So clearly this isn't the intent of this thread and so I apologize in advance but I'm unable to post yet due to the age of my forum account.
Question I have is how long should I expect to wait for a response on account issues? I'm a lifetime account owner from release, but left the game after a few months. Some friends and I are returning but I see my lifetime account is gone, and it appears I need to re-link accounts or something? I sent a support ticket in last week, including all information about my past account including the transaction ID, but I've heard nothing at all since the automated "we're busy, it may be more than 48 hours" response. I'm on day seven now, so would love to hear ideas or feedback from others.
Depending on the issue they may send you an email asking you for more info on your situation. Make sure you didn't miss it if it went into spam. Normally it wouldn't take long but as mentioned, it is the end of the holidays so it may take time
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
New to the game - flying a Tier 4 Defiant with a Tac officer and thinking about implementing the kind of weapons build i am probably going to use on my current characters final ship.
Currently using 2 x dual beam banks and 2 x torpedoes on the front with 2 x beam arrays on the rear. I am using Beam FAW I and II and TS3 allowing me to hit multiple targets in my forward quarter at once (plus the TS3 looks pretty damn cool!). I've also got Tac Team in there for helping to keep my forward shields up. I find with this build i can one pass kill most NPC ships on the story line, usually 3 B'rels in one pass as well.
That being said eventually i want to put 2 turrets in the rear for 360 coverage including upping my DPS for my forward quarter. I will likely leave 1 x beam array in the 3rd aft slot once i get into my final ship.
Anyway the question..... Where do I buy / get turrets from?
If you want to keep that setup replace a torp with an array from back for more equality, but if you want more pewpower, go 3 beam arrays torp fore and kcb and omni beam from Dyson episode and if you're not running antiproton replace omni beam with exchange/R&D omni beam of flavor or a beam array. Another option is 3 dual heavies fore, torp, and kcb and heavy bioturret (from undine rep) or both bio heavy turrets, and trust me, even without the 3 set barrage power they do a lot more than normal console buffed turrets, even if the heavy turrets aren't supported by tac consoles.
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
Is there a guide for gear sets and how they synergize with different play styles? I know how the adapted maco with the 2-pc farengi torp and mine bonus is fantastic for dedicated torp boats, but what about the other sets?
Check sto wiki and search up space sets, there you will find allllll the info on sets you'll ever want. From how mk xii jemhadar engines and deflector and Maco shield using polaron turrets on a vesta using siphon 3 all flow caps and plasma torps so when your target is dead in the water for you to mash into. To how the romulan space set is the ultimate way to make a near invincible 35k+ shield per facing Sci ship or cruiser.
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
A quick question---- What chat channel can KDF players use to get a team together for PVE's?
Most of the traditional chat channels have been losing participants. If you have a ferasan the catphone channel is quite active and has great people who do queues pretty often.
The public DPs channel is also active and it is a great place for both teaming and build advice, but be prepared to receive criticism, most of the people there are not gentle.
Finally, most people team with their fleets for queues.
Thanks for the advice. The main reason I ask is shuttle weekend is coming up next month (one of my favorite events0 and want to make sure I can play the PVE stuff which can require up to 20 people.
I'll give the fleet route a try. Any channel that is critical of other players...that isn't happening for me. I'm here to have fun.
Thanks for the advice. The main reason I ask is shuttle weekend is coming up next month (one of my favorite events0 and want to make sure I can play the PVE stuff which can require up to 20 people.
I'll give the fleet route a try. Any channel that is critical of other players...that isn't happening for me. I'm here to have fun.
The shuttle event is usually quite popular, I doubt you'll have any trouble at all even if you just pug.
I am trying to slot Photon, Plasma, and the Winter Cryo Grenade kit modules in my kit frame. My kit frame has 2 Assault, 2 Strategic, and 1 Tactical (Assault/Strategic) slot.
