Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-30-2010, 12:43 PM
I called it a quasi guide because it's all beta information and some of it has changed (I can't get auto attack to work on the ground) and some of it is now available (You can go to the skill trainer next to the fleet trainer and see every skill available in game).

I may update it in the future, but not until after I hit Admrial.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-30-2010, 12:55 PM
Might a recomment a quick edit for easy of reading? Bolding, sizing, and Underlinging are good ways to make the guide easier to read through, especially when looking for a certian item. RG: I snipped this from your guide I tried to find a text size option, but couldn't


Choosing your Weapons:


Ground:

You can equip up to two weapons. If a weapon isn't equipped you will do Martial Arts.

There are four kinds of weapons available to all officers on the ground:

Assault Weapons high damage, long recharge
Rifles medium damage, medium recharge
Pistols low damage, short recharge
Martial Arts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-30-2010, 12:55 PM
This may be the most helpful thing I've run into on the forums yet. You've done a fantastic job of organizing and explaining a whole lot of information. Thanks for the awesome guide!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-30-2010, 01:08 PM
Can a Mod sticky this please?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-30-2010, 01:58 PM
awesome guide thank you

now i know i will be playing tactical / escort ship!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-31-2010, 11:15 AM
I'm thinking about doing an add on about what tactics I use and find effective
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-31-2010, 11:23 AM
This needs to be stickied.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-01-2010, 12:26 AM
Very useful and covers an area of the game the other guides don't. I also think it should be stickied.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-01-2010, 03:58 AM
"Ground skills:

These three skills give a bonus to the corresponding ground abilities of your group. I'm not sure if it affects other players in your team or just your Bridge Officers."


These are the KDF Training Skills in the Skill Tree (bottom 3, left side--fourth one is Starship Command and related to Space). They affect the "NPC away team" but like you I'm not sure if they affect players. Specific BOF Skills are affected as well as reported by my Fleet Mate. He said that the BOF ability "Science Team" [iirc it was Science Team he was referring to] had an increase in effect of the buff it gave from 15% to 25% and he achieved this by raising Science Team Leader 9 points. It may have increased the duration a second or two as well.

I now assume this will work in a somewhat similar way for all BOF Teams Abilities (Tactical Team, Engineering Team and Science Team).

Depending on what and how you wish to do things (using one, two or all three BOF Team Abilities) you may want to raise one or more of these (Engineering, Tactical, and Science Team Leader. ). Skill Points are scarce though, so plan well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-01-2010, 04:19 AM
Awesome guide!

As a few others have said. Stick a bit of formatting in with some bold here and there
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