I'm afraid this is a stupid question, but I've been stuck for the past 24 hours without a new mission. I recently made it to level 40. Since then, new missions haven't been assigned to me. I've done the normal stuff- L for mission list, but there are no new assignments and the new story arc simply hasn't started. Can someone point me in the right direction?
It means either you skipped missions needed for you to receive your next level's episode chain, or you just haven't gotten the exp yet. Double click the missions tab underneath your minimap on the top right of your screen, go to episodes tab, and keep going through your episodes until you find one that doesn't say replay. If there are none and the only ones that say accept mission are greyed out, then you need to replay missions to get to the level requirement or do patrols. That's what I think is your problem anyways
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?"
I can't tell honestly without seeing for myself but my initial guess is your tray could be locked? When you select the tray to drag powers to your bar(s) in the bottom left, the little box should be unchecked, and if it isn't do so, and I hope that works
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?"
I've noticed you seem to be a fountain of useful information so I have a really DUMB question...
I'm a veteran player,, been playing since open beta,, but apparently im not as smart as I think I am when it comes to this game... so with that being said my question is:
When fighting the vaadwaar my skills CONSTANTLY seem to be getting greyed out.. and I mean ALL of them... sometimes for several seconds at a time. This makes fighting them a bit of a pain in the ... you get the idea.. My question is,, is there a skill, shield, or space set that can at least help counteract this " ability" of theres? It doesn't seem to happen on ALL my toons which is rather odd so its gotta be something in my setup. Or possibly a bug of somekind,.... NOOOOO not in STO!!!!!
Anyway... one other question... Kabali Prime ground zone.. played it with a sci toon that has medium okish gear and got my butt handed to me... they would kill my health while my shields are still at full strength.. and also the weapon I was using didn't seem very affective.. it would drop them down to half health,, but no matter how many times I hit them,, even point blank,, they wouldn't die!!! But I WOULD!!!
So with all that being said,, there is an awful lot of lag the last few days,,, could these issues be caused by the lag in the game? The vaadwaar are a bit of an annoyance with there " no cooldown" skills they constantly spam but the last week or so they seem to be MUCH worse..
Whats the best gear for fighting the Vaadwaar ground and space.. don't need anything specific maybe energy type, and some basic suggestions..
Any help you can offer would be GREAAAAAAAAAAAAT!!!! THanks!!!:D
*************************** Fleet Admiral In charge of Bacon Fighting 5th Attack Squadron The Devils Henchman
When fighting the vaadwaar my skills CONSTANTLY seem to be getting greyed out.. and I mean ALL of them... sometimes for several seconds at a time. This makes fighting them a bit of a pain in the ... you get the idea.. My question is,, is there a skill, shield, or space set that can at least help counteract this " ability" of theres? It doesn't seem to happen on ALL my toons which is rather odd so its gotta be something in my setup. Or possibly a bug of somekind,.... NOOOOO not in STO!!!!!
It is not a bug. You'll find it happen even more vs the hierarchy. It is an effect called "disable". The vadwaar Intel ship is most often responsible, but not the only one. You can restore your systems via the different " team" powers (engineer team Intel team, sci team).
There are also multiple skills you can invest I to reduce the duration of the disable. Most importantly, "starship subsystem repair", " starship inertial dampers" and "starship sensors". Also any gear (mostly deflectors) with mods to those skills will help. Inertial dampers is a weird one since it is mostly for maneuvers, but that's where disable resist is found.
Anyway... one other question... Kabali Prime ground zone.. played it with a sci toon that has medium okish gear and got my butt handed to me... they would kill my health while my shields are still at full strength.. and also the weapon I was using didn't seem very affective.. it would drop them down to half health,, but no matter how many times I hit them,, even point blank,, they wouldn't die!!! But I WOULD!!!
look for the tech officers, they have a buff that makes soldiers near them invincible. Kill them first.
Also, it really helps to have aoe and control on your side. I recommend getting the fee counter command kit from the fluidic destruction mission, and add melorazine, triage, medical tricorder, exo/endothermic field, and any other sci attack power. Try giving one or two boffs Intel powers, specifically incite chaos and tripwire drone.
And I do recommend using one of the stronger ground reputation sets, adapted maco aka Klingon honor guard is excellent, so is the omega set and the dyson set.
This is the hardest ground combat area in the game (except for elite queues) so treat it as such.
