Lt. Commander
Join Date: Mar 2013
Posts: 151
# 11
03-29-2013, 05:15 PM
The Skillplanner is showing Advanced Danube Runabouts. How/Where can I get those. Are there other options for this vessel than Runabouts?
Captain
Join Date: Jun 2012
Posts: 834
# 12
03-29-2013, 05:36 PM
Quote:
Originally Posted by opheliadraegonne View Post
The Skillplanner is showing Advanced Danube Runabouts. How/Where can I get those. Are there other options for this vessel than Runabouts?
Advanced Danube Runabouts:
[http://www.stowiki.org/Hangar_-_Adva...ube_Runabouts]

They are available from the Dilithium Store for 30,250 Dil, since they are "Bind on Pickup", they won't be anywhere else, like the Exchange.

There are Fighters and shuttles too, but the Runabouts are the toughest. Each has a different role too.

I believe that you can equip any type you want, don't have one to test though...

This page talks about not just Fighters but other types of pets:
[http://www.stowiki.org/Fighters]
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Lt. Commander
Join Date: Mar 2013
Posts: 151
# 13
03-29-2013, 05:37 PM
Used the skill planner, and came up with this. Any thoughts?

- Space Skills -

Tactical Systems Lieutenant

Starship Attack Patterns
0
Starship Weapons Training
9
Starship Energy Weapons
7
Starship Projectile Weapons
0
Starship Maneuvers
6
Starship Targeting Systems
6
Starship Stealth
0
Starship Threat Control
0
Starship Energy Weapon Specialization
3
Starship Projectile Weapon Specialization
0
Engineering Systems Lieutenant

Driver Coil
9
Starship Batteries
9
Starship Hull Repair
9
Structural Integrity
6
Starship Subsystem Repair
0
Starship Warp Core Efficiency
9
Starship Electro-Plasma Systems
0
Starship Impulse Thrusters
1
Starship Warp Core Potential
9
Starship Engine Performance
9
Starship Hull Plating
7
Starship Shield Performance
7
Starship Armor Reinforcements
0
Starship Auxiliary Performance
6
Starship Weapon Performance
0
Science and Operations Systems Lieutenant

Starship Flow Capacitors
0
Starship Shield Emitters
7
Starship Power Insulators
6
Starship Shield Systems
6
Starship Graviton Generators
9
Starship Particle Generators
9
Starship Inertial Dampeners
7
Starship Sensors
6
Starship Countermeasure Systems
0
Starship Subspace Decompiler
3


- Ground Skills - (I dont do ground combat much, but it made me spend some points on Ground.)
Science Officer Lieutenant

Medic
0
Weapon Proficiency
9
Physiology
0
PS Generator
9
Scientist
0
Threat Control
0
Probability Logistics
0
Willpower
9
Combat Armor
7
Particle Physics
0
Lt. Commander
Join Date: Mar 2013
Posts: 151
# 14
03-29-2013, 05:38 PM
Quote:
Originally Posted by sirokk View Post
Advanced Danube Runabouts:
[http://www.stowiki.org/Hangar_-_Adva...ube_Runabouts]

They are available from the Dilithium Store for 30,250 Dil, since they are "Bind on Pickup", they won't be anywhere else, like the Exchange.

There are Fighters and shuttles too, but the Runabouts are the toughest. Each has a different role too.

I believe that you can equip any type you want, don't have one to test though...

This page talks about not just Fighters but other types of pets:
[http://www.stowiki.org/Fighters]
I tried to equip the shield repair shuttles, but said I was wrong class. I assumed it meant of ship. The runabouts specifically say they can be used by a multi-mission sci vessel, which I think is what the Vesta counts as.
Lt. Commander
Join Date: Mar 2013
Posts: 151
# 15
03-29-2013, 05:41 PM
There seems to be a discrepancy between what the wiki says can equip the danube and what they say in game. Wiki just says Carrier, Escort Carrier; gametext says Carrier, Escort Carrier, Multimission Science Vessel.
Lt. Commander
Join Date: Mar 2013
Posts: 151
# 16
03-30-2013, 12:25 AM
If I am using the Cutting Beam, wouldn't using one Energy Weapon console instead of two dedicated Phaser Consoles make some sense?

