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Stop STO for a Long Time and Wanted to Get Back

shehchaoshehchao Member Posts: 20 Arc User
Hi all, I have stopped STO for a few years and now wanted to get back (I think 2+yrs). Just wanted to ask what I need to do or where I can start. I remember I had a Presidio Command Battlecruiser. Then remove all torpedoes and uses positron beams. Not sure how much have changed.
Post edited by baddmoonrizin on

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  • shehchaoshehchao Member Posts: 20 Arc User
    Sorry, its antiproton.
  • davefenestratordavefenestrator Member Posts: 10,511 Arc User
    A fun way to get back into the game is to create a brand new captain that's a Federation, Age of Yester / The Original Series, Romulan or Klingon. You could make a Jem'Hadar but they start at level 60 so you miss out on the leveling up experience where you can re-learn how to play.

    Most of the level-up content content has been improved, so even if some of it will be familiar you'll also see a lot of new things.
  • davefenestratordavefenestrator Member Posts: 10,511 Arc User
    Also, the non-Federation captains play their own set of episodes at the start, and only merge into the shared stories later on.

    I'm leveling up a new Romulan captain right now and the Romulan story is quite good.
  • leemwatsonleemwatson Member Posts: 5,342 Arc User
    shehchao wrote: »
    Hi all, I have stopped STO for a few years and now wanted to get back (I think 2+yrs). Just wanted to ask what I need to do or where I can start. I remember I had a Presidio Command Battlecruiser. Then remove all torpedoes and uses positron beams. Not sure how much have changed.

    The thing with STO you have to remember is 'best' is very, very subjective....especially nowadays. ANY energy type is viable, you just need to equip consoles which synergise well with that energy type as well as spec'ing your character to what you intend to use it as.

    You have alot of choice these days, and there are virtually no 'must haves' left.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • startrek6000startrek6000 Member Posts: 26 Arc User
    Welcome back! How many years is "few"? Likely, you'll quickly figure out most of the big changes right away. The game is still awesome, don't worry.
  • jamieblanchardjamieblanchard Member Posts: 556 Arc User
    Welcome back!

    The Presidio is a nice bird to fly. And yes, it's all subjective, as far as what "The Best" is. IMO, "The Best" is what ~you~ enjoy using. The trick is using equipment that will compliment your energy weapon type, researching those, and building around it.
    Resident TOS, G.I. Joe, Transformers and hair metal fangirl.

    And knowing is half the battle!

    21 'til I die!
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited August 2018
    Hey there and welcome back to STO. :)

    Since most activities in game involve shooting stuff my suggestion would be that the first thing to do is to work on potent ship and ground builds. Game is very easy when you surf on the latest waves of power creep and really tough and limiting when you don’t.

    If you like check out the build and guide sections of the STO League homepage.

    https://www.sto-league.com/

    By doing so you will always be informed by the best players in game what works well.

    As for your question about AP. All energy types you select will get you through the content just fine. In the upper end we have always a winner though. At the moment it is even a clear one with spiral wave disruptors where cryptic wanted to ensure that the most expensive gun is simply the best (additional & reroll-able mods).
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    I definitely agree, the best way to get back into the game is to make a new character and start new. Going through the leveling process will let you get acclimated with the game, relearn the controls and hopefully find the style of game play that you like. Once you get up toward end game and you have an idea of what you want to do, we can help you design an end game build that fits your needs. Take your time, enjoy the ride and we'll be here when you have questions.

    Welcome back! :smile:
    Insert witty signature line here.
  • davefenestratordavefenestrator Member Posts: 10,511 Arc User
    coldnapalm wrote: »
    Hey there and welcome back to STO. :)

    Since most activities in game involve shooting stuff my suggestion would be that the first thing to do is to work on potent ship and ground builds. Game is very easy when you surf on the latest waves of power creep and really tough and limiting when you don’t.

    I wouldn't say that. Most of my ships haven't changed in like 2-3 years and they still do fine. My ground game on most of my toons are even mark XII still from before the upgrade system...and they do fine. Even with the power creep, the game is quite easy without going on the power creep train. Course hopping on the train does make it MUCH easier...but I wouldn't say you NEED to do it to have an easy time with the game.

