TheWolfDrone Mar 17 @ 8:44pm
Looking for some info on skills, ships ect ect
This is my first time playing this game so was wondering if anyone had any info really on the workings of skills and good ships for my class, Engi. I am by all means going to go ahead and use google and youtube but I like to ask the players on Steam discussion's when I am new to a game sometimes as well. So yeah, any information would be helpfull and thanks very much for your time. ^_^
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shann112 Mar 18 @ 12:19am 
Oha... you just opened the box of Pandora :) There are so many possibilities and mass depth to be explored... every experienced gamer of STO surely don't know, where to start :)

Just some overviewed principals belonging to shiptype and weapons...

The bigger youre ship, the slowlier it's turnrate, the more angel do you need for youre weapons... i.e. Heavy dual cannons, have an angle of 45 degree and are just useful on small fast escortships. Beamarrays have an angel of 270 degrees and are best for big and slow cruisers to give broadside, where the arrays overlap... and there are many possibilities between these 2.

The second: Use one weapon kind, that is easier and more effective to intensify than 'rainbow'-mixes. Every weapon kind (Plasma, Disruptor, etc.) have their own advantage and disadvantage.

With the levelling your chartacter in direction to Viceadmiral (L50) you will get into the PvE (Player versus Enemies) and fleet section of this game, later into PvP (Player versus Player). But until you are there you have to explore several sets and youre reputation, these are sciences for themself and can be read here: http://sto.gamepedia.com/Reputation_System and here: http://sto.gamepedia.com/Set

With the sets and reputationsystem you will be able to inforce specific abilities of youre char and youre ship.

And there is so much more... it's almost a hole universe in a game... you will see.

So have fun and live long and prosper ;)
Last edited by shann112; Mar 18 @ 12:20am
Szeron Mar 18 @ 3:06am 
Ahh.. An Engineer.

Firstly, one of the great things about STO is that you really can fly any ship you want to as any class. There are pros and cons to every combination. Therefor, it's more a matter of figuring out what kind of playstyle you want to pursue and what you personally enjoy.

As an Engineer, you bring two things to ships: remarkable survivability and more power than you can shake a tribble at. You benefit most from ships that have multiple engineering bridge stations because Engineers have a Trait that allows them to boost all power levels when you activate an Emergency Power to X ability. You also get access to EPS, which boosts all power levels significantly for a short while and Nadeon Inversion which reduces power drain to all systems for a short while(which is important for weapons). Defensively, you've got Rotate Shield Frequency which is a remarkable pre-emptive shield hardener and Miracle Worker which basically gives you a second wind when your ship has nearly been taken out of a fight.

Again, it's entirely up to you to decide what you want to fly in. In an Escort, you'll have an agile ship with some teeth than can take a bit more punishment than other classes could in one. In a Cruiser, you'll get a lot of overlap/specialization towards having a big, tough ship that can take a stupid amount of punishment and keep on slugging it out. In a Science Ship, you'll be able to flood the ship with the power to run all systems at a higher performance than other classes could and be able to stay in the fight and support your team longer.

Weapon-wise, it honestly doesn't matter; just pick a color and stick with it(rainbow-boats are generally impractical for several reasons). It's also unadviseable to mix energy weapon types(cannons versus beams - it's a bit complicated), but I have found that engineers are able to get away with it in cruisers because of all the power generation and drain resistance they get.

