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Pimp your start - tipps for new players

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
- Sulu is right behind you, i.e. in the same room as Admiral Quinn.

- As soon as possible, go get and equip an EPS Flow Regulator (Engineering Console). The difference in energy flow rate is huge, you will never want to go out without one!

- When a specific mission offers you among its rewards an "Efficient Impulse Engine", take that one, and never ever discard or sell it. You will likely regret not having it even late in the game!

- Try to stick to one energy weapon type in space, and fill your Tactical Console slots with consoles buffing this energy type. These bonuses are considerably larger than what +Beam, +Cannon etc. consoles give.

- "Efficiency" skills increase power levels when they are below 60, "Performance" skills do the same when they are above 60. These bonuses are not listed in the skill table in game, but have been confirmed by numerous players.

- "Starship Command" improves ll ships of all types;; "Cruiser Captain" improves all Cruisers, "Escort Captain" all escorts and "Science Vessel Captain" all Science Vessels. All other "Ship Captain" skills only buff a single specific ship type. Try to avoid putting points into the T3 and T4 ship skills.

- The various "Team Leader" skills also affect some space skills, they are not ground-only!

-Auxiliary Power improves ship turning speed. This is hardly mentioned in the game, but there is a noticable difference. If you need to dump an energy bar down, it's usually better to put do the cut on the Engines power and not Auxiliary.

- Ground skills are never required. Without them, ground combat can become tedious, but the fights only last longer, but don't become more difficult. If you are not going to make a specific "ground PvP character", don't waste points in ground skills just because "this sounds nice".

- Always promote all your Bridge Officers as high as possible. Even if your ship does not support some of the space skills they get, all of their ground skills will be available!

- Have an Engineering Bridge Officer with the "Emergency Power to Shields" skill! It will save your life often.

- In your away team, always have a Science Bridge Officer with at least one healing skill (Medical Tricorder, Vascular Regenerator) with you. Their pathing AI" may be stupid, but they make excellent healers! Also, different ranks of these skills have seperate cooldowns. If your officer has Vascular Regenerator I and II, it can heal twice as often!

- The first few points in any given skill give a considerably larger bonus than the last ones. For example, the first point can give a +10, the second +8, but the last two points may only give +2. If you want to have a broader number of skills, you can easily put a lot of skills to ~6 without sacrificing too much individual bonus.

- On ground missions, if a Bridge Officer is stuck, try ordering to a specific position (the triangle down button in the group UI). They will run there considerably faster and avoid obstacles much easier!

- "Explore the XY Cluster" missions reward Badges of Exploration, which can be traded for really nice equipment at Starbase 01 (i.e. Earth Spacedock). Ground equipment is available in the central area of the base, starship equipment in the shipyard (go the ramp up in the section directly to the right of the Admiral's Turbolift).


Finally, my personal list of "must-haves" that I would want to have on any character as soon as possible:

- Science Bridge Officer with Medical Tricorder!
- Engineering Bridge Officer with Emergency Power to Shields!
- At least one EPS Flow Regulator Console!
- Starship Command skill maxed!
- Starship Warp Core Training skill maxed!
- Efficient Impulse Engine!
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Mephane wrote:
    -
    - Ground skills are never required. Without them, ground combat can become tedious, but the fights only last longer, but don't become more difficult. If you are not going to make a specific "ground PvP character", don't waste points in ground skills just because "this sounds nice".


    ummm, what?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Flippant wrote:
    ummm, what?

    Im am RA 5 and never found ground combat any difficult just because I had no ground skills past T1. It's true.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Yes i agree with the ground combat. Ive put 5 points into Sci theory and thats it, Im Cmd. 6 right now. Also Ive yet to put more than maybe idk 6 points Total into my Boffs ground skills. All my boff points go to space skills. That way I can try out many different things and see what I like.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    :confused: I have to say this is probably one of the most misinformed, poorly written rubbish "tips" posts I have seen. I really didn't want to be mean about it, but there aren't many useful things in the post...seriously.
    Mephane wrote:
    - Sulu is right behind you, i.e. in the same room as Admiral Quinn.

