Please use the new Task Force Phoenix blog hosted at WordPress.com.
This site is deprecated.
Salat@maxgenius
Task Force Phoenix
Like the mythical bird that is its namesake, the fleets of Task Force Phoenix rise from the ashes of their predecessor. TF Phoenix is a player community of the game Star Trek Online.
Friday, July 19, 2013
Friday, July 12, 2013
Task Force website w/backup DSA blog
I have established a web server for any material that doesn't quit fit on this blog. This will be referred to as "Salat's Site" for now. I have added a link to this site as a page header in this blog. Currently the site contains a backup copy of the DSA Alliance blog in case the original vanishes, etc.
taskforcephoenix.no-ip.orgAs always, any suggestions or ideas are welcomed!
Salat@maxgenius
P.S. This site is hosted on a Mac Mini (vintage 2007).
Thursday, July 11, 2013
Blog Update Underway
I will be updating the blog shortly with a collection of posts from the old site, some updated for content changes. In the meantime, please bear with us (is that the right form of bear for that saying? Rawr!) while we get the new site up and running.
Thanks,
Garrett
Thanks,
Garrett
Saturday, June 8, 2013
Engineering Regent Build for Karl
Like Salat, Karl is also an engineer in a Regent, however he
wants to PvP and needs a new skills build too.
I’ll base this on the old Salat post and make a few changes.
The Regent class assault cruiser retrofit is a pretty nice
ship, the wide-angle quantum torpedo launcher is even better and is an ideal
weapon for broadsiding. Keep in mind
that you will never be a primary damage dealer as an engineer in a
cruiser. And I mean never. Never ever ever. So to be effective in PvP it’s important that
we not try. In PvP as an engineering
cruiser you will be a) healing your teammates, b) soaking up damage whenever
someone decides to attack you, c) providing support to your teammates on
whatever target they are attacking in that order. Some of the best cruisers I’ve seen in PvP
have done negligible damage (though they could have been even better dropping a
mine launcher in the back or popping some weapons batteries so they could
actually contribute to damage). So what
can he do to get the most out of his ship?
Here is my proposed setup, using equipment that I know he mostly already
has:
Weapons:
Fore:
3x phased polaron beam array mk xii
1x wide-angle quantum torpedo launcher
Aft:
3x phased polaron beam array mk xii (or substitute a mine launcher,
maybe even cloaking tractor beam mine from the Romulan episodes)
1x Borg kinetic cutting beam
Why? The 6 beam broadside is the standard attack
of cruisers everywhere. The wide-angle
quantum torpedo launcher is perfect for broadsiding. The kinetic cutting beam adds potency to the
forward attack, plus a little more to the broadside.
I can’t afford phased
polaron. The weapons you have right now (polaron mk xi very rare) are good
enough, but in PvP phasers are widely regarded as the most useful, since a
luckily timed phaser shields offline can be the only way to kill some top-end
players. Procs, especially ones that do
neat things like phasers and polarons, are more valuable than the little bit of
damage a pure energytype weapon will do, and even moreso in a secondary damage
role. These are fairly expensive but the
good news is that they are the cheapest of the dual-proc reward pack
weapons. You’ll want at least one [acc]
modifier, preferably 2, though that will run with a larger pricetag than you’ll
want. [crtd] is the second best modifier
followed by [crth] with [dmg] bringing up the rear. I wouldn’t bother with phased polaron mk xi
since I don’t like spending big bucks for second best. Save up and get the top-end ones… eventually.
Can a ship support
this many energy weapons at once? Yes. While 6 arrays is the standard, at 125 power,
7 arrays hit approximately 5% harder.
The kinetic cutting beam doesn’t add as much damage but it also has less
energy drain and has a nice set power with the assimilated module and synergy
with the Borg set.
Mine launcher? Who
uses mine launchers? As an engineering cruiser you will, to be effective,
often be running with most of your power to shields and auxiliary to help heal
your team. Your guns will not be so
useful at that point, however a mine launcher is independent of weapons power
and has the added bonus of helping to defeat the spam (fighters, heavy
torpedoes, pirate distress calls, photonic fleets, other mines, etc.) that can
occasionally cause much trouble. They
also will seek out and hammer cloaked Romulan warbirds which is a thing now.
