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Most of you know this (at the latest after watching Kenthend's great Video) and you probably use it all the day. For those who haven't used it so far, have fun.
Transwarp has a annoying cooldown, and if you don't want to wait or fly on slow standard warp, there is a little trick:
All missions offer a "Transwarp" to starting locations for a certain price (EC). Take a look at Kenthend's video linked above to have a visual on that.
So a mission replay is a cheap short cut through the galaxy. Especially when you want to do colonial chains or support runs this comes quite handy.
I thought to just share my favorites, perhaps some find it useful.
The list is not complete yet, I will complement it on occasions. Any addendum is welcome.
Inspired by: https://www.reddit.com/r/sto/comments/1f...tinations/
Transwarp has a annoying cooldown, and if you don't want to wait or fly on slow standard warp, there is a little trick:
All missions offer a "Transwarp" to starting locations for a certain price (EC). Take a look at Kenthend's video linked above to have a visual on that.
So a mission replay is a cheap short cut through the galaxy. Especially when you want to do colonial chains or support runs this comes quite handy.
I thought to just share my favorites, perhaps some find it useful.
The list is not complete yet, I will complement it on occasions. Any addendum is welcome.
Inspired by: https://www.reddit.com/r/sto/comments/1f...tinations/
So, I decided to get this boat of a ship, because I wanted to try out carriers, as they spit out more ships to help you fight. I got a couple of B'rel raiders, which, on their own, kick SO MUCH ASS. But I'm getting around to that point where I need to put out some decent DPS, myself, especially when squaring off against the Borg, since I want the Honor Guard outfit. I, myself, am lacking in direct DPS.
As of right now, my setup consists of
Sci Skills: Science Team 1, Tractor Beam 1, Jam Targeting Sensors 2, Science Team 2, Gravity Well 1, Viral Matrix 3.
Eng Skills: Emergency Power to Shields 1, Engineering Team 2, Extend Shields 2.
Tac Skills: Torpedo: High Yield 1, Torpedo: Spread 2, Beam Array: Fire at Will 3.
Fore Weapons: 2x Dual Plasma Beam Bank Mk 10 [dmg], Plasma torpedo Launcher Mk 6 [crtd]
Aft Weapons: 2x Plasma Beam Array Mk 9 [crtd], Breen Transphasic Cluster Torpedo.
Deflector: Polarized Parabolic Deflector Mk 10
Impulse: Supercooled Combat Impulse Engines Mk 10
Warp: Field Stabilizing Warp Core Mk 10 [coi]
Shields: Dielectric Oscillation Resilient Shields Mk 10
Devices: Nimbus Pirate Distress Signal, Scorpion Fighters
Sci Consoles: Countermeasure System Mk 8, Shield Emitter Amplifier Mk 4, Shield Emitter Amplifier Mk 10, Universal Point Defense System.
Eng Consoles: Universal Shield Destabilizer, EPS Flow Regulator Mk 7, Universal Constriction Anchor.
Tac Consoles: Ambiplasma Envelope Mk 5, Ambiplasma Envelope Mk 4.
What should I change up? I don't have much reputation in any faction, however.
As of right now, my setup consists of
Sci Skills: Science Team 1, Tractor Beam 1, Jam Targeting Sensors 2, Science Team 2, Gravity Well 1, Viral Matrix 3.
Eng Skills: Emergency Power to Shields 1, Engineering Team 2, Extend Shields 2.
Tac Skills: Torpedo: High Yield 1, Torpedo: Spread 2, Beam Array: Fire at Will 3.
Fore Weapons: 2x Dual Plasma Beam Bank Mk 10 [dmg], Plasma torpedo Launcher Mk 6 [crtd]
Aft Weapons: 2x Plasma Beam Array Mk 9 [crtd], Breen Transphasic Cluster Torpedo.
