I dont know whats the problem with the seating of the ship. You guys should stop asking for specific seating (at this point it really doesnt matter unless you want a very specific skill you want to use and even then..) and just see if you like the ship asthetically or not. Its very sad that many people only fly ships they can make op... very sad. In my case i think its a very beautiful ship and its probably going to be tested in my caitian toon that is waiting for a ship replacement. If i like what i see this is the ship shes gonna get. And i dont care if it has a temp seating or whatnot. It doesnt matter at this point.
When it comes to boff seating I just have certain basic minimums (I never go below Lieutenant Sci for example). Anything beyond that is negotiable.
I dont know whats the problem with the seating of the ship. You guys should stop asking for specific seating (at this point it really doesnt matter unless you want a very specific skill you want to use and even then..) and just see if you like the ship asthetically or not. Its very sad that many people only fly ships they can make op... very sad. In my case i think its a very beautiful ship and its probably going to be tested in my caitian toon that is waiting for a ship replacement. If i like what i see this is the ship shes gonna get. And i dont care if it has a temp seating or whatnot. It doesnt matter at this point.
Had a second look at the seating and stats and things are still looking good all around.. very generous for a free ship. Am looking forward to flying this ship.
I dont know whats the problem with the seating of the ship. You guys should stop asking for specific seating (at this point it really doesnt matter unless you want a very specific skill you want to use and even then..) and just see if you like the ship asthetically or not. Its very sad that many people only fly ships they can make op... very sad. In my case i think its a very beautiful ship and its probably going to be tested in my caitian toon that is waiting for a ship replacement. If i like what i see this is the ship shes gonna get. And i dont care if it has a temp seating or whatnot. It doesnt matter at this point.
When it comes to boff seating I just have certain basic minimums (I never go below Lieutenant Sci for example). Anything beyond that is negotiable.
So, if you like the ship asthetically but you cant slot a third science skill you discard the ship??? wow...
In my case is the opposite around, if im not going to make a science build, i dont care what science station the ship has lol. It doesnt matter.
??? Lieutenant Sci means two science skills. Hazard Emitters and Science Team are part of my standard build.
I'll probably stick to my usual three. Sci Team, Polarize Hull, and Hazard Emitters.
The reason I mentioned Photonic Officer is that one of the two players I quoted recently started a thread about power creep and I thought there might be a teachable moment here..
Without reliable bridge officer ability cooldown the chances are a build is going to be somewhat disappointing. This could potentially cause an increase in negative comments and/or complaint threads about power creep
Of the three methods commonly used, Photonic Officer is often the cheapest and easiest, and is nicely supported on this ship
??? Lieutenant Sci means two science skills. Hazard Emitters and Science Team are part of my standard build.
Agree that hazard emitters is a must whenever you can use it, but not essential. If what you need are healing abilities all the ships have at least a lit univers/engineeer/miracle worker station. ALL of em lol.
I'll probably stick to my usual three. Sci Team, Polarize Hull, and Hazard Emitters.
Whenever I have Sci above Lieutenant I slap on Gravity Well for a little extra damage.
If you are not going to use max level on gravity well is way better slotting hazard emitters instead. The damage output is rather ridiculous lol and insignificant.
It depends on other factors too, for example there are some good traits that buff anomalies in various ways, so running GW without going full megawell does have its uses. I often use it with Electrified Anomalies to stack up mobs and get a bit more power to deal with them (something that comes in handy with Romulan ships) for instance.
So with the Typhoon's Lt Commander science bridge officer slot it sounds as if a lot of players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well.
Now what to do with the Commander engineer bridge officer slot ?
I dont know whats the problem with the seating of the ship. You guys should stop asking for specific seating (at this point it really doesnt matter unless you want a very specific skill you want to use and even then..) and just see if you like the ship asthetically or not. Its very sad that many people only fly ships they can make op... very sad. In my case i think its a very beautiful ship and its probably going to be tested in my caitian toon that is waiting for a ship replacement. If i like what i see this is the ship shes gonna get. And i dont care if it has a temp seating or whatnot. It doesnt matter at this point.