Equipment:
Omega Force Deflector, Omega Force Engine Engine, Omega
Force Shield or fleet elite shield all mk xii if you can manage
Tactical Consoles: 3x polaron phase modulator regulator (or
move one of the universal consoles here so you can use more engineering or
science consoles)
Engineering Consoles: 2x neutronium armor (or substitute one
SIF generator), plasmonic leech, assimilated module
Science Consoles: 2x field generator (or substitute one
Romulan emitter array)
Devices: Deployable turret/Scorpion fighters/operational
assets, weapons battery, shields battery, subspace field modulator
Why? With the full
flow capacitors that you need for plasmonic leech, Omega Force’s two piece
power of tetryon glider will really help take down shields that are often so
tough in PvP.
Why no quantum
chamber? Despite the awesome quantum torpedo launcher, most of your dps in
this build is still coming from the polaron arrays. Look at it this way: there are 6 arrays, with
energy drain lowering their hitting power to about 63% of their tooltip display
damage vs. 1 torpedo launcher doing slightly better than its tooltip display
damage. The arrays will still be
responsible for more of the damage by a ratio of more than 2.5:1. Tactical consoles are additive, meaning that
each console you put in adds the same percentage of your base damage to the
attack. While it may look like more
consoles aren’t helping much, as a raw number damage boost, each additional
console does the exact same as the previous, so you’re not losing any
effectiveness by adding more of the same console.
So we’re using the two
piece Omega adapted Borg technology set? Yes sir. The assimilated module provides a nice little
weapon power boost, plus crit boost and some toughness, while the two piece set
bonus with the cutting beam provides a 2.5% chance proc (so half a proc per
minute per weapon) to boost weapon power and provide power drain resistance,
which is super useful with a beamboat.
What about the shield?
You can go with the full Omega Force set, but if you’re not into grinding more
STFs, the fleet elite shield may in fact be far better. The adaptive stacking damage resistance is
quite overpowered and can result in shields that are very difficult to
overcome. I usually think resilient is
best since there are some attacks that can do damage through the shields and
with RSP it’s often the case that my hull is what’s in trouble rather than my
shields. If you know what your enemies
are going to be using, the specific resistance type can be incredibly helpful,
if not, then the regeneration bonus version is decent for all uses.
Deployable turrets
aren’t very good. Very true, but
what else are you going to put there?
Some of the higher-end deployables can be moderately effective for
damage, and many can help draw fire, make targeting you more difficult, and be
generally useful as spam or as counter-spam.
Boff setup:
Tactical Boff 1: TS1, THY2/BFAW2, APB2
Tactical Boff 2: TT1
Engineering Boff 1: EPtW1, EPtS2, RSP2, Aux2Sif3
Engineering Boff 2: EPtW1, EPtS2
Science Boff: Tractor Beam 1, HE2
Why? I spent quite
a while arguing against beam fire at will, but then they fixed it so now it’s a
useful ability once again. High yield 2
is a great damage booster, while spread 1 is good for knocking down incoming
heavy torpedoes and small craft, while providing almost the same damage boost
as the generally unimpressive high yield 1.
Either option will work well.
What about my torpedo
spread 3? I love torpedo spread 3 but it’s more of a PvE ability. The good news is that with 2 tactical boffs
you don’t have to replace it. Just have
one lieutenant commander for PvE and the other for PvP.
What about subsystem
targeting? There could be some merit here, but that’s more of a science
ship or rear weapon on an escort with too many tactical boff ensign slots sort
of thing.
Why not APO instead?
As a cruiser in a secondary damage role, your emphasis should be on boosting
team damage, not your own. Your friendly
escorts will really appreciate the APB debuff when their dual heavy cannons
with cannon rapid fire tear the target apart.
So this is similar to
the Dragon cruiser build that you wanted Salat to use, but didn’t you have
EPtS1 and EPtW2 that time? Salat’s main problem was dps, not survivability,
and he only did PvE. In PvP you’re not
going to be a main damage dealer and survivability is going to be so much more
important. The difference between EPtS1
and EPtS2 is noticeable.
