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Thread: Star trek online

  1. #1321
    Movember 2011Movember 2012 Nordstern's Avatar
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    Okay, so 3 of us banded together to try the hard Tholian ground missions. Here's what happened.

    First up was the Tholian leader. We tried my plan of crowding the platform, shoving the boss off and spamming security escorts and Shard of Possibilities (decoys, yo), which worked fine until something unexpected happened. The boss started counterattacking! He never did that when I soloed him earlier! And then he disappeared, leaving a bunch of portals which we had to go close up. While this was not difficult in the least, it did have the effect of scattering the NPC summons (lol DnD term). They walked through the chemical pools, dying like flies. Then the boss came back and attacked with a vengeance. With only three captains and most summons dead, I couldn't distract the boss long enough to revive my fallen comrades. We all died. MISSION FAILED

    Lessons learned:
    1. Summons are critical to whittle down the boss and act as decoys.
    2. Spreading out like in Infected Ground's last room is probably not a good idea. Bunching up is not necessarily bad.
    3. Consider holding off on the summons until the first set of portals is closed.
    4. Boss seems to reappear after last portal is closed, so reassemble all but one person on the platform before destroying the last portal. Last person should use a sniper rifle or other long range weapon so they don't have to run so far.
    5. Boss regenerates health at times, but it's not particularly annoying.
    6. You will need five people, preferably 2-3 tactical captains. This is because of the extra firepower summons and team DPS buffs.
    7. You will need Shard of Possibilites, and possibly Triolic Pattern Enhancer (if you're used to the visual distortion).
    8. If you have MACO set, bring the shield and weapon so you can recharge your shield when needed (which is often).
    9. Stick blue and purple doffs in your active ground slots that give bonuses to Security Escort, Quantum Mortar, turrets, shield/health boosters, etc.

    Second up was the self-destruct mission. This one is set up in a somewhat small area. It's basically castle defense. Actual battle footage of our attempt:


    We tried 2-3 times with three people. We failed miserably because the cannon fodder prevented us from storming the actual threat: the "artillery", i.e. the Tholian Commanders that seemed to launch rockets at the computer core.

    Lessons learned:
    1. BRING MORE FIREPOWER. Summons, turrets, orbital strikes. Whatever you got, bring it.
    2. Medical/shield generators will make a huge difference, especially when placed right behind walls near ramps where Tholians can't shoot them, but players/summons can use the wall as cover.
    3. All science/engineer captains should have sniper rifles to take out commanders on the high ledges. Use Orbital Strikes.
    4. Stage 3 and 4 is where the shit hits the fan. KEEP FIRING.
    5. Lessons 6-9 above. Triolic Pattern Enhancer makes sense in such a small defense area, but the large number of hostiles makes it unwise.
    Last edited by Nordstern; July 31 2012 at 01:40:33 AM.

    roh roh, fight da mirror powah
    Federation Horticultural Corps

  2. #1322

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    Was discussing Mirror Vor'cha in-game, here's what I roll:


    All guns/launchers are XII Borg.

    3x Disruptor DHCs + 1x Quantum Torpedo for fore
    4x Disruptor Turrets for aft

    Jem'Hadar Deflector (Am switching to XII KHG soon as I get a deflector drop)
    XII KHG Shields
    XII KHG Engines

    Devices are Subspace Modulator + wtf ever you want

    4x Neut Eng Consoles (Taking recommendations on what to swap for)

    Field Generator + Borg Console for Science Consoles

    3x Disruptor damage mods for Tact
    Boffs:

    LT Tact Boff - Torp Spread 1 / Tact Team 2
    Cmdr Eng Boff - Eng Team 1 / Aux Damp 1 / EPTS3 / DEM 3
    Lt Cmdr Eng Boff - EPTS1 / Aux Damp 1 / Aux Struc 2
    LT Sci - Hazard 1 / TSS2
    Ensign Sci - Polarize Hull
    Don't know what doffs go best, been told BFI.

  3. #1323

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    I just gave STO PVP a try, how the fuck can you make something that bad?

    Every game, 5 man fleets spider tank fagging.