So with all that being said,, there is an awful lot of lag the last few days,,, could these issues be caused by the lag in the game? The vaadwaar are a bit of an annoyance with there " no cooldown" skills they constantly spam but the last week or so they seem to be MUCH worse..
Whats the best gear for fighting the Vaadwaar ground and space.. don't need anything specific maybe energy type, and some basic suggestions..
Any help you can offer would be GREAAAAAAAAAAAAT!!!! THanks!!!:D
They definitely have cooldowns on their powers. believe me infinite artillery and infinite anchor drones would be impossible to survive.
Their damage type is polaron, and that has a power drain built in. So it helps to have extra power or resistance to drains yourself. You can also get the engineering consoles that give polaron resistance, but I stick to neutronium.
I don't always make the best choices, so I threw all my specialization points into Commando.
Is there a way to refund specialization points?
Do respec tokens refund them?
Borticus talked about this recently in an interview. There will never (unless they change their minds) be a respect for spec points because not only would it be pointless, it would remove any incentive for earning points.
Unlike skills and traits, you can max out all of the spec points. If you have some in commando and now want commander, well just earn more.
In today's priority one interview, am gocko Rivera said they are working on fixing the exp situation including adding more exp to ground and missions. So earning more will be easier.
However, spec points are also not really intended for you to have everything on every character. They are supposed to be there for you to feel the sense of progress when you play and they are a long-term goal.
Started with STO early January running with an Engineer/Escort Federation combination, all went well until this week. This was running with Elite switched on from level 10 or 11 (which while sometimes drew fights out was still fun and could be won).
I have moved from VA51 to VA53 in the last 48 hours and went ahead and purchased the Delta Rising pack (since it made more sense for the ships across all my characters).
Today I equipped my new intel escort with all the weapons and equipment from my last escort (none of the base equipment came close), completed the 5Y daily then went on to progress the story line.
Empress Sela... "Destroy Satellite Delta" Satellite goes bang, great, then begins 20 minutes of being blown up a few times and only getting the health down to 44% before being blown up and their health returning to 100%.
Dropped the skill level to normal, decided to get some addition XI level components before trying again so decided to replay Secret Orders for a Directed Energy Distribution Manifold. Cloaked, headed to the base and spent what felt longer than normal destroying the turrets.
On the way out... Escorts blew me up in under two minutes. OK - respawn, wait for crew regen, quantum spread and fire at will engaged and fire at the weaker Klingon. less than a minute boom dead again. Cloak move behind weaker enemy decloak and open fire - lasted under a minute. This went on 9 times before it threw me back to the start of the mission - i headed back and found both Klingons back to 100% health and shields almost back - gave up.
I don't understand what has happened, running at normal difficulty and effectively a more powerful ship I'm now unable to progress.
TL;DR
Did my T6 ship make the game exponentially harder, has something changed recently or am I just having REALLY bad luck.
At this point I'm ready to uninstall since getting blown up all the time in not my cup of tea!
Empress Sela... "Destroy Satellite Delta" Satellite goes bang, great, then begins 20 minutes of being blown up a few times and only getting the health down to 44% before being blown up and their health returning to 100%.
Dropped the skill level to normal, decided to get some addition XI level components before trying again so decided to replay Secret Orders for a Directed Energy Distribution Manifold. Cloaked, headed to the base and spent what felt longer than normal destroying the turrets.
On the way out... Escorts blew me up in under two minutes. OK - respawn, wait for crew regen, quantum spread and fire at will engaged and fire at the weaker Klingon. less than a minute boom dead again. Cloak move behind weaker enemy decloak and open fire - lasted under a minute. This went on 9 times before it threw me back to the start of the mission - i headed back and found both Klingons back to 100% health and shields almost back - gave up.
I don't understand what has happened, running at normal difficulty and effectively a more powerful ship I'm now unable to progress.
TL;DR
Did my T6 ship make the game exponentially harder, has something changed recently or am I just having REALLY bad luck.
At this point I'm ready to uninstall since getting blown up all the time in not my cup of tea!
Pete
I think your powers and build are at odds with your ship choice and play style.
Escorts are not raiders, you get no damage bonus being behind the enemy. As a fed you don't have any bridge officers that give you a decloak damage buff.
The Intel escort doesn't work well with fire at will.
Try dropping the torpedo, go one forward dual beam, and three dual heavy cannons, if you have the kinetic cutting beam use that, otherwise all rear turrets.
