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    Monday, June 1, 2020

    Star Trek Online Monday Megathread - your weekly "dumb question" thread

    Star Trek Online Monday Megathread - your weekly "dumb question" thread


    Monday Megathread - your weekly "dumb question" thread

    Posted: 01 Jun 2020 07:08 AM PDT

    Welcome to Monday and (checks notes) apparently the first day of June!

    Let's get the week started with another question megathread.

    Post all the questions you may have about anything STO-related. PC? Console? Everyone's welcome to post their questions here.

    Stay safe out there and happy flying!

    -Talon

    submitted by /u/Talon_at_Middie
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    2020 so far:

    Posted: 01 Jun 2020 07:26 AM PDT

    When the runabout’s bigger than your bay doors, time to pull out the sisko-cristo

    Posted: 01 Jun 2020 07:22 AM PDT

    300 - so close yet still so very far

    Posted: 01 Jun 2020 04:44 AM PDT

    Romulans getting facial hair?

    Posted: 31 May 2020 08:13 PM PDT

    On missions and holding the Idiot Ball

    Posted: 01 Jun 2020 06:13 AM PDT

    Fair warning, this might get long. I've been playing the Discovery arcs - and doing some replaying - and the decisions my captain makes baffle me.

    I've got a (half)Rom captain as my main toon, and I guess I'm making decisions from both roleplaying and out-of-gameplay perspective.

    Impossibility of Reason I know this is a flashback, I know I wasn't one who made these decisions - but they still seem reckless as hell.

    USS Buran is blown up. By nothing short of a miracle, a shuttle survives - but Captain Lorca is gravely injured and needs medical assistance. Do we send a shuttle with him and try to make it through enemy lines?

    All right, my captain is a good pilot - he might risk doing it. My other char would say negative. We can't risk a grand total of [me, my boff, Ellen, Amna, Kerwin, and Th'Pev] for Lorca's life. What we need to do is get the hell out at maximum warp and get everyone to safety as soon as we can. Lorca survives two nights on a snowbound planet just fine. His injuries clearly weren't that grave.

    Suppose we do risk sending the shuttle (and, for some reason, take seven people instead of a skeleton crew of pilot+medic or two+Lorca himself). Why on earth do Buran survivors come along? Y'all already survived a ship explosion. I'm not going to let you get killed or captured in the shuttle, that's way too cruel. Are we really out of all eligible crew?

    (...Ellen must feel awful about her girlfriend dying, more or less, because of her call to take her along on the shuttle with Lorca. And the cruel twist is in the <spoilers for Discovery> reveal that it was all for nothing.)

    All right. We're preparing to summon Starfleet, knowing that the Klingons are coming for our ass too. Do we use our phasers to melt snow and build traps+fortifications in advance? Do we make some stone barricades to the entrance to our cave? Do we take Lorca and nope as far away from pursuing Klingons (who apparently land on the same place our shuttle is) as we can, because Starfleet will lock onto our combadges anyway? No, none of these.

    Okay. Well, Lorca is alone and a sitting duck in his cave. Why don't we give him the remote control to the explosives, instead of leaving it with our engineer (who gets himself killed in the stupidest way possible), just in case the Klingons circle us and get to him? Nope.

    Amna gets killed because nobody in Starfleet has heard of a detonation fuse!

    Finally, Th'Pev. This is more of a gameplay-and-story-segregation, but at the time we leave him behind, the Klingons aren't exactly on our heels. We've already lost Kerwin, we're six people strong, and Lorca is injured. In any other situation, leaving someone behind might be smart, but there's too few of us. Besides, the Klingons can just walk around him for all they care - they are too numerous. It's not like he has a machine gun and can make the entire path unpassable. From the cutscene, he doesn't slow them down much. And yet, on Lorca's word, we pointlessly get another member of our crew killed?

    Someone on this subreddit is probably way more knowledgeable about tactics than I am. Please, correct me if I'm wrong.

    Para Pacem Here's another good one. My captain's fought Terrans before (and, going by the game missions, so has everyone). A 23rd century ship pops out of a timey wimey wormhole, and the captain says she's seeking asylum. What do?

    Well, assuming we don't have Daniels on speed dial for some reason, we still wouldn't want to muck about with timeline, right? Instead, we blow up countless Klingon ships and kill a bunch of Klingon boarders. Apparently, non-humans don't matter to the timeline.