  4. #1324
    Quote Originally Posted by Nyxus View Post
    For PvE you could fly a shuttle for most things in game. It would just be slow. All captains should be flying escorts for pve (with the sole exception of No Win) because DPS>>>>>all for pve. STF's FLY by if you have decent players in a dps heavy team.
    stf's work great with me being sci capt tanking all the spawns because my fail pug team can't count to 10% before some idiot pops something they shouldn't have and we end up getting swarmed before they actually kill the conduits
    A programmer is just a tool which converts caffeine into code

  5. #1325

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    We need more people capable of assigning projects, we've two empty slots until whoever (Joe/Zergl?) has the authority can get on.

  6. #1326
    Joe Appleby's Avatar
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    Quote Originally Posted by Omega Supreme View Post
    We need more people capable of assigning projects, we've two empty slots until whoever (Joe/Zergl?) has the authority can get on.
    I'll lower the rank required to do that. Currently Eard, me, Zergl and one or two others have the max rank (think EVE-CEO). If you can tell me who is online the most, I will elevate rank of that or those. As I said before, I don't care too much about handing out roles, but I don't want everyone be able to change everything obviously to prevent vandalism.

    EDIT: everyone rank Botanist and up can now manage the fleet holdings.
    Last edited by Joe Appleby; August 1 2012 at 11:15:13 AM.
    nevar forget

  7. #1327
    zergl's Avatar
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    Quote Originally Posted by Omega Supreme View Post
    We need more people capable of assigning projects, we've two empty slots until whoever (Joe/Zergl?) has the authority can get on.
    I'm sure I handed the role out to one or two people a while back. BRB, logging in, handing out to some more.

  8. #1328
    zergl's Avatar
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    Quote Originally Posted by Joe Appleby View Post
    Quote Originally Posted by Omega Supreme View Post
    We need more people capable of assigning projects, we've two empty slots until whoever (Joe/Zergl?) has the authority can get on.
    I'll lower the rank required to do that. Currently Eard, me, Zergl and one or two others have the max rank (think EVE-CEO). If you can tell me who is online the most, I will elevate rank of that or those. As I said before, I don't care too much about handing out roles, but I don't want everyone be able to change everything obviously to prevent vandalism.
    FYI: I've added the right to manage fleet projects to the fourth rank (one above Botanist) and gave that to someone.

  9. #1329
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    Quote Originally Posted by Omega Supreme View Post
    I just gave STO PVP a try, how the fuck can you make something that bad?

    Every game, 5 man fleets spider tank fagging.

    Yes, STO pvp is like Eve pvp in that it takes :friends:. 5 coordinated people will always own 5 people kirking it up. They are far from unbeatable, I have taken two or 3 people with coordinating builds and on voice coms and beaten premades despite having suck ass pugs dragging us down. Now, you won't beat a serious premade with that but honestly good premades are only made up of about 3 or 4 fleets, far from a majority. Most people in the queue are posers who don't understand why their USS ENTERLOLOPRIZES can't take down 5 people working together against them! QQ haxors!

    Coordination and practice requires friends and time. Endstop. Jumping into any pvp the first time you should get your ass handed to you. Nobody is awesome the first time out. Now is the part where you revamp your build, find your niche and go out with some friends and kick ass as you practice and figure out ways of beating down other teams.

    At least take a friend. I never even queue without at least a partner, anything else is asking for a beating. If you can't find anyone ask in OPVP channel as those folks know the value of a good team and you can at least meet some folks.

    If you need build help then go to the Sad Panda Cubs channel and ask there. The channel was created by one the the preeminent pvp groups specifically to help people in pvp so that they can have more people for good fights.

  10. #1330

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    Since that post I fought a premade team twice, second time roflstomped them even with their retarded tactics, was damn satisfying.

    Also picked up Defiant Retro, HOLY SHIT. Nord told me a lot about it, but since Zeke is never on, maybe he'll chime in on what he knows.

  11. #1331
    DevilDude's Avatar
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    I've been rolling through PvE running episodes and as many duty officer assignments as I can find, I'll probably make rear admiral by next week, so how do I link up with you guys in game?

