How about giving us a few more skill points to spend? I know Cryptic are not wanting to give us any more points until they are happy that there are good new things to spend them on. But i think for our current vice admiral levels, we are a little short.
I have respec'd my characters many times. I have tried many a different build and tactics, weapons, bridge officer skills and ships. But no matter how I set my ship up etc, I always fall short of a few skill points. I understand that you can put a point or two less in a certain skill and make up those skill points by adding a certain item to make up for it. For example ( I put one less point in my shield emiiters and make it back by putting on a Maco prototype shield and it will give me 18 emitter points back.)
But no matter how i set my ship up i always feel that i could do with another 10,000 points or so. 10,000 Points is not a lot to ask for! It wouldn't be over kill and it would just help players expand a little on their current setups.
To the OP, a lot of people are bitter with the new forums. They're a step backward than what we're used to, though since you haven't used it beforehand it's alright if you say you like them
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Yeah... Not the best signiture, but it's my first time using an advanced image editing program, so... woo!
I have respec'd my characters many times. I have tried many a different build and tactics, weapons, bridge officer skills and ships. But no matter how I set my ship up etc, I always fall short of a few skill points. I understand that you can put a point or two less in a certain skill and make up those skill points by adding a certain item to make up for it. For example ( I put one less point in my shield emiiters and make it back by putting on a Maco prototype shield and it will give me 18 emitter points back.)
But no matter how i set my ship up i always feel that i could do with another 10,000 points or so. 10,000 Points is not a lot to ask for! It wouldn't be over kill and it would just help players expand a little on their current setups.
Not that I don't agree with you, but this is the whole point. They calculated everything so that your character would still have weaknesses and shortcomings when you reach level 50.
When I first started the game 2 years ago, I had unknowingly distributed some of my skill points into areas that didn't actually serve me any benefit as a tactical officer. I didn't know about the engineering skills that boost your energy levels on your ship, nor did I know that energy levels would be so important.
I respected my character and specialized myself to make better use of those skills, and now my character is as optimized for space combat DPS as much as possible. My warp core, shields, and engine energy factors are maxed out. My damage and critical hits for energy and projectile weapons are maxed out. My weapons energy falls just short of being full. I had to take out points from my hull strength and resistances to get there.
Cryptic intended for it to be this way. If players had more skill points to spend, they could make themselves entirely overpowered.
"My frozen dairy-based confectionery attracts all the males of the species to the facilities. They all agree on it's superiority. Indeed, it is superior to yours. I could teach you the finer details but that would require monetary recompense on your part." -The Milkshake Song: Vulcan Edition
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And if they give more Skillpoints, you'd be hearing people complain some more..... no offense but i remember back when VA was introduced people were whining for Unlimited skillpoints so they could max out everything.
Seriously though, I remember being really annoyed when I only realised that I couldn't max out everything when I got to VA xD Kinda wish I had planned it out a bi tmore, ya know? :P
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Yeah... Not the best signiture, but it's my first time using an advanced image editing program, so... woo!
Are there enough points to put everything to 6? I think that was my biggest mistake, a lot of my points went into maxing skills cause i didn't realise they'd be wasted :P
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Yeah... Not the best signiture, but it's my first time using an advanced image editing program, so... woo!
Are there enough points to put everything to 6? I think that was my biggest mistake, a lot of my points went into maxing skills cause i didn't realise they'd be wasted :P
Not all of them. Have 24 space and 7 ground skills at level 6. That leaves 11 and 3 untouched. Mostly stuff that I wouldn't be using anyway like batteries and stealth.
Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.
This may work for PvE, but if you bring that skill set into PvP you won't last long.
By putting 6 into everything, you are essentially wasting points on skills you don't use. For example, if I don't have any ships that cloak, why waste points in cloaking? Could better spend those somewhere else.
Anyone that believes that even distribution is the way to go needs to spend an hour with a good skill planner. I suggest the one at STO Academy. Google it. You will be amazed at the difference in your results.
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STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Just do everything up to level 6. Anything above that is just a waste on return of investment anyway.
That's a silly, if oft-chanted, mantra.
I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.
Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).
That's a silly, if oft-chanted, mantra.
I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.
Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).
Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.
It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.
It's a weak skill overall, but there are more benefits than just Sector Space speed.
