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Give us some more skill points

holyhelmetholyhelmet Member Posts: 0 Arc User
edited June 2012 in Federation Discussion
How about giving us a few more skill points to spend? I know Cryptic are not wanting to give us any more points until they are happy that there are good new things to spend them on. But i think for our current vice admiral levels, we are a little short.

I have respec'd my characters many times. I have tried many a different build and tactics, weapons, bridge officer skills and ships. But no matter how I set my ship up etc, I always fall short of a few skill points. I understand that you can put a point or two less in a certain skill and make up those skill points by adding a certain item to make up for it. For example ( I put one less point in my shield emiiters and make it back by putting on a Maco prototype shield and it will give me 18 emitter points back.)

But no matter how i set my ship up i always feel that i could do with another 10,000 points or so. 10,000 Points is not a lot to ask for! It wouldn't be over kill and it would just help players expand a little on their current setups.

Thanks for reading. Holyhelmet
Post edited by holyhelmet on

Comments

  • holyhelmetholyhelmet Member Posts: 0 Arc User
    edited June 2012
    to any admin, i put this in fed play instead of Community Feed Back, if you could move please?

    My bad :D Nice new forums by the way.
  • brigadooombrigadooom Member Posts: 0 Arc User
    edited June 2012
    holyhelmet wrote: »
    Nice new forums by the way.
    Seriously?
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  • tinman56tinman56 Member Posts: 0 Arc User
    edited June 2012
    To the OP, a lot of people are bitter with the new forums. They're a step backward than what we're used to, though since you haven't used it beforehand it's alright if you say you like them :p
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  • holyhelmetholyhelmet Member Posts: 0 Arc User
    edited June 2012
    The topic is Skill points guys, not furm looks :p
  • cusashorncusashorn Member Posts: 461
    edited June 2012
    holyhelmet wrote: »
    I have respec'd my characters many times. I have tried many a different build and tactics, weapons, bridge officer skills and ships. But no matter how I set my ship up etc, I always fall short of a few skill points. I understand that you can put a point or two less in a certain skill and make up those skill points by adding a certain item to make up for it. For example ( I put one less point in my shield emiiters and make it back by putting on a Maco prototype shield and it will give me 18 emitter points back.)

    But no matter how i set my ship up i always feel that i could do with another 10,000 points or so. 10,000 Points is not a lot to ask for! It wouldn't be over kill and it would just help players expand a little on their current setups.

    Not that I don't agree with you, but this is the whole point. They calculated everything so that your character would still have weaknesses and shortcomings when you reach level 50.


    When I first started the game 2 years ago, I had unknowingly distributed some of my skill points into areas that didn't actually serve me any benefit as a tactical officer. I didn't know about the engineering skills that boost your energy levels on your ship, nor did I know that energy levels would be so important.

    I respected my character and specialized myself to make better use of those skills, and now my character is as optimized for space combat DPS as much as possible. My warp core, shields, and engine energy factors are maxed out. My damage and critical hits for energy and projectile weapons are maxed out. My weapons energy falls just short of being full. I had to take out points from my hull strength and resistances to get there.


    Cryptic intended for it to be this way. If players had more skill points to spend, they could make themselves entirely overpowered.
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  • truewarpertruewarper Member Posts: 910 Arc User
    edited June 2012
    My ship's skills are fine, but ground needs a little bit more.
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  • tenkaritenkari Member Posts: 2,906 Arc User
    edited June 2012
    And if they give more Skillpoints, you'd be hearing people complain some more..... no offense but i remember back when VA was introduced people were whining for Unlimited skillpoints so they could max out everything.
  • tinman56tinman56 Member Posts: 0 Arc User
    edited June 2012
    The OCD in us all requires it :tongue:

    Seriously though, I remember being really annoyed when I only realised that I couldn't max out everything when I got to VA xD Kinda wish I had planned it out a bi tmore, ya know? :P
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  • mikewendellmikewendell Member Posts: 0 Arc User
    edited June 2012
    Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.
  • tinman56tinman56 Member Posts: 0 Arc User
    edited June 2012
    Are there enough points to put everything to 6? I think that was my biggest mistake, a lot of my points went into maxing skills cause i didn't realise they'd be wasted :P
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  • mikewendellmikewendell Member Posts: 0 Arc User
    edited June 2012
    tinman56 wrote: »
    Are there enough points to put everything to 6? I think that was my biggest mistake, a lot of my points went into maxing skills cause i didn't realise they'd be wasted :P

    Not all of them. Have 24 space and 7 ground skills at level 6. That leaves 11 and 3 untouched. Mostly stuff that I wouldn't be using anyway like batteries and stealth.
  • crusty8maccrusty8mac Member Posts: 1,370 Arc User
    edited June 2012
    Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.

    This may work for PvE, but if you bring that skill set into PvP you won't last long.

    By putting 6 into everything, you are essentially wasting points on skills you don't use. For example, if I don't have any ships that cloak, why waste points in cloaking? Could better spend those somewhere else.

    Anyone that believes that even distribution is the way to go needs to spend an hour with a good skill planner. I suggest the one at STO Academy. Google it. You will be amazed at the difference in your results.
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  • quiscustodietquiscustodiet Member Posts: 350
    edited June 2012
    Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.

    That's a silly, if oft-chanted, mantra.
    I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
    Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.

    Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2012
    That's a silly, if oft-chanted, mantra.
    I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
    Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.

    Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).


    Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.

    It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.

