If I end up running out of basic Eng skill things to do with seating like that I often stick one of the winter powers in, they are not bad (though probably still not quite as effective as the meta).
Such an ugly ship, I usually try to get every event ship possible but this time I don't even feel the grind is even worth it because of the ship currently involved in my own personal opinion.
Edit: However upon further inspection it does seem closer to an Asari ship design from Mass Effect but not near as good.
I believe the design is a 'future' version (continuation) of the Oberth-class science vessel. You can definitely see the same lines in it.
Nope its the ugly and poorly made Eisenberg-class Star Cruiser as the prize. Guessing the higher ups want Cryptic to keep shoving ST Discovery style ships down our throats till we either get used to them or leave the game.
I will skipping this years festivities for the first time since playing. That poorly designed ship isn't worth it.
In profile, it looks like they were trying to make a ship shaped like the Federation chevron symbol.
Ah, well - it's free. Not sure what people were expecting, really. They don't make event ships to compete with C-Store ones, let alone box or promo ones. They are just "good enough" to get by with if you don't want to spend money.
... ltc engineering is kind of a waste. If you can get an ensign and a lt, ltc and commander aren't offering you anything that important. Which is the problem. All the additional skills are niche at best. ... But engineering? Nah. You can get by with a LT station. LT and ensign is almost perfect. Everything after that just isn't contributing much.
Some of the most powerful bridge officer abilities in the game are found as engineering LtC and Commander rank skills. I already tried to explain that on the previous page in detail, giving multiple examples, uptimes, and even a couple full ship boff comparative layouts. It just takes seconds to be baselessly negative though.
Am I the only one who hates these hideous 32nd century ship designs with the detached nacelles? I mean, the structural integrity of a ship in many pieces seems dubious at best, and they DO NOT "look cool" with all those separate bits flying around together claiming to all be part of one ship.
I'm intrigued by the console, and always welcome another admiralty card, but I doubt I'll spend much time flying this ship after I unlock the trait.
Am I the only one who hates these hideous 32nd century ship designs with the detached nacelles? I mean, the structural integrity of a ship in many pieces seems dubious at best, and they DO NOT "look cool" with all those separate bits flying around together claiming to all be part of one ship.
I'm intrigued by the console, and always welcome another admiralty card, but I doubt I'll spend much time flying this ship after I unlock the trait.
No, you're not the only one. Whilst I get the principle of 'reduced mass' on the propulsive/reactive hull sections, I'd want to know how they combat those sections flying off due to 'interference' from radiation etc. Those 'magnetic' bonds must be using some power.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
I'm irritated that it's got a *commaner-level**non-specialty* engineering station, after this summer's event ship was the exact same garbage. Because everything beyond a lt station is niche, pathetically weak, or useless. There aren't enough good, genuinely useful engineering skills to fill out a non-specialty commander engineering station. Mostly it's a bunch of 'whatever' skills because they're better than nothing at all. But not by much. -edit- It's the same reason why I don't fly any of the past event cruisers.
I tend to agree with this and the overall summary of Engineering. I have to state up front I don't chase DPS or know how to build for DPS since I play the game in my own way, chasing what I personally find fun & interesting and discovering on my own terms.
Also partly agreeing with the opposite point of view, that Cmd Eng can have valuable powers, and I am sure those flying DPS tanks know the scenarios where boff low CD RSP is needed. I personally really enjoy EP2S with shield overload starship trait, or Aux2Damp to help turn a heavy DHC ship. Etc.
What I think is causing the problem is the game's own design.
- Excess self-healing from damage dealt. Pair with: dead targets don't shoot back. No need for heals/self-heals when focusing on damage gives consistent self-healing.
- DPS-gated content (elite TFOs). Tanks need to deal high damage to attract aggro. Low DPS tanks are dead weight.
- High HP mobs (millions of HP) that require DPS. Most throw the occasional heavy torp spread, often invisible, bypassing defense rating, obliterating even good shields if more than 1 does this simultaneously (elite patrols).
- Excess auto-health regen: just cloak or evasive maneuver out of range (except where enemies chase you, still too stupid to scan and decloak you too).
- In-game events happen very quickly, often out of the minuscule 10km range, so being a healer/tank/debuff/cc (nannie) has no role outside of I suppose nannying to boost someone's DPS indirectly.
- In-game events unpredictable: useless to have a boffed Aux2Damp on a heavy ship because A) already running into hard caps on all dmg res, lighter ships that could use the all dmg res don't need the speed, C) when you need it it's too late (ex. sudden torp spread spam) and the buff duration is too short
- Enemy NPCs don't deal consistent damage, especially not energy or even exotic damage. They either don't chase at all, or much too quickly (elite patrols) for speed to be useful, neither are they programmed to run from you or employ any kind of strategy
I don't have solutions to propose, and even if I did, they'd be ignored. Pre-Delta Rising I believe the game balance was more manageable. Now, it's all just space magic where some abilities are overly powerful and useful, others make up the general landfill of trash, and some are good but really out of place unless highly specific to limited team-oriented scenarios.
