Thanks for updating your guide. It's an awesome resource.
I built my fleet Defiant-R using the old PVE Escort build. I'm a little surprised by you
recommending beams instead of Dual Heavy Cannons. I'm curious as to why you recommend beams in this build.
Also, I've played with parsing before- it becomes a game in a game. I'm curious if you've parsed these builds and what kind of DPS is decent.
I built my fleet Defiant-R using the old PVE Escort build. I'm a little surprised by you recommending beams instead of Dual Heavy Cannons. I'm curious as to why you recommend beams in this build.
Using a Tac captain I ran a couple of pugged ISEs with a cannon/torp build (my private enhanced version of the old pvescort, using a heavy escort carrier with elite scorpions, a rom torp and pattern doffs) and the FAW build. Purely pugging (so no substantial APB support from the team) I managed to do something like 10-12k dps with the FAW build (slightly varying depening on whether I had full beams + standard warp core or a better core and the cutting beam). This was similar to what I got on the cannon/torp build, but much easier to fly because of the wider weapon arc and reduced range attenuation. (Compare the "how to play" sections of the current pvescort and the old one. By using beams I could remove quite a bit of the piloting instructions.)
The PVEscort build is not supposed to be the best dps build in the game. It's intended as a fast and simple way to get through pve, and I think the current beam build is as simple as it gets and still powerful enough.
If one is flying a regular pvp escort build, one usually doesn't even need a pvescort. My MVAM sciscort with cannons (see the blog section) gets ~9k dps in ISE, so this is good enough. But if one is not flying a damage dealer pvp build, a pvescort is still useful and the beamscort is one of the easiest setups right now.
How would I adjust your spacebar.txt file, found linked to your website, to also bind the spacebar to other trays along with tray 7?
For instance, your file has a whole bunch of 6's in in (does tray 1 start at 0?) and I'm not sure what that means. But if I wanted to use trays 7, 8, and 9 as my bind-to-spacebar trays, would I just copy the lines and repeat them 3 times, changing the 6's to 7's and 8's?
I'd like to organize my abilities by Sci, Eng, and Tac, with a different tray for each. Is this possible and is it as easy as I mentioned above?
Thanks in advance for your help!
CM
"Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
How would I adjust your spacebar.txt file, found linked to your website, to also bind the spacebar to other trays along with tray 7?
For instance, your file has a whole bunch of 6's in in (does tray 1 start at 0?) and I'm not sure what that means. But if I wanted to use trays 7, 8, and 9 as my bind-to-spacebar trays, would I just copy the lines and repeat them 3 times, changing the 6's to 7's and 8's?
I'd like to organize my abilities by Sci, Eng, and Tac, with a different tray for each. Is this possible and is it as easy as I mentioned above?
Thanks in advance for your help!
CM
Actually, I can help you there, CM. (Although I'm sure Mancom and others could too I just happen to be online atm). I played around with that spacebar.txt for a bit so I could do exactly what you're asking. You can set up other bars as other keybinds. It's fairly easy to do once you understand how it works. Below is an example of one keybind that I use:
The key I want to bind (v) is the first character/word. Since my spacebar is already firing weapons, I don't need the "GenSendMessage HUD_Root FireAll" so I deleted that. The "$$" is a break between commands, and the "+" is, well, obvious. The "trayexecbytray # #" is telling the computer what tray to use and what column within that tray (yes, the numbers are #-1, meaning if I want Tray 9, I have to input "8." With this setup, I have my "v" key bound to fire off anything I have in Tray 9 on my HUD.
You can go simple, like having tac teams on here, or go big and put all your heals (Haz, TSS, Aux2Sif, etc.) on one key for a "oh TRIBBLE!" button. I believe Drunk does something similar for his emergency heals.
For your question of adding more trays to the spacebar itself, it's simply a matter of telling it what trays you want added. Just remember to not overload one key. You still have to press it once for every power you have bound to it, and if you have 20 powers bound it could mess up your timing. Play around with it for a bit, try a few different keys and commands, and see what you can come up with
PS: I hope posting this isn't against the terms...hmmm...
i'm new to pvp and i'm searching the forums for some info to get me started. first of all, compliments to the elaborate and comprehensive guide.
So my introduction to pvp (ie the tutorial missions) was quite demotivating as i got blasted to smithereens quite a lot and quite fast. Hense, the first thing i'm puzzled about is the lack of skill in Armor reinforcements and Hull plating. Because i was under the impression that damage resistance would be something worth while, especially in pvp ?
Thanks for the guide, i see i have a lot to learn and re-think when it comes to pvp.
Hense, the first thing i'm puzzled about is the lack of skill in Armor reinforcements and Hull plating. Because i was under the impression that damage resistance would be something worth while, especially in pvp ?