    Okay. Suppose we do aid ISS Discovery - we're the Federation, after all (...if we are the Federation). And it makes sense to stop her warp drive from blowing. Tilly orders us to repair her engines-

    Uh, how about no? How about we beam the survivors to our ship instead, if the lot of you are truly seeking asylum? But noo, our captain falls for it like a fucking chump. Klingons warp in, and Discovery starts moving at high speed towards Parvo-

    Don't we have something to stop them? Like an oh, a tractor beam? Or firing to disable? Terrans are sure as hell not up to anything good in this scenario!

    But, no. We let Tilly beam onto Parvo and weaponize the local fauna. Great job.

    Oh, and Tilly gets half her crew killed because she doesn't let them in onto her plan. I get it, Terran Empire is built on backstabbing, but damn it, how do these people even get anything done if they spend most of the time killing each other off? Did she think the mutiny would make her surrender look more authentic?

    Oh, and in the next mission? We got Tilly on the ropes against a console of an unknown purpose. Instead of phaser-to-stunning her before she can open her mouth, or, failing that, a swift TR-116B stock to the teeth (because that's what my character is wielding, thank you, not a tiny pistol) we let her punch in an unknown sequence and then let her monologue until she gets beamed out.

    Great. Job.

    submitted by /u/java-worth
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    Hello All!

    Posted: 01 Jun 2020 06:55 AM PDT

    Hello there all. New to the game but not MMOs. Started as a Federation Science Officer and picked up a Jupiter Carrier, I've been looking online but build info is pretty fragmentary and out-of-date, I posted in STObuilds but they deleted my post as it wasn't a complete build already. Looking at playing some kind of support or maybe a beam boat unless a total Fighter DPS option is viable? Any tips or reps to work on for best endgame build? Playing on Xbox, if anyone is looking for an endgame player like this for their Fleet let me know!

    submitted by /u/ToadSage22
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    Slew Of Questions From a Returning Vet Trying to Get Back Into Endgame Gearing

    Posted: 01 Jun 2020 04:53 AM PDT

    Quick background. Played for like a year between 2011-2012. Have been back for about two weeks and brought my main toon (Fed Eng Cpt) up from 50-65. Picked a ship, the Gagarin class cruiser. Feels most similar to the Excelsior Retrofit I used to fly, in that you could do a little more damage than the typical cruiser but still also tank. I was sitting on the Assimilated Borg set from way back when, and so have upgraded those to use in the meantime. Got to 65 just in time for the start of the "Galactic Red Alert", and that feels like an excellent boost to start my grind into end game gearing. I've looked over reputations on the wiki, and I think I've targeted what I want to go for, but it's going to be like a month and a half to hit Tier V with these factions, so questions.

    Mechanics

    1-Does increasing engine power/speed increase your defense setting? As difficult as it is to keep targets in the ideal firing arcs, I want to know if I'm okay trying to basically park myself to shoot, or if I really need to enforce moving/shooting behavior in myself.

    2-Kind of a mechanics question. How are people parsing their DPS?

    Gearing

    1-Discovery 4 piece space looks nice. Recommended for a battlecruiser that has both DPS/tanking ambitions?

    1b-Discovery 3 piece space weapon set looks nice also. Does the torpedo fire fast enough to keep up Mixed Armament Synergy (MAS) on beams or cannons?

    1c-Is the damage from the 3pc bonus good, very good, or just okay?

    2-Looking ahead at the Adapted Borg Set, is the damage Cutting Beam from it+Assimilated Tractor Beam from Assimilated 3pc good, very good, or just okay?

    2b-Does the cutting beam count as a beam for purposes of MAS if it was the only beam weapon equipped?

    3-Keeping rolling with Borg stuff, are the Assimilated Plasma Beam Arrays worth upgrading to Epic as mainstay weapons for PvE? I lean towards them because I already have them and the Lukari 2pc space weapon set looks good as well for bonus plasma damage. Looks like I can get +50% plasma damage from a pair of universal consoles, and that seems about as good as you can get.

    4-I'm not interested in being a super whale in this game, but I do have an amount I'm willing to spend. I have at least scanned all the universal consoles on the wiki.

    4b-Hull Image Refractors/Hyper-Focusing Trinary Arrays. Are these as powerful with their passives as they appear to be?

    4c-General idea for consoles (at least for non science/carriers??) still to put max weapon damage of your favored type in tactical consoles and as many other +damage universals as you can in eng/sci slots?

    Speccing

    1-Being an engineer captain, I went to max out my ultimate engineering ability and then put 1 pt in most all main sci/tac paths to at least get something out of each.

