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New skill distribution not complimentary for ground builds

Yeah yeah I know, STO is a space MMO. I am very partial to ground combat in the game. Therefore, I find the limit of ground skill points and also the limit of how little there is to place into ground disappointing. I liked how on the old skill tree, there seemed to be a slight flexibility on how many points you used on ground and space. That seems to have gone bye bye with the new system tho. :(

Answers

  • leemwatsonleemwatson Member Posts: 5,410 Arc User
    Yeah yeah I know, STO is a space MMO. I am very partial to ground combat in the game. Therefore, I find the limit of ground skill points and also the limit of how little there is to place into ground disappointing. I liked how on the old skill tree, there seemed to be a slight flexibility on how many points you used on ground and space. That seems to have gone bye bye with the new system tho. :(

    Actually, if you take a good look at the Specialisations you can be very effective on ground. There's not really much you can but on ground skill tree other than what is already there.
    "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.
  • saurializardsaurializard Member Posts: 4,403 Arc User
    Well, back then, your kits could only have specific unremovable modules, you had no specialization with ground bonuses, you couldn't upgrade the kits and the ground skill system was about which module types would receive more love compared to others.
    So I don't really see how it was better.
    #TASforSTO
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  • redvengeredvenge Member Posts: 1,425 Arc User
    Yeah yeah I know, STO is a space MMO. I am very partial to ground combat in the game. Therefore, I find the limit of ground skill points and also the limit of how little there is to place into ground disappointing. I liked how on the old skill tree, there seemed to be a slight flexibility on how many points you used on ground and space. That seems to have gone bye bye with the new system tho. :(
    I can see where you are coming from.

    10 points to spend. Kit performance is mandatory, so 2 of those points don't really exist, leaving you with 8 points to spread amongst the remaining "trees". Even then, many of those trees are terrible. Weapon performance is terrible (~1 damage per 30 points?), shield and health regen are only worth it if you are already building towards them. Same for Kit Efficiency.

    They did change how the Armor skill works, making it possible to wear EV suits all the time, so it's not all bad. You just don't have very many points to spend.
  • bossheisenbergbossheisenberg Member Posts: 603 Arc User
    Ground combat is vastly better than it used to be. They could give ground a little more love though. A new ground specialization, or at least making commando a full tree would be nice.

    I've seen what seems like a revitalization of ground with season 14 - the Tzenkethi Beach Assault queue is a lot of fun, and the colony beach invasion is glorious. And Arena of Sompek is probably the most fun I've had in this game, ever. I really hope they keep going with it, changing it up as the game progresses with new enemies, new accolades, etc.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    After Cryptic’s ground rebalancing all my toons go with all offensive choices in skill tree. For PvE Elite maps relying on gear (and/or some kit powers/traits) for self-sustaining is more than enough.

    For appropriate equipment choices I can highly recommend soludor’s ground builds. Unlike some high end space builds I don’t think any modifications for weak teams are needed here. They universally work for PvE. I know so because I use them on 10 toons each day in all different kinds of teams.

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

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    teamwork to reach a goal is awesome and highly appreciated
  • redvengeredvenge Member Posts: 1,425 Arc User
    Wow.
    Wow. That Science build is terrible. You put points in Weapon Criticals? On a space wizard? Assault weapons training, Agony Module... If you are going to DPS, you need to SCIENCE! the sh*t out of things. So much waste there. Leave the mega Boolean crits to the Tacs. That's what they do.

    My science BOffs have higher DPS.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    redvenge wrote: »
    Wow. That Science build is terrible. You put points in Weapon Criticals? On a space wizard? Assault weapons training, Agony Module... If you are going to DPS, you need to SCIENCE! the sh*t out of things. So much waste there. Leave the mega Boolean crits to the Tacs. That's what they do.

    My science BOffs have higher DPS.

    If you say so. :)
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    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
    redvenge wrote: »
    Wow.
    Wow. That Science build is terrible. You put points in Weapon Criticals? On a space wizard? Assault weapons training, Agony Module... If you are going to DPS, you need to SCIENCE! the sh*t out of things. So much waste there. Leave the mega Boolean crits to the Tacs. That's what they do.

    My science BOffs have higher DPS.

    You should give a dissertation on theoretical quantum mechanics while you're on the topic of talking about things you don't understand.
    Insert witty signature line here.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I could see getting more points to spend in ground skills if we had more skill options, as really we have about 20 ground skills compared to the 90 skills (30 in each of three career trees)in space. It might be weird but I would not mind seeing a revamp that took the small 20 skill point spread of ground options, and making it abit more like the space version via turning what feels like quite generic choices into some more career oriented skill choices. Even if we saw a shift of going to having 30 ground skill points spread out among three career specific tree lines, than that might be more interesting an feel more warranted for more skill points to use.
  • saurializardsaurializard Member Posts: 4,403 Arc User
    edited November 2017
    redvenge wrote: »
    Wow.
    Wow. That Science build is terrible. You put points in Weapon Criticals? On a space wizard? Assault weapons training, Agony Module... If you are going to DPS, you need to SCIENCE! the sh*t out of things. So much waste there. Leave the mega Boolean crits to the Tacs. That's what they do.

    My science BOffs have higher DPS.
    Some players don't want to lock themselves into a build where you're great at only one thing.

    Heck, I'm pretty sure if I showed my current build, someone would suffer a heart attack or call the PETS (People for the Ethical Treatment of Starships) with all those universal consoles and not a single fleet gear. Heck, it happened once on a different ship where I was told to stop making my bugship suffer for an unrelated screenshot.

    Yet, I was told a few times I did a very respectable performance despite the build.
    #TASforSTO
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