Why a tractor beam?
In PvP if you can trap a fast moving escort your life gets so much easier. Watch their status to see when their APO is
about to come off, then hit them with a tractor beam and watch them die. Also to keep other targets in the narrow
sweet spot of your broadside and quantum torpedo. If you’re more interested in healing and
staying alive, then replace with TSS1 or ST1.
Actually, science team can be a real lifesaver when up against a Science
captain using the vastly overpowered subnucleonic beam on you or your
teammates. If you have two science boffs
then you can have one of each and swap as desired.
Doffs:
Conn Officer – the kind that reduces cooldown on tactical
team and buffs attack patterns. At least
1 purple or if you can’t afford that 2 blues.
One blue probably isn’t enough.
The purple ones will cost you a couple million each, while the blues
will cost a few hundred thousand.
Warp Core Engineer – to give a chance at boosted power every
time an emergency power is activated.
Probably not as useful as it used to be before plasmonic leech (or maybe
more useful when your opponents start using plasmonic leech on you).
Shield Distribution Officer – for buffs when brace for
impact is used. It’s so good that two
might be worth using, as it can give you a Miracle Worker’s worth of shield
heal. You can get top end ones from I
believe it is the Rolor Nebula colonization doff mission chain.
Projectile Weapons Officer – to increase quantum torpedo
rate of fire
Tractor Beam Officer – to add shield drain to your tractor
beam
So the conn officer
thing again? Yep, a purple conn
officer of this type reduces the cooldown of a single tactical team down to 20
seconds, which is almost as fast as the 15 seconds for duplicate ability. It also gives a big boost to your attack
pattern skill, and with the near constant APB that could be quite helpful.
What if I don’t want
to use the tractor beam? Then get another projectile weapons officer or
shield distribution instead.
Power settings:
1: 100 weapons, 15 shields, 70 engines, 15 aux
2: XX weapons, YY shields, 15 engines, 15 aux
3: 15 weapons, 70 shields, 100 engines, 15 aux
4 15 weapons, 70 shields, 15 engines, 100 aux
How do I use these
most effectively? For maximum dps,
run in setting 1. Once the going gets
tough and lots of enemies start shooting at you, switch to setting 2. Setting 3 is used for running away, while setting
4 is for healing while out of danger or maximum tanking with Aux2Sif3 and HE2
going. You could also go 85/85 shields
and auxiliary for that.
What’s the XX and YY
there? I don’t know what you have for weapons power boosters and captain
skills, so I can’t pin down those numbers exactly. Suffice to say, XX is the minimum weapon
power setting that gives you 125 when EPtW1 is used, while YY is the remainder
of your available power.
Wait, what? You’re
running a Regent at 100 weapon power with chained EPtW1, warp core engineer, plasmonic
leech, and Borg console? You’re squandering
a lot of power. Don’t you know that any
power over 125 is completely wasted?
No. While the maximum damage is
capped at 125 power, any power above that is a reserve that protects against
power depletion. An 8 beam broadside at
125 power plus Borg console and EPTW2 activated immediately prior to firing will
do over 20% more damage than an 8 beam broadside at 125 power. To put that into perspective, an escort with
the typical 4 dhc and 3 turrets setup will do marginally less than 20% more
damage than an escort with only 3 dhc and 3 turrets. A 7 beam broadside (closest to this build)
shows about an 18% improvement.
Skills:
The build you showed Aniol and I is not very efficient and
misses some things that your build needs.
I’m not going to go all the way and set it up fully for you, since I
don’t know what you want to do for ground or what things you value more than
others, but there will be ranges of smart decisions.
Starship attack patterns: at least 6. You will only have one APB and you’re an
engineer so it won’t be a huge thing for you, but it’s cheap and it will help
you and your team produce damage on hulls.
Max if you have the points for it.
Starship weapons training: max
Starship energy weapons: max
Starship projectile weapons: max, as your quantum torpedo is
going to be firing most of the time.
Starship maneuvers: around 6, probably not more than that
since you’re going to be getting hit most of the time in a slow cruiser anyway
and the difference between 6 and 9 is small.