Commander intel/tactical:
TAC team 1, override subsystem safeties 2, ionic turbulence 2, and surgical strikes 2.
Intel/sci:
Hazard emittter, transfer shield (optionally, emp probe)
Engineer 3:
Emergency power to shields, aux to structural, directed energy modulation 2
Universal 1 -- engineer
Emergency power (weapons or shields, your choice).
The jem haddar set is a great free set, the nukara deflector and shield are better if you can afford them, the assimilated engine and deflector is another option.
This build focuses on the phantom's strengths. Save surgical strikes for after you use the phaser lance and then debuff the hell out ta the enemy. Charge in, rip one to bits, get out safely. You have omega for immunity to tractor beams and warp plasma, plus bonus damage. Multiple heals to keep you in the fight, and some fun toys for/boosting your power.
It goes without saying to have one damage type and use tactical consoles for that specific type, not cannon/beam consoles.
If you want a fire at will intel ship, the eclipse cruiser is your top pick fed side.
Is the bonus damage to shields from refracted or polarized tetryon weapons dependant on weapon power level? For example, if I want to put some power in aux to boost my science, will the amount from the 2.5% bonus on hit drop below the indicated number? I would test this myself, but the numbers are always changing. I can not keep track of them.
Is the bonus damage to shields from refracted or polarized tetryon weapons dependant on weapon power level? For example, if I want to put some power in aux to boost my science, will the amount from the 2.5% bonus on hit drop below the indicated number? I would test this myself, but the numbers are always changing. I can not keep track of them.
I've seen conflicting reports, and the people I know would get it correct only ever say "don't use tetryons". I haven't tested the proc changing via power or skills myself, just tested enough to know it was doing less shield damage than the power drain from polarons caused damage to shields, so I swapped out and haven't gone back.
I've seen conflicting reports, and the people I know would get it correct only ever say "don't use tetryons". I haven't tested the proc changing via power or skills myself, just tested enough to know it was doing less shield damage than the power drain from polarons caused damage to shields, so I swapped out and haven't gone back.
I was hoping to keep some of the damage to shields. I picked up a polarized tetryon beam array with 10% chance to damage all shields for 336. That would come in handy when I switch to auxilary and 10% is better than 2.5%. I'll try the polaron weapons. Thank you.
I think your powers and build are at odds with your ship choice and play style.
Escorts are not raiders, you get no damage bonus being behind the enemy. As a fed you don't have any bridge officers that give you a decloak damage buff.
The Intel escort doesn't work well with fire at will.
Try dropping the torpedo, go one forward dual beam, and three dual heavy cannons, if you have the kinetic cutting beam use that, otherwise all rear turrets.
Commander intel/tactical:
TAC team 1, override subsystem safeties 2, ionic turbulence 2, and surgical strikes 2.
Intel/sci:
Hazard emittter, transfer shield (optionally, emp probe)
Engineer 3:
Emergency power to shields, aux to structural, directed energy modulation 2
Universal 1 -- engineer
Emergency power (weapons or shields, your choice).
The jem haddar set is a great free set, the nukara deflector and shield are better if you can afford them, the assimilated engine and deflector is another option.
This build focuses on the phantom's strengths. Save surgical strikes for after you use the phaser lance and then debuff the hell out ta the enemy. Charge in, rip one to bits, get out safely. You have omega for immunity to tractor beams and warp plasma, plus bonus damage. Multiple heals to keep you in the fight, and some fun toys for/boosting your power.
It goes without saying to have one damage type and use tactical consoles for that specific type, not cannon/beam consoles.
If you want a fire at will intel ship, the eclipse cruiser is your top pick fed side.
Thanks for the advice will implement today and see how things pan out. Hopefully I can get the story progression going again or I'll head back to the task forces.
Not that it matters much, but I was trying to put a trim beard on a human officer with light red hair, but the dark colored beard would not change to light red or any color for that matter.
Am I missing a trick or does all facial hair remain dark (with grey flecks)?
It should be recolorable. But each hair item in STO(head, eyebrows, beard) has separate color choices. It doesn't automatically set them the same color.
And occasionally glitches hide the box that lets you pick the color.... using a different beard might let you set the color properly.
I was hoping to keep some of the damage to shields. I picked up a polarized tetryon beam array with 10% chance to damage all shields for 336. That would come in handy when I switch to auxilary and 10% is better than 2.5%. I'll try the polaron weapons. Thank you.
