Alright, so, I am a pretty good PVPer. I can beat a few Nova core one on one (atleast, I think they were Nova Core), and i can compete with a few SOB one on one. I fly escorts, and am getting better at science. Just trying to give you some idea of where I sit in PVP.
I looked at your escort spec and practically had a heart attack at the spec. I don't mean to be insulting here, I just prefer to speak bluntly and say what is on my mind.
So, in regards to the spec you posted, I have a few questions:
1. Why are there points in driver coils?
2. Why are you not speced into the two weapon specialization skills?
3. Why is there only 1 point in each resistance?
I did notice a few other things that confused me, but I think it would be hard to answer those questions with out first answering the first three I just asked.
Yeah I notice that to, I always max out energy and projectile weapon specilization on both of my tacs. Its even more important with all the new crit bonuses to really take advantage of it.
So, in regards to the spec you posted, I have a few questions:
1. Why are there points in driver coils?
2. Why are you not speced into the two weapon specialization skills?
3. Why is there only 1 point in each resistance?
1. The points where left over and I had to choose between either bumping batteries from 3 to 6 for a minor improvement or put these points as a single tick into one of the higher tiers - or go with 3 in driver coils. The spec is intended as a multi-purpose spec for players who don't necessarily live the life of a pvper who is always sitting around at one of the major hubs and only takes queue pops. Driver Coil makes sector space travel a bit faster and it makes running back into the fray after respawning easier for beginners since they won't drop out of full impulse completely without power. Obviously this is the first skill to pull points from if you want to boost other things, but it's not as crazy as it sounds.
2. The weapon specialisation skills are extremely expensive for very little benefit. Fully specced they give +2% CritH and +25% CritD which in my opinion is not worth the cost in a multi-purpose spec.
3. The resistance skills are too expensive for what they do considering that armor resists have diminishing returns and a full spec provides less than one neutronium console. (The spec implicitly assumes that one will always run at least one armor console.) The points are only there because I didn't want to go all out on sensors and inertial dampeners. You could just as well skip them entirely.
Thanks for clearing that up for me. How did you find out the return those skills offered (referring to specialization and the armor resistances).
I did a lot of testing with different specs on tribble back when the skill tree was getting changed. These days this information is easier to obtain. There is a good compilation of the effects of the various skills at http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
Iirc @ 9 point investment you're at 32 base powerlevel for all non-engine powers. This provides a couple of nuanced benefits.
1. For cloaked ships it means they aren't flying around w/5 aux. I've seen other KDF ships before they decloak a little over 4km away while @ full impulse b/c I had driver coil and they didn't.
2. When dropping out of full impulse it takes less time for your power systems to charge up since it's starting in the 30s rather than 5.
3. When being knocked out of full impulse you have more than 5 power to shields for ships w/o cloak. Likewise, if you need to use an aux based power for repairs/resists you're not @ 5 power.
4. W/a bonus from the Doff +Aux assignment I found I had 42 aux @ full impulse which is often higher than my minimum Aux setting at regular impulse.
Imo, those who use cloaks should have at least 6 in Driver Coils.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I did a lot of testing with different specs on tribble back when the skill tree was getting changed. These days this information is easier to obtain. There is a good compilation of the effects of the various skills at http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
Really like this guide. Even flying a Sci-vessel, applying some of the nonship-specific recommendations has improved my game. I sure do wish there was a section specific to a Sci-vessel, though
I'm trying to use rudiefix1 keybind. When I click on the link for download it takes me to a website with an upload option?
Could you make me a space keybind that does the following
Spacebar activates abilities in tray 7 (everything that your original keybind does)
Mouse Button 4 activates abilities in tray 8
Mouse Button 5 activates abilities in tray 9
mancom, I played around with the keybinds and was able to create the bind I wanted. However, I can not create a keybind for ground. Could you help me? I just want my mouse Middle Button to activate tray 7.
mancom, I played around with the keybinds and was able to create the bind I wanted. However, I can not create a keybind for ground. Could you help me? I just want my mouse Middle Button to activate tray 7.
make sure that you are on a ground map when making the bind.
Hrm. I used the keybind listed in the guide, but nothing happens after I load it. I have the powers listed in Tray 7, but still nada. All smacking Space does is fire all beam weapons like usual. Help?
EDIT: Nevermind. I had to reload the text file twice for some reason.
so the spacebar txt link is not a file just a page with text on it. are we supposed to copy and paste the text into the sto directory? cause that would make no sense, i need a file to put in there and the hilbert guide link dosent work
It's not broken. But it's a simple text file, so your browser is going to show you the contents instead of immediately offering a download popup when you left-click the link.
You can either:
1) Right-click the spacebar.txt link on the main page and choose "Save target as ..." (or something similar, depending on which browser you use).
[This is also recommended in the guide itself.]
2) Open the spacebar.txt file in your browser and select "Save page as ..." from the (file) menu of your browser. Be careful as to save the file as a *.txt, not a *.html. This also depends on your browser.