    - As soon as possible, go get and equip an EPS Flow Regulator (Engineering Console). The difference in energy flow rate is huge, you will never want to go out without one!

    Never had a problem without one.

    - When a specific mission offers you among its rewards an "Efficient Impulse Engine", take that one, and never ever discard or sell it. You will likely regret not having it even late in the game!

    Probably up to the type of ship you are using. Different playstyles benefit from different engines...

    - Try to stick to one energy weapon type in space, and fill your Tactical Console slots with consoles buffing this energy type. These bonuses are considerably larger than what +Beam, +Cannon etc. consoles give.

    You forgot to add "if you want to try and boost dps"...

    - "Efficiency" skills increase power levels when they are below 60, "Performance" skills do the same when they are above 60. These bonuses are not listed in the skill table in game, but have been confirmed by numerous players.

    - "Starship Command" improves ll ships of all types;; "Cruiser Captain" improves all Cruisers, "Escort Captain" all escorts and "Science Vessel Captain" all Science Vessels. All other "Ship Captain" skills only buff a single specific ship type. Try to avoid putting points into the T3 and T4 ship skills.

    You seriously think everyone playing is a ship hopper?

    - The various "Team Leader" skills also affect some space skills, they are not ground-only!

    And they are also less worth the points than the above ship skills you recommend to skip entirely.

    -Auxiliary Power improves ship turning speed. This is hardly mentioned in the game, but there is a noticable difference. If you need to dump an energy bar down, it's usually better to put do the cut on the Engines power and not Auxiliary.

    Again, this depends on the type of ship you fly and your playstyle...

    - Ground skills are never required. Without them, ground combat can become tedious, but the fights only last longer, but don't become more difficult. If you are not going to make a specific "ground PvP character", don't waste points in ground skills just because "this sounds nice".

    Well you have your own opinions obviously, but you neglect to mention that you MUST invest full points in some of these abilities to unlock Rank III things like Science Team III to teach to your BO's.

    - Always promote all your Bridge Officers as high as possible. Even if your ship does not support some of the space skills they get, all of their ground skills will be available!

    This is a matter of choice, as some people prefer to save our BO points for the better BO's. Sure, BO points are very frequent, but it's pointless to dump too many points into white and green BO's when they get replaced so quickly.

    - Have an Engineering Bridge Officer with the "Emergency Power to Shields" skill! It will save your life often.

    - In your away team, always have a Science Bridge Officer with at least one healing skill (Medical Tricorder, Vascular Regenerator) with you. Their pathing AI" may be stupid, but they make excellent healers! Also, different ranks of these skills have seperate cooldowns. If your officer has Vascular Regenerator I and II, it can heal twice as often!

    - The first few points in any given skill give a considerably larger bonus than the last ones. For example, the first point can give a +10, the second +8, but the last two points may only give +2. If you want to have a broader number of skills, you can easily put a lot of skills to ~6 without sacrificing too much individual bonus.

    All it takes is actually looking at the pop-up on the screen to see this...they even use bright colors so your eyes are drawn to it.

    - On ground missions, if a Bridge Officer is stuck, try ordering to a specific position (the triangle down button in the group UI). They will run there considerably faster and avoid obstacles much easier!

    - "Explore the XY Cluster" missions reward Badges of Exploration, which can be traded for really nice equipment at Starbase 01 (i.e. Earth Spacedock). Ground equipment is available in the central area of the base, starship equipment in the shipyard (go the ramp up in the section directly to the right of the Admiral's Turbolift).

    At the moment, the current rate of gaining badges mixed with the skillpoint/levelling rate of the game, you will most likely have better equipment than what the vendor offers. You'd probably be better of farming the anomolies in those sectors and selling them on the exchange...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I have to say this is probably one of the most misinformed, poorly written rubbish "tips" posts I have seen. I really didn't want to be mean about it, but there aren't many useful things in the post...seriously.

