For more information on the removed missions, see here. There has been no official mention of these missions in almost a year. With the Age of Discovery, Spectres was moved out of the story arc, some missions were updated with new cutscenes and some were removed for future remastering. “War is Good for Business” was removed as part of the 4 Year Anniversary Event. The "Klingon War" arc has been reworked several times.There are no rewards specific to this mission. Report to Admiral Quinn for new orders and information about trouble spots around the galaxy. It is time for inexperienced cadets to take a command of their own and join the fight for the future of the Federation. Starfleet's forces are stretched thin fighting a war on multiple fronts. Klingon Chancellor insists on continuing the bloodshed - only in battle, he says, is Klingon truly a Klingon. The battles have been going on for four years now, with no end in sight. The relations between the Federation and the Klingon Empire have degraded over past decades, leading to the beginning of an open conflict in 2405. However, Temporal Agent Daniels has given you an option to join him in defending the galactic timeline and your next assignment takes you to early 25th century. You have saved Starfleet from certain defeat at Caleb IV, but at the cost of your life. Your time in the 23rd century has come to an end. The Klingon War story arc is a chain of missions exclusive to Starfleet characters. Starfleet's efforts may not be enough to stop the advance of the Klingon Empire. Who knows, perhaps ship combat will become fun for you after this.Former allies are now bitter enemies. Let your ship's left or right side face the target and fire all weapons.Īgain these are just the basics, but I guarantee you will see significant improvement to your starship combat if you follow these steps. If you are using slow turning a cruiser or science vessel, it is best to equip only beam weapons in every weapon slot (no torpedoes). Point the ship at your target and fire all weapons.Ħ. Generally if you are using an escort, equip dual heavy cannons and a single torpedo as your fore weapons, and turrets as your aft weapons. This gives you maximum firepower needed to bring down foes quickly.ĥ. Learn to position and face your ship so that all (or most) of your ship's weapons, both fore and aft, are firing. ![]() Every weapon type (beam arrays, dual beam banks, cannons, dual heavy cannons, torpedos, turrets) have different firing arcs. Now it boils down to using those weapons effectively. So for example if you are using phasers, your tactical consoles should be filled with phaser relay consoles, Doing this will significantly increase your ship's damage.Ĥ. Now that you have settled on your energy type, make sure every tactical console is enhancing that energy type. In general for starfleet characters, phasers are an excellent choice.Ĥ. Never ever equip weapons of different energy types as that will reduce your weapon's damage. ![]() Settle on using only one single energy weapon type for your ship, either all phasers, all disruptors, all antiproton, all polaron, all plasma or all tetryon. Cycling the 2 copies of TT allows you to have this ability constantly active.ģ. This one ability easily extends your survivability in combat. For 15 seconds after activation, this ability automatically transfers shields to the facings that are taking damage. Always set weapons power to the maximum of 100.Ģ. Yet, there are many players who can take any ship and turn it into a solid combat ship with just a few tweaks. The problems you have with ship combat is one that many starting players have.
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