Its really not that helpful. Most NPCs of battleship or dreadnaught class have either high shield power or shield resistance or both. End result, you're doing a lot less than the tooltip indicates. Additionally, no NPC dies when shields are removed and except for elachi, they have more hull than shields so for half the fight your proc is doing nothing to help you win. Refracting tetryons at least always help because as a damage over time they help keep shields from coming back online.
Now, shield power boosts how fast shields heal per second and how much resistance they have. Thus the polarons proc dropping all power levels can actually do significant harm to enemy shields both by boosting all other sources of damage (reduced resistance) and by reducing shield healing (let's say the enemy ship survives 30 seconds of combat, reducing shield healing by just 10/sec makes it equal to the tetryon damage of ~300).
Once the enemy shields are down, polarons are still reducing both hull and shield healing, reducing his weapon damage, reducing engine speed and turning, etc. All helpful effects. You need some decent flow caps skill to really see the effect and it combines wonderfully with other sources of power drain (plasmonic leech, tokens rift, energy siphon, maco shield, aceton device).
It should be recolorable. But each hair item in STO (head, eyebrows, beard) has separate color choices. It doesn't automatically set them the same color.
And occasionally glitches hide the box that lets you pick the color.... using a different beard might let you set the color properly.
Foundry Missions and Tips: Is there an etiquette. I don't want to to do a whole bunch and later find out that I've been a rotten guest.
If you give feedback, make it clear and useful.
"U r mission sucks" isn't helpful. Why does it suck? What part was not fun? "Everything sucks" also not helpful, at least add which part sucked the most and how would you prefer it went?
As for tips, including the spotlight bonus and investigative officer reports daily, you can earn over 4,000 dil for a single foundry mission. Its polite, but not required, to share some as a tip if you enjoyed the mission.
Just wondering with the Dust to Dust mission,i see the dates posted for the pieces to complete the set but i cant seem to find the Warp Core to complete the set,am i i missing something?
1) The DRR values "+xy to all damage resists" given on various skills and equipment, are they global and apply also to the shields or just to hull damage?
I ask because its actually not clear reading the tool-tips and checking in-game skills, thats because the few shield related skills seem to always have direct % based damage resist, while all other have energy + kinetic or "ALL" resists. Many of the DRR skills also seem to have some hull/polarizing flavor text that seems to indicate that DRR is somehow hull related and not shield.
I just want to understand how to lower incoming damage for shields and hull in general.
2) I also don't quite understand the connection between the crafting system and upgrading?
Can you upgrade anything without spending any time in the R&D system and if so whats the R&D system for then? I mean what "cool" stuff comes only from crafting compared to only upgrading existing/dropped stuff?
I ask because from m y calculation's it takes around 60-80 days to get lvl15 in one crafting section for some nice extra traits, but other than the trait i don't understand what else i can use it for, since lots of "good" stuff seems to come from missions or is already in the exchange.
You can upgrade without the need to do R&D. R&D allows you to make your own kits, if you can't be bothered then you pay others to make them by buying them off the exchange.
What "cool" stuff comes from crafting can also be bought from others if you don't want to level it. The reason to level it is to save paying for it. These are the emissions seeking torp, omni directional beam array, the exotic particle exciter consle, the enhanced RCS console, Aegis ship set, and a ground weapon.
The theme is simply that if you don't want to level up R&D then you pay others to do the work for you. Which is pretty much the same with any game I have played with a crafting system fomr RS through to WoW and a few inbetween. Thankfully they have improved it if you want to focus on one school.
These are the emissions seeking torp, omni directional beam array, the exotic particle exciter consle, the enhanced RCS console, Aegis ship set, and a ground weapon.
Ah oki i understand, i have seen a example of such a "omni beam", so those are not [mods] that can randomly happen via upgrading and are only available via crafting than?
Is there a list of these unique items that only crafting can produce?
1) The DRR values "+xy to all damage resists" given on various skills and equipment, are they global and apply also to the shields or just to hull damage?
I ask because its actually not clear reading the tool-tips and checking in-game skills, thats because the few shield related skills seem to always have direct % based damage resist, while all other have energy + kinetic or "ALL" resists. Many of the DRR skills also seem to have some hull/polarizing flavor text that seems to indicate that DRR is somehow hull related and not shield.
I just want to understand how to lower incoming damage for shields and hull in general.
