Hmm can't edit. Oh well, say hello to my Exploration Cruiser and Peregrine Fighter. :)
For those getting into the game, here is a quick guide to starship combat (ground is easy, spam Expose attacks until the enemy is Exposed then use an Exploit attack for massive damage. Remember to aim for 1/3 more damage).
You are aiming to get the enemy's hull points to 0. They will have shields that reduce damage to the hull by a significant amount and the hull repairs over time based on how many crew members are alive. Torpedos are ineffective against shields but devastating against hull and can kill crew members even with shields up to help cripple the hull repair rate. Drop one of the enemy ship's shield facings and throw a torpedo in the gap to cause maximum damage.
Weapons are mounted in the fore or aft weapon slots and have a firing arc, the wider the firing arc the lower the damage. These range from low damage turrets with 360 degree fire arcs to cannons with heavy damage but a narrow 45 degree fire arc. Cannons will want to go head on at the enemy all guns blazing whilst heavy vessels will favour beam arrays; their 250 degree fire arc allows overlap between fore and aft at the side of the ship and good for broadsiding the enemy for maximum damage.
A ship's power system is split into 4 subsystems, each with a different purpose. Power is assigned to each subsystem and this affects the ship's operation, with power boosted in one subsystem drawing power from other subsystems up to a maximum of 125. All subsystems have a base rate of 50 power. Going above 50 grants a scaling boost to that subsystem whilst dropping below 50 will decrease it. Example, at 100 weapons subsystem power you will deal 200% damage, but going below 50 power you will deal less then the base damage of the weapon. The four main subsystems are:
- Weapons: Increases energy weapon damage with higher power levels. A power level of 0 will disable weapon systems. Torpedoes and Mines are unaffected by this setting (I guess they have their own power sources!)
- Shields: Increases shield operation with higher power levels. Shields at power level 125 will gain a 30% damage resistance bonus. A power level of 0 will drop all shield facings. Note that shields can also have power boosted to individual facings manually or spread over all four facings.
- Engines: Increases ship speed with higher power levels. A power level of 0 will disable engines and leave you immobile. Impulse engines with the Thrusters ability will provide a small bonus of 25% engine speed to keep you moving if engines are disabled.
- Auxiliary: Improves weird science abilities and can be diverted to other subsystems or areas of the ship like Structural Integrity Field to provide a boost with the appropriate skill.
Ships also have Emergency Power to boost the power levels temporarily to a subsystem with another bonus effect such as increased weapon damage or shield heal. It is recommended that you have two Emergency Power abilities minimum and cycle between them. This is separate to Auxiliary Power. Consumable batteries can also be used to provide another boost of power.
Energy weapons also have a power drain, typically around 10 power, which is deducted from your power level each time it fires. Keep an eye on your weapon power level if you have a lot of energy weapons as they may drop the levels so low that they do little damage (Firing 4 beams at -10 power each will eat 40 power, not good if you only have 50 assigned to the weapons subsystem!). Torpedos and Mines do not drain power.
Keep an eye on your shields, if they fall low then use Emergency Power to shields or Science Team for a restore. Turn low shield facings away from the enemy to protect them and show your strongest shield facing! Bear in mind some shields have bleedthrough, this means that a percentage of damage hitting the shields will go through to the hull. These are typically shields with a very high capacity as a trade-off for having such strong facings. Science Team will heal your shields whilst Tactical Team automatically distributes power to shield facings under attack.
Your hull will take a pounding at some point so Engineering Team will be helpful for a quick repair. Hazard Emitters will also remove Plasma Burns and other nasty damage over time effects that ignore shields and damage your hull directly, it also provides damage resistance and a small hull repair over time.
And if all else fails...
Ram the enemy ship with Ramming Speed below 50% hull then blow it up in their face with the auto-destruct sequence below 25% hull. ;)
Fleet-wise, due to the work involved in getting one up and running, me and my mate decided to can our own fleet and we've instead found that Rock Paper Shotgun have an official STO Fleet just starting out!
Rock Paper Starship - the Star Trek Online fleet.
We've joind up and there are about 20 members, all friendly and fun with no demands for hardcore/constant involvement. As long as you chip into the projects once in a while, your in with no major commitment required. :)
So I'm all signed up and am bewildered at the choice of races and jobs etc.
Is there really any advantage to choosing one race over another or one job (science/engineering/tactical) over another?!
Signed up and signed in last night.
Federation Tactical, did the first few missions and getting the hang of it.
IGN is Xalent, not sure how the in game friend system works, got spammed by a few fleet invites but guessing that's the usual addon spam that usually leads to bad guilds/corps/fleets so ignored those.
Tactical has damage boosting skills and they favour Escorts/Birds of Prey which in turn are lightly armoured but pack a powerful punch with forward cannons.
Engineering has survival and power management skills and favour Cruisers which are slow but hard to kill and prefer to broadside enemies with beam weapons as it's hard to get an angle with narrower weapons.
Science I have never played but they favour science vessels that can knock subsystems offline and do all kinds of crazy exotic stuff.
Any class can use any ship and there are a number of other class ships like carriers with hangar wings full of fighter squadrons. I recommend sticking to the recommended ship type for your career at first to get the hang of things.
What are all your IGN's? Will hopefully get on tonight and do the first few missions (I made a dummy character to try it out and it seemed cool, so I'm now going to go back and make a proper one.)
Will hopefully be able to play with you all in the fleet and stuff, I never normally do MMO's because it's impossible to find and join in with a group that don't end up splitting/go inactive after 2 days.
It's Character@Global so if you add people with @Global you will be fine. Mine is @Arsonwulf
If anyone wants an invite to Sable Squadron I will ask the leader tonight. We just restarted and have a small number of players at the moment building a starbase from scratch and doing fleet missions for marks to build it with. :)
Hit 50 and picked up an Odyssey Star Cruiser. It has a very solid hull but turns like a very heavy brick!
I hit 50 too on Sat. Got no option of a new ship thought, and I'm not splashing out £15 for a upgrade!!!
TBH the current tier will serve you well enough. My Odyssey was a freebie from an event ages ago. :)
I'm going through the episodes for gear then going to work on Reputations for the top Mark XII stuff. Collect as much dilithium on the way as you can as it's used for converting to ZEN or buying end-game gear. :)