Hey there,
I'm quite new to the game but i enjoyed it a lot at the beginning. But i was (am) unsure about my Char development and other stuff:
1.) Why does it take 15 mins+ to load erath Space Dock sometimes?
2.) I'm a science officer lvl 33 can anybody help me skill my char? I browsed the skillguides but there are so many different things to consider i don't even know about what they mean ... i need a solide build for a science officer mostly alone nn to buff anybody then me (forever alone)
3.) About the bridge officers: i know there's a cap on the players char (xp-wise) but can i train as many bridge officers as i want with expertide points as long as i earn some? or is there a cap as well ... (want to try different skills on them without ruining my character)
greetings from a 20times killed by a warbird fellow sto-science officer
Comments
3. There's no limits to boff skill points. In fact, when you hit the player XP cap, anything else you gain gets converted to bridge officers, so they pile up quickly. Many people are sitting on many millions of points there, and even though starbase projects take them, those just haven't been making a dent.
As for the Warbird: Range is the savior there. 5 km Keeps you out of tractor beam range, 3 km out of photonic shockwave range, and staying out of the front keeps you away from viral matrix and the worst attacks. The torpedoes are bad, but the real killer is being stuck when they hit.
Any kind of AOE can kill the big torpedoes when they're fired, Weapons can miss, but some other powers won't. Evasive maneuvers can buy you a second try to kill them, and if worse comes to worst, emergency power to shields to strengthen your shields, brace for impact and polarize hull to strengthen you hull, and tactical team to keep your shields up can potentially get you through them.
I am going to answer 1 and 3. I am a Tacical Person so my advice for sci is pretty bad.
1. I have that sometimes when I am on. I found that if it took over 1min then it had crashed so I exited the game and reopened, loaded within 30 secs everytime I have done it.
3. There is no cap on those. Once you hit lvl 50, (I am lvl 50) all the exp that you would have earned for yourself now goes to your BOFFs. So once you hit 50 you get x2 the amount of exp for your Bridge Officers.
I can help a little with 2.
2. Some bascis, both of the 2 tac skills are needed full. the 2 sci shield skills are the only good ones there. lots of the eng, but the must ones are both warp core and the hull plating and SIF.
That help?
Kyle
Any level of Photonic Shock Wave will detonate incoming Heavy Plasma or Tricobalt torpedoes as well as any kind of mines as long as they are within 3.0 km or so of you.
I find that beaming to Starfleet Academy, THEN to Earth Space Dock (ESD) is quicker than just beaming directly to ESD.
(Assuming you immediately beam straight up to ESD from the Academy.)
Also, if you didn't already know: you don't get a ship for free when you reach Vice Admiral (lvl 50, the cap).
I have long had issues with ESD delays. Never considered this work around. I will have to give that a try. Thanks!:D
I find it takes longer durning peak times. If i load into Sol and see alot of Ships i know its gonna be a bit fo a Wait. Longer then 2 mins im Closing and reloading the game.
use this http://www.stoacademy.com/tools/skillplanner/
Your choice of ship class will determine you skill spread more than your career choice but a few things are universally useful.
These are...
At tier 1
Starship weapons training
Starship hull repair
Starship shield emitters
At tier 2
Structural Integrity
Starship shield systems
starship power insulators
At tier 3
starship maneuvers
Starship targeting systems
Starship impulse thrusters
Starship warp core potential
At tier 4
Starship hull plating
Starship inertial dampeners
Starship sensors
At tier 5
Starship armor reinforcements
As a rule of thumb don't put more than 6 in any skill unless it modifies several of your abilitys or is damn cheep. I also dont put more than 3 in any ground skill with the exceptions of weapons proficiency, PS generator, and combat armor.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
I would also suggest Warp Core Efficiency and the various Performance stats, particularly shields and - in the case of Science - Aux. Warp Core Efficiency helps with systems that are getting less power than the others (adds to their bonus), and the performance skills give up to +9.9 power to each one, although you should only go up to level 6 in most cases, IMO (+8.4). Myself, I put the Performance skills as my #1 priority for skill points no matter what the officer's career (all four get a boost to level 6 - any more is too expensive), although when I get my science toon up there I may curtail investment in the weapons and engines in favor of boosting Science skills.
