Star Trek Online

Star Trek Online

Starship power levels
Correct me if I'm wrong but one of the chief advantages of playing as a cruiser (or an equivalent for the other sides) is that the ship has more power to play with than the other two types (escort, science vessel, BoP, etc).

That being said, I'm not seeing any major difference in terms of firing all weapons together (like in a broadside) from playing a non-cruiser vs. playing as a cruiser.

In other words, the power levels seem to be the same regardless of whether I'm playing a cruiser or not. Am I missing something?
< >
16 yorumdan 1 ile 15 arası gösteriliyor
Warbirds have 40 Basepower, KDF/Fed have 50 on every Ship.
Some ships get bonuses on several powers and you can get some extra from spec-tree.
You can see all ships + bonus here:
http://sto.gamepedia.com/Playable_starship

But in Star Bugs Online with the latest powercreep it really makes no difference. You can run with nearly everything on max or near max everytime
I'm a little confused then as to what it means to have base power. The power settings I'm seeing on my ships make them do weapons/engines/shields to 100 and some others to 50 and 25. I'm not really understanding how you can run with everything to max (I'm assuming that's 100?) when the game doesn't let you?

Or am I misunderstanding?
50 is your base power for every subsystem when balanced (40 when in a warbird). Putting skill points correctly can raise those (either their base values and/or a bonus when the system is below 75). Certain consoles and ship cores can also increase these values.

Setting your powers to weapons is the most sensible thing to do for most situations, unless you are in a specific build (like a science vessel that needs aux power rather than weapon power).

The max default power for a system is 125. Certain warp and singularity cores allow you to add another 5-10 points to that maximum.

And no, you can't really max of all them to 125 unless you have a specific mix of consoles, duty officers and whatnot that simply aren't available early on. The idea is to set the power levels in a way that suits your playstyle and build.
En son Firewalk tarafından düzenlendi; 17 Kas 2014 @ 13:18
as example, i fly my cruiser since beginning with max shield, then comes weapons, engines and aux.

let's say

60 Weap
100 Shield
25 Eng
15 Aux

All together, i have the following numbers witrh my Assault Odyssey (fits my playstyle, good def, ok dmg, good speed and turnrate for my fat cruisers)

84
124
45
42
either you boost shield power to over 100 or the tactical players could easily blast through them and finish you off with a few torpedo high yields. (ive blown up a tier 5 cruiser once in pvp under 3 minutes, playing as tactical) Cruiser's advantage lies in their ability to tank. To do that power transfer ability is a must so invest plenty points in them. start off with shield first, then weapon then auxiliary, You can neglect the engine. You can further boast the weapon with a boff power to weapon ability.

İlk olarak GAOtheGREAT tarafından gönderildi:
either you boost shield power to over 100 or the tactical players could easily blast through them and finish you off with a few torpedo high yields. (ive blown up a tier 5 cruiser once in pvp under 3 minutes, playing as tactical) Cruiser's advantage lies in their ability to tank. To do that power transfer ability is a must so invest plenty points in them. start off with shield first, then weapon then auxiliary, You can neglect the engine. You can further boast the weapon with a boff power to weapon ability.

I've flown my tank cruisers on both sides for years now and have to resent this. Weapon power max is still my priority, unless I get hit by multiple players. Remember that all shield power does is regenerate shields, not increase their capacity. It does so rather slowly, and while high power speeds this up a little bit, it doesn't do it fast enough regardless to lose so much firepower to it. Having Emergency Power to Shields, Transfer Shield Strength , Science Team or Reverse Shield Polarity will be of much more use while allowing you to actually kill your target before next year's Christmas Eve.

Also neglecting engine power can be fatal. Speed is life (ask any Bird of Prey pilot). The faster you are, the harder you are to hit. Thats less shots your shields will need to take. Thats the reason why my cruisers run Emergency Power to Engines. The torpedo attack you mentioned is much more easily dodged when you move fast.
En son Firewalk tarafından düzenlendi; 17 Kas 2014 @ 14:56
Cruiser's are your basic TANK style ships, at Lieutenant Commander or higher players have 4 device slots and gain a bonus +5 to all power levels.

Carrier (Escorts) are your basic DPS style of ships, at Lieutenant Commander or higher players have 2 device slots and gain a bonus +15 weapons power. These are unique since they are only vessels that have the ability to launch carrier pets and other small craft to aid it in combat.

