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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
08-16-2011, 01:50 PM
If youre brand new, you want to make an alien with the following traits:

-Accuracy
-Elusive (as Zorena said)
-Warp Theorist
-Techie

Skill tree wise, if you want to do any damage you have to maximize Starship Energy Weapons, Beam Weapons, and the weapon type you decide to use (just use phasers, they are generally considered the best and are also the cheapest). You will also need 3 tactical consoles that are +26 to either Beams or your weapon type (it doesnt matter which).

Fully max all ship skills leading up to your tier 5 skill (so all cruiser captains). Make sure you also grab the tactical skills under the same section (combat maneuvers, battle strategy, etc.).

Science wise, youre probably going to want Transfer shield II and Hazard emitters I. This means Starship ops, emitters, deflectors, deflector field and hazard system. If you run out of points take some out of deflector field as points in it are not as effective.

Engineering wise - max out engineering team leader (tier 1), engineering training, warp core, aux maintenance (if you use Aux to SIF), engine maintenance (helps eng team), shield maintenance, shield efficiency, aux efficiency, engine efficiency, shield/aux/eng/weapon performance and hull repair.

That should be it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
08-16-2011, 01:53 PM
Quote:
Originally Posted by Beagles View Post
If youre brand new, you want to make an alien with the following traits:

-Accuracy
-Elusive (as Zorena said)
-Warp Theorist
-Techie

Skill tree wise, if you want to do any damage you have to maximize Starship Energy Weapons, Beam Weapons, and the weapon type you decide to use (just use phasers, they are generally considered the best and are also the cheapest). You will also need 3 tactical consoles that are +26 to either Beams or your weapon type (it doesnt matter which).

Fully max all ship skills leading up to your tier 5 skill (so all cruiser captains). Make sure you also grab the tactical skills under the same section (combat maneuvers, battle strategy, etc.).

Science wise, youre probably going to want Transfer shield II and Hazard emitters I. This means Starship ops, emitters, deflectors, deflector field and hazard system. If you run out of points take some out of deflector field as points in it are not as effective.

Engineering wise - max out engineering captain (tier 1), engineering training, warp core, aux maintenance (if you use Aux to SIF), engine maintenance (helps eng team), shield maintenance, shield efficiency, aux efficiency, engine efficiency, shield/aux/eng/weapon performance and hull repair.

That should be it.
Thanks so much mate, this is ever so much appreciated

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
08-16-2011, 01:56 PM
Quote:
Originally Posted by c1tric
Good man, solid advice thank you. I guess the above cruiser advice is for an engineer also?

If you have an opening for a new STO player like myself I would be very interested in joining your fleet.

Many thanks,

Joe
Np Joe, and yes the colonial fleet is always looking for new player to join us. You can pm me in game, I will be on tonight around 11 est. Or you can pm @BMR1580 or. @Greyshute

and the above advice is for any cruiser. What I have found is ships fly very similar regardless of captain type. There are Lil ins and outs u will learn as you go along, but think of it this way:

in a cruiser:
tac captain has best spike damage potential, lowest survivability
sci captain has med spike damage potential, medium survivability
engie captain has low spike dam potential, high survivability.

all can be offset by powers selection, but then instead of focusing your build you are compromising it by adding damage buffs where u need healing or vice versa. Jack of all trades and master of none.

Talk to you soon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
08-16-2011, 01:58 PM
There are a lot of players out there who think they can turtle up to win. They may last longer but then they don't bring enough damage to make it matter how long they live. DPS is good but burst is what you'll need to make it through some of the zombie resistance nonsense. There are lots of fun things you can do and ways to play, but I personally get tired of being short on damage, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-16-2011, 02:06 PM
Ok the one constant seems to be cruiser, that's great I've got somewhere and I've been given good skill advice thank you for that.

However here is where I'm getting mixed advice:
One person says that Engi in cruiser is better for DPS and the other says that Tac is better in cruiser for DPS.
Can anyone help with which of these I should choose.
I understand that Tac will increase damage but an engineer would be able to field more powerful beam weapons and keep weapon energy high through better management?

Thanks again,

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
08-16-2011, 02:19 PM
Due to power management, tactical have to have emergency power to weapons x2 to set up a proper rotation with emergency power to shields. That is two less defensive powers + the loss of all the engineering captain abilities as well (rotate shields, miracle worker).

Tactical buffs also have long cool downs, with attack pattern alpha at 1:30 for 30 seconds (1/3 uptime), go down fighting at 4 minutes for 60 seconds (1/4 uptime) and tactical fleet at 5 minutes for 30 seconds (1/6 uptime).

In addition subnuc will not only take away the few defensive buffs you do have, but will also strip all your tactical powers as well, putting them into an even longer cool down.

Ultimately, the tactical cruiser can have higher spike damage if it fully buffs, but it's only for a short time, and a damage cruiser is supposed to wear the opposition down and help setup kills for escorts. Its also much squishier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-16-2011, 02:32 PM
Thanks for listing all the reasons I don't like tact cruisers, Beagles!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-16-2011, 02:35 PM
If you intent to join a fleet and play in premade groups, you probably should avoid rolling an engineer unless you want to play healer.

There are exceptions - there is at least one engineering raptor pilot who has quite amazing damage - but in general there is little reason to take more than one engineer on a premade team. Because of the need for SNBs in a premade setting, a science captain is probably the easiest way to have a character that fits easily into a group - no matter which ship class you decide to fly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
08-16-2011, 02:39 PM
Quote:
Originally Posted by c1tric
Ok the one constant seems to be cruiser, that's great I've got somewhere and I've been given good skill advice thank you for that.

However here is where I'm getting mixed advice:
One person says that Engi in cruiser is better for DPS and the other says that Tac is better in cruiser for DPS.
Can anyone help with which of these I should choose.
I understand that Tac will increase damage but an engineer would be able to field more powerful beam weapons and keep weapon energy high through better management?

Thanks again,

Joe
Given the same ship types an Engineer is always going to come up short in damage vs a TAC. A TAC will always come up short in survivability vs an Engie. Always true unless the TAC or Engineer in question is really really bad.

From reading your OP I strongly recommend rolling a TAC. And put him in an escort. As has been said, escorts are NOT as fragile as many folks think. I have a feeling once you get to VA you will agree
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
08-16-2011, 02:44 PM
A lot of people want to fly a tac in a cruiser but the unfortunate reality is that you are flying the squishiest capital ship on the field. I tried so much to get it to work with constant fail. I just melted in the fray.

Without the engie captains rotate shield freq, miricle worker, engie team ect.
Without the sci captains sci fleet and dampening field.

You just melt. Or t least I did. 2 copies of epts3 no help. 2 copies of rsp? Forget it. Hull tank it with engie team3 auxtostruct3 and HE2.... Meh. Still melting.

And honestly I fly the defiant in pvp mostly, I will find the tac in cruiser, and I will kill him quick. Cause they are squishy.

See you on the battlefield.
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