My issue is once I slot the Photon and Plasma grenade, or Cryo and Photon, or Plasma and Cryo grenade, I cannot slot the third. I have tried on basic kit frames with 4 Assault kit slots and still I am only able to slot 2 grenades.
Is there a limit to how many grenades I can slot that I am not aware of? Or is this a bug?
one grenade of the same type i think. cryo and plasma probably count as the same type of grenade since they both deal lasting aoe type damage.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
one grenade of the same type i think. cryo and plasma probably count as the same type of grenade since they both deal lasting aoe type damage.
This is correct. Both count as base type plasma where the system is concerned, even though one is about cold damage, and it will not allow two of the same base type to be slotted. It also applies to photon, biomolecular photon and the delta rep granades as they are all base type photon and so you can't have them all in the same kit.
The engi and sci ones also have the same restrictions. For example on my sci I can't slot both endo and exothermic modules.
This will be an open question thread, as I have noticed a lot of people responding only to criticize a players time/skill level/knowledge instead of helping them answer their questions, so basically, you ask a question, and there's a 99.9% chance I will know the answer so ask away, I'll try to check. This thread as much as possible. All hands, ask away
Hello Mr.Badass,
I'm just starting to tinker with the R&D TRIBBLE in the inventory, projectiles specifically, And I seem to be stuck about halfway on level 2. Every time I craft something, the experience for that field barely goes up at all, and it seems I would be there, quite literally, for months to get to level 3, and even longer the higher it gets. Am I missing something...??
(Badass name is in response to your epicness of wanting to help people without being a condescending jerk)
You would be best served using the 20 hr "research" project - the one that just costs 1 white material and does not produce anything, but gives 6000 experience (7000 on a crit). Continue using these (only) for about two-three months and you will have your level up in the 12-15 range.
Even better, as you progress, you will open up extra slots, so you can run multiple projects at a time. Although you cannot rush one school by running multiple copies of the research project, you can run the research projects in multiple schools concurrently.
Within about 90-100 days from starting, you should be able to have four schools progressing and they should start hitting level 15. Everything is unlocked at level 15, so at that point you can switch schools and catch the others up.
Having started when crafting was first re-released, minus about two weeks worth of vacations, my characters who followed this plan now have 4 schools at level 15 and the others at 12-14.
Once you have your levels up in the 12-15 range, you can craft low mark items (2 or 4) with a very high rate of getting purple quality (in some cases 100%). At this point you can begin mass producing in order to get the mods you want, then upgrade those for your own use, or alternatively selling ones with the most desirable mods.
Thanks for the quick reply! I tried that 20 hour one, and that's how I got to level 2, but after that it disappeared. Do I need to level the other schools first?
Hmm. It should not have disappeared; I am still able to run them at levels 13-14.... perhaps your interface is bugged somehow, or you are attempting to run multi copies of it (you can only run one per school at a time).
Try switching the list to another school and then back.
I found out the issue... I'm a dumbass lol. It disappeared because I hadn't clicked "Collect results" of the last one. Now my only remaining question is I'm trying to find the "Warp field regulator" and I read it was available at lvl 3, but it's not there
Does anyone have a list of which mission accolades award trophies?
Especially federation missions.
I think some trophy missions will be removed next patch but I need to know which give trophies.
As far as I remember
"Ground Zero" awards a Hobrus Supernova trophy.
Also do note, these trophies are awarded by accolades not by completing the mission.
So Fed Romulans can acquire them by simply grouping up with a fed player, and letting the fed player start the mission, then zoning in and playing.
I just starting playing STO on Friday and still trying to get my head around it, but I am loving it!
now, I have a question.
I am currently lv13 and my character is an ENG.
I have since day one struggled to get my torpedoes to fire?!? and have now completely removed them. when I do get them to fire though they do awesome hull dmage once I manage to drop the shields of the enemy.