Space Barbie is the real endgame
My captains all have a theme built around a ship that I like. With Mark XIV gear any ship is powerful enough for all normal and advanced content. If they change ships it's to some other ship that I like for itself not because it's more meta.
The type of ship like pure science or full carrier is part of the theme, but if the "best" ship for that has a design I don't like I'll pick a "lesser" ship that I like.
That's just my idea of fun though. Someone who goes for the best of everything to min-max is having the fun they enjoy.
So with the Typhoon's Lt Commander science bridge officer slot it sounds as if a lot of players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well.
Now what to do with the Commander engineer bridge officer slot ?
For myself, I usually ignore the Commander Eng powers. I usually reserve the Lt. Commander level for Reverse Shield Polarity.
So with the Typhoon's Lt Commander science bridge officer slot it sounds as if a lot of players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well.
Now what to do with the Commander engineer bridge officer slot ?
For myself, I usually ignore the Commander Eng powers. I usually reserve the Lt. Commander level for Reverse Shield Polarity.
I don't think there is a meta answer for that question, with eng it is usually more dependent on what your build needs since there is no especially OP DPS stuff available to slot there (though there are some worthwhile DPS things if that is what you need, including cold powers from the Winter store) and tanky stuff is usually looked down on for some odd reason.
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rattler2Member, Star Trek Online ModeratorPosts: 58,575Community Moderator
I'll probably use Engie Team, Aux to Structual, Emergency to Weapons, and Reverse Shield Polarity for Engie. I tend to build with an all round "ready for anything" mentality. So I'm not a meta uberdeeps type. Think I surprised someone with my durability one time. Can't tank a vape build, but I can counter most debuffs easily.
I'll probably use Engie Team, Aux to Structual, Emergency to Weapons, and Reverse Shield Polarity for Engie. I tend to build with an all round "ready for anything" mentality. So I'm not a meta uberdeeps type. Think I surprised someone with my durability one time. Can't tank a vape build, but I can counter most debuffs easily.
I build "jack of all traits" too, I can't recall what I have on my main currently and I don't got the Typhoon (yet), sure I'm not good at anything but my build is "good enough" for most situations and I've so far not had to deal with my DPS being insufficient, at least on my main or my TOS Sci toon (my 2 best geared ones)
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rattler2Member, Star Trek Online ModeratorPosts: 58,575Community Moderator
I build "jack of all traits" too, I can't recall what I have on my main currently and I don't got the Typhoon (yet), sure I'm not good at anything but my build is "good enough" for most situations and I've so far not had to deal with my DPS being insufficient, at least on my main or my TOS Sci toon (my 2 best geared ones)
Building for PvE does generally mean building to face anything due to the number of enemy groups that exist. Most people may decide the DPS route is the way to go, after all it can't hurt you if its already dead. Others go the generalist route, as it means you're not specialized to the point you struggle hardcore against something new.
That's one of the things I LOVE about STO. Being able to build your ships to suit your particular playstyle, or even experiment with some crazy builds. That is a kind of freedom you don't normally see in an MMO. Most of the time you have rigid roles and a particular set of gear. You might be able to LOOK different, but the truth is you're probably running the same gear in some form or another, it just comes down to how you play. STO, on the other hand, you're not limited to "oh you're this class? Here is your greatsword". You can have a phaser build on a Romulan ship. You can have a disruptor build on a Federation ship. You wanna make a Megawell? There are several options for science ships that will pull it off. Torpedo builds, EPG builds, Energy builds, all rounder builds... you CAN do it.
I'll probably use Engie Team, Aux to Structual, Emergency to Weapons, and Reverse Shield Polarity for Engie. I tend to build with an all round "ready for anything" mentality.