Starship targeting systems: max
Starship stealth: you have none so 0.
Starship threat control: actually a pretty efficient source
of damage resistance. If you don’t mind
drawing a lot of aggro in PvE, somewhere between 3 and 6 is good.
Starship energy weapon specialization: max
Starship projectile weapons: at least 6 using your quantum
torpedo but are running out of skill points, max if you can.
Driver coil: I like 3 for use in sector space, and for
flying at full impulse into combat it’s nice to have some, but most of the time
it won’t come into play. With full
dragon cruiser and plasmonic leech, batteries and eps power transfer you won’t
ever need more than 3 and could probably get away with none.
Starship batteries: If you like to be popping batteries all
the time, then maybe some, but I generally only use them to repair offlined
systems and provide the occasional damage boost or shield heal. I don’t have any of this skill on any of my
characters.
Starship hull repair: max
Structural integrity: max
Starship subsystem repair: this doesn’t come into play all
that often, and it doesn’t do much even when it does come into play. I generally ignore this. No more than 3.
Starship warp core efficiency: you have a dragon cruiser and
plasmonic leech. This is almost entirely
useless to your ship. None.
Starship electroplasma systems: since you will be activating
an emergency power ability every 15 seconds, you’ll probably want max on this.
Starship impulse thrusters: max
Starship warp core potential: somewhere between 3 and 6 but
probably closer to 3. The higher levels
don’t do much, you’ll have EPtS and EPtW to keep those two systems high all the
time, plus plasmonic leech to keep engines and auxiliary fairly high as well.
Starship engine performance: somewhere between 3 and 6 but
probably closer to 3 for the same reason as above.
Starship hull plating: somewhere between 3 and 6. Going from 6 points to 9 would be like
upgrading your ablative armor from white to blue. It’s not worth it to do that at this level.
Starship shield performance: somewhere between 3 and 6 but
probably closer to 3 for the same reason as above.
Starship armor reinforcements: no more than 3
Starship auxiliary performance: no more than 3
Starship weapons performance: no more than 3. As important as weapons power is, your EPtW1
constantly being chained will keep this nice and high most of the time, and
when you need more you have EPS power transfer and nadion inversion to fall
back on.
Starship flow capacitors: max
Starship shield emitters: max
Starship power insulators: 3 minimum, with how many people
have plasmonic leech now it might be a good idea to carry up to 6 of these.
Starship shield systems: max
Starship inertial dampeners: some, especially if you fight a
lot of science ships with viral matrix and knock abilities.
Ignore all other science skills.
Of course, try the rest of the build first without
respeccing to get a feel for what you need and what you don’t. There are tools that can be found online to
help calculate your power levels, too.
Combat Style:
First off, we need to ensure your “Controls” settings are
set up in a sensible way.
Click unselects target: on
Only attack if target selected: off
Assist target on attack: on
Never auto target pets: depends on the situation but
probably leave that off. Your damage
isn’t going to be a dealbreaker in most situations and as an engineer you have
no abilities like fire on my mark to accidentally waste on a fighter. In fact, spam clearing might be an important
thing to do. In PvP you’ll always want
to attack the same target as your teammates are targeting, so you will probably
use assist keys to do that most of the time anyway.
Select attacker if attacked: off (it’s often more trouble
than it’s worth if you’re trying to do something else when a new enemy starts
attacking you)
Tab selects offscreen targets: on
Keep moving during contact dialogues: on (what is the point
of having it stop you? All that ever does is kill you when you complete some
sort of objective and a window comes up and stops you then the thing you just
killed blows up right beside you)
Auto attack: toggle, change cancels (make sure all your
weapons are set to autofire, too. They’ll be highlighted in green if they are)
Under “HUD” I like to have as much enemy target information
as possible at all times, both NPC and human.
For this build, you’re going to want to get to broadside
position as quickly as possible and stay there.
Flying in at full impulse then powersliding at close range can work
well, as can evasive maneuvers when you find yourself slipping out of
position. If you’re in a nice place, and
feel like stopping there, don’t.