Actually, I think moving multiple nice to have, but non-essential skills up to level 6 is fine. You don't dump points into things like graviton generators if you don't have a use for it of course. Just in the course of building the character you will reach a point where everything you actually want is at 6, and that is when you start putting skills at 7 and up, until the next level of skills get unlocked.
Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.
It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.
It's a weak skill overall, but there are more benefits than just Sector Space speed.
Actualy I think its impulse thrusters and not driver coils you are thinking of.
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
Actualy I think its impulse thrusters and not driver coils you are thinking of.
Newp, if he means the "mostly sector space" then it's Driver Coil.
This skill improves your Starship Warp Speed and turn rate in Sector Space. It also improves your Full Impulse speed and Full Impulse turn rate in-system, while simultaneously reducing the power drain on your other systems while at Full Impulse speed.
The Whole POINT of an RPG is that you have to make choices along the way. You have to choose a class, and then be limited to what that class can do. A science officer will never have an alpha strike ability, just like an Engineer will never have a Photonic Fleet. Then you have choose a ship, that will in it own way define and limit you. An Escort may not have the hull rating of a cruiser, but dang it's fast. After that, there are the skill points, and gear, and doffs, and boffs and everything else that comes into building a YOUR ship and YOUR crew.
It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.
If everyone could max out all skills, then there would be no weakness, no cost for maxing out a skill. And then everyone's ship would behave in the same way. sure, they might LOOK different, but everyone would be unstoppable tanking/DPS/support hogs.
Live on Earth. Work in Space. Play with Dragons. Join the best add on to STO, the Neverwinter holodeck program! Only 14 GPL a month.
The Whole POINT of an RPG is that you have to make choices along the way. You have to choose a class, and then be limited to what that class can do. A science officer will never have an alpha strike ability, just like an Engineer will never have a Photonic Fleet. Then you have choose a ship, that will in it own way define and limit you. An Escort may not have the hull rating of a cruiser, but dang it's fast. After that, there are the skill points, and gear, and doffs, and boffs and everything else that comes into building a YOUR ship and YOUR crew.
It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.
I stuffed a Science officer into a Hegh'ta Bop. Sure, he won't do the DPS of a Tac, but he's really annoying (main powers are Gravity Well and Feedback Pulse).
I always have to do some mental adjusting when switching to him from my Fed-side Whale (Engineer in a Star Cruiser).
The point being: Variety is fun -- play different characters with different ships and professions.
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[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
A science officer will never have an alpha strike ability
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
I was thinking "Attack Pattern Alpha" :rolleyes: The Tactical Only weapons critical hit-damage buff
Live on Earth. Work in Space. Play with Dragons. Join the best add on to STO, the Neverwinter holodeck program! Only 14 GPL a month.
Havnt read the whole thread but when level caps get expanded soon, then im sure we will have more skill points to use. Until then do what most of us have done, have 15 characters, 2 for each class of each faction, one for ground and one for space (and yes those following the math i have 3 general characters) see most of us (before doffs and stf revamps etc) got so bored of end game after a month we re rolled toons constantly
Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.
It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.
It's a weak skill overall, but there are more benefits than just Sector Space speed.
I know all that. That's the difference between "doesn't contribute" and "doesn't really contribute". The FI bonuses aren't worth it is what I was implying.
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
Don't "Alpha Strikes" implicitely all involve APA?
you would be able to finsh your build if they would reduce the points you have to spend on ground by 10k ground is useless for pvp really i only do ground for featured episodes and sometimes stfs
PoPeRz WiLl PoPeRz Ur BoPeRz UnTilz PoPeRz GeTz GaNkz
i use the escort carrier i like to skill for tanky dps i dont spec drive coil because i feel warp 14 is enough. ohh i have borg engine so thats 18 XD without drive coil i spec for combat not getting to combat. because of the stupid ground respecing rule you have to decide what skills you really need and which ones you dont
PoPeRz WiLl PoPeRz Ur BoPeRz UnTilz PoPeRz GeTz GaNkz
i use the escort carrier i like to skill for tanky dps i dont spec drive coil because i feel warp 14 is enough. ohh i have borg engine so thats 18 XD without drive coil i spec for combat not getting to combat. because of the stupid ground respecing rule you have to decide what skills you really need and which ones you dont
I will agree that the math is a bit off because of the forced spending on ground skills -- if I spec the way I want to, I end up with 500 points left over I can't spend.