    1b-Is the engineering ultimate worth pursuing or should I be trying to fill out more selective paths that may not hit an ultimate?

    2-While I've looked over the different reputation factions for gear, I haven't been able to wrap my head around what traits to target yet. Any of them stand out as "you really should be targeting this"?

    3-Kind of a build question, but if you'd indulge me. If I go beams, should I really be committing to 7 beam arrays (+1 turret for MAS) and broadsiding? Or would cannons/turrets/1 torp be as viable from a DPS point of view?

    I'm definitely anxious to figure out what kind of weapons build I should be going with, because I don't want to keep rocking my MK XI stuff. Thanks in advance for anything you guys can provide. Trying to get some more general info so I can formulate a build to take to r/stobuilds to let them pick apart.

    submitted by /u/spiritwalker83
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    I don't really know how to put this without it sounding like a rant to which there is no useful response but only "git gud"

    Posted: 01 Jun 2020 09:59 AM PDT

    I just went into combat with a Dyson BZ Rex and got immediately spammed with orbital strikes that knocked me down repeatedly so I was stunlocked until I died. Literally couldn't take any action. All my gear is carefully selected, of the best possible quality. I just couldn't use any of it. I have Motion Accelerator, but that only provides "immunity" (scare quotes because there is no such thing as CC immunity; it's just repeatedly cleansed) to Hold, Root, and Slow. It does nothing about being knocked down, knocked up, knocked back, pulled, repelled, placated, confused, etc. (The "Sure Footed" trait is basically worthless because it only protects against one variety of knock and then only actually works half the time, because cleansing an instant effect like a knock doesn't even make sense and the trait should probably go the way of the crew mechanic.) And this is one of the better outcomes, where I didn't simply get killed in one hit as frequently happens in this game whether it's a telegraphed mechanic or not.

    This doesn't happen every time, of course, and a better build helps, but whenever I run into this I feel like a huge fool for putting in any effort at all.

    Here goes my effort at a constructive suggestion. You know how 99% of games will give the player some invincibility frames after taking a hit so that they don't collide with an enemy and instantly lose all their health? Maybe STO could benefit from implementing that for CC so that we don't get hit by a CC and immediately know that we will now be hit by all the other CC and inevitably die.

    Oh, and to forestall any "why are you complaining on Reddit instead of playing the game," the server stopped responding and I couldn't back in.

    Okay, proceed with the "git gud." I can't even blame you for it this time. :(

    submitted by /u/Farranor
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    Bridge officers should have a second melee weapons slot that only melee weapons can go in.

    Posted: 31 May 2020 08:23 PM PDT

    Wouldn't even need them to swap weapon to weapon (I'd expect that makes their AI even worse). For Boffs a secondary melee weapon could just replace the "palm strike" or "rifle butt" melee attacks their primary comes with.

    You get several melee weapons throughout the campaign and it would just make me feel better they might get used occasion instead of just collecting dust in my bank vault. I have Space Abraham Lincoln's Axe for goodness sake I can't just leave that somewhere! Several Batleths from NPC's as well...

    submitted by /u/RASPUTIN-4
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    Can you upgrade advanced phasers?

    Posted: 31 May 2020 11:49 PM PDT

    These are the phaser beams that come with the legendary carrier from the tenth anniversary edition. It has the infinity symbol in it.

    Did you have to upgrade it to mark xv?

    submitted by /u/tatang2015
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    Looking for a new fleet and have a question

    Posted: 01 Jun 2020 05:16 AM PDT

    Looking for a new fleet and have a question

    Hi All! I'm a member of a fleet and have been in the same one for about a year, I won't name it but i have contributed a lot to this and am still at the lowest rank and haven't really reaped any benefits of contributing, everything is still at tier 0 still and it seems the higher ranks don't have any answers or really care as they do not respond to messages on discord or in game (it sucks but i can't blame them, i think the fleet has just died from inactivity and they've given up). one quick question though, if I leave this fleet will I lose all my fleet credits?

    thanks! and please anyone with a fleet looking to recruit here is a screen-cap of the star-base leader-board that I'll use as a resume. I've blocked out everyone else's usernames. I'm looking for a easy going fleet and meet new people to play with, I've been solo since launch basically.

    thanks again captains, i hope you are all flying safe o7

    https://preview.redd.it/6245w56jia251.png?width=851&format=png&auto=webp&s=7718d8b61583e1dcc24ecc94ad68ad3812abbba7

    submitted by /u/TheWanderer19900
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    Improvements I'd like to see in STO.

