Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-03-2010, 05:22 AM
Of course an Escort-played Miranda will kill faster than a Cruiser-played T2 Cruiser with Mk2 items.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-03-2010, 05:32 AM
Quote:
Originally Posted by -Jes-
Of course an Escort-played Miranda will kill faster than a Cruiser-played T2 Cruiser with Mk2 items.
Which is why its better to stick with the miranda until you've ground some more skillpoints and gear with it :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-03-2010, 05:33 AM
Every now and then I start getting kicked around in my cruiser, and start thinking just what the OP is thinking. And then I realise I forgot to set my power to 'Weapons'... which makes a cruiser with beams completely toothless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-03-2010, 06:10 AM
Quote:
Science ships dont have enough slots for those, as both science ships and cruisers need to focus on getting a decent broadside first, and then some torps.
Yes they do, dont be silly :p

I slot:
FORE - 1x Dual Phase Beam Banks + 1x Quantum Torpedo Launcher
Aft - 2x Phaser Array

There plenty of power to run them. No i do not auto fire my Beam Banks, i tell them when to shoot, so i can time my tacyon beam + target sub-system shield + HY Quantums at the right time to one shot anything upto a Cruiser.

My broad-side/rear firing is still effective with my 2x Phaser banks allowing me to reposition myself for attack runs using tractor beam to hold them in place.

To the OP, your cruiser is slower and less agile, you will need to adjust your playstyle to get the best from it. I cant give you any specific advice (since i havent played a cruiser) but listen to the comments made by other cruiser captains.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-03-2010, 09:05 AM
Quote:
Originally Posted by claydermunch View Post

don't waste points in the cruiser skill - i does not stack for later cruisers. STOP RECOMMENDING SKILING THAT!!!!
I'm PRETTY sure it does affect all cruisers, not just the T2 cruiser. When we can respec, I'll know for sure. If it doesn't, then it is probably bugged, because its description clearly indicates that it should.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-03-2010, 09:47 PM
Quote:
Originally Posted by ThomasGideon
I'm PRETTY sure it does affect all cruisers, not just the T2 cruiser. When we can respec, I'll know for sure. If it doesn't, then it is probably bugged, because its description clearly indicates that it should.
it does not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-04-2010, 01:41 AM
Quote:
Originally Posted by claydermunch View Post
it does not.
Are you sure it doesn't work, because the skill clearly states "any science class of starships" for the T2 science skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-04-2010, 02:06 AM
Quote:
Originally Posted by claydermunch View Post
it does not.
It may be true that it does not. However, if that is the case then I think it is probably a bug.

Here, this is what I've gathered on skills so far:

There are three basic classes of skills in STO. Each class has the same range of bonuses within them. As you go up in class, the things that each skill affects become more specialized, but the bonus amount increases.

<<------------------------------------->>
The first class is very broad. It covers a lot of things, but does not add very much of a bonus.
Examples:

Energy Weapons Training
"This skill improves starship beam and cannon weapon damage, as well as abilities that modify these weapons."
Bonus: 6-18

Starship Command
"This skill provides a slight improvement to hull strength, speed, and maneuverability when captaining any type of starship."
Bonus: 6-18

<<------------------------------------->>
The next class becomes more limited in scope, but still applies to a range of things.
Examples:

Starship Beam Weapons
"This skill improves starship beam weapons damage, as well as abilities that modify these weapons."
Bonus: 8-30

Cruiser Captain
"This skill provides a slight improvement to hull strength, speed, and maneuverability when captaining any type of cruiser."
Bonus: 8-30

Escort Captain
"This skill provides a slight improvement to hull strength, speed, and maneuverability when captaining any escort class of starship."
Bonus: 8-30

Science Vessel Captain
"This skill provides a slight improvement to hull strength, speed, and maneuverability when captaining any science class of starship."
Bonus: 8-30

<<------------------------------------->>
Finally there are the specialized skills. These apply to a narrow range of things, but provide a large bonus.
Examples:

Starship Disruptor Weapons
"this skill improves starship disruptor weapons damage."
Bonus: 10-52

All starship command skills from captain on up are of this type. For instance...

Exploration Cruiser Captain
"This skill provides a slight improvement to hull strength, speed, and maneverability when captaining an exploration cruiser starship."
Bonus: 10-52

Advanced Escort Captain
"This skill provides a slight improvement to hull strength, speed, and maneuverability when captaining an advanced escort starship."
Bonus: 10-52


This is a well established pattern in the skills. In fact, if the Lt. Commander skills do not follow this pattern, then they are the ONLY ones that do not. That does not seem likely to me, particularly considering the wording on their descriptions.

Additionally, this information HERE shows that skill bonuses are generally additive.

However...

Quote:
For instance, some stats donít increase the magnitude of an ability, but instead increase the duration. In some more powerful abilities, itís not a one-to-one ratio and you only get half the bonus from Skill.
This, however, muddies the waters a bit as to how the numbers translate.

And even stranger...

Quote:
Some Skills donít improve stats at all, but offer other bonuses. For example, Starship Command grants an HP, Turn Rate and Impulse speed bonus to all ships.
That quote makes no sense to me at all, since HP, Turn Rate, and Impulse speed bonus are all stats. Either that example is in error, or there is a clarification needed as to what a "stat" is.

Anyways, it is late and I am rambling on.
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