This is a really messy and mathematically heavy question. Sadly, game developers seem to love complex formulas that confuse the lay person. Also, the ttooltips only show correct information in a correct zone. So checking your space gear while on a ground map gives false information.
The short answer is read the skill or item, it will tell you. Don't make assumptions and don't assume "it works this way in life so" instead look at the item and the specific game terms it uses. Those will tell you.
From a practical standpoint just slap one or two neutronium armors on, fly a ship with the lowest possible crew size, get one or two hull and shield heals and call anything above this a bonus.
Here's a lay discussion of the long answer. If you want the math and more detail, do a forum search on posts authored by virusdancer with the keyword resistance and set results to posts not threads. Be prepared for your brain to commit suicide. You've been warned, cryptic doesn't like logic.
Most buffs only work on either hull or shields. The same is true of most heals (the engineer captain miracle worker is a key exception). All resistance is subject to diminishing returns. Damage is not. So the more armor you put on your ship, the less each resistance each additional piece provides.
Engineering consoles generally only add to hull science generally only to shield. But thanks to crafting there are some science consoles with engineering mods and vice versa. Also there are universal consoles that can go in any slot and do anything.
Powers like rotate shield frequency and emergency power to shields only add resistance to shields and "auxiliary power to the structural integrity field" or "polarize hull" only add to hull resistance.
All of your skills also tell you specifically if they apply to hull or shield. None apply to both. There are many deflectors, consoles, engines and warp cores that buff skills which in turn buff resistances. Some of these items buff only shields, some only hull, some both; but once you know the skills, seeing which skills are getting buffed you'll be able to figure it out.
Now where it gets messy is power levels. Shield power increases your shields regeneration and resistance. Auxiliary power boosts all your heals and sometimes the resistance from powers (not items) that give resistance. So high auxiliary helps polarize hull work better but not a neutronium armor console.
There is one trait from the nukara reputation that turns auxiliary power into defense and resistance.
And then there are a bunch of duty officers that modify all of what is above.
Set items give set powers and bonuses that don't follow any rules and are just whatever the devs thought was cool. Luckily most give heals or boost a skill or something that can be understood easily. The maco shield's power drain combined with power boost, well, trying to map how much that reduces damage compared to a flat 5% covariant shield? Good luck, a PhD thesis would be easier.
Plus crew. And crew is buggy as hell.
Then there are different types of buffs that get applied to different parts of the damage formula so even if both say 5% one if 5% of the total damage and one is 5% of part of the damage. And then you already noticed the resist x flat number vs resist y percentage. Which are very different.
Do weapon modifiers affect other weapons, such as having 20% accuracy and 1% crit on weapon A and 3% crit on weapon B, does that give a total of 20% accuracy and 4% crit for both weapons or is it calculated as base value + individual weapon value for each specific weapon?
Do weapon modifiers affect other weapons, such as having 20% accuracy and 1% crit on weapon A and 3% crit on weapon B, does that give a total of 20% accuracy and 4% crit for both weapons or is it calculated as base value + individual weapon value for each specific weapon?
In that situation the modifier only affects each specific weapon.
"U r mission sucks" isn't helpful. Why does it suck? What part was not fun? "Everything sucks" also not helpful, at least add which part sucked the most and how would you prefer it went?
As for tips, including the spotlight bonus and investigative officer reports daily, you can earn over 4,000 dil for a single foundry mission. Its polite, but not required, to share some as a tip if you enjoyed the mission.
4,000 dil? :eek: I gots to get me some of that action!
But seriously, I guess I should go re-play the few I've played so far and begin offering up my small tributes. Then work on some other missions.
Comments
It means either you skipped missions needed for you to receive your next level's episode chain, or you just haven't gotten the exp yet. Double click the missions tab underneath your minimap on the top right of your screen, go to episodes tab, and keep going through your episodes until you find one that doesn't say replay. If there are none and the only ones that say accept mission are greyed out, then you need to replay missions to get to the level requirement or do patrols. That's what I think is your problem anyways
I've noticed you seem to be a fountain of useful information so I have a really DUMB question...
I'm a veteran player,, been playing since open beta,, but apparently im not as smart as I think I am when it comes to this game... so with that being said my question is:
When fighting the vaadwaar my skills CONSTANTLY seem to be getting greyed out.. and I mean ALL of them... sometimes for several seconds at a time. This makes fighting them a bit of a pain in the ... you get the idea.. My question is,, is there a skill, shield, or space set that can at least help counteract this " ability" of theres? It doesn't seem to happen on ALL my toons which is rather odd so its gotta be something in my setup. Or possibly a bug of somekind,.... NOOOOO not in STO!!!!!
