Ensign
Join Date: Jul 2012
Posts: 29
# 1 Playing with some ideas.
07-26-2012, 09:01 PM
Good evening everyone! (Or whatever greeting, for your timezone of choice.)

So lately, I've been playing a bit too much STO, (don't we all? Haha) and kind of just had some ideas on the back burner of my mind for a while. Namely, it's in regards to my first real ship, an NX class, that I have mothballed away into that magic little place where ships go as you gain new commands.

Anyway, what I've been thinking, is to gather some ideas from the community on how to still have these ships, well, playable in late to endgame content. Now, this isn't a thread to ask for new, VA versions of old ships. From what I can tell that has been vetoed down by the higher ups. But, mostly it's kind of a place for some of you more experienced players out there to maybe pass down some knowledge, possibly if there is anyone out there who shares my interest to relive the glory days of newbie-hood. I have an NX class myself, but I can definitely see this including the TOS Connie as well. They are both ships that cost us some money, and it kind of feels a shame to leave them in spacedock.

Also, on a related note, I've done some experiments myself, to test the feasibility of this. Trying to equip my Paratrinic Sheilds, which has the highest cap from my understanding (to overcome the probably most important factor of terrible hull) seems to have an interesting, and annoying effect. Equipping the 8000 something cap shields suddenly drops them to a greatly reduced something, then it goes back after taking them off.

I'm assuming this is some sort of factor to the ship itself, but really, I don't have much experience in the matter. Is there a way to overcome this?

Anyway, thanks for the time. If there is any readers out there that have some ideas to toss around, this is the place. Or if you've already figured out a sustainable plan, don't be shy! I'm sure i'm not the only one interested in this kind of thing.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 2
07-26-2012, 09:37 PM
Well the NX is under the Escort category and suffers a 10% reduction in shield strength.

CBS who own the license this game is built on have said no to the NX, Constitution (and the A) and I believe the Oberth from being T5 ships.

So to get them into the game at VA, first you need to go petition CBS to allow this, than once they agree you need to petition Cryptic to than add T5 variants of these ships. It's going to be a lot of work, and many people think it's a hopeless case but I wish you the best of luck.

Yeah I'm serious, it's not meant to be insulting, and yes your chance of success is below .01% Good Luck.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Ensign
Join Date: Jul 2012
Posts: 29
# 3
07-26-2012, 10:10 PM
Quote:
Originally Posted by theagoeb View Post

... gather some ideas from the community on how to still have these ships, well, playable in late to endgame content. Now, this isn't a thread to ask for new, VA versions of old ships. From what I can tell that has been vetoed down by the higher ups. But, mostly it's kind of a place for some of you more experienced players out there to maybe pass down some knowledge, possibly if there is anyone out there who shares my interest to relive the glory days of newbie-hood. I have an NX class myself....
Thanks for the speedy reply Dknight!

But I'm afraid you may have missed a line above. This thread is not asking for new versions, but ideas on tweaking the current versions with in game equipment to make them useable at higher levels.

Also, thanks for the tip on the 10 decrease! I wasn't aware!
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,632
# 4
07-26-2012, 10:21 PM
Your greatest handicap is going to be the lack of Boff slots. at best you can probaly use in in pve storyline stuff but that would be about it. you could throw on the borg set with maco shields as this nets you the best surviveability match that with an armor slot and maybe a field cap plus energy damage console of your choice. then assign you boff powers as needed. Weapons dont matter as much but since you are limited to 3 I'd go with 3 beams, probably your greatest damage potential but thats up to you.
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: 3,373
# 5
07-26-2012, 10:22 PM
It can be done, if you don't mind a challenge. Just use Mk XI-XII gear on it and it holds up fine as long as you're good with maneuvering and Boff abilities.
"With the first link, the chain is forged. The first speech censured ... the first thought forbidden ... the first freedom denied ... chains us all irrevocably."
Ensign
Join Date: Jul 2012
Posts: 29
# 6
07-26-2012, 10:48 PM
Ok. So sticking Maco/Borg sets is probably the best course of action it seems. I do have a couple questions though. The maco sheild was mentioned, but in comparason to the Paratrinic array, the cap is blown out of the water. Now, when using on these weak hulled ships, wouldn't I want the Paratrinic, and use it as a "second hull" rather than the MACO, which has regen?

I'm just thinking if my sheilds drop, just for couple seconds even, I'm toast.

Second, I'm not so... down with the lingo to be honest.

An armor slot, that would be like the alloys and armors right? Regarding that specifically, which would I want?

And, a field cap... Did you mean a field emitter?

