Felisean took his time to update the budget-build examples for the free T5u ships we get during the leveling process.
Nice to see how the basics for different preferences (cannons/beams/exotics) are covered giving everybody who likes to enjoy problem free PvE encounters an early start.
I always find a bit puzzling how DPS centric builds are often claimed to be weak in the survivability area. In my experience this is not the case at all let it be in normal, advanced or elite difficulty. If anybody happens to have problems with build examples from our site the note sections often go more into details. Since balancing a build against the average team you play with is much harder than doing so for the respective in game difficulty setting I doubt it should be too hard for players to simply exchange single offensive boff abilities with more defensive ones if that is needed. I often do so even on the active maps I play when not under red alert.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Felisean took his time to update the budget-build examples for the free T5u ships we get during the leveling process.
Nice to see how the basics for different preferences (cannons/beams/exotics) are covered giving everybody who likes to enjoy problem free PvE encounters an early start.
I always find a bit puzzling how DPS centric builds are often claimed to be weak in the survivability area. In my experience this is not the case at all let it be in normal, advanced or elite difficulty. If anybody happens to have problems with build examples from our site the note sections often go more into details. Since balancing a build against the average team you play with is much harder than doing so for the respective in game difficulty setting I doubt it should be too hard for players to simply exchange single offensive boff abilities with more defensive ones if that is needed. I often do so even on the active maps I play when not under red alert.
First, it's great that the DPS league put these out. These can be a big help to new players looking for a way to build a free ship on a budget and these examples are great.
I agree with you on the survivability thing, I find that the more you put into survivability the harder the game gets. There is a point of balance where you have enough survivability while still maintaining offensive potency. Star Trek Online combat has always been geared toward eliminating your opponent before they can seriously hurt you. I usually find that the biggest problem new players have is that they put so much into 'tanking' that they totally neglect offense. You see players with 3 or 4 Neutronium Alloys and Shield consoles in every science slot just trying to keep shields and hull up and ignoring things like the Quantum Phase, the Trilithium console, the Hydrodynamics Compensator, Assimilated Module, etc that help you defeat your enemy faster. I like what they do in those sample builds because they put in a few things to help stay alive but still maintain the offensive punch you're going to need to defeat enemies.
The worst thing you can do in STO is 'turtle up' and just try and take the damage. You usually find yourself against large numbers of enemies, especially in the later story arcs and if you let them keep their numbers and let them continue to unload on you.. you don't have a chance. I have always been a fan of better defense through overwhelming offense.
Comments
Nice to see how the basics for different preferences (cannons/beams/exotics) are covered giving everybody who likes to enjoy problem free PvE encounters an early start.
https://www.sto-league.com/free-fed-t5u-ships/
https://www.sto-league.com/free-kdf-t5u-ships/
https://www.sto-league.com/free-romulan-t5u-ships/
I always find a bit puzzling how DPS centric builds are often claimed to be weak in the survivability area. In my experience this is not the case at all let it be in normal, advanced or elite difficulty. If anybody happens to have problems with build examples from our site the note sections often go more into details. Since balancing a build against the average team you play with is much harder than doing so for the respective in game difficulty setting I doubt it should be too hard for players to simply exchange single offensive boff abilities with more defensive ones if that is needed. I often do so even on the active maps I play when not under red alert.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
First, it's great that the DPS league put these out. These can be a big help to new players looking for a way to build a free ship on a budget and these examples are great.
I agree with you on the survivability thing, I find that the more you put into survivability the harder the game gets. There is a point of balance where you have enough survivability while still maintaining offensive potency. Star Trek Online combat has always been geared toward eliminating your opponent before they can seriously hurt you. I usually find that the biggest problem new players have is that they put so much into 'tanking' that they totally neglect offense. You see players with 3 or 4 Neutronium Alloys and Shield consoles in every science slot just trying to keep shields and hull up and ignoring things like the Quantum Phase, the Trilithium console, the Hydrodynamics Compensator, Assimilated Module, etc that help you defeat your enemy faster. I like what they do in those sample builds because they put in a few things to help stay alive but still maintain the offensive punch you're going to need to defeat enemies.
The worst thing you can do in STO is 'turtle up' and just try and take the damage. You usually find yourself against large numbers of enemies, especially in the later story arcs and if you let them keep their numbers and let them continue to unload on you.. you don't have a chance. I have always been a fan of better defense through overwhelming offense.