Deflector: Polarized Parabolic Deflector Mk 10
Impulse: Supercooled Combat Impulse Engines Mk 10
Warp: Field Stabilizing Warp Core Mk 10 [coi]
Shields: Dielectric Oscillation Resilient Shields Mk 10
Devices: Nimbus Pirate Distress Signal, Scorpion Fighters
Sci Consoles: Countermeasure System Mk 8, Shield Emitter Amplifier Mk 4, Shield Emitter Amplifier Mk 10, Universal Point Defense System.
Eng Consoles: Universal Shield Destabilizer, EPS Flow Regulator Mk 7, Universal Constriction Anchor.
Tac Consoles: Ambiplasma Envelope Mk 5, Ambiplasma Envelope Mk 4.
What should I change up? I don't have much reputation in any faction, however.
Hello experts,
since I more or less messed up my first and main char, when I started with STO, I am thinking of respec its skills now.
When I started this toon, I maxed out almost every skill I thought to be usefull. Which left me with a few skills on maximum and a lot of skills with 0 points. When reading http://sto.perfectworld.com/news/?p=861531 I began to rethink my balancing and limit the point-spending to a max of 6.
So here is my new approach (I only maxed Space Weapon Spec and Driver Coils.):
http://skillplanner.stoacademy.com/?buil...en140927_0 -- switch to skills tab please.
What are your experiences in this matter. Love to hear your thoughts.
Thanks in advance.
Cheers
Lareen
since I more or less messed up my first and main char, when I started with STO, I am thinking of respec its skills now.
When I started this toon, I maxed out almost every skill I thought to be usefull. Which left me with a few skills on maximum and a lot of skills with 0 points. When reading http://sto.perfectworld.com/news/?p=861531 I began to rethink my balancing and limit the point-spending to a max of 6.
Quote:Generally speaking you’ll want to put a maximum of 6 points (also called levels) unless you absolutely need to put more. The reason is due to something called “diminishing returns.” This means that the more points you put in, the less of a bonus each point is worth. The first 3 points of a skill will give you a +18 bonus for a total of 54. The next 3 points give a +10 bonus for a total of 30. The final 3 points give a +5 bonus for a total of 15. As you can see, the bonus drops every 3 points. The last 3 points give a very small bonus (+15) which won’t make a huge difference. By saving those 3 points, you can put them someplace else that would be more helpful to you.
So here is my new approach (I only maxed Space Weapon Spec and Driver Coils.):
http://skillplanner.stoacademy.com/?buil...en140927_0 -- switch to skills tab please.
What are your experiences in this matter. Love to hear your thoughts.
Thanks in advance.
Cheers
Lareen
I'm currently easily tanking stuff in elite STFs, but I feel like I'd help more dropping survivability, which i seem to have an excess of; for more DPS. You don't need to eat damage, if you kill them.
I haven't downloaded the combatlog parser, as I refuse to allow java anywhere near this machine.
Current Build as of September 5, 2014.
I'm planning on eventually getting something like:
Weapons:
6x Romulan Rep Plasma Beam Arrays [CrtD]x2 (Equippedx6)
Romulan Prototype Plasma Beam Array (Equipped)
Kinetic Cutting Beam (Equipped)
Deflector: Elite Fleet Fermion Deflector Array Mk XII [Flow] [Ins] [ENG] [SciCdr] (Equipped)
Impulse Engine: Adapted MACO (Equipped)
Warp Core: Elite Fleet Plasma-Integrated Warp Core Mk XII [Eff] [S->W] [WCap] [AMP] [SSR]] (Equipped)
Shields: Adapted MACO (Equipped)
Consoles:
Tac(x3):
3x Fleet CrtH +Pla (Equippedx3)
Eng(x4):
2x Fleet Neutronium Alloy +HullRep (Equippedx2)
Assimilated Console (Equipped)
Zero-Point Energy Conduit (Equipped)
Sci(x2):
2x Fleet Emitter Arrays Mk X [SEmitters][+Threat][+Plasma]
I haven't downloaded the combatlog parser, as I refuse to allow java anywhere near this machine.
Current Build as of September 5, 2014.