Resistances are very important. But the problem with the two resist skills is that they are very expensive and provide little resist. Fully specced they give less resist than a single neutronium console. This means that due to diminishing returns on hull resists it is often more cost-effective to equip armor consoles than to put points into these skills.
Is the guide still valid nowadays? Or would it need an update?
Yes and no. The pvp escort build is valid (except for spire tac consoles, I should really add those) and the pvescort should also be usable (it was never inteded to be a top-of-the-line dps build; it's primary purpose is to get good damage as easy as possible using cheap ingredients).
The cruiser build on the other hand is outdated. It is not a bad build and can still serve as a good foundation for a solid cruiser setup, but it doesn't take advantage of all the possibilities that doffs offer. The problem here is that due to all the cooldown doffs Cmdr+Ltc Eng builds are pretty much a thing of the past. Which means that I could either try to do something with the Ambassador/Kamarag/Mirror Heavy Cruiser/Mirror Neghvar Cmdr Eng + Ltc Sci layout (in order to keep things cheap), or go for a c-store ship build. I really like the Bortas build that I am curently flying, but I'm not sure how well that would work on an Odyssey and I don't really like the idea of suggesting that people buy stuff in the c-store.
Nice suggestions on builds... even thou they are PVP focused, you can still use them for PVE.
Also like the fact that they are for the free token ships at T4 and not the Zen ships. Thou I guess you could include the cheap mirror ships as well, since those are normally the boobie prize for the lock boxes.
I like the Elite Escort build but it is all energy... I prefer to swap out the DBB & BO for Torpedos & TS3.
If someone drops some AA you would need torps to knock em out... you could always avoid shooting them I guess.
Still waiting on that Sci build...
Also noticed that tray7 are all regular BO skills, nothing from the players class. So any class should be able to use these builds.
the problem with guides is that there is far to much stuff dumped into the game with each new rep, lockbox, holding, doff packs, and featured ep to hope to maintain a truly up to date guide, unless the author was getting paid to do it. there's no sign of this gear creep has hit its peak, or is even slowing down.
and what level of player should the guide target? the brand new player using drops for gear, the player thats has a fair amount of stuff to work with, or the player thats unlocked everything and has everything at his disposal? who is it that needs a guide the most? might be the guy with all the stuff and is overwhelmed and has no idea what set would be the best on a certain ship and a certain build
back before there was rep, and there was just the STF sets, it was pretty feasible to do guides, everyone didn't have a lot of trouble getting to about the same baseline of gear unlocks. but with each new season the potential player gap expands even more, and the number of people a build in a guide is perfect for, decreases.
I would like to see a science ship build in this guide it needs to be updated after 4 yrs of that site still no science ship build
There are many types of sci setups available with completely different roles.
snoopers, CCers, healers, pressure buids, sci vapers, combination of those, you name it.
What to put there exactly.
Hilbert guide is good training wheels for pvp, but unless you take those wheels as soon as possible you missed the entire point of it.
People c/p-ing builds don't even want to start understanding what possibilities they have without it.
Your new "Elite Escort PvP Setup" should not raise the claim to be what you called it.
Otherwise I would be surprised if you really think an "Elite PvP Escort" should fly around like that.
Maybe I'm wrong and just don't know what you are talking about there....
Maybe its just called "elite" because of the equipment and thats it.
Or do you really think "Elite PvP Escorts" are good with a ship wich can only hold 9 consoles?
And 2 Damage Control Engineers in a total of only 5 Doffs?
CSV? Beta? TSS2? EptW?
And 1 neutromium + 2 RCS just because you failed the spec, too?
And what kind of bo-layout is shown in the little picture "ship stations" anyway? For what I know there is no such layout. Your setup is saying "Ship type: (Fleet) Patrol Escort". But Fleet Patrol does not have Ltn.Cmd.Science.
I don't want to be rude here. I still like most of the things you are doing for the community.
I just want the people to know that this is not the way "Elite PvP Escorts" fly with their teams.
Maybe its okay in a way like "being well prepared" as a single escort pugging in the queue, but thats pretty much it.
Maybe its just called "elite" because of the equipment and thats it.
You would know the answer if you had actually read the guide. Let me quote the relevant part which is right at the beginning under "The purpose of this guide":
Since there are now many items in the game that are timegated (reputation system), require membership in a fleet and sufficiently advanced fleet holdings or are only obtainable from chance-based events (lockboxes, doff packs), I provide Basic, Advanced and Elite configurations for the ships. These are variations of a common theme. The Basic version can be easily set up by a single player without progress in the reputation system. The Advanced version includes gear from the reputation system, lower level fleet gear and easily obtainable doffs. The Elite version additionally includes high-level fleet gear and rare items that can only be obtained by chance or for high prices on the exchange. Despite using expensive gear, the Elite version is not supposed to be the best ship design in the game, it is intended to be a competitive and easy to learn build that is largely independent of shortlived "flavour of the week" fads.