    Posted: 31 May 2020 02:51 PM PDT

    STO has been getting better in a lot of ways, but there are still things I'd like to see to improve the game and the gameplay experience. Some are easy, some are less easy.

    First, events. The new methods of events spreading over multiple months is great, as are the potentially larger prizes, but there's still fairly widespread commenting about the grind. The smaller Red Alert "event" is a good way to avoid this - smaller, shorter, with variety. I think they should take this idea and expand on it.

    It would be better if they created an Event store, like the Weekend store of old, and move all of the old event items into it - weekend events, anniversary ships, everything. They need to create a new currency - or reuse an old one, like the TFO marks or the Weekend tokens. This currency would be earned by daily tasks, similar to the current Red Alert event, at one token per day. Then people could spend the new currency to unlock the items, which could be priced anywhere from 1 to 150 tokens. Maybe 5 tokens for ground items (or ultimate tech upgrades), 10 for space items, 50 for T5 ships, 100 for T6 ships, 150 for the 1000 Lobi/T6 coupon pack (Obviously the numbers are just placeholders). And it'd give them another bonus weekend to promote - double tokens! And since the tokens would be a daily thing, there'd be no need for the 14-day grinds anymore. They could define a different TFO every day to earn the token, or even story missions. This would get rid of the grind while also encouraging daily logins and playing of different content, and give new players a reasonable chance of getting the old event items.

    Second, reputations. Reputations are another grind that can burn people out. The biggest problem with reputations isn't getting the marks or resources, it's all the damn clicking to keep the projects going. I'd like to see a new token - hourly, daily, and 20-days. The 20-day token would be enough to get to T5 for a sponsored character; this would be great for new players and characters. They could focus on playing the game and earning the necessary marks, then kick off the 20-day project for a rep. After that they can switch to the next rep, playing and earning marks for it, and then the next. So instead of logging in daily to do the chore of clicking some boxes, they would be encouraged to log in and actually play the game.

    Finally, fleets. I feel that fleets are an incredibly flawed idea. Fleets are intended for large groups of people, but every other day we hear of someone that wants to start a fleet for just themselves, or themselves and their friends. These people will quickly find just how much of a painful grind it is to build up fleet holdings and try to unlock access to the desirable fleet gear, and how often they'll get hung up on certain resource types. But on the flipside, if they try to join a large, developed fleet, they'll find that it's difficult to earn fleet credits as they have to compete to contribute to projects which can fill up extremely quickly. Armadas were supposed to help with this, but the more desirable items to contribute are so often locked out, and it relies on the leaders of all the fleets in the armada actually keeping projects going. Oh, and the interface sucks; it's really horrible.

    The real fix is to expand the colony's coffer system. Separate contributions from projects - allow players to contribute whatever they want, whenever they want, to a fleet coffer. But instead of storing the specific types of contributions, convert them to another currency - fleet resources. Let fleet leaders use fleet resources for projects, and let them also assign the fleet resources to other fleets in the armada. This would let people earn fleet marks whenever they need them, and let armadas really help the fleets contained in them.

    So, yeah, that's what I'd like to see. An event store with a currency that can be earned year-round, and an end to the 14-day grinds. A 20-day reputation token that would let people play the game. And a fleet coffer revamp that would help small and large fleets alike.

    submitted by /u/Perrin42
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    T5 Orion Marauder Carrier vs Fek’lhri Kar’fi

    Posted: 31 May 2020 07:33 PM PDT

    Greetings fellow Captains, I'm new to STO for the last 2 months and seek counsel. I love my Vo'kuv but don't see me investing in a T6 carrier just yet. The T5 Orion Marauder looks better stats wise but the T5 Kar'fi is a Level 50 ship. Is there some underlying coding that makes the Kar'fi a no-brainer because of the level difference or are the Marauder's Boarding Shuttles so useless as to not bother and take the Kar'fi because you can put frigates on it... newb problems...Thanks in advance for all opinions.

    submitted by /u/CptRamat
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    Looking for an XBox captain with access to the D7 MW FDC to help me take some size comparison shots.

    Posted: 31 May 2020 07:09 PM PDT

    I wanted to get some screengrabs comparing the classic D7/K't'inga and the TOS Connie and DSC Connie to the size of the new D7.

    If you can provide the D7 MW FDC, I'll provide the rest.