    It's great that STO lets you play anything except Elite content without forcing you to fall into cookie-cutter min-maxing. If you want to climb the DPS charts then you might need to follow the herd, but outside of that you are free to choose any energy type you like (picking it by visuals is fine), use a torpedo so it feels more Trek-like, use beams or cannons, "waste" a slot on the Tholian mine layer.

    Almost anything that makes it fun for you can be made to work.


  • jaephjaeph Member Posts: 77 Arc User
    I came back recently from a long hiatus. I had 2 lvl 50 captains who could run advanced without a problem. I found the following:

    1) Starting a new character helped immeasurably with relearning the game. That was my rommie, to about 20, before I went back to my klink.

    2) I did not try to be perfect. I learned things one at a time, and just ignored other things while having fun.

    3) The level curve from 60-65 was brutal for me. A ship that was fine at 60 needed real upgrades and intelligent tweaking to get it working, as did my ground game. This really hurt my fed, who I leveled from 50->65 solely on admiralty/doffs.

    -Jeff

  • warpangelwarpangel Member Posts: 9,427 Arc User
    coldnapalm wrote: »
    Hey there and welcome back to STO. :)

    Since most activities in game involve shooting stuff my suggestion would be that the first thing to do is to work on potent ship and ground builds. Game is very easy when you surf on the latest waves of power creep and really tough and limiting when you don’t.

    I wouldn't say that. Most of my ships haven't changed in like 2-3 years and they still do fine. My ground game on most of my toons are even mark XII still from before the upgrade system...and they do fine. Even with the power creep, the game is quite easy without going on the power creep train. Course hopping on the train does make it MUCH easier...but I wouldn't say you NEED to do it to have an easy time with the game.

    It's great that STO lets you play anything except Elite content without forcing you to fall into cookie-cutter min-maxing. If you want to climb the DPS charts then you might need to follow the herd, but outside of that you are free to choose any energy type you like (picking it by visuals is fine), use a torpedo so it feels more Trek-like, use beams or cannons, "waste" a slot on the Tholian mine layer.

    Almost anything that makes it fun for you can be made to work.

    Your mileage may vary on how "great" that is. IMO it makes pretty much all the stuff more or less worthless for those not interested in DPS charts.
  • casualstocasualsto Member Posts: 672 Arc User
    Presidio would totally be viable for an aux2batt build, but also for a non aux2batt with some drawbacks.
    Also creating a new toon helps.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited August 2018
    coldnapalm wrote: »
    Hey there and welcome back to STO. :)

    Since most activities in game involve shooting stuff my suggestion would be that the first thing to do is to work on potent ship and ground builds. Game is very easy when you surf on the latest waves of power creep and really tough and limiting when you don’t.

    I wouldn't say that. Most of my ships haven't changed in like 2-3 years and they still do fine. My ground game on most of my toons are even mark XII still from before the upgrade system...and they do fine. Even with the power creep, the game is quite easy without going on the power creep train. Course hopping on the train does make it MUCH easier...but I wouldn't say you NEED to do it to have an easy time with the game.

    Well sure you are right with that. Think it always boils down on what you like to do in game in the end. Peeps often tend to associate all DPSer with min/maxer who all want to climb up the DPS laeaderboard. Others use the term e-pen comparison. But that’s not what it is for me at all.

    Even though I somehow entered top 10 by now doing so was never really on my personal agenda. DPS for me simply means independence in STO. The freedom to be able to play the content I choose and do so with the people I choose. That includes both high end players as well as casuals or even low end players.

    Worst time for me in game was DR when all of sudden my fleet could not handle PvE anymore in light of the difficulty increase. Fleet-mates were looking for me with guidance and help and all I could do was to begin to select with whom it’s not too risky to run PvE and who is better left behind. God, those thoughts were so awful and exactly the reason why I tended to DPS. Each K I bring others don’t need to and each K I pull secures me from becoming an elitist and having to select out of the performance capabilities of others.

    When the metal league formed in 2015 I ran into @felisean rather soon from whom I got so much knowledge, so much help, so much encouragement. With him and the other admins a completely new level of play I got introduced to in STO: Team play! It is highly addictive and raises the entire worth of Star Trek online to another level I only experienced on few occasions before.