Stopping sets your base defense to less than 0. Instead, switch between forward and reverse
every second or two. This will keep your
defense rating a positive number.
You should be running with full weapons power and the rest
to engines to maximize your dps and maneuverability at first, then switch to shields
power once the incoming damage becomes significant. While arrays do very well at long range, and
torpedoes retain full effectiveness regardless of range, getting in close will
still provide the best dps, so if you can, do it.
This ship is primarily a traditional concept cruiser, so
treat it as such. You will be tanking,
healing others, and supporting as your main functions. You will also have a better sustained
broadside than most of the cruisers out there, but this is not the selling
feature.
Keybinds:
Where would this build be without the keybinds to use it
properly? I’ve attached the file here (download
to your Cryptic Studios\Star Trek
Online\Live directory and then enter /bind_load_file
karl.txt in the chat window to upload to the game) but you’ll have to set
up your trays exactly as I lay out below.
Row 1: 1 Brace for Impact, 2 EPS Power Transfer, 3 Evasive
Maneuvers, 4 Miracle Worker, 5 Nadion Inversion, 6 Rotate Shield Frequency, 7
Engineering Fleet, 8 Call Trade Freighter, 9 Full Impulse, 10 Quantum
Slipstream
Row 2: 1 Abandon Ship, 2 Fleet Support, 3 Ramming Speed, 4 Quantum
Singularity Manipulation, 5 Gravitic Anchor (Space Set Power) or blank if you
go with fleet shield or Heavy Graviton Beam if you keep using your MACO, 6
(Specialty Console if you choose to use one, such as vent theta radiation or
isometric charge), 7 Scorpion Fighters, 8 Weapons Battery, 9 Shields Battery,
10 Subspace Field Modulator
Row 3 (Lt Cdr Tac): TS1, BFAW2, APB2
Row 4 (Ensign Tac): TT1
Row 5 (Cdr Eng): EPtW1,
EPtS2, RSP2, Aux2Sif3
Row 6 (Lt Eng): EPtW1, EPtS2
Row 7 (Lt Sci 1): TrB1, HE2
Row8 (Lt Sci 2): ST1, HE2
And here’s how you use it:
Switch configuration
Not a combat command, but by pressing “o” you can quickly
and easily reload your bind file. This
is handy for making small adjustments.
o Playersay Karl Starship $$ bind_load_file karl.txt
Power Presets
Use these to quickly change between your power settings,
most importantly to go from total offense (setting 1) to offense and tanking
(setting 2). The button for setting 2 is
duplicated as it is the one you will need to activate most frequently in the
heat of battle, so it is nice to have two attempts at it. Notice that there is no button for engines
(setting 3) as the only time you need to engage this quickly is handled by a
different button shown below.
F9 "StatsPreset_Load Preset_1"
F10 "StatsPreset_Load Preset_2"
F11 "StatsPreset_Load Preset_2"
F12 "StatsPreset_Load Preset_4"
Chain Emergency Power TT and Distribute Shields
Pressing spacebar will fire all your weapons, redistribute
your shields, and activate TT1 and both copies of EPtW1 and EPtS2. This will give you boosted power to both
weapons and shields essentially permanently (just activation downtime), and a
good tactical team rate to clear debuffs and grant a small buff to your weapons
every so often, while keeping your shields balanced. You don’t have to be constantly hammering
away at spacebar, just when one of the chained powers is becoming available or
when you would like to distribute your shields.
space "GenSendMessage HUD_Root FireAll $$ +power_exec
Distribute_Shields $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 4 0 $$
+TrayExecByTray 4 1 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 5 1"
APB
Pressing “1” on the numpad will activate APB for when you
want to use it. I don’t put it in the
spacebar bind because sometimes you just don’t need it and thus would rather
save it in reserve.
numpad1 "+TrayExecByTray 2 2"
Tractor Beam
Pressing “2” on the numpad will make people stuck. Save it for when you have a fast moving
target in your sweet spot and need him to stay stuck so you can pummel him with
your quantum torpedo.
numpad2 "+TrayExecByTray 6 1"
EPS Power Transfer
Press “3” on the numpad on its own to get a quick boost to
your power levels for when you want to either get a little extra defense,
speed, shield resistance, healing, and/or hitting power.