Those are solid choices. I'm going to try to squeeze in emergency power to engines as well (perhaps using one of the universal boff positions) to reset the cooldown of evasive maneuvers using the emergency conn officer doff.
Speaking of cooldowns, given that some players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well for the Lt Commander science, it almost appears that bridge officer cooldown reduction is being ignored.
Hopefully there's a way to fit in Photonic Officer, Aux to Battery, Boimlers ... ?
Not using any of these is one of the easiest ways in the game to make a ship vastly under perform.
Speaking of cooldowns, given that some players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well for the Lt Commander science, it almost appears that bridge officer cooldown reduction is being ignored.
Hopefully there's a way to fit in Photonic Officer, Aux to Battery, Boimlers ... ?
Not using any of these is one of the easiest ways in the game to make a ship vastly under perform.
The nice things about Boimler's are it's a trait so no bridge power slot is consumed, and it's automatic so one less button to click or macro. The only downside is spending 160 lobi per captain.
Speaking of cooldowns, given that some players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well for the Lt Commander science, it almost appears that bridge officer cooldown reduction is being ignored.
Hopefully there's a way to fit in Photonic Officer, Aux to Battery, Boimlers ... ?
Not using any of these is one of the easiest ways in the game to make a ship vastly under perform.
The nice things about Boimler's are it's a trait so no bridge power slot is consumed, and it's automatic so one less button to click or macro. The only downside is spending 160 lobi per captain.
I certainly can't afford Boimlers on every character at this point, but am giving it a try on a couple of select toons. It's chance based so until I become more familiar with it am using it in conjunction with Photonic Officer 1 to help things along.
A lot of my characters just use Photonic Officer at whatever rank is convenient and available as it's completely free.
I'm not familiar with macros but do use a simple keybind in order to make ability actuation easier.
Still learning to fly mine, but it's been fun so far. Considering getting a better RCS accelerator, so I can make full use of the cannon I have on the bow.
Still learning to fly mine, but it's been fun so far. Considering getting a better RCS accelerator, so I can make full use of the cannon I have on the bow.
I'm using 5 dual heavy cannons on my bow. The ship's turn rate is simply amazing. RCS consoles are fine for levelling, but sometimes there's other options when things are feeling sluggish..
Redistributing a ship's power to weapons and engines might be something else to try..
Another thing that comes to mind is this ship's Molecular Reconstruction function with the Offensive, Defensive, and Support configurations. Using the defensive option decreases flight speed and turn rate by 16.1 percent so consider giving this mode a wide berth and sticking with the Offensive configuration to get a 20 percent boost instead.
Not a bad ship, I just run her as a General Purpose ship
"The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
-Lord Commander Solar Macharius
Comments
Had a second look at the seating and stats and things are still looking good all around.. very generous for a free ship. Am looking forward to flying this ship.
??? Lieutenant Sci means two science skills. Hazard Emitters and Science Team are part of my standard build.
Fellas, don't forget Photonic Officer
On the Typhoon I'll be using Photonic Officer 2 in the Lieutenant Commander Science bridge officer slot.
https://stowiki.net/wiki/Ability:_Photonic_Officer
The reason I mentioned Photonic Officer is that one of the two players I quoted recently started a thread about power creep and I thought there might be a teachable moment here..
Without reliable bridge officer ability cooldown the chances are a build is going to be somewhat disappointing. This could potentially cause an increase in negative comments and/or complaint threads about power creep
Of the three methods commonly used, Photonic Officer is often the cheapest and easiest, and is nicely supported on this ship
Whenever I have Sci above Lieutenant I slap on Gravity Well for a little extra damage.
It depends on other factors too, for example there are some good traits that buff anomalies in various ways, so running GW without going full megawell does have its uses. I often use it with Electrified Anomalies to stack up mobs and get a bit more power to deal with them (something that comes in handy with Romulan ships) for instance.
Now what to do with the Commander engineer bridge officer slot ?
