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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-31-2010, 11:26 AM
Quote:
Originally Posted by Azurit View Post
Can someone inform me about the "Starfleet Training Skills". I have a few questions:

The Lt.Cmdr. "Cruiser" is called "Cruiser" the Lt.Cmdr. skill "Cruiser Captain" says that it improves all cruisers. Is this true for all Cruisers or just for the Lt.Cmdr. cruisers?

You said that "heavy escort" improves the tactic captain. In which way? The skill description does not say anything about it. Does this mean that my Engineer gets something from "Heavy Cruiser" or "Exploration Cruiser" and "Assault Cruiser" as well?

Are all the weapons equal? Are there phasers with as much dps as polaron for example?

Thanks for your help. The skill description is very poor in my opinion.
The Lt. Cmdr ship skills affect all ships of that class. So if you train Cruiser Captain, all cruisers get those benefits.

The two LtCmdr and Cmdr and ship skills affect your captain skills. So Cruiser Captain and Heavy Cruiser captain affect your engineering skills. It affects them by boosting the various effects those skills are. I only know the Tactics skills and how they are affected but as an example:

Attack Pattern Alpha boosts damage, critical chance and severity and turn rate. Putting points into Tactical Team Leader, Escort and Heavy Escort captain increases all these stats.

Fire On my Mark throws on a resistance debuff, increasing these skills increases the percentage.

And so on.

As far as weapons go, the only difference in beams and cannons is the proc effect that each one has. Otherwise, its the same damage. So whichever damage type you choose to invest in the only thing that matters is which kind of proc you prefer. As far as I know...

Phasers have a chance to take subsystems offline.

Disruptors add a resistance debuff (though Im not sure if its still there or not, havent seen it).

Plasma weapons throw on a DoT.

Tetryon weapons increase shield damage.

Poloron Weapons have a chance to reduce subsystem energy.

Antiproton weapons increase critical damage.

As for torpedos, they all have their unique strengths and effects. Photon has the best fireing rate but lower damage. Quantium has a slow fire rate but high damage. Plasma throws on a DoT. Transphasic goes through shields but does less damage. Chronitron slows down ships and Tricobalt disables them. They all have progressively longer cooldown timers though.

As far as skills go, they only become specific after Lt. Cmdr. Once you hit Commander you will be specializing more, and like I said, you should specialize towards your BOFF powers. They'll tell you which skills affect them.

As far as I can tell with how the numbers go, its based on a percentages. So if you put a point in a skill and it gives +10, its basically +10%. So when you max out Starship Energy Weapons, all Starship Energy Weapons damage are increased by 18%.

From experience it affects everything the same way (though I have read that for more powerful skills its only 1/2 a gain.). Again yes its vague, and they should explain it (so I dont have to) but oh well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-31-2010, 11:35 AM
Quote:
Originally Posted by beoulve808 View Post
The ship and weapon skills are absurd as mentioned too. They are too specific which causes them to become obsolete the moment you move on to another ship or higher tier weapon.
I agree in everything you said , allow me an observation though on the above statement.

Weapons do not become obsolete.Phaser beams are as good as Antiproton beams , Projectiles are a bit different but not that big difference between tiers , it's the extra affect each type offers that distinguishes them.In terms of pure damage they are all the same (there is a bit difference in projectiles but not that big i believe ), at least that is what i see so far.

We all agree that till we reach say , the tier to choose between disruptor or phaser , skill points spent are not wasted.

Now if someone wants to have antiproton tier 5 energy weapons and don't wants to waste skill points , he can either choose 1 of the previous 2 to max out , and use them as main energy weapon till reaches tier 5 Antiproton.
In these way he would have spent 2700 skill points .
If he wants torpedos too then plus 2700 = 5400 skill points.
If these are the type of weapons someone wants to use till end game , then he doesn't need to spend more skill points at all to any other type of weapon.

If someone wants plasma torpedos and tetryon beams he can balance - allocate skill points to phaser beams and photon torpedos till say level5. This way he would have spent 3000 skill points only , just to make things quicker to reach the next tier weapon types.

The only problem with the skill cap is that we can't choose many types of weapons , put them in different classes of ships and just have fun with the diversity.This can only be done with another character.Unfortunately we must specialize.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-31-2010, 12:35 PM
Quote:
Originally Posted by Aeondeight

The two LtCmdr and Cmdr and ship skills affect your captain skills. So Cruiser Captain and Heavy Cruiser captain affect your engineering skills. It affects them by boosting the various effects those skills are. I only know the Tactics skills and how they are affected but as an example:

Attack Pattern Alpha boosts damage, critical chance and severity and turn rate. Putting points into Tactical Team Leader, Escort and Heavy Escort captain increases all these stats.

Fire On my Mark throws on a resistance debuff, increasing these skills increases the percentage.

And so on.

Except none of this is true.

The tooltip for those skills state nothing about affecting your captain skills.

In fact tactical team leader only affects your tactical BoFF's on the GROUND. The only space ability the "team leader" skills affect are the are their respective "Away Team" skills.

The "Ship Captain" (Escort/cruiser/science/heavy escort/etc) skills ONLY provided passive % bonuses to exactly what is listed in the tooltip. That is, the overall damage and survivability of that particular class of ship. Yes, the first tier of the "Ship Captain" is universal in that it effects any ship in that category.

An Engineer in an Escort will receive the same bonuses to their ship as would a Tactical. the tactical receives ZERO further benefit from those skills than any other captain class.