    No idea what the OP is after. Only thing I know is that I like to share my experience with him so I pointed him in the same direction. :)
    Post edited by peterconnorfirst on
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • protoneousprotoneous Member Posts: 2,982 Arc User
    shehchao wrote: »
    Hi all, I have stopped STO for a few years and now wanted to get back (I think 2+yrs). Just wanted to ask what I need to do or where I can start. I remember I had a Presidio Command Battlecruiser. Then remove all torpedoes and uses positron beams. Not sure how much have changed.
    I don't recommend you start a new toon... unless you want to of course. There's plenty of new missions you can play from the 2+ years you've missed. Recent recruitment events (delta, gamma) have just ended and there is the potential for another ST:D type recruitment event this fall and perhaps a AoY RE again at some time in the future. All these events gave out unique and sometimes very nice rewards and unlocks for your entire account.

    Beyond a certain point new toons can become a liability if you want to bring them up to par - over a dozen reps to complete, active duty doffs, fleet credit and dilithium costs for extra slots for starship traits, ground and space active rep traits, and reputation gear, grinding out Tier 6 mastery traits from existing or new T6 ships, genetic resequencers, admiralty for specialization points, etc. I realize that the definition of a new toon's "state of completion" can vary and that some of the things I mentioned weren't around 2+ years ago.... just plan carefully as a new toon is more than just a significant investment of your time.

    It's still a great game, and as a previous player you can learn all you need to bring yourself up to speed with an existing toon(s) by just playing the game, asking some questions, and a little reading up and practice.
  • davefenestratordavefenestrator Member Posts: 10,511 Arc User
    edited August 2018
    > Beyond a certain point new toons can become a liability if you want to bring them up to par - over a dozen reps to complete, active duty doffs, fleet credit and dilithium costs ....

    None of which is needed to do normal and advanced content. Also, you can combine some of that: doing one Borg red alert gets you 65 reputation marks (2 days of rep daily costs) plus a decent amount of mastery for a T6 ship, plus XP for specialization points, plus a little dil (480? + 340 x 2 from the reputation dailies). When you finish the rep you get another 32,000? dil.

    I look at new characters as a chance to try different careers (tac, sci, eng) with their skills and ground kit powers; see the different faction stories; fly different ships (tac, sci, eng) with different boff powers; create a new themed captain and crew like my mirror universe defector who escaped with his Paradox ship and holo-Leeta boff.

    Of course if you just want to play a Fed tac captain flying a cruiser then there's not much point in creating more captains just like that.
  • protoneousprotoneous Member Posts: 2,982 Arc User
    > Beyond a certain point new toons can become a liability if you want to bring them up to par - over a dozen reps to complete, active duty doffs, fleet credit and dilithium costs ....

    None of which is needed to do normal and advanced content. Also, you can combine some of that: doing one Borg red alert gets you 65 reputation marks (2 days of rep daily costs) plus a decent amount of mastery for a T6 ship, plus XP for specialization points, plus a little dil (480? + 340 x 2 from the reputation dailies). When you finish the rep you get another 32,000? dil.

    I look at new characters as a chance to try different careers (tac, sci, eng) with their skills and ground kit powers; see the different faction stories; fly different ships (tac, sci, eng) with different boff powers; create a new themed captain and crew like my mirror universe defector who escaped with his Paradox ship and holo-Leeta boff.

    Of course if you just want to play a Fed tac captain flying a cruiser then there's not much point in creating more captains just like that.
    Yes, a little something snuck in there from somebody who's participated in every recruitment drive and has all toons covered in-game mutliple time over. Reminder appreciated :blush: I shouldn't have used the term liability so I rephrased thing below.

    I agree that playing all disciplines is a great way to learn the game. As far "none of which is needed to do normal and advanced content" I did mention...
    protoneous wrote: »
    I realize that the definition of a new toon's "state of completion" can vary
    ...and haven't any idea of what type of content the OP wants to play or what his standards for game play are.

    To rephrase - new toons can be fun but also a fair journey to get to maturity, depending upon the destination desired. I hope your journey is a pleasant one. Mine has been for over 7 years :smile:

    p.s. welcome back




  • shehchaoshehchao Member Posts: 20 Arc User
    Thanks everyone!! I think i will not create new character right now as i still have lots of reputation yet to do. I yet to do temporal missions story as well. So lots of new contents to keeep me busy for quite some time!!
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