I'm planning on eventually getting something like:
Weapons:
6x Romulan Rep Plasma Beam Arrays [CrtD]x2 (Equippedx6)
Romulan Prototype Plasma Beam Array (Equipped)
Kinetic Cutting Beam (Equipped)
Deflector: Elite Fleet Fermion Deflector Array Mk XII [Flow] [Ins] [ENG] [SciCdr] (Equipped)
Impulse Engine: Adapted MACO (Equipped)
Warp Core: Elite Fleet Plasma-Integrated Warp Core Mk XII [Eff] [S->W] [WCap] [AMP] [SSR]] (Equipped)
Shields: Adapted MACO (Equipped)
Consoles:
Tac(x3):
3x Fleet CrtH +Pla (Equippedx3)
Eng(x4):
2x Fleet Neutronium Alloy +HullRep (Equippedx2)
Assimilated Console (Equipped)
Zero-Point Energy Conduit (Equipped)
Sci(x2):
2x Fleet Emitter Arrays Mk X [SEmitters][+Threat][+Plasma]
Hello as you guys know i have been experimenting a lot with my avenger and i found at last its limits or so i think. You can check my build at this link and give me your opinions:
http://www.stoacademy.com/tools/skillpla...banks_7564
http://www.stoacademy.com/tools/skillpla...banks_7564
Lately i have been doing some missions that earns you several items that sells well at the exchange.
The 1st mission is Sphere of influence wich is the 1st mission of the episodes in seasson 8, after you do this mission, you can get 3 items, an omni directional antiproton beam, a warpcore(obelisk) and a beam array, if you havent done the mission and its your 1st time you wont get the beam array option, you can sell this beam array for 500000 ECs in the exchange, after this we have the cooldown and we cant do it till 30mins have passed.
SO since we need to make a profit, you need to move again in my case i do fluidic dynamics as the 2 mission, in this mission wich is the last one of the borg episodes, you get rewarded with 3 weapons that are anti-proton, a DBB, a DHC and a BA, get the BA (beam array) and sell it for 400000, you need to sell this one in the exchange too.
That is about it guys if you need anything else just tell me, anyways this could be done with other missions i suppose but i havent checked on the other ones and how their beams or other equiptment sell.
The 1st mission is Sphere of influence wich is the 1st mission of the episodes in seasson 8, after you do this mission, you can get 3 items, an omni directional antiproton beam, a warpcore(obelisk) and a beam array, if you havent done the mission and its your 1st time you wont get the beam array option, you can sell this beam array for 500000 ECs in the exchange, after this we have the cooldown and we cant do it till 30mins have passed.
SO since we need to make a profit, you need to move again in my case i do fluidic dynamics as the 2 mission, in this mission wich is the last one of the borg episodes, you get rewarded with 3 weapons that are anti-proton, a DBB, a DHC and a BA, get the BA (beam array) and sell it for 400000, you need to sell this one in the exchange too.
That is about it guys if you need anything else just tell me, anyways this could be done with other missions i suppose but i havent checked on the other ones and how their beams or other equiptment sell.
Hey gang,
Now that I've hit level 50, I'm feeling direction-less.
I still have some storyline missions remaining, but I'm having difficulty getting past the most recent one. Which made me start thinking about gear.
What's the progression? I'm a tactical Romulan on the KDF side. I have some Mark 10-11 stuff, but only a few greens. I'm thinking that if I set foot in an STF, I'd probably be booted after I got the group wiped.
What do I need to be doing in order to get some basic better gear so I could survive the basic PVE STFs?
Now that I've hit level 50, I'm feeling direction-less.

I still have some storyline missions remaining, but I'm having difficulty getting past the most recent one. Which made me start thinking about gear.
What's the progression? I'm a tactical Romulan on the KDF side. I have some Mark 10-11 stuff, but only a few greens. I'm thinking that if I set foot in an STF, I'd probably be booted after I got the group wiped.
What do I need to be doing in order to get some basic better gear so I could survive the basic PVE STFs?