Last edited by opheliadraegonne; 03-30-2013 at 12:56 AM.
Captain
Join Date: Jul 2012
Posts: 658
# 17
03-30-2013, 12:40 AM
Thoughts on the OP:

[Aux]x3 does not exist, and [Aux] doesn't boost your Aux power anyway, it just keeps your engines from going 100% offline and keeps them at 25%. Covariant shields are usually bad for sci ships, they get high cap automatically, and have paper thin hulls that benefit greatly from Resilient shields. If you want an armor run a Neutronium or Monotanium, the former protects against everything, the latter against kinetic (I actually don't run any armor on my Vesta and put universals in the eng slots, the benefit of armor is just too small with that weak hull). For tac consoles move the QFFC out and stack 4 Phaser consoles, that's what's going to be dealing your damage, so boost it. With whatever sci consoles you have left you'll want some shield stuff as covered and/or to stack Particle Generators or Flow Capacitors depending on what abilities you're using.

On hangars: I've tried basic Delta Flyers, Danubes, and Peregrines, and Advanced and Elite Scorpions on my Vesta, they've all worked, but the Scorpions have been far and away my favorite.

On your skill build:

Never run more than 6 points in any power boosting skill, the last 3 do next to nothing. You probably also don't want to invest as much as you did in one armor skill, you're still just as vulnerable to the other type of damage, plus armor isn't that great for sci anyway. You'll definitely want at least 3 ranks in Impulse Thrusters and Starship EPS, and always get as much as you can for Energy Weapons, Targeting Systems, Shield Systems, and Shield Emitters. Beyond that I'd have to know what abilities you're using and whether you're going for PvE or PvP to give further recommendations (I only really know PvE, but I've heard a fair bit about PvP and can make some educated guesses on the rest).

Now, links:

Power Level Calculator: http://sto-forum.perfectworld.com/sh...d.php?t=532731

Skill Point Effects: http://home.comcast.net/~amicus/Skil...%20Effects.htm

My own build so you can see where I'm coming from (and yeah, I'm thinking about dropping PSW with the new bugs): http://www.stoacademy.com/tools/skil...=Secura04_2511
Lt. Commander
Join Date: Mar 2013
Posts: 151
# 18
03-30-2013, 01:31 AM
Quote:
Originally Posted by jadensecura View Post
Thoughts on the OP:

[Aux]x3 does not exist, and [Aux] doesn't boost your Aux power anyway, it just keeps your engines from going 100% offline and keeps them at 25%. Covariant shields are usually bad for sci ships, they get high cap automatically, and have paper thin hulls that benefit greatly from Resilient shields. If you want an armor run a Neutronium or Monotanium, the former protects against everything, the latter against kinetic (I actually don't run any armor on my Vesta and put universals in the eng slots, the benefit of armor is just too small with that weak hull). For tac consoles move the QFFC out and stack 4 Phaser consoles, that's what's going to be dealing your damage, so boost it. With whatever sci consoles you have left you'll want some shield stuff as covered and/or to stack Particle Generators or Flow Capacitors depending on what abilities you're using.

On hangars: I've tried basic Delta Flyers, Danubes, and Peregrines, and Advanced and Elite Scorpions on my Vesta, they've all worked, but the Scorpions have been far and away my favorite.

On your skill build:

Never run more than 6 points in any power boosting skill, the last 3 do next to nothing. You probably also don't want to invest as much as you did in one armor skill, you're still just as vulnerable to the other type of damage, plus armor isn't that great for sci anyway. You'll definitely want at least 3 ranks in Impulse Thrusters and Starship EPS, and always get as much as you can for Energy Weapons, Targeting Systems, Shield Systems, and Shield Emitters. Beyond that I'd have to know what abilities you're using and whether you're going for PvE or PvP to give further recommendations (I only really know PvE, but I've heard a fair bit about PvP and can make some educated guesses on the rest).

Now, links:

Power Level Calculator: http://sto-forum.perfectworld.com/sh...d.php?t=532731

Skill Point Effects: http://home.comcast.net/~amicus/Skil...%20Effects.htm

My own build so you can see where I'm coming from (and yeah, I'm thinking about dropping PSW with the new bugs): http://www.stoacademy.com/tools/skil...=Secura04_2511
EPS wont be as necessary for me, really. I plan on just sticking with maxed out Aux most of the time, and maybe switch to Shields if needed. I wont need to switch between Weapon and Aux power, so only purpose of EPS is to recover drain. Drain from my own weapons doesn't seem to be a lot, drain from other sources seems to be the only real worry.