Thanks for pointing out the issue with the wrongly placed PSW icon. This is an artifact from when I had intended to put an MVAM build there.
It is unfortunate that you don't suggest any improvements, I'm always happy about suggestions. But they have to conform to the spirit of the guide, which means:
The builds need to be easy to fly. No super advanced piloting/timing.
Refrain from using C-Store / Lobi / Lockbox / Exchange-only gear (even for the "Elite" setup) unless it is so widely used that not mentioning it would be problematic (as is the case with leech and pattern doffs for the escort). And no, I won't recommend Elite Fleet shields because they make PVP worse and the game would be better without them; and yes, I don't use them myself.
How would I adjust your spacebar.txt file, found linked to your website, to also bind the spacebar to other trays along with tray 7?
For instance, your file has a whole bunch of 6's in in (does tray 1 start at 0?) and I'm not sure what that means. But if I wanted to use trays 7, 8, and 9 as my bind-to-spacebar trays, would I just copy the lines and repeat them 3 times, changing the 6's to 7's and 8's?
I'd like to organize my abilities by Sci, Eng, and Tac, with a different tray for each. Is this possible and is it as easy as I mentioned above?
Thanks in advance for your help!
CM
Hello, here is what I use for Action-Bars' 10, 9, 8, and 7 Slots 1-10 (Number Keys 1-0)
You can add additional action-bar/slot command scrip via cut copy past in same file using the same cut copy past multi times up to 10x for all 10 action bars just change the action bar (numeric value) as needed for action bars 1-10.
You can also create an additional command script in same file for Ground just change the (Space to Ground) and Save as Spacebar.txt,
Close all open files and log into STO (Space) input the /bind_load_file spacebar.txt Open options click SAVE U.I. then beam down to any Ground content and re-enter the /bind_load_file spacebar.txt open options and SAVE U.I.
Now you have both a Space and Ground /bind_load_file spacebar.txt locked n loaded for using actions-bars 1-10.
Good Hunting Captain, SALUTE!
P.S.
Cryptic Developers designed the STO /command script system so that you have to use one number lower than the action bar you intend the /command script to actuate i.e. 0=1, 1=2, 2=3, 3=4, 4=5, 5=6, 6=7, 7=8, 8=9 and 9=10. Also make sure to load powers into desired slots from highest level III, II or I, left to right, also your timing of how fast/slow you activate the space bar manual action, will dictate the STO A.I. algorithms response to the how it responds and how/which power it activates the in the slots 1-0 in each action bar as per its cool down timer cycle limitations dictated by the Phase 1 and Phase 2 time activation rule sets of the games A.I. algorithms program parameters.
Refer to and review STO Keybinds (Multiple powers = Multiple presses Section)
OK that's about all I can advice, assist and aid you with STO related good to know info Good Hunting Captain, SALUTE!
P.S.S.
Updated 6/8/2014
OK even though I have not played STO in the last 6 months since begging my diversion phase playing Dungeons and Dragons Neverwinter that I seem to need to take a break from STO every other 6 months or so by playing CO or DDN.
It seems to me upon my recent return to STO of the last couple of days playing the STO season 9 new content; that some thing is amiss with the current version of STO Season 9.
I have noticed that the traditional Hilbert Guide spacebar.txt and spacebar functions of allowing rapid dispersion of all 3 aspects of the spacebar.txt of the /commands to seamlessly simultaneous activation of the distributions of all ships' shields; while firing all weapons and the activation of the multiple action-bars-slotted powers activation rotation determined and dictated by the formally mentioned rules of the STO Keybinds (Multiple powers = Multiple presses Section) not working continuously or as intended to do so as relative to previous STO seasons 1-8.
I have noticed a seeming to stall of the spacebar.txt activation of both shields, weapons fire and action-bar powers activation to stall and even stop functioning all together, to the point of having/needing to re-in-cert the /bind_load_file spacebar.txt command and at worst log out and log back in to get the spacebar.txt to restart its functions.
I have noticed some very odd reaction/behavior of how the new Cryptic/PWE STO Season 9's U.I./A.I. algorithms of the games base data core default game mechanics and dynamics of the STO List of Console Commands
seem to have been changed rather or either unintentionally or intentionally I do not know at this time and I will be endeavoring to research this issue topic as soon as I can find the related information from reviewing the STO Patch Notes, Developers' Blogs and STO forums as well as any and all STO related 3rd party STO relevant websites, blogs, forums and update this post ASAP.
