Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Beginner load out advice
03-16-2012, 03:36 AM
Right I've been playing STO from day one, and I don't play any other MMOPG's. So I'm a bit lost as to how to load out my ships and characters in other words I usually get the equipment with the larger roman numeral on it lol, and I'm generally fumbling around... when I enter a battle I get slaughtered fairly quickly, can anyone recommended a good way to approach choosing equipment and combinations of equipment. I also have a similar issue with ground combat load out. Any suggestions will help me and other noobs to mmo's.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-16-2012, 06:06 AM
Wow thats umm ALOT of advice.

What ship are you, wht type of captain?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-16-2012, 07:39 AM
I know lol. I'm flying the odyssey class and I'm engineering. There's just so much kit/ equipment, not really sure what to look for lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-16-2012, 07:52 AM
Quote:
Originally Posted by krio2009 View Post
Right I've been playing STO from day one, and I don't play any other MMOPG's. So I'm a bit lost as to how to load out my ships and characters in other words I usually get the equipment with the larger roman numeral on it lol, and I'm generally fumbling around... when I enter a battle I get slaughtered fairly quickly, can anyone recommended a good way to approach choosing equipment and combinations of equipment. I also have a similar issue with ground combat load out. Any suggestions will help me and other noobs to mmo's.
Without knowing what sort of Career you are, Level you are, or Ship type you are flying, it's hard to give specific advice.

*** SPACE COMBAT ***

Generally, for space combat you'll want Decent Equipment/Weapons, and a good choice of Bridge Officer abilities.

For Standard Equipment, (Shields, Engines, Deflector) the "larger roman numeral" method can work pretty well, as long as you ensure that the type of bonuses you get work for your style of gameplay. Example: Covariant shields have a higher capacity than Resilient or Regenerative, meaning they can take more damage in a short amount of time. But Resilient shields make you take less hull damage, and Regenerative shields recover much faster.

For weapons, pick no more than one torpedo on the front and back of your ship unless you don't plan to ever use Duty Officers which reduce your torpedo cooldown. Quantum Launchers or the Hargh'peng launcher are generally the better picks unless you have a specific build in mind. For the rest, go for energy weapons (beams, cannons, etc) - the exact loadout will depend on the type of ship you're flying, but the basic rule is to never mix energy types - so either go All Phasers, or All Disruptors, etc. But not a mixture of both. This is because you can use multiple copies of Tactical Ship Consoles to boost the damage output of the single energy type you're using.

Consoles will differ greatly. But always use tactical consoles that boost your weapon damage, and use one copy (and only one copy) of the "Field Generator" science console to boost your Shield capacity. Engineering and other Science consoles will differ from build to build. Some good options for Engineering are RCS Accelerators (particularly on Cruisers) to increase your turn rate, and Neutronium Alloy to build up your Hull damage resistance to all types of energy. Older guides will advise you to use an EPS Flow Regulator to let you fire more than two or three weapons at a time without draining your energy and losing damage output, but this doesn't apply anymore.

Bridge officer abilities. Again, these will differ greatly depending on what ship you are flying and what you want to be able to do... but generally you'll want some good damage boosting abilities for Tactical slots (and at least one copy of Tactical Team) and some Hull heals (such as Hazard Emitters or Aux to SIF II/III) and Shield Heals (such as EPTS or Transfer Shield Strength) in your Engineering/Science Slots. a copy of Science Team is a good idea too, as it will generally help you if you get afflicted by a negative status effect (held, etc). EPTS is particularly handy since using it will also get a shield back up if it's been disabled. If you're flying an escort, you will generally also want at least one ability which lets you escape enemy tractor beams - the usual ones are Attack Pattern: Omega, or Polarize Hull.

Look at http://www.stowiki.org/Bridge_officer_abilities for more information on BOFF skills.


*** GROUND COMBAT ***

The best ground BOFF layout for PvE can differ depending on your career choice - but a good general plan is to bring 2-3 Engineers with Rank I of Recharge Shields and their other slots filled with deployable Phaser Turret Abilities (or possibly a copy of Weapon Malfunction). Plus at least one Medic with a copy of Medical Tricorder (for healing) and a copy of Nanite Health Monitor (to get rid of Borg debuffs). Personally I usually bring 2x "Turret-specced" Engineers, 1x "Healing/Debuff-specced" Sci and 1x "Melee-specced" Tactical. The Tac generally is able to "tank" meleeing enemies such as Swordmasters (with a good set of Polyalloy Weave Armor, a [PBKB] Shield, Sweeping Strikes x2, Lunge and Smoke Grenade)

When you're without your BOFFs (e.g. in a STF) then what pack you bring with you will greatly depend on your team composition and the requirements of whatever mission you're on at the time.