But I have now tested it and confirmed something is wrong. currently I am flying a cruiser and have 2 aft and 2 forward slots for weapons. the aft 2 I equipped a phaser and disruptor turrets for the 360 arc.
the front I have phaser beam and dual pahser beam allowing me to fire all weapons with the 90 degree front of my ship. (I am still learing about weapons so feel free to crit my weapon choices)
Now to get back to torpedo;s I replace my dual phaser with my torpedo to test. I removed all auto fire and set full power to weapons.
with this set as above my and power to 110 my torpedo is still grayed out and I can not fire it, even if set to autofire and locked onto a target. now sometimes when I activate torpedo high yield it will fire but also not all the time...
what is up with it? are torpedos this unstable in the game?
I just starting playing STO on Friday and still trying to get my head around it, but I am loving it!
now, I have a question.
I am currently lv13 and my character is an ENG.
I have since day one struggled to get my torpedoes to fire?!? and have now completely removed them. when I do get them to fire though they do awesome hull dmage once I manage to drop the shields of the enemy.
But I have now tested it and confirmed something is wrong. currently I am flying a cruiser and have 2 aft and 2 forward slots for weapons. the aft 2 I equipped a phaser and disruptor turrets for the 360 arc.
the front I have phaser beam and dual pahser beam allowing me to fire all weapons with the 90 degree front of my ship. (I am still learing about weapons so feel free to crit my weapon choices)
Now to get back to torpedo;s I replace my dual phaser with my torpedo to test. I removed all auto fire and set full power to weapons.
with this set as above my and power to 110 my torpedo is still grayed out and I can not fire it, even if set to autofire and locked onto a target. now sometimes when I activate torpedo high yield it will fire but also not all the time...
what is up with it? are torpedos this unstable in the game?
current setup
Torpedo's gray out when your enemy is not in your firing arc. Torpedoes have a pretty limited arc, you can see it if you hover your mouse over the weapon. Just leave it on autofire and it will shoot when it is aimed right.
As for your weapon choice, try to keep all one damage type (phasers or disruptors, not mixed some of each) and try to use the tactical consoles that match the damage type rather than the ones for beams or cannons. You'll see those have double the bonus.
Torpedo's gray out when your enemy is not in your firing arc. Torpedoes have a pretty limited arc, you can see it if you hover your mouse over the weapon. Just leave it on autofire and it will shoot when it is aimed right.
As for your weapon choice, try to keep all one damage type (phasers or disruptors, not mixed some of each) and try to use the tactical consoles that match the damage type rather than the ones for beams or cannons. You'll see those have double the bonus.
thanks. I will check it out. ki want to get to a point where i can take down shields, forward face ship and launch 2 torpedos for hull damage? but i see lots of people say torpedos are not that great and to rather concentrate on beam weaponry?
what is your guys view point on:
Turrets? - 360 arc but less DPS?
Tetryon weaponry?
I want to build a tank basically with max DPS and strong enough shields to withstand a pounding?
I just starting playing STO on Friday and still trying to get my head around it, but I am loving it!
now, I have a question.
I am currently lv13 and my character is an ENG.
I have since day one struggled to get my torpedoes to fire?!? and have now completely removed them. when I do get them to fire though they do awesome hull dmage once I manage to drop the shields of the enemy.
But I have now tested it and confirmed something is wrong. currently I am flying a cruiser and have 2 aft and 2 forward slots for weapons. the aft 2 I equipped a phaser and disruptor turrets for the 360 arc.
the front I have phaser beam and dual pahser beam allowing me to fire all weapons with the 90 degree front of my ship. (I am still learing about weapons so feel free to crit my weapon choices)
Now to get back to torpedo;s I replace my dual phaser with my torpedo to test. I removed all auto fire and set full power to weapons.
with this set as above my and power to 110 my torpedo is still grayed out and I can not fire it, even if set to autofire and locked onto a target. now sometimes when I activate torpedo high yield it will fire but also not all the time...