    It rather seems like you just had a slightly different experience and don't grasp the concept of "tips" - they are no strict rules to follow, but bits of information that can be useful and otherwise be overlooked...

    Never had a problem without one.

    I didn't have a *problem* either, but I underestimated how useful it could be until I was RA and someone else gave me the tip to try one...

    Probably up to the type of ship you are using. Different playstyles benefit from different engines...

    Maybe, but in the long run you might possess different kinds of ships. And there is simply no other engine that gives +5 to three power levels, and if you don't pick and keep it, you cannot go back and say "I'd like to try this one out". The tip is not that you will always use it, the tip is that if you don't pick it, you will never have a chance again to get it.

    You forgot to add "if you want to try and boost dps"...

    There is nothing else to put into tactical consoles, ALL of them boost dps. I was just saying that you get more out of it if you buff a specific energy type than if you buff beams or cannons, for example.

    You seriously think everyone playing is a ship hopper?

    You seriusly think that there are many people who will not upgrade to the next tier ship when they reach the next rank? ;)

    And they are also less worth the points than the above ship skills you recommend to skip entirely.

    Yes, but they have an effect in your T5 ship, too. T4 ship skills will do nothing by then.

    Again, this depends on the type of ship you fly and your playstyle...

    Yes, and how does this make the information given invalid? You get the meaning of the word "usually"?

    Well you have your own opinions obviously, but you neglect to mention that you MUST invest full points in some of these abilities to unlock Rank III things like Science Team III to teach to your BO's.

    Yes it is my opinion, and it's that of a lot of other people.

    This is a matter of choice, as some people prefer to save our BO points for the better BO's. Sure, BO points are very frequent, but it's pointless to dump too many points into white and green BO's when they get replaced so quickly.

    Promoting costs merits, not BO points, of which you will quickly have more than you would ever have to spend.

    All it takes is actually looking at the pop-up on the screen to see this...they even use bright colors so your eyes are drawn to it.

    So instead of letting me give new players this tip, you would rather tell them "learn to read"? Well, your choice, but I prefer to be helpful, not a jerk.

    At the moment, the current rate of gaining badges mixed with the skillpoint/levelling rate of the game, you will most likely have better equipment than what the vendor offers. You'd probably be better of farming the anomolies in those sectors and selling them on the exchange...

    You can get the highest equipment for your current tier for the badges. I.e. as a Lt. Com., you can already get green MK IV stuff right at the start by doing so. You will not magically reach Commander rank just by doing a couple of exploration missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    A great list of general tips that'll help just about every player. Nice job.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Good tips. Thanks for the post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Mephane wrote:
    It rather seems like you just had a slightly different experience and don't grasp the concept of "tips" - they are no strict rules to follow, but bits of information that can be useful and otherwise be overlooked...

    Never had a problem without one.

    I didn't have a *problem* either, but I underestimated how useful it could be until I was RA and someone else gave me the tip to try one...

    Probably up to the type of ship you are using. Different playstyles benefit from different engines...

    Maybe, but in the long run you might possess different kinds of ships. And there is simply no other engine that gives +5 to three power levels, and if you don't pick and keep it, you cannot go back and say "I'd like to try this one out". The tip is not that you will always use it, the tip is that if you don't pick it, you will never have a chance again to get it.

    You forgot to add "if you want to try and boost dps"...

    There is nothing else to put into tactical consoles, ALL of them boost dps. I was just saying that you get more out of it if you buff a specific energy type than if you buff beams or cannons, for example.

    You seriously think everyone playing is a ship hopper?

    You seriusly think that there are many people who will not upgrade to the next tier ship when they reach the next rank? ;)

    And they are also less worth the points than the above ship skills you recommend to skip entirely.

    Yes, but they have an effect in your T5 ship, too. T4 ship skills will do nothing by then.