Unless ofcourse you were inferring that since the "Ship Captain" skills increase damage then it is also a bonus to offensive skills. But I would point out that the"Ship captain" skills also provide shield and hull bonuses and are equal benefit to Engineer Captains (shield bonus + shield modifying skills).

In summary, keep with me now.

"Cruiser Captain" will affect an Engineer, a Tactical, and a Science captain equally
"Escort Captain" will affect an Engineer, a Tactical, and a Science captain equally
"Science Vessel Captain" will affect an Engineer, a Tactical, and a Science captain equally
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-31-2010, 12:59 PM
I'll grant you that the tooltip doesn't say anything about it, but I went ahead and tried putting more points into tactical team leader, and it did improve the stats on my attack pattern alpha.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-31-2010, 01:00 PM
OK, then I'm confused. What difference does it make, gameplay wise, which branch you pick then? Seems like the only difference is the type of kits you can use, and the fact that you can train BO's of your type.

If so, I hope that gets fixed. Your career choice should impact character development more than that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-31-2010, 01:13 PM
Quote:
Originally Posted by grimmage View Post
Except none of this is true.

The tooltip for those skills state nothing about affecting your captain skills.

In fact tactical team leader only affects your tactical BoFF's on the GROUND.

Tactical Team Leader , Escort captain ,Heavy Escort captain WILL improve Attack Pattern Alpha ability which is a Tactical captain ability.

Ckecked it today ingame. Aeondeight is correct.

I am not sure if the same is valid for Engineer and Science Captain though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-31-2010, 01:22 PM
Quote:
Originally Posted by Aeondeight
The Lt. Cmdr ship skills affect all ships of that class. So if you train Cruiser Captain, all cruisers get those benefits.

The two LtCmdr and Cmdr and ship skills affect your captain skills. So Cruiser Captain and Heavy Cruiser captain affect your engineering skills. It affects them by boosting the various effects those skills are. I only know the Tactics skills and how they are affected but as an example:

Attack Pattern Alpha boosts damage, critical chance and severity and turn rate. Putting points into Tactical Team Leader, Escort and Heavy Escort captain increases all these stats.

Fire On my Mark throws on a resistance debuff, increasing these skills increases the percentage.

And so on.

As far as weapons go, the only difference in beams and cannons is the proc effect that each one has. Otherwise, its the same damage. So whichever damage type you choose to invest in the only thing that matters is which kind of proc you prefer. As far as I know...

Phasers have a chance to take subsystems offline.

Disruptors add a resistance debuff (though Im not sure if its still there or not, havent seen it).

Plasma weapons throw on a DoT.

Tetryon weapons increase shield damage.

Poloron Weapons have a chance to reduce subsystem energy.

Antiproton weapons increase critical damage.

As for torpedos, they all have their unique strengths and effects. Photon has the best fireing rate but lower damage. Quantium has a slow fire rate but high damage. Plasma throws on a DoT. Transphasic goes through shields but does less damage. Chronitron slows down ships and Tricobalt disables them. They all have progressively longer cooldown timers though.

As far as skills go, they only become specific after Lt. Cmdr. Once you hit Commander you will be specializing more, and like I said, you should specialize towards your BOFF powers. They'll tell you which skills affect them.

As far as I can tell with how the numbers go, its based on a percentages. So if you put a point in a skill and it gives +10, its basically +10%. So when you max out Starship Energy Weapons, all Starship Energy Weapons damage are increased by 18%.

From experience it affects everything the same way (though I have read that for more powerful skills its only 1/2 a gain.). Again yes its vague, and they should explain it (so I dont have to) but oh well.
Thanks a lot for the detailed description. And also thanks to every one else who tries to clear this up.

The question with the captain skills is if it is intended that they increase things which are not mentioned in the tooltip, or if is a bug. Maybe cryptic will put out another patch for launch and correct this things. They still have a lot to do, think the game would need another 2 month of beta at least.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-31-2010, 01:31 PM
The abilities listed in the skill boxes are only samples, not full lists. In order to find out what skills an ability uses, you need to gain access to that ability, then open up your [P]owers window. Click on an ability in that list, and scroll down to the bottom of it's description- that's where you'll find the list of skills that improve that ability.

IMO, this information shouldn't be so difficult to obtain, or so restricted.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-31-2010, 03:42 PM
Quote:
Originally Posted by grimmage View Post
Except none of this is true.

The tooltip for those skills state nothing about affecting your captain skills.

In fact tactical team leader only affects your tactical BoFF's on the GROUND. The only space ability the "team leader" skills affect are the are their respective "Away Team" skills.

The "Ship Captain" (Escort/cruiser/science/heavy escort/etc) skills ONLY provided passive % bonuses to exactly what is listed in the tooltip. That is, the overall damage and survivability of that particular class of ship. Yes, the first tier of the "Ship Captain" is universal in that it effects any ship in that category.

An Engineer in an Escort will receive the same bonuses to their ship as would a Tactical. the tactical receives ZERO further benefit from those skills than any other captain class.

Unless ofcourse you were inferring that since the "Ship Captain" skills increase damage then it is also a bonus to offensive skills. But I would point out that the"Ship captain" skills also provide shield and hull bonuses and are equal benefit to Engineer Captains (shield bonus + shield modifying skills).

In summary, keep with me now.

"Cruiser Captain" will affect an Engineer, a Tactical, and a Science captain equally
"Escort Captain" will affect an Engineer, a Tactical, and a Science captain equally
"Science Vessel Captain" will affect an Engineer, a Tactical, and a Science captain equally
Except none of this is true. Did you read what anyone other than the OP had to say about how very wrong you are?
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