Hello Folks,
I would like to share some knowledge that I have learned that may help you gain dilithium without having to grind or fight using the Duty Officer missions.
1.) Contraband, transferable Dilithium to any account character, some Klingon Doff missions require it, I use it only to turn in for dilithium.
2.) Colonists: Great for Colonial XP, even better with the "Deport Colonists" DOFF mission that uses 5 colonists and provides 500 dil on success, Crits at 1500 dilithium.
3.) Prisoners: "Forcer Labor Requisition", prisoners are gained from raids and "Disable Freighter" mission. Same Crit and normal success returns as the colonists and requires 4 prisoners.
Obtaining Contraband:
1.) Confiscate Contraband for Crew, it's under the Personal section and provides 1 upon success and 2 upon Crit, it's not very reliable. 30 minute mission
2): Marauding- Disable Freighter: (This is the consistent Contraband resource) 2 hour mission
Found in: Tau Dewa Sector(Main)/Alpha Centauri & Pi Canis(Limited)
Disable Freighter: Andorian/Human/Tellarite/Ferengi. You can find these in Tau Dewa/Alpha Centauri/ Pi Canis normally, these get you prisoners and Contraband. Both are traded in for Dililithium in different ways. Ferengi is the richest as it provides 2 upon success and Crits at 5 contraband. Andorian/Tellarite/Human success at 1 contra band, crit at 2.
Note: Vulcan doesn't give Contraband, however you can receive prisoners.
Success: Security/Assault Squad/Energy Weapons/Projectile Weapons/Transporter Officer(s). Any other officers can do this if that have the skill, green is good, purple is best with the Crit below.
Crit Success: Aggressive/Resilient
3.) Marauding-Raids
Here are some missions that are not as consistently found, however provide contraband and crit well.
Raid on Federation Research Station, Assault Starfleet Refitting Station, Bombard Federation Manufacturing Facility, Capture Starfleet Ammunition Depot, Inspect Civilian Freighter, Investigate Rumors of Klingon Intelligence..
4.) Turning in Contraband: In the First City/Great Hall, left side as you walk in. Fleet Starbase, Tactical level, walk straight from the turbolift, turn left and the last person has the mission. Federation wise, right outside the bank entry on the promenade. These are 4 hour missions and upon completion can be done again and again every four hours on every character you have.
5.) Colonists: These can be obtained from the Operations DOFF normally and provides 4-5 colonist per run.
The other benefit is you not only receive contraband and prisoners, but may get commodities or other things to sell for EC.
Cy
I would like to share some knowledge that I have learned that may help you gain dilithium without having to grind or fight using the Duty Officer missions.
1.) Contraband, transferable Dilithium to any account character, some Klingon Doff missions require it, I use it only to turn in for dilithium.
2.) Colonists: Great for Colonial XP, even better with the "Deport Colonists" DOFF mission that uses 5 colonists and provides 500 dil on success, Crits at 1500 dilithium.
3.) Prisoners: "Forcer Labor Requisition", prisoners are gained from raids and "Disable Freighter" mission. Same Crit and normal success returns as the colonists and requires 4 prisoners.
Obtaining Contraband:
1.) Confiscate Contraband for Crew, it's under the Personal section and provides 1 upon success and 2 upon Crit, it's not very reliable. 30 minute mission
2): Marauding- Disable Freighter: (This is the consistent Contraband resource) 2 hour mission
Found in: Tau Dewa Sector(Main)/Alpha Centauri & Pi Canis(Limited)
Disable Freighter: Andorian/Human/Tellarite/Ferengi. You can find these in Tau Dewa/Alpha Centauri/ Pi Canis normally, these get you prisoners and Contraband. Both are traded in for Dililithium in different ways. Ferengi is the richest as it provides 2 upon success and Crits at 5 contraband. Andorian/Tellarite/Human success at 1 contra band, crit at 2.
Note: Vulcan doesn't give Contraband, however you can receive prisoners.