Anyway... one other question... Kabali Prime ground zone.. played it with a sci toon that has medium okish gear and got my butt handed to me... they would kill my health while my shields are still at full strength.. and also the weapon I was using didn't seem very affective.. it would drop them down to half health,, but no matter how many times I hit them,, even point blank,, they wouldn't die!!! But I WOULD!!!
So with all that being said,, there is an awful lot of lag the last few days,,, could these issues be caused by the lag in the game? The vaadwaar are a bit of an annoyance with there " no cooldown" skills they constantly spam but the last week or so they seem to be MUCH worse..
Whats the best gear for fighting the Vaadwaar ground and space.. don't need anything specific maybe energy type, and some basic suggestions..
Any help you can offer would be GREAAAAAAAAAAAAT!!!! THanks!!!:D
Fleet Admiral In charge of Bacon
Fighting 5th Attack Squadron
The Devils Henchman
There are also multiple skills you can invest I to reduce the duration of the disable. Most importantly, "starship subsystem repair", " starship inertial dampers" and "starship sensors". Also any gear (mostly deflectors) with mods to those skills will help. Inertial dampers is a weird one since it is mostly for maneuvers, but that's where disable resist is found.
look for the tech officers, they have a buff that makes soldiers near them invincible. Kill them first.
Also, it really helps to have aoe and control on your side. I recommend getting the fee counter command kit from the fluidic destruction mission, and add melorazine, triage, medical tricorder, exo/endothermic field, and any other sci attack power. Try giving one or two boffs Intel powers, specifically incite chaos and tripwire drone.
And I do recommend using one of the stronger ground reputation sets, adapted maco aka Klingon honor guard is excellent, so is the omega set and the dyson set.
This is the hardest ground combat area in the game (except for elite queues) so treat it as such.
They definitely have cooldowns on their powers. believe me infinite artillery and infinite anchor drones would be impossible to survive.
Their damage type is polaron, and that has a power drain built in. So it helps to have extra power or resistance to drains yourself. You can also get the engineering consoles that give polaron resistance, but I stick to neutronium.
Fleet Admiral In charge of Bacon
Fighting 5th Attack Squadron
The Devils Henchman
Borticus talked about this recently in an interview. There will never (unless they change their minds) be a respect for spec points because not only would it be pointless, it would remove any incentive for earning points.
Unlike skills and traits, you can max out all of the spec points. If you have some in commando and now want commander, well just earn more.
In today's priority one interview, am gocko Rivera said they are working on fixing the exp situation including adding more exp to ground and missions. So earning more will be easier.
However, spec points are also not really intended for you to have everything on every character. They are supposed to be there for you to feel the sense of progress when you play and they are a long-term goal.
****ing Delta Rising.
Well, all I can say is relief is coming. Gecko did say there are buffs to exp in the works.
Started with STO early January running with an Engineer/Escort Federation combination, all went well until this week. This was running with Elite switched on from level 10 or 11 (which while sometimes drew fights out was still fun and could be won).
I have moved from VA51 to VA53 in the last 48 hours and went ahead and purchased the Delta Rising pack (since it made more sense for the ships across all my characters).
Today I equipped my new intel escort with all the weapons and equipment from my last escort (none of the base equipment came close), completed the 5Y daily then went on to progress the story line.
Empress Sela... "Destroy Satellite Delta" Satellite goes bang, great, then begins 20 minutes of being blown up a few times and only getting the health down to 44% before being blown up and their health returning to 100%.
Dropped the skill level to normal, decided to get some addition XI level components before trying again so decided to replay Secret Orders for a Directed Energy Distribution Manifold. Cloaked, headed to the base and spent what felt longer than normal destroying the turrets.
On the way out... Escorts blew me up in under two minutes. OK - respawn, wait for crew regen, quantum spread and fire at will engaged and fire at the weaker Klingon. less than a minute boom dead again. Cloak move behind weaker enemy decloak and open fire - lasted under a minute. This went on 9 times before it threw me back to the start of the mission - i headed back and found both Klingons back to 100% health and shields almost back - gave up.