However, after your post I looked over my build and came up with this ;


- Space Skills -




Tactical Systems

Starship Attack Patterns
9
Starship Weapons Training
9
Starship Energy Weapons
9
Starship Projectile Weapons
0
Starship Maneuvers
0
Starship Targeting Systems
9
Starship Stealth
0
Starship Threat Control
0
Starship Energy Weapon Specialization
3
Starship Projectile Weapon Specialization
0




Engineering Systems

Driver Coil
6
Starship Batteries
0
Starship Hull Repair
6
Structural Integrity
7
Starship Subsystem Repair
6
Starship Warp Core Efficiency
9
Starship Electro-Plasma Systems
6
Starship Impulse Thrusters
6
Starship Warp Core Potential
9
Starship Engine Performance
0
Starship Hull Plating
6
Starship Shield Performance
9
Starship Armor Reinforcements
0
Starship Auxiliary Performance
6
Starship Weapon Performance
0



Science and Operations Systems

Starship Flow Capacitors
0
Starship Shield Emitters
9
Starship Power Insulators
6
Starship Shield Systems
9
Starship Graviton Generators
9
Starship Particle Generators
9
Starship Inertial Dampeners
6
Starship Sensors
3
Starship Countermeasure Systems
0
Starship Subspace Decompiler
3


- Ground Skills -

Medic
0
Weapon Proficiency
9
Physiology
1
PS Generator
9
Scientist
0
Threat Control
0
Probability Logistics
0
Willpower
6
Combat Armor
9
Particle Physics
0
Lt. Commander
Join Date: Mar 2013
Posts: 151
# 19
03-30-2013, 02:00 AM
Just switched to this setup (OP updated as well)

Fore :

[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]

Aft :

[Phaser Turret Mk XII [Acc]x2 [CrtH]]
[Phaser Turret Mk XII [Acc]x2 [CrtH]]
[Tricobalt Mine Launcher Mk XII [Dmg]x3] to become a Kinetic Cutting Beam

Deflector :

[Graviton Deflector Array Mk XII [PrtG] [SubD] [Gra]] (Bonuses to Gravity Well and Viral Matrix)

Impulse :

[Combat Impulse Engines Mk XII [Aux] [Spd] [Turn]]

Shields :

[Resilient Shield Array Mk XII [Cap]x2 [Pla]]

Engineering :

[Console - Universal - Sympathetic Fermion Transceiver]
[Console - Universal - Multidimensional Wave-Function Analysis Module]

Science :

[Console - Universal - Quantum Field Focus Controller]
[Console - Science - Shield Emitter Amplifier Mk XII]
[Console - Science - Particle Generator Mk XI]
[Console - Science - Graviton Generator Mk XI]

Locations of Universal consoles tentative based on what else I need to run.
Tactical :

[Console - Tactical - Phaser Relay Mk XII]
[Console - Tactical - Phaser Relay Mk XII]
[Console - Tactical - Phaser Relay Mk XII]
[Console - Tactical - Phaser Relay Mk XII]
Captain
Join Date: Jul 2012
Posts: 658
# 20
03-30-2013, 12:19 PM
Quote:
Originally Posted by opheliadraegonne View Post
EPS wont be as necessary for me, really. I plan on just sticking with maxed out Aux most of the time, and maybe switch to Shields if needed. I wont need to switch between Weapon and Aux power, so only purpose of EPS is to recover drain. Drain from my own weapons doesn't seem to be a lot, drain from other sources seems to be the only real worry.
I wasn't saying to do EPS for power transfer, or even for the recovery (although that's not bad), the real reason is that it boosts the power bonus from your EPtX skills. 3 ranks of it will boost your EPtX by 25%, and since you should always be running EPtS that means a continuous +5 power to shields, which is about 5 times what you're getting from the last 3 ranks in Shield Performance. (Also, I would take some points in Medic on Ground, healing is the main thing ground sci does, other than shooting and not dying.)

Does look to be shaping up now, though. You'll want to pick out boff abilities before going any further so you know what things your skills need to boost and such.
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