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Engineer for tanking and heal, science to debuff, heal and control and tactical for damage. You had to have a balanced team to master PvP and PvE Special Task Force Missions.
But once, Star Trek Online went freemium, classes bacame obsolete, because the ca$h stuff gives you tank stats and passive heals. There is only one endgame class left: Tactical.
Espacially since the last expansion "Delta Rising" you can't get enough DPS, as Cryptic increased the stats for advenced and elite enemy NPC's.
And since this game is Pay To Win, PvP is already looong dead.
Engineers (in ground combat) tend to be the 'tankiest' of the three divisons. Science Captains are the buffers/debuffers/healers. And Tactical Captains can be the most melee centric; but offer higher DPS skills.
Engineers can deploy pets both non-moving (turrets/motars) as well as mobile drones. They also can place shield and health generators, and mines and set up a battlefield with them. They can also fortify their own personal shields, can withstand more punishment.
In space, none of that really matters, as any Captain, regardless of division, can pilot any ship. Engineer Captain in a Science vessel, a Tactical Captain in a Cruiser -- doesn't matter. Comes down to personal preference. Each vessel has its own bridge officer seating, which allows you to tailor that ship to your preference - you rely more on your ships seating and bridge officer powers, to really determine your role in space. As opposed to what your class is.
Having said that, each division has unique space captain skills. For example;
Engineers with Rotate Shield Frequency (buffs shields damage migitation and shield regeneration),
EPS Power Transfer(increases all ship system power)
Miracle Worker (Your ohshit power)
Tactical with Attack Pattern Alpha (weapons and critical buff + increased turn-rate)
Fire On My Mark (single target enemy debuff)
Tactical Initiative (group buff for tactical boffs power recharge)
Science with Sensor Scan (damage debuff, perception increase AoE)
Subnucleonic Beam (strips enemy of their buffs)
Scattering Field (group buff, energy damage resistance increase)
With the information provided, I think engineers will be the most comfortable, with the number of pets they have, their durability and function. With science officers being a second place. As a science officer you can depend more on your bridge officers (on ground missions) to soak up the aggro, as you stay in the back-ground healing them, and debuffing your enemies.
I reckon you would dislike playing as a Tactical officer, as they are the most DPS-centric class in the entire game, and some of their abilities are melee-range only- or bring you into melee range.
Anyway, to Ground. First off, in most ground missions, you will have your Bridge Officers (BOffs for short) with you. Kind of like pets, although compared to most MMOs, these are actually pretty useful, as they kind of mirror the Captain classes to a certain extent. They can all be trained with certain skills.
-Tactical BOffs tend to bring more offense to the table; depending on how they're trained, they can chuck grenades, lung into melee, beaming-down additional security forces, supress the enemy with ranged fire (debuffing), as well as rallying nearby allies (buffing).
-Engineer BOffs tend to bring a lot of utility, and are capable of fabricating shield generators, turrets, medical generators, lobbing out mine fields, helping allies regenerate shielding quicker, deploying drones and cover shields for their allies to hide behind, as well as being able to call in orbital strikes.
-Science BOffs tend to focus on healing/buffing allies and debuffing/croud-controling enemies.
As for what class to play, the info above should hopefully help you to decide, as the Captains tend to be able to get similiar/the same abilities as the BOffs depnding on how their Kits are setup.
Now, Space is a bit different. Tactical captains can dish out the most DPS using their abilities. Engineers tend to be able to absorb tremendous amounts of damage. Science captains can strip away buffs and lock-down a target that prevents it from using abilities for a short time.
But in Space, mainly it's about your ship and what your BOffs (and Duty Officers [DOffs for short]) you have active more then what class you are -- Class abilities tend to be on longish timers, so you primarily use skills that your BOffs posses.
STO has a pretty steep learning curve, so the STO wiki ( http://sto.gamepedia.com/Main_Page ) as well as the STO Academy ( http://www.stoacademy.com/ ) will be your friend. You could also look up the STO Reddit. The official forums, while having some good info can be kind of hostile.
Anyway, I hoped this helped you out some and gives you some ideas. Good luck, and good hunting.
- Engineering is about pets (ground turrets/drones etc), explosives (ground), shield healing and tanking (space), but you're not locked into this playstyle.
- Science is about hitpoint healing and crowd control, also not locked in though.
- Tactical is about DPS, pure and simple. Again, not locked in though.
- Your ships aren't tied to your class (Engs can fly Tac ships for instance), but the best builds take advantage of your class/ship synergy.
- You get your ground skills from your kit, and you must choose what skills you want, and insert them into the kit to use them.
I would highly recommend an Engineer for ANY first time STOer. I think you will enjoy using the Eng mine field ground skill.
(I should tell you though, that Sci ships seem to be the best Carriers (i.e. Space Minion Ships) so far.)
https://www.youtube.com/watch?v=7DVkH4bKgSU
Balance to Cryptic is a brick to the face till you agree its balanced.
http://sto.gamepedia.com/Small_Craft
http://sto.gamepedia.com/Carrier_Pets
http://sto.gamepedia.com/Fleet_Hangar_Pets