what is up with it? are torpedos this unstable in the game?
current setup
My screens look nothing like this, I have never seen this particular screen... Weird.
westmetals, mad props for your knowledge, YTM. I used to have the D'kir (S?) warbird, then when I got a ship upgrade token, I went to the bigger one. Apparently it has WORSE console stations? My old ship had I thik it was commander tactical station, new one only has Lt. even though it's a bigger better ship
I just clicked on "request more duty officers" and there is one from completing a mission that I thought I lost, Law, that says "Click to receive" or something similar, when I click it, nothing happens. I've been wondering what happened to Law. The little box it says he is in is not in my inventory
So I've read some guides (Romulan Casual Starter Guide) which say keep your starting Boff's and re-train their skills (which I've been doing). Then I read the starter guide posted here which mostly has to do with Federation, but has some tips within for Rom, that says get rid of all Boff's and purchase purple ones right away.
Should I stop "wasting" skill training on these guys and buy up purples? As a Romulan Engineer what should I be replacing them with?
thanks. I will check it out. ki want to get to a point where i can take down shields, forward face ship and launch 2 torpedos for hull damage? but i see lots of people say torpedos are not that great and to rather concentrate on beam weaponry?
what is your guys view point on:
Turrets? - 360 arc but less DPS?
Tetryon weaponry?
I want to build a tank basically with max DPS and strong enough shields to withstand a pounding?
Torpedoes were originally intended to be killing blows. However, the way they deal almost no/damage against shields makes them exceptionally weak. They also fire slow and move slow so enemies can just avoid them. Finally, the skills to improve them are mostly inferior to the beam and cannon skills. That said they have a few uses. First science ships need both weapons and auxiliary power, but torpedoes do not use weapon power, so science ships get a lot of benefit from them as they can really pump aux. Also, many of the newer torps have amazing secondary abilities,
Like the neutronic from delta rep, or the gravimetric from dyson rep.
Tetryons are mathematically the weakest of all weapons, however that weakness is not particularly huge. Still, it is best to focus on other types of damage, pretty much all of them will help take down your enemy's shields faster than the tetryon bonus will, and once the shields are down the tetryon is useless while all other weapons still at least do something. That said, if you have a solid build and know how to use your ship, you can absolutely complete all content and contribute to teams in hard missions using tetryons. I do recommend the refracting kind once you get access to them.
As for turrets, they are great in your rear weapon slots for fast turning ships, and horrible up frontfor every ship. Slow turning ships do better with beams both front and back and firing broadsides.
Tanks are utterly unneeded in this game. Cryptic does not support, nor build for the "holy trinity". There is no need for healers nor for tanks. You can build an indestructible ship, but you will never be able to get or hold aggro as a tank does in other games. In star trek online, just like in the TV show, every ship has to be able to survive its own aggro. And you get aggro by dealing damage, not by taunting. Thus the model/of the low damage high survivability tank does not work here. There are some very tanky cruiser builds that do enough damage to hold aggro for a while. Those can be a lot of fun. But you're building for damage, not for survival in most of those cases.
The key to those builds are the emergency power to X abilities. Especially shields and weapons. Built right, you can keep both your shields and weapons buffed permanently. These used to be called dragon or drake builds, now people just use the powers as standard. Look for blue orpurple damage control engineers. You can have three active and there are several variations. One version reduces the cool down of all emergency power abilities. Another gives you a buff to all power levels whenever you use any emergency power. The t6 guardian cruiser also has a great power to recharge engineer abilities fast. With enough recharge you can rotate one copy of each. With less recharge you need two copies.
Next, look at "directed energy modulation" this engineering power gives bonus damage plus shield penetration at the same/time.