I don't understand what has happened, running at normal difficulty and effectively a more powerful ship I'm now unable to progress.
TL;DR
Did my T6 ship make the game exponentially harder, has something changed recently or am I just having REALLY bad luck.
At this point I'm ready to uninstall since getting blown up all the time in not my cup of tea!
Pete
Escorts are not raiders, you get no damage bonus being behind the enemy. As a fed you don't have any bridge officers that give you a decloak damage buff.
The Intel escort doesn't work well with fire at will.
Try dropping the torpedo, go one forward dual beam, and three dual heavy cannons, if you have the kinetic cutting beam use that, otherwise all rear turrets.
Commander intel/tactical:
TAC team 1, override subsystem safeties 2, ionic turbulence 2, and surgical strikes 2.
Tac 3 seat:
TAC team 1, cannon scatter volley, attack pattern omega
Intel/sci:
Hazard emittter, transfer shield (optionally, emp probe)
Engineer 3:
Emergency power to shields, aux to structural, directed energy modulation 2
Universal 1 -- engineer
Emergency power (weapons or shields, your choice).
The jem haddar set is a great free set, the nukara deflector and shield are better if you can afford them, the assimilated engine and deflector is another option.
This build focuses on the phantom's strengths. Save surgical strikes for after you use the phaser lance and then debuff the hell out ta the enemy. Charge in, rip one to bits, get out safely. You have omega for immunity to tractor beams and warp plasma, plus bonus damage. Multiple heals to keep you in the fight, and some fun toys for/boosting your power.
It goes without saying to have one damage type and use tactical consoles for that specific type, not cannon/beam consoles.
If you want a fire at will intel ship, the eclipse cruiser is your top pick fed side.
I've seen conflicting reports, and the people I know would get it correct only ever say "don't use tetryons". I haven't tested the proc changing via power or skills myself, just tested enough to know it was doing less shield damage than the power drain from polarons caused damage to shields, so I swapped out and haven't gone back.
I was hoping to keep some of the damage to shields. I picked up a polarized tetryon beam array with 10% chance to damage all shields for 336. That would come in handy when I switch to auxilary and 10% is better than 2.5%. I'll try the polaron weapons. Thank you.
Thanks for the advice will implement today and see how things pan out. Hopefully I can get the story progression going again or I'll head back to the task forces.
Not that it matters much, but I was trying to put a trim beard on a human officer with light red hair, but the dark colored beard would not change to light red or any color for that matter.
Am I missing a trick or does all facial hair remain dark (with grey flecks)?
TIA
And occasionally glitches hide the box that lets you pick the color.... using a different beard might let you set the color properly.
My character Tsin'xing
Its really not that helpful. Most NPCs of battleship or dreadnaught class have either high shield power or shield resistance or both. End result, you're doing a lot less than the tooltip indicates. Additionally, no NPC dies when shields are removed and except for elachi, they have more hull than shields so for half the fight your proc is doing nothing to help you win. Refracting tetryons at least always help because as a damage over time they help keep shields from coming back online.
Now, shield power boosts how fast shields heal per second and how much resistance they have. Thus the polarons proc dropping all power levels can actually do significant harm to enemy shields both by boosting all other sources of damage (reduced resistance) and by reducing shield healing (let's say the enemy ship survives 30 seconds of combat, reducing shield healing by just 10/sec makes it equal to the tetryon damage of ~300).
Once the enemy shields are down, polarons are still reducing both hull and shield healing, reducing his weapon damage, reducing engine speed and turning, etc. All helpful effects. You need some decent flow caps skill to really see the effect and it combines wonderfully with other sources of power drain (plasmonic leech, tokens rift, energy siphon, maco shield, aceton device).
Thanks, Mark. I'll try it again.
Foundry Missions and Tips: Is there an etiquette. I don't want to to do a whole bunch and later find out that I've been a rotten guest.
If you give feedback, make it clear and useful.
"U r mission sucks" isn't helpful. Why does it suck? What part was not fun? "Everything sucks" also not helpful, at least add which part sucked the most and how would you prefer it went?
As for tips, including the spotlight bonus and investigative officer reports daily, you can earn over 4,000 dil for a single foundry mission. Its polite, but not required, to share some as a tip if you enjoyed the mission.
yeah, constructive criticism is useful. But to be constructive it needs to be clear on what you feel needs improved.
My character Tsin'xing
Warp core comes with the ship.
