Bleh. Was hoping you were still active so we'd be one person closer to having a RT fleet. :p
I want to so bad! But like usual, I fail, I promise to try and to try NOT to fail Leon! THinking I would prolly be a Science Officer (Blue Shirt) of type. Think they may get Tri-cobalt devices maybe? /shrug
Science are healers/buff/debuff. Weapons aren't career-locked; you get them as normal drops. Tricobalt torpedoes are just normal weapons. :o
Leon can you link me the explanation of the different ... things on STO? so I can choose ... what I want to play as :/ I was too busy watching MS fail to read it :p
Each class has a certain focus and can perform one or more group roles, as well as a starship that best matches that particular class.
Engineers are best suited in the Healer and Tank roles. Tanks take the brunt of damage in battle and try to attract all enemies to themselves, while the DPS or Damage players do the majority of the actual firing and damage. As healers, Engineers are adept at healing hull damage, although they also have strong shield healing. Their focus is primarily on survivability and resilience in space combat, while supporting their Away Team in both space and ground combat with fixed-position automated weaponry, shield and medical generators, technological buffs, and other repairs and improvements. Engineers wear the color gold for their uniforms and are ideally matched with a Cruiser, which is also best suited for tanking. Their equipable kits generally involve fabricating turrets and shields, supporting your team with weapon buffs and drones, and laying mine barriers and bombs.
Science officers are most useful in the Healer and "Buffer/Debuffer" roles, where they provide healing and buffs for allies (and themselves), as well as powers that weaken and disable enemy NPCs. In Ground missions, Science officers can be the primary source of team healing, but are also in possession of abilities that control or debuff enemy resiliency, damage and movement. Science officers wear the color blue and are ideally matched with (of course) Science Vessels, a ship class who's onus is to weaken and control its enemies, and provide some healing on the side . Their kit powers are generally for healing allies and weakening enemies.
Tactical officers are most useful in the DPS or Damage roles; they do their best work while dealing damage to enemies in ground and space combat. Tactical officers wear red and are best matched with an Escort vessel, which is also the best starship in terms of inflicting damage to enemies. They do this through maximising the damage output of their Energy (Beams & Cannons) and Projectile weaponry (Torpedoes & Mines), and through increasing that potential through Attack Patterns. The kit powers allow them to put out increased damage as well as spike damage (one-time concentrated bursts of firepower), AoE (Area of Effect) damage via grenades, and abilities that that improve the damage output and staying power of his/her allies.
As for factions, as of this update, you can now choose to join the Federation, Klingon Defence Forces, or the Romulan Republic. Each has their own unique story, although apparently the Romulan one eventually joins up with either the Federation or Klingons depending on which you choose to ally with.
Bleh. Was hoping you were still active so we'd be one person closer to having a RT fleet. :p
I want to so bad! But like usual, I fail, I promise to try and to try NOT to fail Leon! THinking I would prolly be a Science Officer (Blue Shirt) of type. Think they may get Tri-cobalt devices maybe? /shrug
Science are healers/buff/debuff. Weapons aren't career-locked; you get them as normal drops. Tricobalt torpedoes are just normal weapons. :o
Leon can you link me the explanation of the different ... things on STO? so I can choose ... what I want to play as :/ I was too busy watching MS fail to read it :p
Each class has a certain focus and can perform one or more group roles, as well as a starship that best matches that particular class.
Engineers are best suited in the Healer and Tank roles. Tanks take the brunt of damage in battle and try to attract all enemies to themselves, while the DPS or Damage players do the majority of the actual firing and damage. As healers, Engineers are adept at healing hull damage, although they also have strong shield healing. Their focus is primarily on survivability and resilience in space combat, while supporting their Away Team in both space and ground combat with fixed-position automated weaponry, shield and medical generators, technological buffs, and other repairs and improvements. Engineers wear the color gold for their uniforms and are ideally matched with a Cruiser, which is also best suited for tanking. Their equipable kits generally involve fabricating turrets and shields, supporting your team with weapon buffs and drones, and laying mine barriers and bombs.
Science officers are most useful in the Healer and "Buffer/Debuffer" roles, where they provide healing and buffs for allies (and themselves), as well as powers that weaken and disable enemy NPCs. In Ground missions, Science officers can be the primary source of team healing, but are also in possession of abilities that control or debuff enemy resiliency, damage and movement. Science officers wear the color blue and are ideally matched with (of course) Science Vessels, a ship class who's onus is to weaken and control its enemies, and provide some healing on the side . Their kit powers are generally for healing allies and weakening enemies.
Tactical officers are most useful in the DPS or Damage roles; they do their best work while dealing damage to enemies in ground and space combat. Tactical officers wear red and are best matched with an Escort vessel, which is also the best starship in terms of inflicting damage to enemies. They do this through maximising the damage output of their Energy (Beams & Cannons) and Projectile weaponry (Torpedoes & Mines), and through increasing that potential through Attack Patterns. The kit powers allow them to put out increased damage as well as spike damage (one-time concentrated bursts of firepower), AoE (Area of Effect) damage via grenades, and abilities that that improve the damage output and staying power of his/her allies.
As for factions, as of this update, you can now choose to join the Federation, Klingon Defence Forces, or the Romulan Republic. Each has their own unique story, although apparently the Romulan one eventually joins up with either the Federation or Klingons depending on which you choose to ally with.
Kewl thanks, looks like i'll be tactical... does faction matter in terms of socializing (like if I were to want to play with you..)
This is a thread that I found on another website I post at. It can be really really interesting. I thought it deserved a place here.
Post your random thoughts for the day here, or anything else that intrigues you.
For starters, is it possible to give constructive critism to someone who doesn't have a neck? I totally just walked by a girl who didn't. Someone isn't getting a necklace for Valentines day!
And who decided black and white can't be colors? I want to say a racist. I really do.