It's not just STO that's thrown any regard for balance out the window, but I think a common trend to start with a reasonable balanced game, then throw at it endless things until it breaks into a 'meta or gtfo' with follow up balance attempts that results in a joke of the actual gameplay that was once to be had.
There is ALWAYS a need for a torpedo - this isn't like 5 years ago when having one among a set of energy weapons took away from your overall damage.
Let me know how you'd like to incorporate a torpedo into the event ship. Then it's time for a parse.
Depending if you prefer cannons or beams either the terran or discovery 3-piece.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
It's 1 of 2 32c ships I like the look of. The other is the Angelou-class but that makes no sense as a fighting ship, to me. Although it'd fit as the novelty Risa event prize. With a small landscape in the previous yacht and now a whole resort.
There is ALWAYS a need for a torpedo - this isn't like 5 years ago when having one among a set of energy weapons took away from your overall damage.
Let me know how you'd like to incorporate a torpedo into the event ship. Then it's time for a parse.
Depending if you prefer cannons or beams either the terran or discovery 3-piece.
Yes but how can I incorporate a torpedo into the build of my winter event ship when it seems my tactical bridge officer skills slots are all used up. There doesn't seem to be room for a torpedo firing mode boff ability yet apparently there's "always" a need for a torpedo lol.
Tactical team, an attack pattern, two miracle worker boff abilities (narrow sensor bands & mixed armament synergy) and a beam or cannon LtC firing mode -
TT1, APB1,
NSB1, MAS1, BFAW or BO or CSV3
EPtE1, A2B1, EPtW3, RSP3
ET
ST1, HE2, PO2
Am I the only one who hates these hideous 32nd century ship designs with the detached nacelles? I mean, the structural integrity of a ship in many pieces seems dubious at best, and they DO NOT "look cool" with all those separate bits flying around together claiming to all be part of one ship.
I'm intrigued by the console, and always welcome another admiralty card, but I doubt I'll spend much time flying this ship after I unlock the trait.
No, you're not the only one. Whilst I get the principle of 'reduced mass' on the propulsive/reactive hull sections, I'd want to know how they combat those sections flying off due to 'interference' from radiation etc. Those 'magnetic' bonds must be using some power.
Except the whole "reduce mass" argument is utter nonsense that breaks the suspension of disbelief. The ship is still dragging the nacelles along with it thus they are connected to it, thus they still retain the mass of the nacelles.
I wish they'd bring back what they did with the T6 Corvette. Give us an option to use a fleet module to get a fleet variant with full specialty. If I could get a full miracle worker version of this I would in a heartbeat.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
It is strange, because they keep updating Leeta in STO, to actually look more like Chase Masterson does today and yet, they've not updated Q to look ANYTHING like John De Lancie...ever. His toon is just the bog-standard male, stuck in the costume. It's fine if John himself wants nothing to do with the game, but surely they could make him the toon like even remotely like him.
But is Q Jr. Trelane like the fan theory suggests, Trelane is accepted as a Q by fans and as result Q Junior also seems like the perfect candidate, plus John Delancie did based the entire Q Continuum off this TOS Character.
If you want an enjoyable story that combines Q and Trelane, Read: Q Squared. I've read it three times. It's a complicated tale that spans several Star Trek timeline. It even includes a timeline where James R. Kirk had kill his best friend Gary Mitchel because Trelane had trapped Q in the Energy Barrier at the Galactic edge of that timeline and he had gained much of Q's power on contact. Like I said, it's a complicated and fun read.
As I said... Entwined Tactical Matrices trait. I know it's not the way a lot of people use it, but I use it on ships that are lacking in tactical space for exactly this (to "fake" a Torp Spread I as an "extra" Tac BOFF ability), and if you want to use NSB and MAS, it throws you into that category (as if I am counting correctly you only have 3 Tac BOFF slots left over after carving out those two).
Also... having the torpedo means you have a trigger for MAS.
I personally will probably set mine up exactly as you describe, except for swapping the RSP for Aux2Bat3, (I'm not as big of an RSP fan as you are) and then that frees up the LtC Sci slot... might put Polarize there, or something else. (Sometimes I like to have ST, HE, and Polarize; a LtC seat lets me do that all on one BOFF). [/quote]
There is ALWAYS a need for a torpedo - this isn't like 5 years ago when having one among a set of energy weapons took away from your overall damage.
Let me know how you'd like to incorporate a torpedo into the event ship. Then it's time for a parse.