My character Tsin'xing
1) The DRR values "+xy to all damage resists" given on various skills and equipment, are they global and apply also to the shields or just to hull damage?
I ask because its actually not clear reading the tool-tips and checking in-game skills, thats because the few shield related skills seem to always have direct % based damage resist, while all other have energy + kinetic or "ALL" resists. Many of the DRR skills also seem to have some hull/polarizing flavor text that seems to indicate that DRR is somehow hull related and not shield.
I just want to understand how to lower incoming damage for shields and hull in general.
2) I also don't quite understand the connection between the crafting system and upgrading?
Can you upgrade anything without spending any time in the R&D system and if so whats the R&D system for then? I mean what "cool" stuff comes only from crafting compared to only upgrading existing/dropped stuff?
I ask because from m y calculation's it takes around 60-80 days to get lvl15 in one crafting section for some nice extra traits, but other than the trait i don't understand what else i can use it for, since lots of "good" stuff seems to come from missions or is already in the exchange.
Thx
Andy
What "cool" stuff comes from crafting can also be bought from others if you don't want to level it. The reason to level it is to save paying for it. These are the emissions seeking torp, omni directional beam array, the exotic particle exciter consle, the enhanced RCS console, Aegis ship set, and a ground weapon.
The theme is simply that if you don't want to level up R&D then you pay others to do the work for you. Which is pretty much the same with any game I have played with a crafting system fomr RS through to WoW and a few inbetween. Thankfully they have improved it if you want to focus on one school.
Ah oki i understand, i have seen a example of such a "omni beam", so those are not [mods] that can randomly happen via upgrading and are only available via crafting than?
Is there a list of these unique items that only crafting can produce?
PS: Found the list myself at http://www.arcgames.com/en/games/star-trek-online/news/detail/6001993
The short answer is read the skill or item, it will tell you. Don't make assumptions and don't assume "it works this way in life so" instead look at the item and the specific game terms it uses. Those will tell you.
From a practical standpoint just slap one or two neutronium armors on, fly a ship with the lowest possible crew size, get one or two hull and shield heals and call anything above this a bonus.
Here's a lay discussion of the long answer. If you want the math and more detail, do a forum search on posts authored by virusdancer with the keyword resistance and set results to posts not threads. Be prepared for your brain to commit suicide. You've been warned, cryptic doesn't like logic.
Most buffs only work on either hull or shields. The same is true of most heals (the engineer captain miracle worker is a key exception). All resistance is subject to diminishing returns. Damage is not. So the more armor you put on your ship, the less each resistance each additional piece provides.
Engineering consoles generally only add to hull science generally only to shield. But thanks to crafting there are some science consoles with engineering mods and vice versa. Also there are universal consoles that can go in any slot and do anything.
Powers like rotate shield frequency and emergency power to shields only add resistance to shields and "auxiliary power to the structural integrity field" or "polarize hull" only add to hull resistance.
All of your skills also tell you specifically if they apply to hull or shield. None apply to both. There are many deflectors, consoles, engines and warp cores that buff skills which in turn buff resistances. Some of these items buff only shields, some only hull, some both; but once you know the skills, seeing which skills are getting buffed you'll be able to figure it out.
Now where it gets messy is power levels. Shield power increases your shields regeneration and resistance. Auxiliary power boosts all your heals and sometimes the resistance from powers (not items) that give resistance. So high auxiliary helps polarize hull work better but not a neutronium armor console.
There is one trait from the nukara reputation that turns auxiliary power into defense and resistance.
And then there are a bunch of duty officers that modify all of what is above.
Set items give set powers and bonuses that don't follow any rules and are just whatever the devs thought was cool. Luckily most give heals or boost a skill or something that can be understood easily. The maco shield's power drain combined with power boost, well, trying to map how much that reduces damage compared to a flat 5% covariant shield? Good luck, a PhD thesis would be easier.
Plus crew. And crew is buggy as hell.
Then there are different types of buffs that get applied to different parts of the damage formula so even if both say 5% one if 5% of the total damage and one is 5% of part of the damage. And then you already noticed the resist x flat number vs resist y percentage. Which are very different.
Like I said, it is a mess.
In that situation the modifier only affects each specific weapon.
4,000 dil? :eek: I gots to get me some of that action!
But seriously, I guess I should go re-play the few I've played so far and begin offering up my small tributes. Then work on some other missions.
Thanks for the answers, guys.