Success: Security/Assault Squad/Energy Weapons/Projectile Weapons/Transporter Officer(s). Any other officers can do this if that have the skill, green is good, purple is best with the Crit below.
Crit Success: Aggressive/Resilient
3.) Marauding-Raids
Here are some missions that are not as consistently found, however provide contraband and crit well.
Raid on Federation Research Station, Assault Starfleet Refitting Station, Bombard Federation Manufacturing Facility, Capture Starfleet Ammunition Depot, Inspect Civilian Freighter, Investigate Rumors of Klingon Intelligence..
4.) Turning in Contraband: In the First City/Great Hall, left side as you walk in. Fleet Starbase, Tactical level, walk straight from the turbolift, turn left and the last person has the mission. Federation wise, right outside the bank entry on the promenade. These are 4 hour missions and upon completion can be done again and again every four hours on every character you have.
5.) Colonists: These can be obtained from the Operations DOFF normally and provides 4-5 colonist per run.
The other benefit is you not only receive contraband and prisoners, but may get commodities or other things to sell for EC.
Cy
Hello Fleet!
The Dilithium Bonus weekend is on, abuse it to the maximum you can on every character and every way, its' the best way to make a lot of dilithium in a short period. Here are some ways to do that.
- Contraband - Turn in contraband will give you 3k dil vs the normal 2k, 4 hour Doff mission time.
- Rich Dilithium claims, from 7k to 10k depending on how you do, daily mission.
- Regular/Fleet Mining in the Beta Ursae block now payout double up to 2000/4960 respectively - daily missions.
- PVE Elite Space, normal around 960 for Borg Elites turns into 1440 dil.
- Battlezone - Dil rewards across the ground and space battlezones are upped by 50%. Zone hopping in the ground battlezone is particularly effective with a payout totalling 4680 dil + 5 cybernetic implants + 135 dyson marks for successfully tagging the bo
PVE Elite Space, normal around 960 for Borg Elites turns into 1440 dil.
- Additionally around the game the dilithium rewards are boosted 50% on all doff missions as well as the various dailies such as 'Aiding the Deferi' or the Nimbus ground missions.
Have fun and fill your pockets!
Fleet Captains Cybrox, Rakal..and a little from that Admiral Kril guy lol
The Dilithium Bonus weekend is on, abuse it to the maximum you can on every character and every way, its' the best way to make a lot of dilithium in a short period. Here are some ways to do that.
- Contraband - Turn in contraband will give you 3k dil vs the normal 2k, 4 hour Doff mission time.
- Rich Dilithium claims, from 7k to 10k depending on how you do, daily mission.
- Regular/Fleet Mining in the Beta Ursae block now payout double up to 2000/4960 respectively - daily missions.
- PVE Elite Space, normal around 960 for Borg Elites turns into 1440 dil.
- Battlezone - Dil rewards across the ground and space battlezones are upped by 50%. Zone hopping in the ground battlezone is particularly effective with a payout totalling 4680 dil + 5 cybernetic implants + 135 dyson marks for successfully tagging the bo
PVE Elite Space, normal around 960 for Borg Elites turns into 1440 dil.
- Additionally around the game the dilithium rewards are boosted 50% on all doff missions as well as the various dailies such as 'Aiding the Deferi' or the Nimbus ground missions.
Have fun and fill your pockets!
Fleet Captains Cybrox, Rakal..and a little from that Admiral Kril guy lol
What is the goal for a DPS tactical build? Move fast, turn fast, deal lots of damage. This means you are considering dual beams, or dual cannons. The most amount of damage is dealt facing forward, or rear. With a few ships out there, you can get 5 fwd facing weapons. So the focus should really be facing fwd, and this means, you really need to focus hard on ensuring you can always face forward.
So sweeping strike, or sit-n-spin, turn rate matters. This means your 3 biggest concerns are:
I used the advice from these three sites, and I found something wrong with them all, so mix and match and use some common sense for your own needs. When Im finally done with my build I will post it here, but in the meantime, read away and suggest away!