If anyone else has noticed this aberrant phenomenon and have found a viable work around resolution pleas post in the reply/comments section of this post to help maintain continuity, thank you in advance for any assistance in these regards. Sincerely (F.O.P.S.F.) (V.A. Noris@Norisman)
So i have a Question.... why would you for a cruiser pick Fleet Star Cruiser over say the tactical Odyssey?..... im trying to compare the benefits and from my limited time playing i see for the tact Odyssey more shield bonus(less Hull) But more regen same defense more weapon damage output with the same amount of heal output... maybe im wrong any input would be welcome
I'm not recommending a Fleet Star Cruiser. Just the regular Star Cruiser (or equivalently the Mirror Universe Star Cruiser). This is because the recommended ships and items are intended to be cheap and easily obtainable. The Star Cruiser is either available as a free T5 ship during levelling up or for little EC via the Mirror version. (Of course there are also various Fleet/C-Store/Lockbox ships that can field the same boff layout.)
The cruiser build is slightly outdated (primarily the gear, the boff setup is once again okay due the removal of shared cooldown on teams), but still a solid foundation for one's own experiments.
Both cruisers and sci ships have the problem that these days the hybrid versions are the more interesting and more powerful setups. Unfortunately these hybrid ships are almost exclusively Fleet/Lockbox/C-Store which means that real money is involved and that is something that I don't want for the default builds.
EDIT: I think that if I can find some time I will slightly update the cruiser build and also provide my personal Bortas build as an "Elite" version.
Hi, what would the Boff skills be for the Mirror Patrol Escort, both PvP and PvE? Since the station layout is a bit different would this affect any of the gear and Doffs also?
Hi, what would the Boff skills be for the Mirror Patrol Escort, both PvP and PvE? Since the station layout is a bit different would this affect any of the gear and Doffs also?
Doesn't the Mirror Patrol escort have exactly the same layout as the regular Patrol Escort, i.e. Tac: Cdmr/LtC, Eng: Lt/Ens, Sci: Lt? (Even the same console setup according to StoWiki.)
Regarding a Science Vessel build - I really don't know what works in PvP anymore, but I think I found a reasonably solid build for Science Vessels in PvE.
Gravity Wel together with those Gravimetric Photon Torpedoes, this can achieve pretty cool results. Grav Well a bunch of enemies, as they are stuck together, launch a Torpedo Spread of Grav Torps (buffed by the full Dyson Ordinance or what it's called set bonus).
If you also add Tractor Beam Repulsors ,you are probably really well covered for Crystalline Entity and Infected. You can use Grav Well to stop foes, and if your team still isn't done with the generator, you can still use Tractor Beam Repulsors. Gravity Well is also great for keeping the shards and Tholian ships under control in CE. TBRs drawback compared to GW is that it doesn'T clum the enemies, but spread them, but at least it keeps them away. Combining it with Evasive Maneuvers is neat to deal more damage with it, as you follow your foe and get additional pulses on him. (But also risks you being stuck far away from the team and unable to help with the generator in Infected. That's why I consider it an emergency solution. GW keeps the situation under better control.)
And the rest of your science powers will probably be heals. (Good for CE, too, since it racks up your score), Hazard Emitters, Transfer Shield Strength, Science Team.
For example, on my Vesta:
Science Team I, Transfer Shield Strength II, Hazard Emitters III
Transfer Shield Strength I, Hazard Emitters II, Tractor Beam Repulsors II, Gravity Well III
Tactical Team I x2, Torpedo Spread II
Emergency Power to Shields I, Emergencency Power to Shields II
(I dub this the "Torpedo Farting" build. Because you fire your forward weapons, and then turn around and "TRIBBLE" a torpedo spread at the enemy.)
I strongly suspect that the Aux Phasers won't work so well in PvP, since you likely can't keep up with your enemies maneuverability. (And they have the drawback of lowering your Aux power for your other abilities. In PvP, DHCs are just too good for damage to pass up IMO). And I am not sure if GW works so great in PvP anymore. It's certainly surprisingly effective in PVE, however.
I use variatons of this on other science ships.
For example, on the Intrepid, I also have Tyken's Rift, but the HE3 is reduced to a HE1, and I have a TT less. And I have a few Damage Control DOFFs, so I can run with only one EptS, and have also an EptA. Which is good, since I don't have aux-powered weapons available on the Intrepid.
On my Romulan Dyson Sphere ship, I think I use more tactical powers, and have to sacrifice a few science power (including a Lt.Cmdr. power, so no HE3 or TR in the build) but I also get a bunch of tactical powers instead (Cannon Rapid Fire, Attack Pattern Omega and probably somethnig doubled up).
---
Of course, Vesta, Intrepid and Dyson are not free ships.
Do Mirror ships count? But which Mirror Science Vessel is good?
Let's pick the Recon Science Vessel. Everyone loves tactical slots, and it has a better turn rate than the DSSV.