[Edit: since starting to write this it appears you've clarified Odyssey/Engineering. The Odyssey strikes me more as a "Beam Boat" - so I'd go with 3x Beam Arrays and a Torpedo at the front and Beams (or a mixture of Beams/Turrets and maybe one Torpedo Launcher) at the back, with the intention to keep an enemy at your left or right side for maximum damage output - but the rest of the advice still stands!] :-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-16-2012, 08:08 AM
RCS console are actually NOT good on cruisers, as they increase the base turn rate, RCS consoles are best used on ships like the Intrepid / Galor / Luna, these ships have a moderate turn rate and the RCS prove to be alot mroe usefull on these. You dont really need them on things like the MVAM or Def-R as their turn rates are already good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-16-2012, 08:54 AM
Quote:
Originally Posted by Cygone View Post
RCS console are actually NOT good on cruisers, as they increase the base turn rate, RCS consoles are best used on ships like the Intrepid / Galor / Luna, these ships have a moderate turn rate and the RCS prove to be alot mroe usefull on these. You dont really need them on things like the MVAM or Def-R as their turn rates are already good.
I find running one or two of them useful on my Star Cruiser.

When I tested it, adding one Mk XI RCS console gave me a better increase than taking the "Impulse thrusters" Captain skill and increasing it right up to rank 9. They do indeed work off the base turn rate, but even with a base turn rate of only 7 degrees, the higher tier ones still add 35%. This might only equate to an extra 2.5 extra degrees per second turnrate, but in practice that has generally proved quite useful at keeping foes inside my Broadside arc, and has also saved my bacon on a few occasions. YMMV.

I'd hold that they're a good option for when you've already got plenty of survivability, and aren't fighting anything that justifies cramming in yet more extra armor modules. For PVP it'd be unlikely to make much difference, but for PVE, I've found the extra maneuverability to be quite handy. On my star cruiser I generally find myself usually running one RCS plus two Armors in STFs, with the 4th slot kept free for a Universal Console... combined with Power settings, captain Skills and a good set of Engines, that's enough to put my effective turnrate up to around 13-14 degrees per second, which I find to be quite sufficient to keep me out of cube torpedo arcs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-16-2012, 12:01 PM
"Older guides will advise you to use an EPS Flow Regulator to let you fire more than two or three weapons at a time without draining your energy and losing damage output, but this doesn't apply anymore."



So the drain that you get for firing multiple beams the EPS Flow Regulator no longer effects it as in no longer gets ur weapon power back up fast? If that is the case then what do all beam cruisers do now? I know there is some skill in the talent tree that affects how fast u switch power is that why its not necessary?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-16-2012, 12:18 PM
Quote:
Originally Posted by Cygone View Post
RCS console are actually NOT good on cruisers, as they increase the base turn rate, RCS consoles are best used on ships like the Intrepid / Galor / Luna, these ships have a moderate turn rate and the RCS prove to be alot mroe usefull on these. You dont really need them on things like the MVAM or Def-R as their turn rates are already good.
uh, incorrect. if an RCS console improves turn rate by 18% it will increase an Odyssey turn from 6 to around 7.5. not much of a gain but it IS a gain. are there better consoles to use? perhaps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-16-2012, 12:37 PM
Quote:
Originally Posted by krio2009 View Post
Right I've been playing STO from day one, and I don't play any other MMOPG's. So I'm a bit lost as to how to load out my ships and characters in other words I usually get the equipment with the larger roman numeral on it lol, and I'm generally fumbling around... when I enter a battle I get slaughtered fairly quickly, can anyone recommended a good way to approach choosing equipment and combinations of equipment. I also have a similar issue with ground combat load out. Any suggestions will help me and other noobs to mmo's.
if you are getting slaughtered in PVP it's probably because you are driving a Odyssey. right now the free space whales are just a big semi moving target. in PVE, you are probably not engaging correctly.

first and foremost, you want to figure out your gameplay. IMHO a cruiser should be standing off, using 6-7 beams to wear down target hull and shield. if you are finding you are always pointing your nose at the enemy, you should be driving an Escort.

Second, you need to outfit your ship. these forums are chock full of various proven builds. with few exceptions, an STF or PVP build is good to go for anyt gameplay.

specifically, no matter what you are driving, your weapons should BE THE SAME. if you have one phaser everything except the torpedo or mine launcher should be a phaser. since you are in the Odyssey, you are level 50. Most guides will tell you Anti-proton, Disruptor or Phaser. tachyon then polaron and finally plasma
Second. stack the correct consoles. if you have two tac slots, and you are running disruptors, you should have a pair of the disruptor coils that boost that energy type. it is my opinion, not bother with the torpedo consoles. more of a payoff with the additional beam console. the beam consoles DO help your cannon, so if yo uare running the quad phaser Defiant, a blue +24 phaser relay will be better than the +18 prefire chamber console.

Load out the science and engineering consoles toward what works best for you.