On the tactical side you want three powers, ideally. Tactical team one to give a damage buff at the same time it balances your shields for bonus survival. This also maxes your shield heals because those hit all four sides and normally enemies only take one down, so three fourths of a heal gets lost. Once tactical team balances your shields then you pop your heal and there's room for points on all four sides. Beam fire at will gives you great aoe, but it also let's you shoot one enemy more than usual. Finally pick an attack pattern. Delta seems exactly like your ideal as it gives you bonus damage resistance plus anyone who shoots you takes extra damage from you and all your team mates. Beta is just bonus damage for your whole team, and omega gives you turn speed, immunity to tractor beams, and bonus damage all in one. There's no wrong choice. If you use torpedoes, go for a spread power rather than high yield if you have any slots left.
From the science side, work to increase your survival until you get some Lt. Commander slots, then consider gravity well for offense. You absolutely want hazard emitters for the hull heal, but it also clears damage over time effects. Science team or transfer shield strength both are great options for a shield heal. Polarize hull gives you resistance, plus immunity to tractor beams. If you have any engineer slots left, consider eject warp plasma, rotate shields, or aux2structural.
That is the core to a survivable cruiser with plenty of damage.
I just clicked on "request more duty officers" and there is one from completing a mission that I thought I lost, Law, that says "Click to receive" or something similar, when I click it, nothing happens. I've been wondering what happened to Law. The little box it says he is in is not in my inventory
Check your roster, you can change it to show only purple quality to make it easier to find him. If you do not have him at all, and cannot double click on the box to get him, then you need to file a support ticket.
So I've read some guides (Romulan Casual Starter Guide) which say keep your starting Boff's and re-train their skills (which I've been doing). Then I read the starter guide posted here which mostly has to do with Federation, but has some tips within for Rom, that says get rid of all Boff's and purchase purple ones right away.
Should I stop "wasting" skill training on these guys and buy up purples? As a Romulan Engineer what should I be replacing them with?
It depends on your resources and goals. If you are good at earning energy credits, then there are plenty of great purple quality officers to pick from.
In general, ground is much easier than space so most player only care about space traits on boffs. As a romulan you want one with superior subterfuge (this doesn't stack so you only care about one), at least one with infiltrator or superior infiltrator, and as many with superior romulan operative as possible. D'vex is special, he has the veteran ability which is otherwise only available on veteran boffs that aren't available anymore. So even though he is green some people like to keep him.
If you don't have enough energy credits to afford those ideal officers, don't sweat it, just use the ones you get for free and save up over time. Everything is changing in a few weeks when the new system goes live anyway.
I have a couple of questions. It's been a while since I played and it's all rather confusing. The last time I really played was before all this dilithium stuff was added, to give you a bit of an idea how long it's been!
I was wondering, does the 1-55 experience do a good enough job when it comes to explaining all the things that were added since I last played?
Is it worth having multiple characters, for example one for my Cruiser, one for my Escort or should I just have them on one character?
Are the romulan ships 'better' than the federation ones, or are they about equal and should I stick with my own preference? (As in, will there be a noticeable benefit when playing romulan over fed)
Check your roster, you can change it to show only purple quality to make it easier to find him. If you do not have him at all, and cannot double click on the box to get him, then you need to file a support ticket.
I'll attach a picture, just to be sure. I checked my complete roster, and he is nowhere to be found there. I click on "Request more duty officers" And his box is there, but nothing happens when I dbl click it, or hit the open button.
I have a couple of questions. It's been a while since I played and it's all rather confusing. The last time I really played was before all this dilithium stuff was added, to give you a bit of an idea how long it's been!
I was wondering, does the 1-55 experience do a good enough job when it comes to explaining all the things that were added since I last played?
Is it worth having multiple characters, for example one for my Cruiser, one for my Escort or should I just have them on one character?
Are the romulan ships 'better' than the federation ones, or are they about equal and should I stick with my own preference? (As in, will there be a noticeable benefit when playing romulan over fed)
In general I think it is best to re-learn the game as if you knew nothing about it. Pretty much everything has changed, but the 1-60 game has taught plenty of people who never played any other mmo how stuff works. The key things it fails on are ship builds and duty officers. Once you get to 40 or if you hit a big snag, post help in the shipyard subforums or here and someone will set you right.