Commander Science: Science Team I, Transfer Shield Strength II, Hazard Emitters III, Gravity Well III (HE3 can be acquired via the Romulan Featured Episodes)
Lt.Cmdr Science: Transfer Shield Strength I, Hazard Emitters II, Tractor Beam Repulsors II
Lt.Engineering: Emergency Power to Shields I, Emergency Power to Shields II
Lt.Tactical: Tactical Team I, Torpedo Spread
Ensign Tactical: Tactical Team I
Weapons (the best weapon choice I am not really sure about, this is one possible take):
Front: 2 Beam Arrays, 1 Photon Torpedo or Quantum Torpedo Launcher. (I tried Tri-Cobalt, for the AOE damage that should theoretically help against multiple enemies in a Gravity Well, but practically, it seems always to misfire or be intercepted)
Aft: 3 Beam Arrays
You go for broadsiding with this build, except for the torpedo shots. And run high weapon power, because I don't feel like Aux makes enough of a difference compared to weapon power when it comes to PvE. (In PvP, you may need every bit of help, and your damage is nothing compared to cruiser or escort focused on firepower.)
Other Gear:
Science: Everything that buffs exotic damage.
Tactical: Probably anything that buffs your main weapon damage
Engineering: I am believer in Turn Rate consoles. Your mileage may vary.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Comments
I built my fleet Defiant-R using the old PVE Escort build. I'm a little surprised by you
recommending beams instead of Dual Heavy Cannons. I'm curious as to why you recommend beams in this build.
Also, I've played with parsing before- it becomes a game in a game. I'm curious if you've parsed these builds and what kind of DPS is decent.
The PVEscort build is not supposed to be the best dps build in the game. It's intended as a fast and simple way to get through pve, and I think the current beam build is as simple as it gets and still powerful enough.
If one is flying a regular pvp escort build, one usually doesn't even need a pvescort. My MVAM sciscort with cannons (see the blog section) gets ~9k dps in ISE, so this is good enough. But if one is not flying a damage dealer pvp build, a pvescort is still useful and the beamscort is one of the easiest setups right now.
How would I adjust your spacebar.txt file, found linked to your website, to also bind the spacebar to other trays along with tray 7?
For instance, your file has a whole bunch of 6's in in (does tray 1 start at 0?) and I'm not sure what that means. But if I wanted to use trays 7, 8, and 9 as my bind-to-spacebar trays, would I just copy the lines and repeat them 3 times, changing the 6's to 7's and 8's?
I'd like to organize my abilities by Sci, Eng, and Tac, with a different tray for each. Is this possible and is it as easy as I mentioned above?
Thanks in advance for your help!
CM
Actually, I can help you there, CM. (Although I'm sure Mancom and others could too I just happen to be online atm). I played around with that spacebar.txt for a bit so I could do exactly what you're asking. You can set up other bars as other keybinds. It's fairly easy to do once you understand how it works. Below is an example of one keybind that I use:
v "trayExecBytray 8 0$$+trayexecbytray 8 1$$+trayexecbytray 8 2$$+trayexecbytray 8 3$$+trayexecbytray 8 4$$+trayexecbytray 8 5$$+trayexecbytray 8 6$$+trayexecbytray 8 7$$+trayexecbytray 8 8$$+trayexecbytray 8 9"
The key I want to bind (v) is the first character/word. Since my spacebar is already firing weapons, I don't need the "GenSendMessage HUD_Root FireAll" so I deleted that. The "$$" is a break between commands, and the "+" is, well, obvious. The "trayexecbytray # #" is telling the computer what tray to use and what column within that tray (yes, the numbers are #-1, meaning if I want Tray 9, I have to input "8." With this setup, I have my "v" key bound to fire off anything I have in Tray 9 on my HUD.
You can go simple, like having tac teams on here, or go big and put all your heals (Haz, TSS, Aux2Sif, etc.) on one key for a "oh TRIBBLE!" button. I believe Drunk does something similar for his emergency heals.
For your question of adding more trays to the spacebar itself, it's simply a matter of telling it what trays you want added. Just remember to not overload one key. You still have to press it once for every power you have bound to it, and if you have 20 powers bound it could mess up your timing. Play around with it for a bit, try a few different keys and commands, and see what you can come up with
PS: I hope posting this isn't against the terms...hmmm...
i'm new to pvp and i'm searching the forums for some info to get me started. first of all, compliments to the elaborate and comprehensive guide.
So my introduction to pvp (ie the tutorial missions) was quite demotivating as i got blasted to smithereens quite a lot and quite fast. Hense, the first thing i'm puzzled about is the lack of skill in Armor reinforcements and Hull plating. Because i was under the impression that damage resistance would be something worth while, especially in pvp ?
Thanks for the guide, i see i have a lot to learn and re-think when it comes to pvp.