Your Boffs are critical. at a minimum, you should have Tactical Team, Hazard Emitters and Transfer Shield Strength. the rest you chose according to survivability and play style

Here is are some threads thread where people discuss cruiser, Odyssey and Science ship builds. I don't pretend to know it all, but i think it's a good start to help you on your way

http://forums.startrekonline.com/sho...d.php?t=261292
http://forums.startrekonline.com/sho...d.php?t=259221
http://forums.startrekonline.com/sho...d.php?t=258417
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-16-2012, 12:40 PM
Quote:
Originally Posted by Maelwys
Without knowing what sort of Career you are, Level you are, or Ship type you are flying, it's hard to give specific advice.

*** SPACE COMBAT ***

Generally, for space combat you'll want Decent Equipment/Weapons, and a good choice of Bridge Officer abilities.

For Standard Equipment, (Shields, Engines, Deflector) the "larger roman numeral" method can work pretty well, as long as you ensure that the type of bonuses you get work for your style of gameplay. Example: Covariant shields have a higher capacity than Resilient or Regenerative, meaning they can take more damage in a short amount of time. But Resilient shields make you take less hull damage, and Regenerative shields recover much faster.

For weapons, pick no more than one torpedo on the front and back of your ship unless you don't plan to ever use Duty Officers which reduce your torpedo cooldown. Quantum Launchers or the Hargh'peng launcher are generally the better picks unless you have a specific build in mind. For the rest, go for energy weapons (beams, cannons, etc) - the exact loadout will depend on the type of ship you're flying, but the basic rule is to never mix energy types - so either go All Phasers, or All Disruptors, etc. But not a mixture of both. This is because you can use multiple copies of Tactical Ship Consoles to boost the damage output of the single energy type you're using.

Consoles will differ greatly. But always use tactical consoles that boost your weapon damage, and use one copy (and only one copy) of the "Field Generator" science console to boost your Shield capacity. Engineering and other Science consoles will differ from build to build. Some good options for Engineering are RCS Accelerators (particularly on Cruisers) to increase your turn rate, and Neutronium Alloy to build up your Hull damage resistance to all types of energy. Older guides will advise you to use an EPS Flow Regulator to let you fire more than two or three weapons at a time without draining your energy and losing damage output, but this doesn't apply anymore.

Bridge officer abilities. Again, these will differ greatly depending on what ship you are flying and what you want to be able to do... but generally you'll want some good damage boosting abilities for Tactical slots (and at least one copy of Tactical Team) and some Hull heals (such as Hazard Emitters or Aux to SIF II/III) and Shield Heals (such as EPTS or Transfer Shield Strength) in your Engineering/Science Slots. a copy of Science Team is a good idea too, as it will generally help you if you get afflicted by a negative status effect (held, etc). EPTS is particularly handy since using it will also get a shield back up if it's been disabled. If you're flying an escort, you will generally also want at least one ability which lets you escape enemy tractor beams - the usual ones are Attack Pattern: Omega, or Polarize Hull.

Look at http://www.stowiki.org/Bridge_officer_abilities for more information on BOFF skills.


*** GROUND COMBAT ***

The best ground BOFF layout for PvE can differ depending on your career choice - but a good general plan is to bring 2-3 Engineers with Rank I of Recharge Shields and their other slots filled with deployable Phaser Turret Abilities (or possibly a copy of Weapon Malfunction). Plus at least one Medic with a copy of Medical Tricorder (for healing) and a copy of Nanite Health Monitor (to get rid of Borg debuffs). Personally I usually bring 2x "Turret-specced" Engineers, 1x "Healing/Debuff-specced" Sci and 1x "Melee-specced" Tactical. The Tac generally is able to "tank" meleeing enemies such as Swordmasters (with a good set of Polyalloy Weave Armor, a [PBKB] Shield, Sweeping Strikes x2, Lunge and Smoke Grenade)

When you're without your BOFFs (e.g. in a STF) then what pack you bring with you will greatly depend on your team composition and the requirements of whatever mission you're on at the time.

[Edit: since starting to write this it appears you've clarified Odyssey/Engineering. The Odyssey strikes me more as a "Beam Boat" - so I'd go with 3x Beam Arrays and a Torpedo at the front and Beams (or a mixture of Beams/Turrets and maybe one Torpedo Launcher) at the back, with the intention to keep an enemy at your left or right side for maximum damage output - but the rest of the advice still stands!] :-)
cool, my current ship load out is;

Fore weapons
Polaron Beam Array Mk XI (CrtH] [DMG]x2
phaser beam array Mk X
Phaser beam array Mk X

Aft weapons
Phaser Beam Array Mk X
Phaser Beam Array Mk X
antiproton beam array Mk XI [Crth] [Dmg]x2


deflector mx X
Jem'hadar impulse mk xi
Jem'hadar Resilient Shield Mk XI

Engineering
EPS Florw Regulator Mk IX
Ablative hull armour Mk XI
universal assimilated Module
RCS accelerator Mk XI

Tactical
tacitcal warhead yield chamber Mk XI
Zero point Quantum Chamber Mk X

Devices

Subspace field modulator
red matter capacitor


Science
Biodfunction monitor Mk X
Countermeasure System Mk X
Biofunction monitor MkVII

what do you think?
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