    It's a weak skill overall, but there are more benefits than just Sector Space speed.
  • kolbrandrkolbrandr Member Posts: 266
    edited June 2012
    Actually, I think moving multiple nice to have, but non-essential skills up to level 6 is fine. You don't dump points into things like graviton generators if you don't have a use for it of course. Just in the course of building the character you will reach a point where everything you actually want is at 6, and that is when you start putting skills at 7 and up, until the next level of skills get unlocked.
  • disposeableh3r0disposeableh3r0 Member Posts: 1,920 Arc User
    edited June 2012
    Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.

    It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.

    It's a weak skill overall, but there are more benefits than just Sector Space speed.

    Actualy I think its impulse thrusters and not driver coils you are thinking of.
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  • beezle23beezle23 Member Posts: 0 Arc User
    edited June 2012
    Actualy I think its impulse thrusters and not driver coils you are thinking of.

    Newp, if he means the "mostly sector space" then it's Driver Coil.
    This skill improves your Starship Warp Speed and turn rate in Sector Space. It also improves your Full Impulse speed and Full Impulse turn rate in-system, while simultaneously reducing the power drain on your other systems while at Full Impulse speed.

    http://www.stowiki.org/Skill:_Driver_Coil

    I have a few points in it because of the second part -- It helps things come back up faster after full impulse (AKA Hot Pursuit).
    Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.

    I have a couple of the lower level skills maxed out -- mostly because of the "You Must Spend Points at This Level First" requirement.
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  • kolbrandrkolbrandr Member Posts: 266
    edited June 2012
    beezle23 wrote: »

    I have a few points in it because of the second part -- It helps things come back up faster after full impulse (AKA Hot Pursuit).

    You can also consider emergency power to engines plus evasive maneuvers and an engine battery for hot pursuit.
  • kyeto13kyeto13 Member Posts: 3 Arc User
    edited June 2012
    The Whole POINT of an RPG is that you have to make choices along the way. You have to choose a class, and then be limited to what that class can do. A science officer will never have an alpha strike ability, just like an Engineer will never have a Photonic Fleet. Then you have choose a ship, that will in it own way define and limit you. An Escort may not have the hull rating of a cruiser, but dang it's fast. After that, there are the skill points, and gear, and doffs, and boffs and everything else that comes into building a YOUR ship and YOUR crew.

    It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.

    If everyone could max out all skills, then there would be no weakness, no cost for maxing out a skill. And then everyone's ship would behave in the same way. sure, they might LOOK different, but everyone would be unstoppable tanking/DPS/support hogs.
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  • beezle23beezle23 Member Posts: 0 Arc User
    edited June 2012
    kyeto13 wrote: »
    The Whole POINT of an RPG is that you have to make choices along the way. You have to choose a class, and then be limited to what that class can do. A science officer will never have an alpha strike ability, just like an Engineer will never have a Photonic Fleet. Then you have choose a ship, that will in it own way define and limit you. An Escort may not have the hull rating of a cruiser, but dang it's fast. After that, there are the skill points, and gear, and doffs, and boffs and everything else that comes into building a YOUR ship and YOUR crew.

    It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.

    I stuffed a Science officer into a Hegh'ta Bop. Sure, he won't do the DPS of a Tac, but he's really annoying (main powers are Gravity Well and Feedback Pulse).

    I always have to do some mental adjusting when switching to him from my Fed-side Whale (Engineer in a Star Cruiser).

    The point being: Variety is fun -- play different characters with different ships and professions.
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  • tangolighttangolight Member Posts: 777 Arc User
    edited June 2012
    kyeto13 wrote: »
    A science officer will never have an alpha strike ability

    I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
  • kyeto13kyeto13 Member Posts: 3 Arc User
    edited June 2012
    tangolight wrote: »
    I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.

    I was thinking "Attack Pattern Alpha" :rolleyes: The Tactical Only weapons critical hit-damage buff
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  • pointedearspointedears Member Posts: 0 Arc User
    edited June 2012
    Havnt read the whole thread but when level caps get expanded soon, then im sure we will have more skill points to use. Until then do what most of us have done, have 15 characters, 2 for each class of each faction, one for ground and one for space (and yes those following the math i have 3 general characters) :tongue: see most of us (before doffs and stf revamps etc) got so bored of end game after a month we re rolled toons constantly :tongue:
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  • quiscustodietquiscustodiet Member Posts: 350
    edited June 2012
    Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.

    It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.

    It's a weak skill overall, but there are more benefits than just Sector Space speed.

    I know all that. That's the difference between "doesn't contribute" and "doesn't really contribute". The FI bonuses aren't worth it is what I was implying.
    tangolight wrote:
    I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
    Don't "Alpha Strikes" implicitely all involve APA?
  • scramspamscramspam Member Posts: 73 Arc User
    edited June 2012
    you would be able to finsh your build if they would reduce the points you have to spend on ground by 10k ground is useless for pvp really i only do ground for featured episodes and sometimes stfs
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  • scramspamscramspam Member Posts: 73 Arc User
    edited June 2012
    i use the escort carrier i like to skill for tanky dps i dont spec drive coil because i feel warp 14 is enough. ohh i have borg engine so thats 18 XD without drive coil i spec for combat not getting to combat. because of the stupid ground respecing rule you have to decide what skills you really need and which ones you dont
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  • beezle23beezle23 Member Posts: 0 Arc User
    edited June 2012
    scramspam wrote: »
    i use the escort carrier i like to skill for tanky dps i dont spec drive coil because i feel warp 14 is enough. ohh i have borg engine so thats 18 XD without drive coil i spec for combat not getting to combat. because of the stupid ground respecing rule you have to decide what skills you really need and which ones you dont

    I will agree that the math is a bit off because of the forced spending on ground skills -- if I spec the way I want to, I end up with 500 points left over I can't spend.
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  • mwagner84mwagner84 Member Posts: 22 Arc User
    edited June 2012
    With the level cap increase there will be more skill points and more skills as well.
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