If you want to experience the whole story you need a minimum of three characters, one fed, one kdf an one romulan. Many people find having extra characters to help earn dilithium is a benefit. Many people also find that post 60 they prefer to focus on just one character. I still enjoy all 13 of mine and find the game vastly more friendly to multiple characters than others I have played. I don't think you'll find a big advantage in one dedicated cruiser character, one escort etc, with the exception that science ship pilots need different skills depending on build. For anyone who primarily kills with guns the skill layout is similar enough that you can hop from cruiser to escort to raider to carrier and be fine. Science ships (not necessarily science captains) you may want a dedicated character.
It is mostly not the romulan ships, but rather the romulan officers. Romulan get three space traits that are vastly better than anyone else (subterfuge, infiltrator, operative) and the enormous damage boost from them makes romulan outperform everyone else. That said, the scimitar still holds the overall record for highest damage of any ship. Though all this will change in three weeks when the anniversary hits and the new commander class ships come out.
Comments
Depending on the issue they may send you an email asking you for more info on your situation. Make sure you didn't miss it if it went into spam. Normally it wouldn't take long but as mentioned, it is the end of the holidays so it may take time
If you want to keep that setup replace a torp with an array from back for more equality, but if you want more pewpower, go 3 beam arrays torp fore and kcb and omni beam from Dyson episode and if you're not running antiproton replace omni beam with exchange/R&D omni beam of flavor or a beam array. Another option is 3 dual heavies fore, torp, and kcb and heavy bioturret (from undine rep) or both bio heavy turrets, and trust me, even without the 3 set barrage power they do a lot more than normal console buffed turrets, even if the heavy turrets aren't supported by tac consoles.
Most of the traditional chat channels have been losing participants. If you have a ferasan the catphone channel is quite active and has great people who do queues pretty often.
The public DPs channel is also active and it is a great place for both teaming and build advice, but be prepared to receive criticism, most of the people there are not gentle.
Finally, most people team with their fleets for queues.
I'll give the fleet route a try. Any channel that is critical of other players...that isn't happening for me. I'm here to have fun.
My issue is once I slot the Photon and Plasma grenade, or Cryo and Photon, or Plasma and Cryo grenade, I cannot slot the third. I have tried on basic kit frames with 4 Assault kit slots and still I am only able to slot 2 grenades.
Is there a limit to how many grenades I can slot that I am not aware of? Or is this a bug?
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
This is correct. Both count as base type plasma where the system is concerned, even though one is about cold damage, and it will not allow two of the same base type to be slotted. It also applies to photon, biomolecular photon and the delta rep granades as they are all base type photon and so you can't have them all in the same kit.
The engi and sci ones also have the same restrictions. For example on my sci I can't slot both endo and exothermic modules.
Hello Mr.Badass,
I'm just starting to tinker with the R&D TRIBBLE in the inventory, projectiles specifically, And I seem to be stuck about halfway on level 2. Every time I craft something, the experience for that field barely goes up at all, and it seems I would be there, quite literally, for months to get to level 3, and even longer the higher it gets. Am I missing something...??
(Badass name is in response to your epicness of wanting to help people without being a condescending jerk)
Regards, EvilJ
Thanks for the quick reply! I tried that 20 hour one, and that's how I got to level 2, but after that it disappeared. Do I need to level the other schools first?
I found out the issue... I'm a dumbass lol. It disappeared because I hadn't clicked "Collect results" of the last one. Now my only remaining question is I'm trying to find the "Warp field regulator" and I read it was available at lvl 3, but it's not there
This may also give you a clue as to why you cannot find the project normally (missing officer/resource/component...).
Hope this helps
Especially federation missions.