The cruiser build on the other hand is outdated. It is not a bad build and can still serve as a good foundation for a solid cruiser setup, but it doesn't take advantage of all the possibilities that doffs offer. The problem here is that due to all the cooldown doffs Cmdr+Ltc Eng builds are pretty much a thing of the past. Which means that I could either try to do something with the Ambassador/Kamarag/Mirror Heavy Cruiser/Mirror Neghvar Cmdr Eng + Ltc Sci layout (in order to keep things cheap), or go for a c-store ship build. I really like the Bortas build that I am curently flying, but I'm not sure how well that would work on an Odyssey and I don't really like the idea of suggesting that people buy stuff in the c-store.
I agree. Its a no-brainer.
R.I.P
And I agree, this should be stickied.
Also like the fact that they are for the free token ships at T4 and not the Zen ships. Thou I guess you could include the cheap mirror ships as well, since those are normally the boobie prize for the lock boxes.
I like the Elite Escort build but it is all energy... I prefer to swap out the DBB & BO for Torpedos & TS3.
If someone drops some AA you would need torps to knock em out... you could always avoid shooting them I guess.
Still waiting on that Sci build...
Also noticed that tray7 are all regular BO skills, nothing from the players class. So any class should be able to use these builds.
and what level of player should the guide target? the brand new player using drops for gear, the player thats has a fair amount of stuff to work with, or the player thats unlocked everything and has everything at his disposal? who is it that needs a guide the most? might be the guy with all the stuff and is overwhelmed and has no idea what set would be the best on a certain ship and a certain build
back before there was rep, and there was just the STF sets, it was pretty feasible to do guides, everyone didn't have a lot of trouble getting to about the same baseline of gear unlocks. but with each new season the potential player gap expands even more, and the number of people a build in a guide is perfect for, decreases.
There are many types of sci setups available with completely different roles.
snoopers, CCers, healers, pressure buids, sci vapers, combination of those, you name it.
What to put there exactly.
Hilbert guide is good training wheels for pvp, but unless you take those wheels as soon as possible you missed the entire point of it.
People c/p-ing builds don't even want to start understanding what possibilities they have without it.
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
I highly doubt that.
Your new "Elite Escort PvP Setup" should not raise the claim to be what you called it.
Otherwise I would be surprised if you really think an "Elite PvP Escort" should fly around like that.
Maybe I'm wrong and just don't know what you are talking about there....
Maybe its just called "elite" because of the equipment and thats it.
Or do you really think "Elite PvP Escorts" are good with a ship wich can only hold 9 consoles?
And 2 Damage Control Engineers in a total of only 5 Doffs?
CSV? Beta? TSS2? EptW?
And 1 neutromium + 2 RCS just because you failed the spec, too?
And what kind of bo-layout is shown in the little picture "ship stations" anyway? For what I know there is no such layout. Your setup is saying "Ship type: (Fleet) Patrol Escort". But Fleet Patrol does not have Ltn.Cmd.Science.
I don't want to be rude here. I still like most of the things you are doing for the community.
I just want the people to know that this is not the way "Elite PvP Escorts" fly with their teams.
Maybe its okay in a way like "being well prepared" as a single escort pugging in the queue, but thats pretty much it.
No offense.
Thanks for pointing out the issue with the wrongly placed PSW icon. This is an artifact from when I had intended to put an MVAM build there.
It is unfortunate that you don't suggest any improvements, I'm always happy about suggestions. But they have to conform to the spirit of the guide, which means:
Respect the -=TSI=-
Hello, here is what I use for Action-Bars' 10, 9, 8, and 7 Slots 1-10 (Number Keys 1-0)
Button4 "+power_exec Distribute_Shields"
Space "GenSendMessage HUD_Root FireAll$$+TrayExecByTray 6 0$$+TrayExecByTray 6 1$$+TrayExecByTray 6 2$$+TrayExecByTray 6 3$$+TrayExecByTray 6 4$$+TrayExecByTray 6 5$$+TrayExecByTray 6 6$$+TrayExecByTray 6 7$$+TrayExecByTray 6 8$$+TrayExecByTray 6 9$$+Power_Exec Distribute_Shields$$+TrayExecByTray 6 9$$+TrayExecByTray 6 8$$+TrayExecByTray 6 7$$+TrayExecByTray 6 6$$+TrayExecByTray 6 5$$+TrayExecByTray 6 4$$+TrayExecByTray 6 3$$+TrayExecByTray 6 2$$+TrayExecByTray 6 1$$+TrayExecByTray 6 0$$+power_exec Distribute_Shields"
T "team Target: >> $target <<"
Ground "GenSendMessage HUD_Root FireAll$$+TrayExecByTray 6 0$$+TrayExecByTray 6 1$$+TrayExecByTray 6 2$$+TrayExecByTray 6 3$$+TrayExecByTray 6 4$$+TrayExecByTray 6 5$$+TrayExecByTray 6 6$$+TrayExecByTray 6 7$$+TrayExecByTray 6 8$$+TrayExecByTray 6 9$$+Power_Exec Distribute_Shields$$+TrayExecByTray 6 9$$+TrayExecByTray 6 8$$+TrayExecByTray 6 7$$+TrayExecByTray 6 6$$+TrayExecByTray 6 5$$+TrayExecByTray 6 4$$+TrayExecByTray 6 3$$+TrayExecByTray 6 2$$+TrayExecByTray 6 1$$+TrayExecByTray 6 0"
T "team Target: >> $target <<"
You can add additional action-bar/slot command scrip via cut copy past in same file using the same cut copy past multi times up to 10x for all 10 action bars just change the action bar (numeric value) as needed for action bars 1-10.