    Bonus points, though, if you also have a T2/T6/Legendary Connie for side-by-side comparisons to my Konnie and Donnie.

    submitted by /u/The_Trekspert
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    Whatever happened to the impulse glowing dot being removed?

    Posted: 31 May 2020 12:30 PM PDT

    Update to default ship Trail FX:

    • These changes include the minor updating of many impulse engine and shield items with visuals to work with the re-tooled default trails.
    • The impulse engine glowing dot is gone.
    • The dot will only appear when full-impulse is activated.
      • This means the glowing dot serves as a visual tell for the player when full-impulse is activated, even when throttled down.
      • The dots will still appear for shield/engine visuals where applicable.

    https://www.arcgames.com/en/games/star-trek-online/news/detail/11252073-pc-and-console-patch-notes-for-9%2F10%2F19

    Whatever happened to this because I still see the impulse dot all the time in normal flight and warp regardless on default skins and no shield/engine visual. Would be nice if this also applied to engine visuals though like the maco engines where the dot clashes with a lot of the impulse engines themselves.

    submitted by /u/neok182
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    Probably stupid but is it ever explained what this thing around my ship is? Is it warp? And what level did I get this at?

    Posted: 31 May 2020 01:45 PM PDT

    Species Unlocks: A Pitch

    Posted: 31 May 2020 09:06 PM PDT

    A long time ago, Cryptic made species unlocks. Then they stopped making them because nobody bought them, at least by conventional wisdom, and Cryptic generally lost money on them.

    What if the reverse was true and they were too cheap to the extent that it devalued the purchase? That's a real thing in economics with luxury or status goods. And on top of that impacted gameplay too little?

    So here's my pitch:

    Add a species account unlock to the individual lockboxes but not the Infinity Box. Less desirable than a grand prize ship but not tradeable either. This creates incentive behind the individual boxes to be rerun or have some resale value. Around 2% account bound drop. Each species themed to the lockbox and faction unrestricted among 25th century factions. Maybe select ones like other Dominion species or TOS Caitians also get a default faction in addition to the base 3.

    Then you have each premium species as an option for around 5 million dilithium as a dilithium sink. Still account locked but as an alternative to old lockboxes.

    Now... To drive incentive up, premium species get synergy with Lockbox and Lobi items. In the case of, say, Liberated Borg, they get the ability to assimilate Borg with lockbox assimilation space console and ground module. Not a straight power boost but rather a little bonus like that. Maybe an extra device slot on thematically related lockbox ships.

    Okay... Now, yes, I am talking about Liberated Borg and Talaxians being on the table here but this change would mean they get some minor QoL perks added, still included with an LTS, and throw in one free species voucher for Lifers every anniversary event. Has to be claimed during the event by logging in to make anniversary events even more of a proper homecoming.

    Premium species vouchers might be offered other ways such as an option during meta-events in place of the 1000 Lobi or whatever. Maybe 2 as an option instead of 1000 Lobi.

    So you have the species obtainable several ways, none cheap:

    • Individual lockboxes
    • 5 million dilithium
    • Once a year for lifers on top of 2 starting ones (Talaxian and Liberated Borg)
    • x2 as a Meta-event unlock in place of T6 ship or 1000 Lobi
    • Assorted promotions and giveaway keys for charity or publicity

    In exchange for this, the species would get some extra love in terms of traits and costumes, giving them synergy with related hard to acquire items. Again, my gold standard would be Liberated Borg being able to assimilate Borg (which Picard alluded to in a sense). Not a huge numeric but definitely a noticeable mechanical quirk. Maybe one species can call a ground or space trader without a device in inventory. Maybe Terrans are a species and they get upgraded, visually distinct Security Escorts, Fabrications, and Anomalies of certain types. Nothing that wrecks DPS charts but a prestige effect. Maybe Terrans get a Captain's Woman or Man special tailor customizable BOff who can be summoned as a pet in ground zones.

    Obviously some species already exist so maybe the Cardassian lockbox species unlocks TNG style Cardassians with an interrogation ability to hold an NPC and generate an extra loot drop that contains fleet commodities without killing them.

    I think you could have one for every type of lockbox.

    submitted by /u/bardbrain
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    A more accurate promo image for the Red Alert event would be...

    Posted: 31 May 2020 07:41 PM PDT

    Original picture in question

    A more accurate picture would be (insert all manner of alien species ships that players can get from lockboxes, including some of the very ones they are fighting in the Red Alerts) vs the bad guys :p

    submitted by /u/trekfangrrrl
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