3) Create a new text file (e.g. with notepad) in the STO Live directory and copy the contents from your browser window into that file.
Any plan on an advanced build and keybind guide that delves deeper into PvP vessel setups and the like?
I don't really use any other advanced keybinds, and I refuse to give (public) advice on c-store ships for beginners because I want to avoid people spending money on this game as long as Cryptic doesn't address the core balance issues.
(Hint for Cryptic: Fix the game and I will make c-store based builds. This may provide you with additional earnings of up to several dozen dollars!)
And at least the escort build I actually fly looks very much like in the guide, only with an Extend for Eng Lt and different weapons.
Weapons is probably the topic that could increase a ships performance the most, but there is a problem: there are no truly better non-drop, non-fleet weapons.
I guess the THG is not that influential, but I don't think it would be good for the market if I recommended a specific type of drop-only weapon. That's why I tried to address the issue in the weapons part in a general fashion (i.e. get as much Acc as you can afford) - also I'm not sure if Acc is really the only way to go and I don't want to give advice when I'm not really convinced that it is a good idea.
What I think I could do at some point in the future is add some gameplay videos to illustrate maneuvering.
But maybe I'm missing some obvious key points that should be covered in an advanced guide. What kind of topics do you want to hear about?
I appreciate all the work you put into the Hilbert guide, and I think it's a great 'jumping in' point for new PVP players, as well as having many suggestions for more experienced players.
I have been using the spacebar macro for about two months, and think it has some neat features for PVP and PVE.
I also used your 'Setting up sensible options' on my characters and think it helps make sure you are firing at targets whenever possible.
With this method, is there an easy way to STOP firing? I run STFs as well, and when I do ISE, for example, I try to stop shooting generators around 15%, and I have to go and right-click every weapon to turn off auto-fire so I don't kill the gen early.
I guess I could just reset my options to 'default' when I know I'm running STFs, that way I can just hit Escape when I want to stop shooting.
Then I can do the 'Setting up sensible options' whenever I am not running STFs.
But perhaps there is a better way to stop shooting that I don't know of, so I thought I'd ask. ; )
Thank you-
[SIGPIC][/SIGPIC]
Star Trek Online Enlistment Date: February 2010
Fleet website: www.stoacademy.com
With this method, is there an easy way to STOP firing? I run STFs as well, and when I do ISE, for example, I try to stop shooting generators around 15%, and I have to go and right-click every weapon to turn off auto-fire so I don't kill the gen early.
It depends on how you have set up "Auto Attack".
1) "Toggle, change cancels": Just switch/unselect the target and your weapons will stop firing until you press the fire button (spacebar or whatever) again.
2) "Toggle, non-combat cancels": Left-click once on one of your auto-firing weapons. This will do the "toggle" effect and stop autofire (for all wepaons) until you press the fire button again.
I tried both of those options, and neither one stops my ship from firing.
I made sure to reset everything as the guide suggests,
and then made your suggestions again, and I just keep firing away at targets in my weapon arcs.
I click different generators, or the transformer, and the rate of fire continues. If I finish off the spheres in ISE, and I'm close to the gate, I start pinging it. (Which is annoying when I am trying to run to the other side.)
Again, I can take all my weapons off rapidfire to stop, but that is not very quick. (Even with your last suggestion, taking rapid fire off 'one' weapons still leaves the others firing.)
I have made the Hilbert 'sensible options' on three of my level 50s, and they all do the same thing when I start firing. (And it's usually a great thing to do, except in ISE.)
Thank you-
Chris
[SIGPIC][/SIGPIC]
Star Trek Online Enlistment Date: February 2010
Fleet website: www.stoacademy.com
I believe there is an option for Chance of target cancels. That sounds like what you want... then if you click on something else you would have to start firing again...
As long as your not mashing your space bar you should be fine with gates ect.
Comments
I looked at your escort spec and practically had a heart attack at the spec. I don't mean to be insulting here, I just prefer to speak bluntly and say what is on my mind.
So, in regards to the spec you posted, I have a few questions:
1. Why are there points in driver coils?
2. Why are you not speced into the two weapon specialization skills?
3. Why is there only 1 point in each resistance?
I did notice a few other things that confused me, but I think it would be hard to answer those questions with out first answering the first three I just asked.
I am looking forward to a response.
maybe even have the dev sticky it there?
Do you even Science Bro?
2. The weapon specialisation skills are extremely expensive for very little benefit. Fully specced they give +2% CritH and +25% CritD which in my opinion is not worth the cost in a multi-purpose spec.
3. The resistance skills are too expensive for what they do considering that armor resists have diminishing returns and a full spec provides less than one neutronium console. (The spec implicitly assumes that one will always run at least one armor console.) The points are only there because I didn't want to go all out on sensors and inertial dampeners. You could just as well skip them entirely.