    Again, this depends on the type of ship you fly and your playstyle...

    Yes, and how does this make the information given invalid? You get the meaning of the word "usually"?

    Well you have your own opinions obviously, but you neglect to mention that you MUST invest full points in some of these abilities to unlock Rank III things like Science Team III to teach to your BO's.

    Yes it is my opinion, and it's that of a lot of other people.

    This is a matter of choice, as some people prefer to save our BO points for the better BO's. Sure, BO points are very frequent, but it's pointless to dump too many points into white and green BO's when they get replaced so quickly.

    Promoting costs merits, not BO points, of which you will quickly have more than you would ever have to spend.

    All it takes is actually looking at the pop-up on the screen to see this...they even use bright colors so your eyes are drawn to it.

    So instead of letting me give new players this tip, you would rather tell them "learn to read"? Well, your choice, but I prefer to be helpful, not a jerk.

    At the moment, the current rate of gaining badges mixed with the skillpoint/levelling rate of the game, you will most likely have better equipment than what the vendor offers. You'd probably be better of farming the anomolies in those sectors and selling them on the exchange...

    You can get the highest equipment for your current tier for the badges. I.e. as a Lt. Com., you can already get green MK IV stuff right at the start by doing so. You will not magically reach Commander rank just by doing a couple of exploration missions.

    Wow Mephane I would have flamed him. I applaud you're self control. I agree with I think all of your tips, especially ground skills. Kanemura you're a troll this was a great thread and while it was not a complete walk through with all of the details if a noob player followed this guide word for word they'd be doing better than 80% of the population.

    I regret not taking the engines myself at 28 now and still wish I had em to play with. I went for the shields instead and with in a few levels I was able to find better through both explore and PvP. There is not a single item at latter tiers that adds +5 to three subsystems and the turning and speed increase isn't dramatic until you get to MK VIII engines.

    Its generally agreed that as long as the skill cap is in place spending any points in t3 and t4 ship piloting abilities is a waste as those buffs don't stack on t5.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    This is a decent set of general tips. I am also in agreement regarding putting points into ground skills, and wish I had done it less (I may remove them when I respec later, if I have the option). The one that might be useful is Tactical Team Leader, as it boosts some basic combat stats and is also helpful if you have an escort ship with low crew (tactical team can help them recover), but you don't really "need" it.

    Re: Engines, I do agree with the (impolite, yeesh) dissenting opinion on these. If you have an escort or science vessel, it seems that efficiency is highly prized. For cruisers, though, it's much less of a big deal, and speed / turn-rate (oh god, turn rate) are probably going to be higher priorities. So really I think it depends on the ship.

    Finally, I recommend armor with a high physical resistence for new players. Enemies like Klingon Swordmasters and Gorn Raw'iqs like to get in close and simply hammer you in melee, and do tons of damage if you're only protected against energy (which is less of an issue because chances are all the enemies won't be firing on you at once). YMMV, of course, but f you are dying a lot, it's worth a try.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Also I would add this. At ever level 3,5 and 8 press P to open up you're powers menu and check out your new skills.

    Shield rebalance and full impulse can also be found by pressing P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    You seriously think everyone playing is a ship hopper?

    Those skills become useless when you upgrade to a higher tier ship. I hardly think using the highest available tier ship is being a "ship hopper".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    CptBrahms wrote:
    Re: Engines, I do agree with the (impolite, yeesh) dissenting opinion on these. If you have an escort or science vessel, it seems that efficiency is highly prized.
    I think there is some confusion here - the original poster clarified that he isn't talking about engines that have 'efficiency' in them, but a very specific one-time only mid-LC-level mission reward engine that has a number of + to non-egine abilities that many people continue to use all the way up to Admiral level.

    I picked the weapon option and regretted it immediately. I wish I had taken that engine instead.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'd like to 2nd the tip to get armor with good physical resistance for your officers. Those klingon swordmasters can be brutal if all you have is energy resist gear.

