Star Trek: Online - First Impressions

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Feaduin
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Re: Star Trek: Online - First Impressions

Postby Feaduin » Fri Jan 29, 2010 11:39 pm

Damn... I wasn't going to make a Borg character but when I was playing around with the character creator, I got inspired. I even wrote a Bio for her and ran out of room! Don't know who will read it but I don't care. Name is One of Two. From the random name generator.

One cannot remember her real name. She was only a toddler when most of her family was killed during a Borg "attack" on their ship. Her family had secured passage on the Rumrunner, a cargo ship bound for a colony at the edge of Federation space. The Rumrunner was surprised by a Borg sphere that suddenly materialized at a nav beacon that the Federation had cleared just minutes before. The two ships violently collided, causing chaos on both ships. One's family was near a service console when it exploded, killing her parents and injuring her and her twin brother. Borg drones began to assimilate survivors until a Federation ship forced the Borg to flee, but not before they took the twins.

From the accounts of survivors, the Borg seemingly ran into the Rumrunner by accident. Said one witness, "I didn't know they could have expressions. But beneath all the technocrap on their faces, I saw looks of confusion! They were disorganized, scrambling to grab whomever they could." Federation investigators later attributed the incident to a phenomenon known only as a "backspawn". They did not elaborate further.

The Borg were only able to grab a few people during the incident and immediately integrated their new acquisitions. Since the young twins were the only two in their family unit, they were designated as One and Two of Two. With the link to the rest of the collective weakened at the time, thanks to the crew of the USS Voyager, One and Two matured at a time when the Collective was in transition. They were part of the Collective, but they somehow managed to maintain a secret link with each other.

During a mission on Cestus 2, One was captured by Starfleet. Medical teams deBorged her as much as possible and Starfleet Intelligence learned what they could of the current state of the Collective. They were surprised at how receptive she was to deBorgification and she asked to serve Starfleet and be allowed to search for Two and other salvagable Borg like them.
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Re: Star Trek: Online - First Impressions

Postby Sord » Sat Jan 30, 2010 1:22 am

Feaduin wrote:Hel'll hate that I named my new headstart ship the "USS CrunchyBunny" today. It used to be the Dauntless during beta but then using a real ship name meant that I encountered other people who also used the name Dauntless. That's kind of lame too. How can everybody be piloting the same ship? So I joined the dark side. There will always be the jokesters like me running about in any MMO and I bet it will be the same in TOR as well. (That is if TOR will have pilotable ships). I have no doubt I will see something named Lando's Left Nut flying about somewhere.


What about the Defiant, Defiiant, Deffiant, Defiannt, xxDefiantxx, etc! It will be the Legolasssss of Star Trek Online. You heard it here, folks.
Bye space sword!

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Re: Star Trek: Online - First Impressions

Postby Marcallo » Sat Jan 30, 2010 11:33 am

Fead due to the other stuff I missed your entire post about what weapons and ships I liked. In short I preferred disrupters. You do NOT want to get rid of your photon torpedo bank and in fact eventually want 1 or more forward and aft. The reason for this is because phasers and disrupters attack shields. Tachyon pulses are pretty awesome as well for a good shield surge. Torpedoes hurt hulls. Drop a capital ships shields and start firing phaser blasts at it, nothing will happen. It will shrug the attacks off. Put 4 high yield torpedoes into the side of it, and that's a whole different story.

I am going to be making my Tactical officer captain an Escort. I think I'll like the fast combat and the close up cannon usage. The science ship I had in beta was way sturdy and could take a pounding. I am going to try and group as much as possible. But if anyone asks me what I learned at star fleet I may have to put them on ignore. I think I'd prefer to deal with Krunchbunny over Sir Jerkoff who forces me to role play. :D
Dog carcass in alley this morning, tire tread on burst stomach. This city is afraid of me. I have seen it's true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout "Save us!"...

...and I'll look down, and whisper "no."

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Re: Star Trek: Online - First Impressions

Postby Feaduin » Sat Jan 30, 2010 4:11 pm

Hmm.. I'm conflicted now. In Beta, I had so little time that I never got to the second tier to test out the escort vs science vs cruiser dynamic. And playing as a Noob Cruiser at low level prolly distorted my experience with how the beams vs projectiles worked. Since I made that post a few days ago, I was doing a ton of reading on the boards to try to figure out what everything was. I didn't know that adding EPS conduits, RCS consoles and other equipment to my ship combined with the bridge officer's abilities *greatly* affected the way my ship worked... not to mention that in a party, other ships abilities and loadouts could compliments and/or augment each other. Hell, Starfleet Command was a pretty complicated strategy/energy management game but even that game doesn't even come close to the depth of STO. Not even remotely close. So I'm glad the starship aspect has so much detail and complexity.

