though, BO 3 and THY 3 nice combo, Nuke shields then 4 quants right to hull for a sweet and quick kill.
I used to have issues but I'm getting much better with improving my hit ratio.
Most ships you don't need too much consideration, but against an escort, wait for them to throttle down before you send out your dual fingers of death, it will greatly improve your chances of hitting. Combine with a tractor the maximise the odds further.
Specific to CnH. If you are on a capture point and don't know where your enemies are, you probably want to be in shield power setting, just in case.
Specific to CnH. If you are on a capture point and don't know where your enemies are, you probably want to be in shield power setting, just in case.
To add to this never capture standing still. You maybe a tank but a good escort will destroy you when you are stationary. Cap points have ranges so sitting still is just gonna get you killed and not cap the point faster.
At any point in combat (especially when you're under heavy fire), transfer all of your power to your Aux, and then use Aux to Batt. Make sure that you have 2 copies of Aux to Batt 2 in your LtC slot (on Cruisers) to maximize it's sheer awesomeness.
At any point in combat (especially when you're under heavy fire), transfer all of your power to your Aux, and then use Aux to Batt. Make sure that you have 2 copies of Aux to Batt 2 in your LtC slot (on Cruisers) to maximize it's sheer awesomeness.
the sad irony is that aux 2 batt used to own. u used to be able to switch officers and keep the previously activated powers. any bop could charge an e battery, and have +75 all systems power for the first 10seconds of decloak.
the sad thing is that this skill alone was the answer to old school target subsystem stacking
people couldnt figure out how to use it tho, being noobs, and the skill placing the battery in a different power slot every activation, forcing u to hunt it down and slot it.
but it COULD be done, and at that time, the truly best and most knowledgeable pvpers (especially klink bops), used it to maximum efficacy. (at that time klinks owned so hard it barely made a difference)
sadly this skill is worth;ess now and shpould be revisited. good day. also torpedoes pwn all