    Thanks for the tips!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nice summary of handy tips, thanks!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Couple of other tips:

    Max the crew skills if you plan to use any of the crew skills the cost is small at 100 points each but can have a large effect on how often you can use the skill. Engineering crew repairs hull and science repairs shields. Tactical team only really seems to be majorly useful at lower levels for ground combat skills but in later levels it can remove a variety of debuffs that you get hit with starting with romulans. So there is really no reason not to max these unless you never plan to use them. Also science crew skills seems to speed up crew recovery.

    Don't forget to upgrade your officers weapons and equipment. Give all your officers expose weapons. This allows you to use an exploit weapon to kill ground targets faster. Even if you have poor ground skills.

    If you plan to PVP in ground combat then ground combat skills are worth while otherwise they are not really all that important.

    Shields are your most important factor in any space combat. While you can take some hits to the hull if hull is all you have you might have a very hard time staying alive without some hull resists. Skills that boost your shields and keep them in good shape and are what I call money skills:

    Science team ( this can be a bigger recharge to the shields then emergency power to the shields but can't be used as often but can be used on other players not just yourself. It also removes some debuffs.) It also has a resistance boost when you use it.

    Emergancy power to the shields Once trained this can be used very often and can help to keep your shields up but is actually the least powerful of the shield skills but can be used the most often.

    Reverse polarity this will actually turn the damage your taking back into more shields but if your at full shields when you use it it kind of wastes the ability use it for when your lose more then one shield at a time. You can still take some bleed through damage so if your internal structure is low make sure you can fix that at the same time or you could die with full shields.

    Rotate shield frequency ( think this is engineering class skill only) but it boosts your resistances a lot and lets you take more damage.

    If your grouping regularly then extend shields is wonderful to have for your group. You can then keep all ships in good shape with this skill. Solo this skill is not that useful. But you can keep a Bofficer around as back up and switch out based on your group.

    Pay attention to all the skills that can be used on other people not just yourself. Hull repair for example can be used on other people not just yourself so you can heal other folks that are taking the brunt of the attacks.

    Use your energy settings to get the most out of your ship. And switch as needed during combat. If you have aggro switch to defensive setting with full power to shields. If your not switch to full weapons. If your a science officer then switch to a higher aux setting to full those skills you have.

    Use your throttle don't just set it and forget it. Speed up when ships are about to explode beside you and slow down to get more shots off with your forward facing and to turn faster.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kanemura wrote: »
    :confused: I have to say this is probably one of the most misinformed, poorly written rubbish "tips" posts I have seen. I really didn't want to be mean about it, but there aren't many useful things in the post...seriously.

    I have to say this is one of the most blindingly blue replies i've ever seen. Bolians may enjoy it though...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm getting seemingly good mileage out of my ground skills, but I'm concentrating in just Rifles, not spreading out all over the place.

    I'm heavily specialized in the ship combat, but the ground game is part of it, so I'm loath to ignore it altogether. Besides... if the ground skills are useless, that would seem to be inviting one of the first rebalances to come along. :)

    My tips:

    * I immediately adjust my power settings to not have "100" for any of them. Sure, it's great to max out that high, but usually too painful on the other settings.

    I set Balanced for how I solo (in an Escort) with high shields and weapons, low aux, and lower maneuver. I fly my ship in circles for a while to find the sweet spot, where the max speed of the ship is also her fastest (not tightest) turn rate, and that's my maneuver power.

    Offense is for when in a team with a good cruiser captain. I'll shift offense about 20 points higher than shields, but otherwise similar to balanced.

    Defense is for when I'm licking my wounds between fights. Reverse the shields and weapons scores. (I've heard that aux helps repairs, but haven't seen it... any confirmation?)

    Movement is high (non-full-impulse) move and aux, for maneuver and seemingly for scan range.


    * I bound my boffs "attack my target" to the same button I use to alpha-strike in space. It makes for a useful mnemonic and keeps me from standing in place jumping like a fool while being shot at.