Anyway, from beta from experimenting last night, I know that torps do no damage to shields but major dmg to hulls. The only problem is that torps have a long reload and a narrow firing arc. With only 2 hardpoints on the bow and 1 on the aft, I placed 1 dual disruptor bank and 1 dual disruptor cannon fore and 1 torp launcher aft. (The following numbers are from Mk1 equipment, skill focus on energy weapons, power settings on max weapons, and engineer spec). With the phaser torp combo, i could lower a shield and perhaps damage a subsystem but I had to be perfectly positioned so I could shoot the torp, have it home in and hit the hull where the shield was down. If the enemy rerouted shield power or if he is turning enough (usually is), my torp would instead hit a barely raised shield and do only 2-3% of the damage from a good hit (1600 avg down to 25-35 avg). Phasers on a hull did around 150-170 at most distances. When I switched to the config listed above, I had to change strategy. Where the phaser didn't seem to change damage from any distance, the disruptors were low dmg from far and high dmg up close. In practice, at 10 km I could start using the disruptor banks to take down shields with assist from the heavy cannon. After a few shots, the disruptors would do increasing dmg from the debuff and the fact that I was closing distance. At 8-9 km, the shield would be totally gone and the cannon damage took it's full effect doing in the 230s avg x 4 shots. Once global cooldown was over, the disruptor bank would be up again and I could shoot it to immediately knock down any regenned shield. And that allowed me to dump 4 more cannon shots in. Each time the bolts would do more since I was closer. For larger capital ships with more hull, at 2-3km the disruptor cannons can do up to 450 avg dmg x 4 shots.

So w/o torps, i could do lower but more consistent dmg and add dmg resist debuff to support others who could torp. Or I could do higher burst dps if i trained bridge officers for torp skills and hope that I can get in a massive alpha strike. So this is what I'm thinking. I like constant dps and I wouldn't mind a supporting fire role in a fleet with the debuff. Also it would allow me to skip the entire projectile weapons tree and use the skill points elsewhere.

I'm not sure yet how my strategy would fit in with any ship class as I've not piloted any of the T2 ships. Indeed, my plan might only work on the Lt Cruiser because it can mount cannons. This might not work on the escort if the front shields can't hold. Reading about the Cruiser, I'm not sure I can use that strat either because of the shitty 61 second turning circle of the Galaxy class. Maybe science? I don't know.

BTW There are Del Tacos all over the place here... they are not diarrhea inducing like Taco Bell is so I will actually eat their food from time to time. I got my pet shuttlecraft yesterday so if anyone is interested I can get you the code for your very own shuttlecraft pet :)
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Re: Star Trek: Online - First Impressions

Postby Marcallo » Sat Jan 30, 2010 6:56 pm

If you could get me a code that would be GREATLY appreciated. I have no del tacos around here and it made me sad.

Try using High Yield with photon torpedoes. It's really amazing. Better than all the other tactical officer T1 abilities I think.
Dog carcass in alley this morning, tire tread on burst stomach. This city is afraid of me. I have seen it's true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout "Save us!"...

...and I'll look down, and whisper "no."

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Re: Star Trek: Online - First Impressions

Postby Feaduin » Sat Jan 30, 2010 10:09 pm

I'll send it via PM....

yeah i did the high yield one where three torps come out at once right? I find it soooo situational you know? I swear the klinks I fought were mashing their shield distrib buttons and burning cooldowns that their shields and hull stayed up most of the time. I can't see how I could time it to where I'd be facing them at the right moment. Hell I don't need to be at the top of the kill lists.. why don't I keep the shields down while you blow them to hell!

Btw, what made you change your mind about the science ship? Also, were you tact, eng or sci?
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Re: Star Trek: Online - First Impressions

Postby Marcallo » Sun Jan 31, 2010 1:35 am

First, thanks for the code. Second, I was a science officer in beta with a science ship. I am using a tactical officer now and want to try out escorts. Eventually get a defiant. I like the idea of using cannons. They're the only class that can I believe. And I like the idea of having a ton of forward weapons to dish out massive damage with. Of course they break really easy. Cruisers dish out damage but they're humongous targets and move really slowly. The science vessels are a bit in the middle average shields, long range sensors, the trick to them however is that they can target sub systems. They're good for keeping an enemies shields down because they can target the system that restores them with their phaser banks.
Dog carcass in alley this morning, tire tread on burst stomach. This city is afraid of me. I have seen it's true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout "Save us!"...

...and I'll look down, and whisper "no."