Depending if you prefer cannons or beams either the terran or discovery 3-piece.
Yes but how can I incorporate a torpedo into the build of my winter event ship when it seems my tactical bridge officer skills slots are all used up. There doesn't seem to be room for a torpedo firing mode boff ability yet apparently there's "always" a need for a torpedo lol.
Tactical team, an attack pattern, two miracle worker boff abilities (narrow sensor bands & mixed armament synergy) and a beam or cannon LtC firing mode -
TT1, APB1,
NSB1, MAS1, BFAW or BO or CSV3
EPtE1, A2B1, EPtW3, RSP3
ET
ST1, HE2, PO2
Was throwing the question out there again in an attempt to get a little more info from those suggesting putting a torpedo into the build.
Your solution seems to be the only way to make a torp work so far and might be the only solution that doesn't have a net loss which would be a big plus.
The solution does require owning a full Miracle Worker battlecruiser (the Gagarin).
If there's no other way to get the job done then I'll assume the advice being given was to throw a torpedo on it if you have the Entwined Tactical Matrices trait.
Not sure about using this setup with cannons though. I think the loss of one of four forward main weapon is going to be hard to replace.
I'm not too worried about builds on this ship since i will most likely only level it for its mastery and then dismiss it afterward.
The trait and console would have some use, but the ship itself doesn't really offer anything i want in a ship over the options i currently have available.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
And every time you rant about the uselessness of high-level Eng BOFF slots, all I see is that you are incompetent at shipbuilding and want to build all of your ships one particular way and that way doesn't fit into a cruiser template.
Learn to be flexible.
How about addressing the facts brought forth, as opposed to "L2P" in a void.
No, all you see is what you want to see, which is BS. I have and fly many ships which have commander level-engineering stations. They're just not *ONLY* engineering stations, so I don't have pick 2-3 skills of little or no value, which is apparently beyond your grasp. It's not about being 'flexible'. It's about most engineering skills being pointlessly niche, weak, or useless. But since you can't get that through your skull...
And every time you rant about the uselessness of high-level Eng BOFF slots, all I see is that you are incompetent at shipbuilding and want to build all of your ships one particular way and that way doesn't fit into a cruiser template.
Learn to be flexible.
How about addressing the facts brought forth, as opposed to "L2P" in a void.
I did address the fact. The fact that I believe that @corinthalas is wrong about the upper level Eng BOFF slots being "useless", the "most engineering skills being pointlessly niche, weak, or useless"... all that.
But since all of you can't get that through your skull...
The fact of the matter is that @protoneus and I already suggested two very different uses for said slots... so yes I already addressed the facts.
They just were not in that one specific post... because I didn't think it was necessary to repeat myself.
I also already said that I disagreed on that basic presumption and believe that anyone who holds that position IS being willfully ignorant.
I regularly run cruiser builds with five useful - and actively used - Eng BOFF skills, and although a Cmdr/Ens BOFF combo is a bit awkward, it works.
Making a sandwich out of TRIBBLE doesn't mean you're not still eating TRIBBLE. Golfclap to you. Bravo. So special. I can do that too. It's still TRIBBLE, no matter how hard you try to justify it. Non-spec commander engineering stations are TRIBBLE. No amount of hand waving and weak excuses will change that. You know how often I find myself thinking, "Gee, I really wish I had this other engineering skill!" Never. Not once. Ever. Because they're weak, niche, or useless. And that's only true of Engineering.
But go on. Keep telling me about all the ways you like your TRIBBLE sandwiches. You're really winning me over. /s
All those talks and I'm here, just putting Eng Team, Deploy Construction Shuttles and RSP on all my ships, barely bothering to min-max and making it work in every situation.
Comments
I believe the design is a 'future' version (continuation) of the Oberth-class science vessel. You can definitely see the same lines in it.
arcgames.com/en/forums/startrekonline/#/discussion/1203368/pve-content-a-list-of-gamewide-polishing-pass-suggestions
I will skipping this years festivities for the first time since playing. That poorly designed ship isn't worth it.
Ah, well - it's free. Not sure what people were expecting, really. They don't make event ships to compete with C-Store ones, let alone box or promo ones. They are just "good enough" to get by with if you don't want to spend money.
I'm intrigued by the console, and always welcome another admiralty card, but I doubt I'll spend much time flying this ship after I unlock the trait.
No, you're not the only one. Whilst I get the principle of 'reduced mass' on the propulsive/reactive hull sections, I'd want to know how they combat those sections flying off due to 'interference' from radiation etc. Those 'magnetic' bonds must be using some power.
Here it is directly from the side from the show itself:
This one is a lot clearer, but I don't know if it is completely accurate:
And here is an Eaglemoss illustration of it from the front:
Reminds me of a miniaturized voth city ship
This!