    * I'm using the side-scroll on my mouse for targeting and scanning. Right-scroll to tab targets out. Left-scroll to scan. I scan frequently.


    * I'm now in the process of making a plan for reaching RA gracefully. Starting to understand how the skills and boff powers work out, and coming up with ideas for different boffs to use against different threats.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I actually subscribed to this. Good stuff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kanemura wrote: »
    :confused: I have to say this is probably one of the most misinformed, poorly written rubbish "tips" posts I have seen. I really didn't want to be mean about it, but there aren't many useful things in the post...seriously.

    Hey Jackasz, I found all of his tips very helpful, unlike your disingenuous post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Kanemura wrote: »
    Well you have your own opinions obviously, but you neglect to mention that you MUST invest full points in some of these abilities to unlock Rank III things like Science Team III to teach to your BO's.

    You only get the ability to train the skills that your character class matches. You can only train your BOffs in Science Team III if your a Science Officer.

    Nice flame otherwise.:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    The once greatly over-priced but still prized "Quantum Torpedo Launcher" is also one of those newbie items that are now within everyone's reach. Bought my Grade 4 LT one for 1k on the Exchange, and there were hundreds more for less than 5k.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    You can use your medals of exploration for some pretty good stuff too. I think that's when I got the first quantum torpedo. If you're doing the missions as they come up, you should have enough to buy 1 MK4 quantum torpedo launcher before you get to LCDR.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Other good suggestions. For any ship type

    Science team and jam sensors are life savers.

    Engineering team is good as well.

    Escort specific stuff (I run an escort).

    Cannons are your friend. A properly set up cannon escort will tear ships apart in seconds. You do want the cannon skills and at least 2 ranks of cannon rapid fire. Turrets on the aft mounts are good, they can fire to the front to supplement your forward firepower too.

    An escorts best defense is a good offense you should nearly always be running at full weapon power, you survive by using your science/engineering abilities like sci team, EM:shields, etc and simply using the high manuverability of the escort to turn your weak shield away while it regenerates.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Mephane wrote:
    - "Starship Command" improves ll ships of all types;; "Cruiser Captain" improves all Cruisers, "Escort Captain" all escorts and "Science Vessel Captain" all Science Vessels. All other "Ship Captain" skills only buff a single specific ship type. Try to avoid putting points into the T3 and T4 ship skills.
    !

    Nice starting tips.

    Just one correction: this is about to change if the Tribble changes come through. All the ship class skills will add something (current number being thrown around is about 25%of the skill's value) to any ship of that class, so all escort skills will effect the performance of escorts, regardless of tier, just not as much as the specific skill for that ship tier, cruiser skills for cruisers, etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    This is a good starting list as others I've seen here (I still use my MK IV Efficent engine ;) - though at RA5 I probably could do a swap now and be fine) and an RCS Turn Console (for Cruiser Flyers) and an EPS Flow Reg (for anyone - the difference is *nice* when you fire a lot of beam weapons :D ) I - watch the Exchange on the odd occasion for cheap ones if you don't pick one up (you can probably hold off until Commander on these, but once you start getting into multiple Beam Slots that EPS will be a big boost) - and just an FYI on this one:
    - "Starship Command" improves ll ships of all types;; "Cruiser Captain" improves all Cruisers, "Escort Captain" all escorts and "Science Vessel Captain" all Science Vessels. All other "Ship Captain" skills only buff a single specific ship type. Try to avoid putting points into the T3 and T4 ship skills.

    That's the way it is today - but as stated above me the "45" day patch on test currently is tinkering on that to try and carry a percentage of skill over. These won't be totally useless selections at T3 and 4 (like they are currently), just can't say how much improvement you'll see (testing is testing - number chanfge hourly hehe :D )
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Great tips, I wish I had them starting out instead of fumbling through.
    A nice broad section for whatever type of officer you are (eng,sci,tat) and for whatever type of
    ship you use, that can be refined as you level up or whatever
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