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[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
Comments
My bad Nice new forums by the way.
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Yeah... Not the best signiture, but it's my first time using an advanced image editing program, so... woo!
Not that I don't agree with you, but this is the whole point. They calculated everything so that your character would still have weaknesses and shortcomings when you reach level 50.
When I first started the game 2 years ago, I had unknowingly distributed some of my skill points into areas that didn't actually serve me any benefit as a tactical officer. I didn't know about the engineering skills that boost your energy levels on your ship, nor did I know that energy levels would be so important.
I respected my character and specialized myself to make better use of those skills, and now my character is as optimized for space combat DPS as much as possible. My warp core, shields, and engine energy factors are maxed out. My damage and critical hits for energy and projectile weapons are maxed out. My weapons energy falls just short of being full. I had to take out points from my hull strength and resistances to get there.
Cryptic intended for it to be this way. If players had more skill points to spend, they could make themselves entirely overpowered.
-The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
Seriously though, I remember being really annoyed when I only realised that I couldn't max out everything when I got to VA xD Kinda wish I had planned it out a bi tmore, ya know? :P
[SIGPIC][/SIGPIC]
Yeah... Not the best signiture, but it's my first time using an advanced image editing program, so... woo!
[SIGPIC][/SIGPIC]
Yeah... Not the best signiture, but it's my first time using an advanced image editing program, so... woo!
Not all of them. Have 24 space and 7 ground skills at level 6. That leaves 11 and 3 untouched. Mostly stuff that I wouldn't be using anyway like batteries and stealth.
This may work for PvE, but if you bring that skill set into PvP you won't last long.
By putting 6 into everything, you are essentially wasting points on skills you don't use. For example, if I don't have any ships that cloak, why waste points in cloaking? Could better spend those somewhere else.
Anyone that believes that even distribution is the way to go needs to spend an hour with a good skill planner. I suggest the one at STO Academy. Google it. You will be amazed at the difference in your results.
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
That's a silly, if oft-chanted, mantra.
I'd rather get Weapons Traning and Shield Emitters from 6 to 9 than have 6 ranks in Driver Coils.
Or go from 6 to 9 in Targetting Systems and Impulse Thrusters on my Escorts than have 6 ranks in Particle Generators for them.
Sure, the last 3 ranks contribute much less than the first 3, but it's better to get a small effect than one that doesn't really contribute to performance in Sector space (Driver Coils) or is completely or mostly useless for the Ship type the character flies (Particle Generator on an Escort, Attack Patterns on a Science Vessel, Stealth on a ship without Cloak...).
Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.
It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.
It's a weak skill overall, but there are more benefits than just Sector Space speed.
Actualy I think its impulse thrusters and not driver coils you are thinking of.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
Newp, if he means the "mostly sector space" then it's Driver Coil.
http://www.stowiki.org/Skill:_Driver_Coil
I have a few points in it because of the second part -- It helps things come back up faster after full impulse (AKA Hot Pursuit).
I have a couple of the lower level skills maxed out -- mostly because of the "You Must Spend Points at This Level First" requirement.
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
You can also consider emergency power to engines plus evasive maneuvers and an engine battery for hot pursuit.
It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.
If everyone could max out all skills, then there would be no weakness, no cost for maxing out a skill. And then everyone's ship would behave in the same way. sure, they might LOOK different, but everyone would be unstoppable tanking/DPS/support hogs.
I stuffed a Science officer into a Hegh'ta Bop. Sure, he won't do the DPS of a Tac, but he's really annoying (main powers are Gravity Well and Feedback Pulse).
I always have to do some mental adjusting when switching to him from my Fed-side Whale (Engineer in a Star Cruiser).
The point being: Variety is fun -- play different characters with different ships and professions.
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
I was thinking "Attack Pattern Alpha" :rolleyes: The Tactical Only weapons critical hit-damage buff
I know all that. That's the difference between "doesn't contribute" and "doesn't really contribute". The FI bonuses aren't worth it is what I was implying.
Don't "Alpha Strikes" implicitely all involve APA?
I will agree that the math is a bit off because of the forced spending on ground skills -- if I spec the way I want to, I end up with 500 points left over I can't spend.
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."