You can also create an additional command script in same file for Ground just change the (Space to Ground) and Save as Spacebar.txt,
Close all open files and log into STO (Space) input the /bind_load_file spacebar.txt Open options click SAVE U.I. then beam down to any Ground content and re-enter the /bind_load_file spacebar.txt open options and SAVE U.I.
Now you have both a Space and Ground /bind_load_file spacebar.txt locked n loaded for using actions-bars 1-10.
Good Hunting Captain, SALUTE!
P.S.
Cryptic Developers designed the STO /command script system so that you have to use one number lower than the action bar you intend the /command script to actuate i.e. 0=1, 1=2, 2=3, 3=4, 4=5, 5=6, 6=7, 7=8, 8=9 and 9=10. Also make sure to load powers into desired slots from highest level III, II or I, left to right, also your timing of how fast/slow you activate the space bar manual action, will dictate the STO A.I. algorithms response to the how it responds and how/which power it activates the in the slots 1-0 in each action bar as per its cool down timer cycle limitations dictated by the Phase 1 and Phase 2 time activation rule sets of the games A.I. algorithms program parameters.
Refer to and review STO Keybinds (Multiple powers = Multiple presses Section)
http://sto.gamepedia.com/Guide:_Keybinds#Multiple_powers_.3D_Multiple_presses
and STO List of Console Commands
http://sto.gamepedia.com/List_of_console_commands
Also refer to and review the STO Forums post Keybinds For Dummies available at
http://sto-forum.perfectworld.com/showthread.php?t=192243
Also refer to and review the Microsoft Keyboard and Mouse Center for custom keyboard key and mouse button timed/repeatable macros at
http://www.microsoft.com/hardware/en-us/downloads/mouse-keyboard-center
OK that's about all I can advice, assist and aid you with STO related good to know info Good Hunting Captain, SALUTE!
P.S.S.
Updated 6/8/2014
OK even though I have not played STO in the last 6 months since begging my diversion phase playing Dungeons and Dragons Neverwinter that I seem to need to take a break from STO every other 6 months or so by playing CO or DDN.
It seems to me upon my recent return to STO of the last couple of days playing the STO season 9 new content; that some thing is amiss with the current version of STO Season 9.
I have noticed that the traditional Hilbert Guide spacebar.txt and spacebar functions of allowing rapid dispersion of all 3 aspects of the spacebar.txt of the /commands to seamlessly simultaneous activation of the distributions of all ships' shields; while firing all weapons and the activation of the multiple action-bars-slotted powers activation rotation determined and dictated by the formally mentioned rules of the STO Keybinds (Multiple powers = Multiple presses Section) not working continuously or as intended to do so as relative to previous STO seasons 1-8.
I have noticed a seeming to stall of the spacebar.txt activation of both shields, weapons fire and action-bar powers activation to stall and even stop functioning all together, to the point of having/needing to re-in-cert the /bind_load_file spacebar.txt command and at worst log out and log back in to get the spacebar.txt to restart its functions.
http://sto.gamepedia.com/Guide:_Keybinds#Multiple_powers_.3D_Multiple_presses
I have noticed some very odd reaction/behavior of how the new Cryptic/PWE STO Season 9's U.I./A.I. algorithms of the games base data core default game mechanics and dynamics of the STO List of Console Commands
http://sto.gamepedia.com/List_of_console_commands
seem to have been changed rather or either unintentionally or intentionally I do not know at this time and I will be endeavoring to research this issue topic as soon as I can find the related information from reviewing the STO Patch Notes, Developers' Blogs and STO forums as well as any and all STO related 3rd party STO relevant websites, blogs, forums and update this post ASAP.
If anyone else has noticed this aberrant phenomenon and have found a viable work around resolution pleas post in the reply/comments section of this post to help maintain continuity, thank you in advance for any assistance in these regards. Sincerely (F.O.P.S.F.) (V.A. Noris@Norisman)
The cruiser build is slightly outdated (primarily the gear, the boff setup is once again okay due the removal of shared cooldown on teams), but still a solid foundation for one's own experiments.