I tend to agree with this and the overall summary of Engineering. I have to state up front I don't chase DPS or know how to build for DPS since I play the game in my own way, chasing what I personally find fun & interesting and discovering on my own terms.
Also partly agreeing with the opposite point of view, that Cmd Eng can have valuable powers, and I am sure those flying DPS tanks know the scenarios where boff low CD RSP is needed. I personally really enjoy EP2S with shield overload starship trait, or Aux2Damp to help turn a heavy DHC ship. Etc.
What I think is causing the problem is the game's own design.
- Excess self-healing from damage dealt. Pair with: dead targets don't shoot back. No need for heals/self-heals when focusing on damage gives consistent self-healing.
- DPS-gated content (elite TFOs). Tanks need to deal high damage to attract aggro. Low DPS tanks are dead weight.
- High HP mobs (millions of HP) that require DPS. Most throw the occasional heavy torp spread, often invisible, bypassing defense rating, obliterating even good shields if more than 1 does this simultaneously (elite patrols).
- Excess auto-health regen: just cloak or evasive maneuver out of range (except where enemies chase you, still too stupid to scan and decloak you too).
- In-game events happen very quickly, often out of the minuscule 10km range, so being a healer/tank/debuff/cc (nannie) has no role outside of I suppose nannying to boost someone's DPS indirectly.
- In-game events unpredictable: useless to have a boffed Aux2Damp on a heavy ship because A) already running into hard caps on all dmg res, lighter ships that could use the all dmg res don't need the speed, C) when you need it it's too late (ex. sudden torp spread spam) and the buff duration is too short
- Enemy NPCs don't deal consistent damage, especially not energy or even exotic damage. They either don't chase at all, or much too quickly (elite patrols) for speed to be useful, neither are they programmed to run from you or employ any kind of strategy
I don't have solutions to propose, and even if I did, they'd be ignored. Pre-Delta Rising I believe the game balance was more manageable. Now, it's all just space magic where some abilities are overly powerful and useful, others make up the general landfill of trash, and some are good but really out of place unless highly specific to limited team-oriented scenarios.
It's not just STO that's thrown any regard for balance out the window, but I think a common trend to start with a reasonable balanced game, then throw at it endless things until it breaks into a 'meta or gtfo' with follow up balance attempts that results in a joke of the actual gameplay that was once to be had.
Depending if you prefer cannons or beams either the terran or discovery 3-piece.
Yes but how can I incorporate a torpedo into the build of my winter event ship when it seems my tactical bridge officer skills slots are all used up. There doesn't seem to be room for a torpedo firing mode boff ability yet apparently there's "always" a need for a torpedo lol.
Tactical team, an attack pattern, two miracle worker boff abilities (narrow sensor bands & mixed armament synergy) and a beam or cannon LtC firing mode -
TT1, APB1,
NSB1, MAS1, BFAW or BO or CSV3
EPtE1, A2B1, EPtW3, RSP3
ET
ST1, HE2, PO2
Except the whole "reduce mass" argument is utter nonsense that breaks the suspension of disbelief. The ship is still dragging the nacelles along with it thus they are connected to it, thus they still retain the mass of the nacelles.
If I could get a full miracle worker version of this I would in a heartbeat.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
All I know is the Prodigy has two sister ships; Sears and Roebuck.
Only people my age will get that joke, I think.
If you want an enjoyable story that combines Q and Trelane, Read: Q Squared. I've read it three times. It's a complicated tale that spans several Star Trek timeline. It even includes a timeline where James R. Kirk had kill his best friend Gary Mitchel because Trelane had trapped Q in the Energy Barrier at the Galactic edge of that timeline and he had gained much of Q's power on contact. Like I said, it's a complicated and fun read.
Also... having the torpedo means you have a trigger for MAS.
I personally will probably set mine up exactly as you describe, except for swapping the RSP for Aux2Bat3, (I'm not as big of an RSP fan as you are) and then that frees up the LtC Sci slot... might put Polarize there, or something else. (Sometimes I like to have ST, HE, and Polarize; a LtC seat lets me do that all on one BOFF). [/quote]
Was throwing the question out there again in an attempt to get a little more info from those suggesting putting a torpedo into the build.
Your solution seems to be the only way to make a torp work so far and might be the only solution that doesn't have a net loss which would be a big plus.
The solution does require owning a full Miracle Worker battlecruiser (the Gagarin).
If there's no other way to get the job done then I'll assume the advice being given was to throw a torpedo on it if you have the Entwined Tactical Matrices trait.
Not sure about using this setup with cannons though. I think the loss of one of four forward main weapon is going to be hard to replace.
The trait and console would have some use, but the ship itself doesn't really offer anything i want in a ship over the options i currently have available.