  12. #1332

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    Quote Originally Posted by DevilDude View Post
    I've been rolling through PvE running episodes and as many duty officer assignments as I can find, I'll probably make rear admiral by next week, so how do I link up with you guys in game?
    Chat channel IG of "fhc".

  13. #1333
    Movember 2011Movember 2012 Nordstern's Avatar
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    I can get your app sorted once you're on.

    roh roh, fight da mirror powah
    Federation Horticultural Corps

  14. #1334

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    [8/2 7:22] [Combat (Self)] Your Dual Phaser Banks - Overload III deals 43252 (20700) Phaser Damage to Cube.


    Randy Marsh.jpg aside, what do the () numbers mean?

  15. #1335
    zergl's Avatar
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    Guessing it's raw versus after resists etc?

  16. #1336

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    Vlad asked about my Defiant Retro fit, put it together with help from Nord and Sad Pandas.

    Items:



    Weapons
    3x DHC 1x DBB fore (I use phasers)
    3x turret aft

    Mods
    Borg Deflector
    Borg Engines (For PVE, switch both this and deflector to MACO)
    MACO Shield

    Consoles
    Eng / Borg + 2x Ablative Hull
    Sci / Cloak + Field Gen
    Tact / 4x damage mod of gun type
    Boffs:

    Commander - Tact 1 / Cannon Rapid Fire 1 / Attack Pattern Omega 1 / Cannon Rapid Firing 3
    LT Commander / Tact 1 / Beam: Target Weapons 2 / Beam Overload 3
    Ensign - Beam Overload 1
    LT Eng - Emer Power Shields 1 + 2
    Sci LT - Polarize Hull / Transfer Shield 2
    Doffs:

    Shield Distro x3 + Energy Weapons Officer + Warp Core Engineer

  17. #1337
    DevilDude's Avatar
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    is anyone watching the dilithium exchange on both sides? I haven't bothered to build out a klink captain but I was thinking since zen is account linked you might be able to double up on dailies and more importantly double up on refining (16k per day) if you can haul in enough raw dilithium, and you might be able to use market disparities to stretch the value of what you get.

  18. #1338

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    Quote Originally Posted by DevilDude View Post
    is anyone watching the dilithium exchange on both sides? I haven't bothered to build out a klink captain but I was thinking since zen is account linked you might be able to double up on dailies and more importantly double up on refining (16k per day) if you can haul in enough raw dilithium, and you might be able to use market disparities to stretch the value of what you get.
    Sign of a true EVE veteran, spotting exploits. Yes, this does work. Myself and another (aristo?) use Fed/KDF to do contraband assignments. KDF can do Marauding for it, and get contraband and mail to the Fed to turn it in. Alternatively both can do it (since both factions get the Confiscate Contraband doff assignment) and go to DS9 and talk to their side's Security Officer (just in front of the ramp going into the exchange/bank/mail area).

    You get 2k a pop for the turn in contraband duty.

    Combined with STFs, you'll regularly hit the 8k cap within hours.

  19. #1339

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    Wanting to know if this scheme will work or not. Basically I want to turn my excess dil into field generators, and sell them for lower than market prices. My estimate is it takes about 7k dil or so + on top of costs for Chronimetric particles. I get the dil from contraband turn in + STFing.

    Use the EC earned from that to buy lockbox keys to open Tholians looking for the Orb Weaver, sell it, continue cycle.

    Any flaws with the concept?

  20. #1340
    DevilDude's Avatar
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    Quote Originally Posted by Omega Supreme View Post
    Wanting to know if this scheme will work or not. Basically I want to turn my excess dil into field generators, and sell them for lower than market prices. My estimate is it takes about 7k dil or so + on top of costs for Chronimetric particles. I get the dil from contraband turn in + STFing.

    Use the EC earned from that to buy lockbox keys to open Tholians looking for the Orb Weaver, sell it, continue cycle.

    Any flaws with the concept?
    you can buy keys for energy credits?

    Also what's your method for farming contraband klink side? I looked on the wiki and the only method I see different to fed side is running a carrier with orion slaver shuttles, which could work well but I don't know how much PvE opportunitys klink captains have.

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