Both cruisers and sci ships have the problem that these days the hybrid versions are the more interesting and more powerful setups. Unfortunately these hybrid ships are almost exclusively Fleet/Lockbox/C-Store which means that real money is involved and that is something that I don't want for the default builds.
EDIT: I think that if I can find some time I will slightly update the cruiser build and also provide my personal Bortas build as an "Elite" version.
Thanks for the guide, most excellent.
The one I have has:
Commander & Lieutenant Tac,
Lieutenant Eng,
Lt Commander & Ensign Science stations.
Consoles are: 2 Eng, 3 Science and 4 Tac.
Gravity Wel together with those Gravimetric Photon Torpedoes, this can achieve pretty cool results. Grav Well a bunch of enemies, as they are stuck together, launch a Torpedo Spread of Grav Torps (buffed by the full Dyson Ordinance or what it's called set bonus).
If you also add Tractor Beam Repulsors ,you are probably really well covered for Crystalline Entity and Infected. You can use Grav Well to stop foes, and if your team still isn't done with the generator, you can still use Tractor Beam Repulsors. Gravity Well is also great for keeping the shards and Tholian ships under control in CE. TBRs drawback compared to GW is that it doesn'T clum the enemies, but spread them, but at least it keeps them away. Combining it with Evasive Maneuvers is neat to deal more damage with it, as you follow your foe and get additional pulses on him. (But also risks you being stuck far away from the team and unable to help with the generator in Infected. That's why I consider it an emergency solution. GW keeps the situation under better control.)
And the rest of your science powers will probably be heals. (Good for CE, too, since it racks up your score), Hazard Emitters, Transfer Shield Strength, Science Team.
For example, on my Vesta:
- Science Team I, Transfer Shield Strength II, Hazard Emitters III
- Transfer Shield Strength I, Hazard Emitters II, Tractor Beam Repulsors II, Gravity Well III
- Tactical Team I x2, Torpedo Spread II
- Emergency Power to Shields I, Emergencency Power to Shields II
Weapons:- 3 Aux Phasers
- Obelisk Anti-Proton Beam Array, Dyson Sphere Proton Beam Array, Gravimetric Torpedo
(I dub this the "Torpedo Farting" build. Because you fire your forward weapons, and then turn around and "TRIBBLE" a torpedo spread at the enemy.)I strongly suspect that the Aux Phasers won't work so well in PvP, since you likely can't keep up with your enemies maneuverability. (And they have the drawback of lowering your Aux power for your other abilities. In PvP, DHCs are just too good for damage to pass up IMO). And I am not sure if GW works so great in PvP anymore. It's certainly surprisingly effective in PVE, however.
I use variatons of this on other science ships.
For example, on the Intrepid, I also have Tyken's Rift, but the HE3 is reduced to a HE1, and I have a TT less. And I have a few Damage Control DOFFs, so I can run with only one EptS, and have also an EptA. Which is good, since I don't have aux-powered weapons available on the Intrepid.
On my Romulan Dyson Sphere ship, I think I use more tactical powers, and have to sacrifice a few science power (including a Lt.Cmdr. power, so no HE3 or TR in the build) but I also get a bunch of tactical powers instead (Cannon Rapid Fire, Attack Pattern Omega and probably somethnig doubled up).
---
Of course, Vesta, Intrepid and Dyson are not free ships.
Do Mirror ships count? But which Mirror Science Vessel is good?
Let's pick the Recon Science Vessel. Everyone loves tactical slots, and it has a better turn rate than the DSSV.
Commander Science: Science Team I, Transfer Shield Strength II, Hazard Emitters III, Gravity Well III (HE3 can be acquired via the Romulan Featured Episodes)
Lt.Cmdr Science: Transfer Shield Strength I, Hazard Emitters II, Tractor Beam Repulsors II
Lt.Engineering: Emergency Power to Shields I, Emergency Power to Shields II
Lt.Tactical: Tactical Team I, Torpedo Spread
Ensign Tactical: Tactical Team I
Weapons (the best weapon choice I am not really sure about, this is one possible take):
Front: 2 Beam Arrays, 1 Photon Torpedo or Quantum Torpedo Launcher. (I tried Tri-Cobalt, for the AOE damage that should theoretically help against multiple enemies in a Gravity Well, but practically, it seems always to misfire or be intercepted)
Aft: 3 Beam Arrays
You go for broadsiding with this build, except for the torpedo shots. And run high weapon power, because I don't feel like Aux makes enough of a difference compared to weapon power when it comes to PvE. (In PvP, you may need every bit of help, and your damage is nothing compared to cruiser or escort focused on firepower.)
Other Gear:
Science: Everything that buffs exotic damage.
Tactical: Probably anything that buffs your main weapon damage
Engineering: I am believer in Turn Rate consoles. Your mileage may vary.