Lieutenant
Join Date: Jun 2012
Posts: 69
# 11
06-23-2012, 10:18 AM
Are there enough points to put everything to 6? I think that was my biggest mistake, a lot of my points went into maxing skills cause i didn't realise they'd be wasted
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Captain
Join Date: Jun 2012
Posts: 2,007
# 12
06-23-2012, 10:36 AM
Quote:
Originally Posted by tinman56 View Post
Are there enough points to put everything to 6? I think that was my biggest mistake, a lot of my points went into maxing skills cause i didn't realise they'd be wasted
Not all of them. Have 24 space and 7 ground skills at level 6. That leaves 11 and 3 untouched. Mostly stuff that I wouldn't be using anyway like batteries and stealth.
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Career Officer
Join Date: Jun 2012
Posts: 1,183
# 13
06-23-2012, 10:44 AM
Quote:
Originally Posted by mikewendell View Post
Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.
This may work for PvE, but if you bring that skill set into PvP you won't last long.

By putting 6 into everything, you are essentially wasting points on skills you don't use. For example, if I don't have any ships that cloak, why waste points in cloaking? Could better spend those somewhere else.

Anyone that believes that even distribution is the way to go needs to spend an hour with a good skill planner. I suggest the one at STO Academy. Google it. You will be amazed at the difference in your results.
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Commander
Join Date: Jun 2012
Posts: 346
# 14
06-24-2012, 04:23 AM
Quote:
Originally Posted by mikewendell View Post
Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.
That's a silly, if oft-chanted, mantra.
I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.

Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 15
06-24-2012, 05:12 AM
Quote:
Originally Posted by quiscustodiet View Post
That's a silly, if oft-chanted, mantra.
I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.

Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).

Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.

It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.

It's a weak skill overall, but there are more benefits than just Sector Space speed.
Commander
Join Date: Jun 2012
Posts: 265
# 16
06-24-2012, 10:56 PM
Actually, I think moving multiple nice to have, but non-essential skills up to level 6 is fine. You don't dump points into things like graviton generators if you don't have a use for it of course. Just in the course of building the character you will reach a point where everything you actually want is at 6, and that is when you start putting skills at 7 and up, until the next level of skills get unlocked.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,618
# 17
06-24-2012, 11:08 PM
Quote:
Originally Posted by ussultimatum View Post
Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.

It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.

It's a weak skill overall, but there are more benefits than just Sector Space speed.
Actualy I think its impulse thrusters and not driver coils you are thinking of.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

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Captain
Join Date: Jun 2012
Posts: 745
# 18
06-24-2012, 11:12 PM
Quote:
Originally Posted by disposeableh3r0 View Post
Actualy I think its impulse thrusters and not driver coils you are thinking of.
Newp, if he means the "mostly sector space" then it's Driver Coil.

Quote:
This skill improves your Starship Warp Speed and turn rate in Sector Space. It also improves your Full Impulse speed and Full Impulse turn rate in-system, while simultaneously reducing the power drain on your other systems while at Full Impulse speed.
http://www.stowiki.org/Skill:_Driver_Coil

I have a few points in it because of the second part -- It helps things come back up faster after full impulse (AKA Hot Pursuit).

Quote:
Originally Posted by mikewendell View Post
Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.
I have a couple of the lower level skills maxed out -- mostly because of the "You Must Spend Points at This Level First" requirement.
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Last edited by beezle23; 06-24-2012 at 11:16 PM.
Commander
Join Date: Jun 2012
Posts: 265
# 19
06-24-2012, 11:20 PM
Quote:
Originally Posted by beezle23 View Post

I have a few points in it because of the second part -- It helps things come back up faster after full impulse (AKA Hot Pursuit).
You can also consider emergency power to engines plus evasive maneuvers and an engine battery for hot pursuit.
Captain
Join Date: Jun 2012
Posts: 796
# 20
06-24-2012, 11:28 PM
The Whole POINT of an RPG is that you have to make choices along the way. You have to choose a class, and then be limited to what that class can do. A science officer will never have an alpha strike ability, just like an Engineer will never have a Photonic Fleet. Then you have choose a ship, that will in it own way define and limit you. An Escort may not have the hull rating of a cruiser, but dang it's fast. After that, there are the skill points, and gear, and doffs, and boffs and everything else that comes into building a YOUR ship and YOUR crew.

It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.

If everyone could max out all skills, then there would be no weakness, no cost for maxing out a skill. And then everyone's ship would behave in the same way. sure, they might LOOK different, but everyone would be unstoppable tanking/DPS/support hogs.
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