numpad3 "+TrayExecByTray 0 1"
Nadion Inversion
Press “0” and “3” at the same time to get prevent power drain,
useful for more dps.
numpad0+numpad3 "+TrayExecByTray 0 4"
Brace
Press “4” on the numpad when torpedoes are incoming or a
ship is about to explode right next to you.
numpad4 "+TrayExecByTray 0 0"
RSF and SFM
Press “0” and “4” on the numpad when everyone starts to open
up on you.
numpad0+numpad4 "+TrayExecByTray 0 5 $$ +TrayExecByTray
1 9"
Hull Repair
Press “5” on the numpad to activate Aux2Sif3, and either of
the two Hazard Emitters.
numpad5 "+TrayExecByTray 4 3 $$ +TrayExecByTray 6 1 $$
+TrayExecByTray 7 1"
Miracle Worker
Press “0” and “5” on the numpad to activate Miracle Worker,
for when you really, really need it.
numpad0+numpad5 "+TrayExecByTray 0 3"
Shield Heal
Press “6” on the numpad to activate EPtS2 (it’s a little
more reliable this way than with the chained space bar) and ST1.
numpad6 "+TrayExecByTray 4 1 $$ +TrayExecByTray 5 1 $$
+TrayExecByTray 7 0"
RSP
Press “0” and “6” on the numpad to Reverse Shield Polarity,
for when you really, really need it.
numpad0+numpad6 "+TrayExecByTray 4 2"
BFAW
Press “7” on the numpad to activate Beam Fire at Will.
numpad7 "+TrayExecByTray 2 1"
TS
Press “8” on the numpad to ready Torpedo Spread. Good for multiple small targets, incoming
heavy torpedoes, and getting a little more dps out of your quantum torpedo.
numpad8 "+TrayExecByTray 2 0"
GTFOOD
Press “9” to run away really fast while rerouting shields
aft. This is an absolute lifesaver when
things get disasterous.
numpad9 "GenSendMessage Throttle_FullImpulse_Button
FullThrottle $$ +TrayExecByTray 0 2 $$ StatsPreset_Load Preset_3 $$ +power_exec
reroute_shields_rear"
About to die
Pressing the “.” on the numpad will activate Fleet Support
and Ramming Speed. I’ve duplicated Fleet
Support on either side of the string to make sure it’s the first one activated,
as sometimes Ramming Speed is counterproductive.
decimal "+TrayExecByTray 1 1 $$ +TrayExecByTray 1 2 $$
+TrayExecByTray 1 1"
Evasive
Press “Page Down” for when you want to go fast without
switching power levels.
PageDown "+TrayExecByTray 0 2"
Device1 (Scorpions)
These are self-explanatory, but I must stress that to
maximize your effectiveness you should be using all your devices
liberally. They’re pretty cheap; don’t
be a miser. I used to use numpad divide
for one of these, however the expansion broke it for use with keybinds like
season 6 broke numpad enter, so now I have to skip it. Most of the time in space it won’t be an
issue unless I accidentally press it out of old habits or accidents and end up
with my cursor in the chat window.
numlock "+TrayExecByTray 1 6"
Device2 (Weapons Battery)
multiply "+TrayExecByTray 1 7"
Device3 (Shields Battery)
subtract "+TrayExecByTray 1 8"
Engineering Fleet
Pressing “End” will activate engineering fleet (I put this
one out of alphabetical order in the tray for consistency’s sake across the
different professions). It’s a long
cooldown, and you won’t need it often, so it’s in a somewhat out of the way
location.
End "+TrayExecByTray 0 6"
Console (Isometric Charge)
Pressing “Page Up” will make closely grouped smallish
enemies go boom. If there’s just the one
big enemy, it’s not so good, so for those situations you should replace it with
something else.
PageUp "+TrayExecByTray 1 5"
Spaceset Power (Heavy Graviton Beam or Gravitic Anchor if
applicable)
Press “Home” to activate your space set power. Again, long cooldown, so it’s put out of the
way.