Science Vessals are your basic HEALER style of ships, at Lieutenant Commander or higher players have 3 device slots and gain a bonus +15 auxiliary power. These are unique since they are only vessels that gain a 30% bonus to shields because of there weakened hull.
While its true that science vessels (especially those that can use Lt. Com engineering seats) are great healers, I feel Science Vessels are beast suited as drain boats and crowd controllers. Combining those 2 proves to be very useful in PVE for me.
Drain is completely broken in Elite content now. It is useless.
İlk olarak Xeno tarafından gönderildi:
İlk olarak GAOtheGREAT tarafından gönderildi:
either you boost shield power to over 100 or the tactical players could easily blast through them and finish you off with a few torpedo high yields. (ive blown up a tier 5 cruiser once in pvp under 3 minutes, playing as tactical) Cruiser's advantage lies in their ability to tank. To do that power transfer ability is a must so invest plenty points in them. start off with shield first, then weapon then auxiliary, You can neglect the engine. You can further boast the weapon with a boff power to weapon ability.

I've flown my tank cruisers on both sides for years now and have to resent this. Weapon power max is still my priority, unless I get hit by multiple players. Remember that all shield power does is regenerate shields, not increase their capacity. It does so rather slowly, and while high power speeds this up a little bit, it doesn't do it fast enough regardless to lose so much firepower to it. Having Emergency Power to Shields, Transfer Shield Strength , Science Team or Reverse Shield Polarity will be of much more use while allowing you to actually kill your target before next year's Christmas Eve.

Also neglecting engine power can be fatal. Speed is life (ask any Bird of Prey pilot). The faster you are, the harder you are to hit. Thats less shots your shields will need to take. Thats the reason why my cruisers run Emergency Power to Engines. The torpedo attack you mentioned is much more easily dodged when you move fast.

I fly a bird of prey actually. I've never fly a cruisier or play as engineer. But from battles, i presume crusiers had no need for engines since all my opponents, including the human players moved as slow as turtle so they could aim their weapons at the target better. To compensate for the loss of mobility, most agumented their hull and shield resistence incrediblely high. I guess you can priortised weapon first... passive shield regneration is indeed a bit useless when you have all those bridge officer ability avaible. speed is something cruiser not suited for however. My captain is oreinted towards raw dps output. But even so, i have a hard time killing a crusier when their shield is up. Once their shield is down, it only takes 1 minute at the longest for me to drop their hulls to 0 with my torps :D
if you have a ship with proper stations, you can assign 2 science officers with energy siphon. that way, since you can use it more frequently, you can siphon energy off the enemy and maintain a high power level for all subsystems almost constantly.
Here's two others I forgot to mention:

Battle Cruisers are your elite TANK style ships, at Lieutenant Commander or higher players have 3 device slots and gain a bonus +10 weapons power and +10 engine power. Klingons have access to three cruiser commands, as opposed to the four available to Federation cruisers.

BC's have less speed than Cruisers, but have far greater firepower as well as more hull and shields.

Dreadnought (Destroyer) are your elite DPS style ships, at Rear Admiral or Vice Admiral players have 2 device slots and gain a bonus +10 weapons power and +5 engine power.

The Dreadnought Cruiser is only avalible via Referral Program or 2,500 Zen.
İlk olarak virpyre tarafından gönderildi:
The Dreadnought Cruiser is only avalible via Referral Program or 2,500 Zen.

Or 5 fleet ship modules from a tier 4 shipyard. The neat thing being, you don't miss out on anything but an account wide unlock. The Galaxy X does not come with any special consoles, other than cloak which you can get elsewhere (correct me if I'm wrong).
Dreadnought Cruiser comes with Phaser Spinal Lance and a Cloaking Device consoles.
Galaxy-X comes with Saucer Separation and a Antimatter Spread consoles.
I use a science ship as a tank with anti-tank abilities. So yeah, I have all the shields and you get to loose yours with my choice of bridge officer abilities.

That and with photonic fleet, I never fight alone...
< >
16 yorumdan 1 ile 15 arası gösteriliyor
Sayfa başına: 1530 50

Gönderilme Tarihi: 17 Kas 2014 @ 9:01
İleti: 16