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Re: Star Trek: Online - First Impressions

Postby Feaduin » Wed Feb 03, 2010 8:22 pm

There's a Tribble guide out on the forums now. It covers everything about the different Tribbles that you can see in the game. It turns out that different Tribbles have different powers and you have to BREED them to get the rare Tribbles that do things other than a basic out of combat heal. I thought I could stop the tribbles from breeding in my inventory when I put it on the boff belts. Turns out that they can eat food on their belts too. I thought my Boffs were just eating food items on their belts right away to cover a 1HP deficiency that wasn't visible on the graphical HP bars. :p

I guess tonight, I'll be breeding tribbles to try for a Damage + buff. The rest of the common ones I'll just launch at the Klingons in torpedoes :D

http://forums.startrekonline.com/showthread.php?t=96340
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Re: Star Trek: Online - First Impressions

Postby Feaduin » Sun Mar 21, 2010 5:02 pm

So there's like 5 threads, a hundred posts, and ONE player on these boards. That is too funny.

Anyway I just wanted to update a little bit on the impressions side of things. This is because the first major free update is due very soon and they made a list of the shit they are adding, shit they are developing, and shit they are looking into. I'm not going to repost it because I just wanted to touch on a few specifics. If you want to see for yourself, go to the Engineering Report in the forums.

Today I wanted to touch a little on a flavor item. Why should anyone care about flavoring? Well I think it goes to the longevity of an MMO. It needs to be as immersive as possible or the world simply won't feel alive and genuine. That's why I was so happy to hear that they are going to be adding in the game of Dabo.

One of the principle complaints about STO is the monotony of going out to kill every alien you meet like you were a Republican Space Ranger from GTA IV's cartoon. Every MMO has kill missions but you must break them up with variety. That was one of the things that kept me playing WoW in the early days. A perfect example of this was the wacky quests that you could get from Gadgetzan. It was nice to be able to worry about something inconsequential like the silly drag race. It made Azeroth feel more 3 dimensional. Now I really know nothing about Dabo other than the fact that you spin a wheel, you stare at the Dabo girl's undercleavage (if you're so inclined), and there is gold-pressed latinum strewn about the table. Just by watching DS9, it seems like it would be akin to roulette with a distractingly attractive croupier.

So isn't adding a Dabo mini-game like adding Gems to Everquest? No. First, Gems was lame and didn't really fit into the EQ world. Second, Dabo can be seen in the TV show at Quark's bar. You watch people have fun but you have no idea what's going on so it's sort of a mystery. The actual game might suck but I'm glad to see it implemented anyway because it shows me that the devs are listening to the complaints and are actively trying to fix the issues. I hope... I know... that they will add in more things in the future. I'd like to see if they could implement more things like:

-ship interiors (missions with aliens taking control, or like the ones Janeway encountered who were out of phase and stuck crap into them)

-More random games like Tongo ( I'd like to know what the confronting and retreating is all about) or maybe the thing that Tuvok plays with the sticks

- holosuite adventures... Let's see Vic Fontaine sing. Let's save his joint from gangsters!
holosuite sports,

Anyway, I think you get the idea.. Make the starbases come alive. Make DS9 full of people and ships, let me sight see on Risa, etc. Fill in the rest of the universe. Might take forever to do all that but I can wait.
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Re: Star Trek: Online - First Impressions

Postby Sord » Sun Mar 21, 2010 11:54 pm

Thats something I've always been curious about. If there were like social gathering places to just go and hang out, such as Quark's on DS9 or whatever. Or cities to explore down on the various planets. I can't imagine that stuff like that wouldn't be in the game but no one has really brought that up til just now so I figured it was kind of non-existent.
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Re: Star Trek: Online - First Impressions

Postby Feaduin » Mon Mar 22, 2010 1:54 am

Actually, they do have a lounges / clubs on the major starbases. But its all NPCs atm. As for DS9, you can order prune juice or a raktajino from Quarks. And he has a Dabo table in the corner... problem was that the Dabo table was just sitting there non functional with some non interactive NPCs standing around it. Didn't feel complete to me like that. There is only one mission that involves Quarks and it's a lame fetch mission. The holosuites are empty and nonfunctional. Planets are small maps and mission specific. That's why people like me complain. I want entire worlds built. They needed another year in development at least.
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Re: Star Trek: Online - First Impressions

Postby Sord » Fri Apr 16, 2010 12:51 am

Let me know when they develop and release Risa, then I'll play! :rofl:
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Re: Star Trek: Online - First Impressions

Postby Kiawah » Tue Apr 20, 2010 9:39 am

Sord wrote:Let me know when they develop and release Risa, then I'll play! :rofl:



I'm sure Risa would have youtube videos, so you're ok.


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