Space Barbie is the real endgame
My captains all have a theme built around a ship that I like. With Mark XIV gear any ship is powerful enough for all normal and advanced content. If they change ships it's to some other ship that I like for itself not because it's more meta.
The type of ship like pure science or full carrier is part of the theme, but if the "best" ship for that has a design I don't like I'll pick a "lesser" ship that I like.
That's just my idea of fun though. Someone who goes for the best of everything to min-max is having the fun they enjoy.
For myself, I usually ignore the Commander Eng powers. I usually reserve the Lt. Commander level for Reverse Shield Polarity.
I don't think there is a meta answer for that question, with eng it is usually more dependent on what your build needs since there is no especially OP DPS stuff available to slot there (though there are some worthwhile DPS things if that is what you need, including cold powers from the Winter store) and tanky stuff is usually looked down on for some odd reason.
I build "jack of all traits" too, I can't recall what I have on my main currently and I don't got the Typhoon (yet), sure I'm not good at anything but my build is "good enough" for most situations and I've so far not had to deal with my DPS being insufficient, at least on my main or my TOS Sci toon (my 2 best geared ones)
Building for PvE does generally mean building to face anything due to the number of enemy groups that exist. Most people may decide the DPS route is the way to go, after all it can't hurt you if its already dead. Others go the generalist route, as it means you're not specialized to the point you struggle hardcore against something new.
That's one of the things I LOVE about STO. Being able to build your ships to suit your particular playstyle, or even experiment with some crazy builds. That is a kind of freedom you don't normally see in an MMO. Most of the time you have rigid roles and a particular set of gear. You might be able to LOOK different, but the truth is you're probably running the same gear in some form or another, it just comes down to how you play. STO, on the other hand, you're not limited to "oh you're this class? Here is your greatsword". You can have a phaser build on a Romulan ship. You can have a disruptor build on a Federation ship. You wanna make a Megawell? There are several options for science ships that will pull it off. Torpedo builds, EPG builds, Energy builds, all rounder builds... you CAN do it.
Those are solid choices. I'm going to try to squeeze in emergency power to engines as well (perhaps using one of the universal boff positions) to reset the cooldown of evasive maneuvers using the emergency conn officer doff.
Speaking of cooldowns, given that some players are going with Science Team and/or Polarize Hull, Hazard Emitters, and perhaps a Gravity Well for the Lt Commander science, it almost appears that bridge officer cooldown reduction is being ignored.
Hopefully there's a way to fit in Photonic Officer, Aux to Battery, Boimlers ... ?
Not using any of these is one of the easiest ways in the game to make a ship vastly under perform.
The nice things about Boimler's are it's a trait so no bridge power slot is consumed, and it's automatic so one less button to click or macro. The only downside is spending 160 lobi per captain.
https://sto.fandom.com/wiki/Trait:_The_Boimler_Effect
I certainly can't afford Boimlers on every character at this point, but am giving it a try on a couple of select toons. It's chance based so until I become more familiar with it am using it in conjunction with Photonic Officer 1 to help things along.
A lot of my characters just use Photonic Officer at whatever rank is convenient and available as it's completely free.
I'm not familiar with macros but do use a simple keybind in order to make ability actuation easier.
I'm using 5 dual heavy cannons on my bow. The ship's turn rate is simply amazing. RCS consoles are fine for levelling, but sometimes there's other options when things are feeling sluggish..
Console - Engineering - House Martok Defensive Configuration
Console - Universal - Hydrodynamics Compensator
Console - Universal - Tachyokinetic Converter
Fortified or Innervated Competitive Engines
Trait: Deft Cannoneer
Redistributing a ship's power to weapons and engines might be something else to try..
Another thing that comes to mind is this ship's Molecular Reconstruction function with the Offensive, Defensive, and Support configurations. Using the defensive option decreases flight speed and turn rate by 16.1 percent so consider giving this mode a wide berth and sticking with the Offensive configuration to get a 20 percent boost instead.
Hope this helps
-Lord Commander Solar Macharius