Iirc @ 9 point investment you're at 32 base powerlevel for all non-engine powers. This provides a couple of nuanced benefits.
1. For cloaked ships it means they aren't flying around w/5 aux. I've seen other KDF ships before they decloak a little over 4km away while @ full impulse b/c I had driver coil and they didn't.
2. When dropping out of full impulse it takes less time for your power systems to charge up since it's starting in the 30s rather than 5.
3. When being knocked out of full impulse you have more than 5 power to shields for ships w/o cloak. Likewise, if you need to use an aux based power for repairs/resists you're not @ 5 power.
4. W/a bonus from the Doff +Aux assignment I found I had 42 aux @ full impulse which is often higher than my minimum Aux setting at regular impulse.
Imo, those who use cloaks should have at least 6 in Driver Coils.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Thanks for the link, that will be very useful!
What kind of error message to you get?
Could you make me a space keybind that does the following
Spacebar activates abilities in tray 7 (everything that your original keybind does)
Mouse Button 4 activates abilities in tray 8
Mouse Button 5 activates abilities in tray 9
Please and many thanks! :-)
I will put it on a new location, on a more "international recognized" site.
give me one day time.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
make sure that you are on a ground map when making the bind.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
http://upload.ugm.ac.id/498healbind.txt
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
EDIT: Nevermind. I had to reload the text file twice for some reason.
You can either:
1) Right-click the spacebar.txt link on the main page and choose "Save target as ..." (or something similar, depending on which browser you use).
[This is also recommended in the guide itself.]
2) Open the spacebar.txt file in your browser and select "Save page as ..." from the (file) menu of your browser. Be careful as to save the file as a *.txt, not a *.html. This also depends on your browser.
3) Create a new text file (e.g. with notepad) in the STO Live directory and copy the contents from your browser window into that file.
You need to use the command with each character and on a space map.
Do you allow others to translate your guide to other languages? (the fleet I enrolled speaks brazlian portuguese, for example)
R.I.P
(Hint for Cryptic: Fix the game and I will make c-store based builds. This may provide you with additional earnings of up to several dozen dollars!)
And at least the escort build I actually fly looks very much like in the guide, only with an Extend for Eng Lt and different weapons.
Weapons is probably the topic that could increase a ships performance the most, but there is a problem: there are no truly better non-drop, non-fleet weapons.
I guess the THG is not that influential, but I don't think it would be good for the market if I recommended a specific type of drop-only weapon. That's why I tried to address the issue in the weapons part in a general fashion (i.e. get as much Acc as you can afford) - also I'm not sure if Acc is really the only way to go and I don't want to give advice when I'm not really convinced that it is a good idea.
What I think I could do at some point in the future is add some gameplay videos to illustrate maneuvering.
But maybe I'm missing some obvious key points that should be covered in an advanced guide. What kind of topics do you want to hear about?
I appreciate all the work you put into the Hilbert guide, and I think it's a great 'jumping in' point for new PVP players, as well as having many suggestions for more experienced players.
I have been using the spacebar macro for about two months, and think it has some neat features for PVP and PVE.
I also used your 'Setting up sensible options' on my characters and think it helps make sure you are firing at targets whenever possible.
With this method, is there an easy way to STOP firing? I run STFs as well, and when I do ISE, for example, I try to stop shooting generators around 15%, and I have to go and right-click every weapon to turn off auto-fire so I don't kill the gen early.
I guess I could just reset my options to 'default' when I know I'm running STFs, that way I can just hit Escape when I want to stop shooting.
Then I can do the 'Setting up sensible options' whenever I am not running STFs.
But perhaps there is a better way to stop shooting that I don't know of, so I thought I'd ask. ; )
Thank you-
Star Trek Online Enlistment Date: February 2010
Fleet website: www.stoacademy.com
1) "Toggle, change cancels": Just switch/unselect the target and your weapons will stop firing until you press the fire button (spacebar or whatever) again.
2) "Toggle, non-combat cancels": Left-click once on one of your auto-firing weapons. This will do the "toggle" effect and stop autofire (for all wepaons) until you press the fire button again.
I tried both of those options, and neither one stops my ship from firing.
I made sure to reset everything as the guide suggests,
and then made your suggestions again, and I just keep firing away at targets in my weapon arcs.
I click different generators, or the transformer, and the rate of fire continues. If I finish off the spheres in ISE, and I'm close to the gate, I start pinging it. (Which is annoying when I am trying to run to the other side.)
Again, I can take all my weapons off rapidfire to stop, but that is not very quick. (Even with your last suggestion, taking rapid fire off 'one' weapons still leaves the others firing.)
I have made the Hilbert 'sensible options' on three of my level 50s, and they all do the same thing when I start firing. (And it's usually a great thing to do, except in ISE.)
Thank you-
Chris
Star Trek Online Enlistment Date: February 2010
Fleet website: www.stoacademy.com
As long as your not mashing your space bar you should be fine with gates ect.