Category Guides

ISA Pilot’s Manual

Hello everyone!

This is a generic guide written for the DPS League designed to help people understand the positioning and skill activation sequence for a standard left to right ISA.

Positioning and skill sequence is probably one of the more complex requirements that can greatly influence the DPS outcome. The other major factor would be team composition.

Starting position from an organised run has a countdown started by the host, public runs just start the moment you get in. A 1 second full impulse burst is required to get you into range to shoot the first central group.

(graphic by @reptilecynrik)

Starting Group:

  • A Normal Attack consists of Activating Emergency Power to Weapons, Kemocite, Attack Pattern Beta, Scatter Voller or Fire at Will, then shoot
    • optional to use Tac Team to clear b...
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HSE Pilot’s Manual

Hey folks, Peter here.

With the increasing interest to use HSE to put DPS potential and general team play skills to the test we decided to publish a quick guide as to how this map feels to be approached best. It can be separated in two stages.

(graphic by @reptilecynrik)

Stage One

The team warps in facing the Hive from the highly useful flanking position so the general side from where to attack is already made clear (Start). The start timer should be used to launch hangar pets, manage +/- threat stance and select cruiser commands. A good way to engage the Hive would be to get into 11-12 km range, come to a hold to refresh power levels, give a “go in 3” command, sync/buff up all abilities and start to fire as a team...

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Winters System Series

Greetings, Admirals!

This series is a complete walkthrough of every major system in Star Trek Online. Reputation System, Duty Officer System, Admiralty System, Research and Development, Fleets, Upgrading and Re-Engineering etc.  Every player, new and veteran, will find this series a valuable source of information, tips and tricks. You may even learn something new!

INDEX:

  1. Earth Space Dock [ESD] Tour
  2. Qo’nos Tour
  3. New Romulus Command Center Tour
  4. Deep Space 9 [DS9] Tour
  5. Intro into Fleets
  6. Intro into Duty Officer System
  7. Intro into Crafting [R&D]
  8. Intro into Skill Trees
  9. Intro into Dilithium Mining
  10. Intro into Reputation System
  11. Intro into Specialization System
  12. Intro into Admiralty System
  13. Intro into Upgrading & Re-Engineering
  14. Advanced Guide into Duty Officer System
  15. Intro into Endeavor System
  16. Int...
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Feliseans Controls Settings

Hi everyone,

due to a request (wave @jonbeydler) here is a screenshot of the controls settings i’m using.

I’m using off for most of the things to get more control over the targets i could choose. Potential changes that could work well too is to put “never auto target objects” and “Never auto target pets” to on, but so far i didnt encountered any problems in pve with it.

Keep in mind that these are just my settings, and everyone might need other settings than i prefere them, so play a bit around 😉

Felisean

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STO Ground Damage Calculation

Hi everyone!

For most of us it’s a cryptic mystery how the damage of our ground weapons is actually calculated. But not any more! Our dear friends Tirius@lordcruncher and @soludor (check out their NTTE records) give some insight on this matter and share their vast knowledge with us.

The general formula for ranged ground weapons is:

Total Damage = (CombatSpec + Mkmod + 0.75 * (DamageInc + 0.25 * WpnProf) + 0.02 * WpnMods) * (1 + BonusDamage) * FinalDamage

This formula could also be posed in a shorter way, similar to the terminology used in space of “Base, Bonus and Final Damage”:

Total Damage = BaseDamage * (1+BonusDamage) * FinalDamage

The BaseDamage term is slightly different for melee weapons. The full formula for melee weapons is as follows:

Total Damage = (1 + Mkmod + DamageInc + 0...
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Colony Defense Simulation

Hello everyone,

here are some informations about the new Dranuur Colony Defense Simulation. You could start the simulation (Security Officer, next to the spawnpoint) with a T1 fleet or higher. You need 3 provisions to start the simulation. This simulation is a great way to earn provisions for each tier to upgrade the Colony Holding.

Teams (and yes, team up per generator to get teamwide buffs like rally cry, tactical proficiency and so on):
1x Eng per Team (REQUIRED if you want it easy going, check the build at the end of the post)
2-3x Tac per Team
1-2x Sci per Team
Our prefered Team setting is mentioned at the end of the post.

The simulation:
*attention* There is only a maximum of 20 people allowed to be on the map. Otherwise the simulation will stop with the next break point. *atten...

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Lund’s DrainX Build S13

A short guide for the multi mission explorer vessels and other science ships being able to use drain builds.

*Warning* Shield-drain builds are heavily team based builds since there hull damaging capabilities are limited. 

Guide and build author:
@p4ing0d

shoutout to:
Aponte and Tankia

Skil Planer
Surhuelh Reconnaissance Explorer Warbird [T6] / Drain Build

Ship role and purpose

Goal of this build is to get as much dps as possible with pure Drain X abilities and consoles. Furthermore to draw aggro and tank for team mates, giving you and your team a greater survivability.

Guide Breakdown

this guide is written as an academic paper, starting with a review and walkthough of gear, traits , doffs etc...

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Kobayashi Maru Event

Hello everyone,

on this page you could find usefull informations like usefull gear, tactic, the mechanic from the queue about the Kobayashi Maru Event. Thisis stil a work in progress since we don’t know everything so far 🙂

Team Layout:

It looks like one dedicated healer to protect the Kobayashi Maru and 4 Damagedealer are required. Every damagedealer should have Aceton Assimilator and Tractor Beam Repulsor equipped.

Description/Tactic:

  1. In this mission you have to protect the Kobayashi Maru. Everyone should mark the ship as Focused Target to be able to switch your target fast and throw heals over and to see if its in trouble or not.
  2. Every 6 (?) stages is a boss stage
  3. There are 4 Stations/beacons on the map (north east, north west, south east and south west)...
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The Breach (Event) – Guide

Hello everyone,

here are some hints and informations about The Breach (Event) queue 🙂

Stage 1: Engaging the City Ship and destroy Hard Points
Move in and shoot at Hardpoints. To beat all the Hard Points as fast as possible you could start your attack run 30 seconds after each other to let them respawn. If you want to speed things up, the first person could just speed to the Breach Point as fast as possible. A Cloak could be very very helpful for that tactic.

Stage 2: Destroy the Subpower Core
In this room you should rescue the 3 Allied Ships first. If you enter the room there is one directly infront of you, one on the left side behind the Subpower Core and one on the far right side. If you wanna speed things up, split up there. To rescue them you need ONLY!! to interact with them...

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Arena of Sompek

Hello everyone,

here are some tips for the new Event Queue based on our experience earlier.

General Tactic
Kill everything and especially in higher waves, dont get onehitted :). If there are no meele enemies, always aim+crouch. Go out of AoEs!! (normaly red circles, cones or something) For higher waves or when you’re in trouble use Security Escort (Tactical) and Nukara Reinforcements – Elite Reprogrammed Drones to support you. And the most important, help each other 🙂

  1. Lightning Stage: hide under the bridge (laser area behind the round number^^), it wont hit and kill you there normaly. Only if one impact was placed directly infront of it, it could hit you inside.
  2. Hazard Stage: dont hide under the bridge, the fire will hit you there...
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