Skillwise, stick with your specialty and make sure you've got all the power skills covered - it's not much of a specialty if you don't capitalize on it. That said, I consider 6 points into Power Insulators and Interial Dampeners mandatory for all captains, regardless of class(it's about how much you'll need to escape from Voth/NPC Gravity Wells and withstand Borg/NPC Tachyon Beams). Otherwise, it's ultimately up to what you really want to focus on with your playstyle. Other than Shield Emitters, don't bother with the rest of the science skills unless you have a reason to. Science/Space Magic requires a very 'all or nothing' degree of specialization.
Grey Buddhist Mar 20 @ 9:02pm 
As a beginner I would suggest start with Engineer (and a Cruiser ship). You will survive fights longer so that gives you more time to learn how stuff works before you blow up...which at higher levels still happens, just not alot.
After you learn how stuff works a little more, then try Tactical which is a whole new ballgame. Your ships are quicker and more nimble but die ALOT easier than Cruisers...so you actually have to start using a little skill, fancy gear, and stuff. This part will teach you how to obliterate enemies quickly...or they will obliterate you.
Once you get those two out the way, try Science. That is the one that is more staying around a battles edges, messing with the enemies ships/powers/etc...while helping your own (and allies) ships/powers/etc..
Just my humble opinions.
TheWolfDrone Mar 20 @ 9:10pm 
So I went with Engi and escorts. I am useing a cannon setup ( 3Cannon,1 torp Front. 3 Turret Back ) Have to say I like cannon a heck of alot more. Seems to put out alot more damage, it is not hard at all to keep things within the small arc of the weapons which is to my suprise. Even when I did a bigger ship which was slow as hell it still worked out fine. As an Engi it certainly does seem to keep you alive longer, and latter on ( I am currently lvl 45 ) I have 3 shield heals and 1 hull heal, then the heal both uber skill. So I seemingly just never die. I just recently jumped into a Fleet and have started to see the giant wall before me O....O It is gonna take alot of my time and grind for sure to get really geared but should still be fun. I do plan on makeing a Science build at some point hopefully haveing some people to play with to take advantage of the fact Science seems to be heavily support like.
Grey Buddhist Mar 20 @ 10:56pm 
If your in a 'good' Fleet (emphasis on good) then having people to play with should not be a problem. ;-)
smelly tank Mar 21 @ 11:30am 
You can always run Engineers in an Escort, as said previously. Eng space skills should make you very tough.

Beam FAW might be the flavor of the month, but you can get Cannon: Scatter Volley 3 from regular Bridge Officers on the Exchange, as well as Beam: Overload 3. Beam: FAW 3 isn't available unless you trade.

With the 360 Anti-Proton beam array in one of the episodes (which is stronger than a regular beam array), you can use that in the rear arc for the B:O3, throw AP DHCs up front, and never have to trade BOFFs to another player to get skills... that's a nasty amount of firepower.

OR, in a n00b boat, throw any kind of Dual Beam Bank up front with the same energy-type Dual Heavy Cannons, and take advantage of both Cannon & Beam skills that way. It'll be plenty of firepower for even Elite STFs & other end-game stuff... even in a free boat (i.e. not the pay-to-play Defiants, Armitages, Mogais, and that sort of thing).

On one of my alts, I still use a Disruptor Dual Beam Bank with Disruptor/Plasma-Disruptor DHCs & Disruptor Turrets. It still cleans up VERY fast... and all the skills are easily attainable as an Engineer.

Torpedos are nice, but I prefer specialization unless I'm in a boat with miserable amounts of Tac console slots. Heck, I think my non-crits with a BO3 can easily be 6000-8000 damage, which is good enough to replace a Torpedo IMO.
Szeron Mar 21 @ 1:13pm 
Originally posted by TheWolfDrone:
So I went with Engi and escorts. I am useing a cannon setup ( 3Cannon,1 torp Front. 3 Turret Back ) Have to say I like cannon a heck of alot more. Seems to put out alot more damage, it is not hard at all to keep things within the small arc of the weapons which is to my suprise. Even when I did a bigger ship which was slow as hell it still worked out fine. As an Engi it certainly does seem to keep you alive longer, and latter on ( I am currently lvl 45 ) I have 3 shield heals and 1 hull heal, then the heal both uber skill. So I seemingly just never die. I just recently jumped into a Fleet and have started to see the giant wall before me O....O It is gonna take alot of my time and grind for sure to get really geared but should still be fun. I do plan on makeing a Science build at some point hopefully haveing some people to play with to take advantage of the fact Science seems to be heavily support like.

Sounds like you've gotten off to a nice start. Just stick with it, there really isn't that much of a 'wall' at endgame(unless you PvP). The main thing is just learning your opponents and adapting your tactics to counter them. Certainly, the Reputation passive abilities will make you stronger, overall, but none of it is really needed to do any of the content in the game. Skill and knowledge is far more important in this game than actual gear - gear just gives you a larger margin for error.

Cannons are a great choice for escorts because they have plenty of turn rate to fully utilitize the focused damage Dual Heavy Cannons have to offer. Beams may have more overall damage potential, but it's generally distributed among all targets in range.

It's more of a personal preference thing, but I usually don't like to run more than 2 turrets in aft. Weapons tend to fire in pairs, so you don't have to worry about mis-matched firing cycles stealing your power as often when you run 2. Tractor Mines(from the final mission of the Romulan story arc) are a great addition to any escort; immobilized targets = minimal defense value and synergize very nicely with the narrow firing arcs of DHCs.
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Date Posted: Mar 17 @ 8:44pm
Posts: 7