Home "+TrayExecByTray 1 4"
Target Fore
Pressing the “Up” arrow will target the closest enemy in
your front 180 degree firing arc while redistributing your shields in that
direction.
Up "+power_exec reroute_shields_forward $$
Target_Enemy_Near_ForArc 180"
Target Side
Pressing the “Right” arrow will target the closest enemy in
your broadside (to either left or right, but usually the way your screen is
pointed) while still redistributing your shields right.
Right "+power_exec reroute_shields_right $$
Target_Enemy_Near_SideArc 70"
Team Heal
Pressing “`”, that’s the squiggly thing to the left of the
number 1, will send all your transferable heals to your current target (if
friendly). The numbers “1” thru “4” will
do the same to that numbered teammate.
If you are an engineering cruiser, or any other sort of healboat, you
need to be doing this constantly in team play, or you’re not pulling your
weight.
` "+TrayExecByTray 4 3 $$ +TrayExecByTray 6 1 $$
+TrayExecByTray 7 1"
1 "Target_Teammate 1 $$ +TrayExecByTray 4 3 $$
+TrayExecByTray 6 1 $$ +TrayExecByTray 7 1"
2 "Target_Teammate 2 $$ +TrayExecByTray 4 3 $$
+TrayExecByTray 6 1 $$ +TrayExecByTray 7 1"
3 "Target_Teammate 3 $$ +TrayExecByTray 4 3 $$
+TrayExecByTray 6 1 $$ +TrayExecByTray 7 1"
4 "Target_Teammate 4 $$ +TrayExecByTray 4 3 $$
+TrayExecByTray 6 1 $$ +TrayExecByTray 7 1"
Team Focus
Pressing “F1” thru “F4” will make your teammate’s target
your own; useful if you have a team that isn’t really good at communicating and
you want to ensure that you are firing on a target that someone else has also
targeted. “F5” will make your target’s
target your target, but you shouldn’t have much use for that except to confuse
yourself.
F1 "Target_Teammate 1 $$ Assist"
F2 "Target_Teammate 2 $$ Assist"
F3 "Target_Teammate 3 $$ Assist"
F4 "Target_Teammate 4 $$ Assist"
F5 "Assist"
Chat Command target my target
Pressing “g” will instruct your teammates to attack your
target. They won’t automatically be given the target, but it does help them
know upon whom to focus their firepower. If no one else is calling targets, you should,
and doing so will be of great help (if your teammates are watching their chat
window, that is).
g Team Focus fire on $target.
Abandon Ship
You need this ability rarely (you’re an engineering cruiser,
after all) but when you do you need it easy to hit in a hurry. “Left alt” is the easiest button I can think
of for this, as it is right next to the fire key. One word of caution is that you have to clear
any existing keybinds that use the alt key or else you may accidentally do
something else entirely.
Lalt "Trayexecbytraywithbackup 1 1 0 1 0"
Feel free to modify this in any way you want. This kind of setup works well for me, but
other people are more comfortable with other setups. You may have to take some of what I say with
a grain of salt because I actually haven’t done any VA level PvP since the
expansion came out, so I’m not sure how the playing field has changed since
everybody got plasmonic leech, warp cores, and Romulans with battle cloaks.
Wednesday, May 1, 2013
Destination Fleet(s)
Several people have suggested possible fleet homes for us "exiles".
Feel free to post such suggestions as comments. Include information such as current fleet size, tier level, command structure, and any other information or opinions.
Please include your STO identity or handle if possible. Thanks again!
Feel free to post such suggestions as comments. Include information such as current fleet size, tier level, command structure, and any other information or opinions.
Please include your STO identity or handle if possible. Thanks again!
Federation Fleet
KDF Fleet
Reference/Name | Tier | Info/Memo |
---|---|---|
Tim/M.J. | ||
Ann | ||
Kira |
Monday, April 29, 2013
Fleet Planning (suggestions/additions requested)
Please post your STO address with your comment if possible
- Fleet “genesis”
- established fleet
- which fleet to join
- potential fleet merger
- new fleet
- Factors
- Tier level/development
- Command structure
- fleet ranking
- advancement
- fleet bank/access
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