I think some trophy missions will be removed next patch but I need to know which give trophies.
As far as I remember
"Ground Zero" awards a Hobrus Supernova trophy.
Also do note, these trophies are awarded by accolades not by completing the mission.
So Fed Romulans can acquire them by simply grouping up with a fed player, and letting the fed player start the mission, then zoning in and playing.
I just starting playing STO on Friday and still trying to get my head around it, but I am loving it!
now, I have a question.
I am currently lv13 and my character is an ENG.
I have since day one struggled to get my torpedoes to fire?!? and have now completely removed them. when I do get them to fire though they do awesome hull dmage once I manage to drop the shields of the enemy.
But I have now tested it and confirmed something is wrong. currently I am flying a cruiser and have 2 aft and 2 forward slots for weapons. the aft 2 I equipped a phaser and disruptor turrets for the 360 arc.
the front I have phaser beam and dual pahser beam allowing me to fire all weapons with the 90 degree front of my ship. (I am still learing about weapons so feel free to crit my weapon choices)
Now to get back to torpedo;s I replace my dual phaser with my torpedo to test. I removed all auto fire and set full power to weapons.
with this set as above my and power to 110 my torpedo is still grayed out and I can not fire it, even if set to autofire and locked onto a target. now sometimes when I activate torpedo high yield it will fire but also not all the time...
what is up with it? are torpedos this unstable in the game?
current setup
As for your weapon choice, try to keep all one damage type (phasers or disruptors, not mixed some of each) and try to use the tactical consoles that match the damage type rather than the ones for beams or cannons. You'll see those have double the bonus.
thanks. I will check it out. ki want to get to a point where i can take down shields, forward face ship and launch 2 torpedos for hull damage? but i see lots of people say torpedos are not that great and to rather concentrate on beam weaponry?
what is your guys view point on:
Turrets? - 360 arc but less DPS?
Tetryon weaponry?
I want to build a tank basically with max DPS and strong enough shields to withstand a pounding?
My screens look nothing like this, I have never seen this particular screen... Weird.
westmetals, mad props for your knowledge, YTM. I used to have the D'kir (S?) warbird, then when I got a ship upgrade token, I went to the bigger one. Apparently it has WORSE console stations? My old ship had I thik it was commander tactical station, new one only has Lt. even though it's a bigger better ship
Should I stop "wasting" skill training on these guys and buy up purples? As a Romulan Engineer what should I be replacing them with?
Like the neutronic from delta rep, or the gravimetric from dyson rep.
Tetryons are mathematically the weakest of all weapons, however that weakness is not particularly huge. Still, it is best to focus on other types of damage, pretty much all of them will help take down your enemy's shields faster than the tetryon bonus will, and once the shields are down the tetryon is useless while all other weapons still at least do something. That said, if you have a solid build and know how to use your ship, you can absolutely complete all content and contribute to teams in hard missions using tetryons. I do recommend the refracting kind once you get access to them.
As for turrets, they are great in your rear weapon slots for fast turning ships, and horrible up frontfor every ship. Slow turning ships do better with beams both front and back and firing broadsides.
Tanks are utterly unneeded in this game. Cryptic does not support, nor build for the "holy trinity". There is no need for healers nor for tanks. You can build an indestructible ship, but you will never be able to get or hold aggro as a tank does in other games. In star trek online, just like in the TV show, every ship has to be able to survive its own aggro. And you get aggro by dealing damage, not by taunting. Thus the model/of the low damage high survivability tank does not work here. There are some very tanky cruiser builds that do enough damage to hold aggro for a while. Those can be a lot of fun. But you're building for damage, not for survival in most of those cases.