Sorry, new to the scene here. But thanks for all the tips already!
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,632
# 7
07-26-2012, 11:01 PM
Quote:
Originally Posted by theagoeb View Post
Ok. So sticking Maco/Borg sets is probably the best course of action it seems. I do have a couple questions though. The maco sheild was mentioned, but in comparason to the Paratrinic array, the cap is blown out of the water. Now, when using on these weak hulled ships, wouldn't I want the Paratrinic, and use it as a "second hull" rather than the MACO, which has regen?

I'm just thinking if my sheilds drop, just for couple seconds even, I'm toast.

Second, I'm not so... down with the lingo to be honest.

An armor slot, that would be like the alloys and armors right? Regarding that specifically, which would I want?

And, a field cap... Did you mean a field emitter?

Sorry, new to the scene here. But thanks for all the tips already!
The paratrinic shield may have the highest cap but alco the lowest regeneration.
the maco shield has a fairly high cap decent regeneration and a 10% damage resistance mod. plus the stacking special ability that increases your power levels when you take damage.

Yes. Sorry its the engineering console slot and all armors are engineering consoles. neutronium alloy is what I was thinking since it reduces both energy and kenitic damage.

I may be wrong since but the field capaciter is the one that raises your shield capacity by a percentage. If im wrong about the name I'm sorry but you want the one that comes from the dilithium store and had a % to capacity bonus. Not the one that has the % to regeneration bonus since you whant a second hull raising the overall capacity is better for you.

Most of your setup is really going to depend on your captain since most of your available skills are going to be your captains.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Ensign
Join Date: Jul 2012
Posts: 29
# 8
07-27-2012, 12:31 AM
Alright thanks! I've found what you meant in the Dstore as well, it will be very useful.

Though, now I've kind of hit a wall, one I mentioned in the original post.

I equipped my Paratrinic shield from my main ship, and it once again dropped it's cap and regeneration. Dknight mentioned this was normal, as escorts suffer in the category. But then I looked at the numbers...

The base stats on my shield is 8551.4 cap, and 99.7 regen. Though when equipped on my NX, these stats drop to 5005, and 58.3 respectively. That is not by any means a mere 10% drop. Am I missing something here?

I've tested it on other types of shields and the all experience a terrible drop. If this happens to the MACO shields as well, it kind of kills the whole project all together. Is there a way around this?
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,632
# 9
07-27-2012, 12:44 AM
Quote:
Originally Posted by theagoeb View Post
Alright thanks! I've found what you meant in the Dstore as well, it will be very useful.

Though, now I've kind of hit a wall, one I mentioned in the original post.

I equipped my Paratrinic shield from my main ship, and it once again dropped it's cap and regeneration. Dknight mentioned this was normal, as escorts suffer in the category. But then I looked at the numbers...

The base stats on my shield is 8551.4 cap, and 99.7 regen. Though when equipped on my NX, these stats drop to 5005, and 58.3 respectively. That is not by any means a mere 10% drop. Am I missing something here?

I've tested it on other types of shields and the all experience a terrible drop. If this happens to the MACO shields as well, it kind of kills the whole project all together. Is there a way around this?
http://spidermitch1.com/sto/fed/Spid...DShipChart.jpg = useful

Not sure about the shield moddifier but its listed as 1.0 which means no loss. The stats should be listed in the description in the ship vendor.
could be somthing programmed in for the starter ships. are you checking the shield stats in sector space/on the ground or in instanced space (like outside ESD)?

If your in sector space/on the ground the numbers are always wrong

If your in instanced space id check and see if the shielding suffers the same kind of drop on the miranda or a vessel of the next tier but remember to test on one that has the same shield modifier as the nx.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 10
07-27-2012, 11:17 PM
Quote:
Originally Posted by theagoeb View Post
Thanks for the speedy reply Dknight!

But I'm afraid you may have missed a line above. This thread is not asking for new versions, but ideas on tweaking the current versions with in game equipment to make them useable at higher levels.

Also, thanks for the tip on the 10 decrease! I wasn't aware!
I do apologise, I read maybe the first sentence and than skipped that paragraph thinking he's asking for a Tier 5 NX.

Quote:
Originally Posted by disposeableh3r0 View Post
http://spidermitch1.com/sto/fed/Spid...DShipChart.jpg = useful

Not sure about the shield moddifier but its listed as 1.0 which means no loss. The stats should be listed in the description in the ship vendor.
could be somthing programmed in for the starter ships. are you checking the shield stats in sector space/on the ground or in instanced space (like outside ESD)?

If your in sector space/on the ground the numbers are always wrong

If your in instanced space id check and see if the shielding suffers the same kind of drop on the miranda or a vessel of the next tier but remember to test on one that has the same shield modifier as the nx.
I was using the last version of Spidermitch's chart to check and read the -10% shield right next to the NX and thought it's modifier was .9 and was going by that since I don't have the ship to try out.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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