Yes those are useful but not universaly so (as you said you may put less in a few of them due to your shoive in captain/ship) The ones i listed all should be put to 6 regardless of career or ship or build .
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
srsly...all the other are agreeable, but sensors are a waste no matter how you look at it.
i also suggest looking through this, it clearly shows that in some cases 7 points makes a worthy difference.
for instance attack patterns...a 7th point is well spent.
or maneuvers...last 3 points is worth another 2.2% of the maximum 15%
PS: if it helps anybody here, i too get all my potential skills up to 6, including aux, even with a tac on an escort...since those will allways have TSS and HE which greatly benefit of the additional aux points.
Sensors also provides resistance to confuse and placate abilitys. If your a tac it makes FOMM stronger and if your a sci it makes SS stronger.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
you may wanna check this, and you will notice your comment was 50% inaccurate. it only affects the stealth detection of those skills you mentioned...and that is utterly useless in current gameplay.
and for the resistance: yes they wear off sooner, but since most can be cleared with a quick sciteam, or generally only have a short duration and considering that the skill is a high tier (expensive)
any captain is better off using those skillpoints somewhere else, where they have more effect.
PVE npc enemies hardly ever use any of those abilities, and when they do it lasts only a few seconds and are not threatening.
In PVP it would make sense, if those things mentioned in the description were used heavily...but they aren't. Atleast not in my experiance. And if they are used your team should run with atleast 2 sci teams, to clear this occasional scrambles etc.
I fail to see my 50% inaccuracy I never mentioned stealth detection. I said resists confuse and placate and FOMM and SS get stronger.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
the way you presented it made it look like FOMM and SS would also benefit for the resistance debuff...but starship sensor sensors do not buff that half of those skills. Only the stealth detection part. so thats 50%.
you were not wrong, just not completely accurate. And i observed it as an approximately 50% inaccuracy.
and the resistance to confuse and placate is kind of misleading, since it only shortens their duration. You can't resist either completely, the effect gets just shorter.
you only told 50% of the story when you stated: "Sensors also provides resistance to confuse and placate abilitys. If your a tac it makes FOMM stronger and if your a sci it makes SS stronger. "
Which are all 100% true. those are seperate sentences so they were not presented together if i had presented them together i would have said "Sensors also provides a resistance to confuse and placate abilitys WHICH if you a tac makes FOMM stronger and if your a sci makes SS stornger." note the difference. Fact is the stealth debuff is perfect for battlecloaking enemies as it reduces their stealth rating making it harder for them to evade detection after recloak. Also all resistances work the same way, nothing has an actual chance to fail it is just weakened. In the case of damage you take less damage, power drain resistance reduces the actual drain you recieve from draining attacks, hold resistance reduces your movement penalty, and so on.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
And it is safe to say, those 2 abilities are mainly used for the dmg resistance debuff, and that is not affected by starship sensors.
the OP was looking for some clearance for his skilltree, i think i offered some worthy explanations why starship sensors is not a good idea to skill.
if you think the sentence of information you gave about the skill was enough to explain what it does, i have to disagree...and i did, and provided the rest of the information your short statement left out.
I even think you were unaware of the fact that the damage resistance debuff of FOMM and SS is unaffected by the starship sensor skill. Otherwise i think you would have frased your answer to my post differently. And your previous answer concerning battle cloaking enemys...now srsly, you would/do waste all those skillpoints for a chance that a BOP could cloak infront of you? How often does that happen? In my nearly 2 years of playing, 1 time...and i do a fair amount of PVP each week. And even then, the amount of stealth detection those abilities have, is sufficent anyway.
leaving out important parts of information is by definition an inaccuracy, just saying.
for me this discussion is over, if you still feel that i have done you any wrong by pointing out your inaccuracy, i'm sorry for that.
Well I see you know more about what I'm thinking than I do. And clearly my 2 sentances on the matter were far less detailed than you would have liked. I also appreciate the way you change a simple statement and a miss read (on your part) into a conversation about how whrong I am and how vast your knowlage is. You have clearleyt experianced all there is to experiance in this game. Enjoy your omnipotence.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
The 3 in weapons proficiency should probably be a 6, but I'm not too certain how much a science captain needs it. I also hear good things about combat armor but IMO it's too expensive to take more than 3 ranks. However, these should make you a more solid ground combatant at the very least. PS Generator can be particularly important considering how frail you can be on the ground.