The key to those builds are the emergency power to X abilities. Especially shields and weapons. Built right, you can keep both your shields and weapons buffed permanently. These used to be called dragon or drake builds, now people just use the powers as standard. Look for blue orpurple damage control engineers. You can have three active and there are several variations. One version reduces the cool down of all emergency power abilities. Another gives you a buff to all power levels whenever you use any emergency power. The t6 guardian cruiser also has a great power to recharge engineer abilities fast. With enough recharge you can rotate one copy of each. With less recharge you need two copies.
Next, look at "directed energy modulation" this engineering power gives bonus damage plus shield penetration at the same/time.
On the tactical side you want three powers, ideally. Tactical team one to give a damage buff at the same time it balances your shields for bonus survival. This also maxes your shield heals because those hit all four sides and normally enemies only take one down, so three fourths of a heal gets lost. Once tactical team balances your shields then you pop your heal and there's room for points on all four sides. Beam fire at will gives you great aoe, but it also let's you shoot one enemy more than usual. Finally pick an attack pattern. Delta seems exactly like your ideal as it gives you bonus damage resistance plus anyone who shoots you takes extra damage from you and all your team mates. Beta is just bonus damage for your whole team, and omega gives you turn speed, immunity to tractor beams, and bonus damage all in one. There's no wrong choice. If you use torpedoes, go for a spread power rather than high yield if you have any slots left.
From the science side, work to increase your survival until you get some Lt. Commander slots, then consider gravity well for offense. You absolutely want hazard emitters for the hull heal, but it also clears damage over time effects. Science team or transfer shield strength both are great options for a shield heal. Polarize hull gives you resistance, plus immunity to tractor beams. If you have any engineer slots left, consider eject warp plasma, rotate shields, or aux2structural.
That is the core to a survivable cruiser with plenty of damage.
Check your roster, you can change it to show only purple quality to make it easier to find him. If you do not have him at all, and cannot double click on the box to get him, then you need to file a support ticket.
It depends on your resources and goals. If you are good at earning energy credits, then there are plenty of great purple quality officers to pick from.
In general, ground is much easier than space so most player only care about space traits on boffs. As a romulan you want one with superior subterfuge (this doesn't stack so you only care about one), at least one with infiltrator or superior infiltrator, and as many with superior romulan operative as possible. D'vex is special, he has the veteran ability which is otherwise only available on veteran boffs that aren't available anymore. So even though he is green some people like to keep him.
If you don't have enough energy credits to afford those ideal officers, don't sweat it, just use the ones you get for free and save up over time. Everything is changing in a few weeks when the new system goes live anyway.
I'll attach a picture, just to be sure. I checked my complete roster, and he is nowhere to be found there. I click on "Request more duty officers" And his box is there, but nothing happens when I dbl click it, or hit the open button.
http://i.imgur.com/xfbv62q.png?1
In general I think it is best to re-learn the game as if you knew nothing about it. Pretty much everything has changed, but the 1-60 game has taught plenty of people who never played any other mmo how stuff works. The key things it fails on are ship builds and duty officers. Once you get to 40 or if you hit a big snag, post help in the shipyard subforums or here and someone will set you right.
If you want to experience the whole story you need a minimum of three characters, one fed, one kdf an one romulan. Many people find having extra characters to help earn dilithium is a benefit. Many people also find that post 60 they prefer to focus on just one character. I still enjoy all 13 of mine and find the game vastly more friendly to multiple characters than others I have played. I don't think you'll find a big advantage in one dedicated cruiser character, one escort etc, with the exception that science ship pilots need different skills depending on build. For anyone who primarily kills with guns the skill layout is similar enough that you can hop from cruiser to escort to raider to carrier and be fine. Science ships (not necessarily science captains) you may want a dedicated character.
It is mostly not the romulan ships, but rather the romulan officers. Romulan get three space traits that are vastly better than anyone else (subterfuge, infiltrator, operative) and the enormous damage boost from them makes romulan outperform everyone else. That said, the scimitar still holds the overall record for highest damage of any ship. Though all this will change in three weeks when the anniversary hits and the new commander class ships come out.