Not a bad reference guide. --> outdated and incomplete, but a damn good reference to help you decide whether or not to spend points, or more importantly, if its worth spending more than 6 (7-9 is almost always diminishing returns).
Here's a tactical build.. with a few errors Can you spot the not? I find myself in disagreement with:
Tactical Systems:
Threat Control -- WHY? You are a tactical officer looking to do damage, not take it. Avoid this at ALL costs. Let a carrier player with Engineering or Science Buffs be the "threat"
Engineering Systems:
Driver Coil: there should be points here. Maxed-no, but yes... PUT points here. You are tactical and an escort, there is no such thing as too much ability to move. Better power levels and impulse ability? You use impulse in battle.
Starship Batteries: WHY? Honestly, if you think you need battery BUFF's, you are doing something really wrong. Despite there are MUCH better things to stick in your 'DEVICES' slots, that batteries are a joke. As mentioned above, put good points into power availability level skills. That is much more sensible. (IMHO)
Warp Core Potential: Too many points here, you definitely want it, but based on the diminishing results shown in my previous link, it looks like "5" is the magic number. 6 perhaps, but NO MORE.
*Captain Level Engineering Systems: Across the board you should be doing these, you need to stay alive, and you need to move. This is a YMMV (your mileage may vary) but consider maxing these all.
Starship Weapon Performance: This should really be a "6" point skill. Its almost unfathomable why you wouldn't. You want to do damage, and move, and shield heal, you need POWER! (and you shouldn't be worrying about batteries). I'm somewhat confident this player ran out of points, or they would have added more here. Aim for 6!
Science and Operation Systems:
Not much to complain about here. He/She got it right.
My recommendation is to consider 3-6 in some skill to support the fact that we ALL use science for something. The problem is, if you do, something above will suffer.
Starship Particle Generators: Its worth a look-see. Plasma can be deadly, and since you are zip zooming around, keep it in mind.
All other non-committed skills here can be worth a look, but sincerely, this is your last look (*after you've addressed all above).
Good No BS Skill applicability Advice I found the advice here quite accurate. (from Tactical perspective only, which is the intent). Use this as a guide for all advice given.
Forum, worth a read.
Not worth a read unless you are uber geeking it
Please offer your thoughts.
So sweeping strike, or sit-n-spin, turn rate matters. This means your 3 biggest concerns are:
- Movement/Turn
- DPS (focus on cannons, OR beams, OR kinetic) Never split. it just doesn't do the trick.
- Shields and Energy: this is a special case, You want as much as you can get of shield, and power.
[indent] Your POWER levels affect shield regen, engine ability, and weapon power avail, thus DPS!
Skills for actual SHIELD improvement are a must because most escort style ships have diminished shield effectiveness[/indent]
- Extra Note: Science abilities, mostly useless, but there is some thought to go into warp plasma.
- Remember, you are moving a lot, so why not dump warp plasma in the process? This is something worth remembering, but Im not advocating it.
I used the advice from these three sites, and I found something wrong with them all, so mix and match and use some common sense for your own needs. When Im finally done with my build I will post it here, but in the meantime, read away and suggest away!
Not a bad reference guide. --> outdated and incomplete, but a damn good reference to help you decide whether or not to spend points, or more importantly, if its worth spending more than 6 (7-9 is almost always diminishing returns).
Here's a tactical build.. with a few errors Can you spot the not? I find myself in disagreement with:
Tactical Systems:
Threat Control -- WHY? You are a tactical officer looking to do damage, not take it. Avoid this at ALL costs. Let a carrier player with Engineering or Science Buffs be the "threat"
Engineering Systems:
Driver Coil: there should be points here. Maxed-no, but yes... PUT points here. You are tactical and an escort, there is no such thing as too much ability to move. Better power levels and impulse ability? You use impulse in battle.
Starship Batteries: WHY? Honestly, if you think you need battery BUFF's, you are doing something really wrong. Despite there are MUCH better things to stick in your 'DEVICES' slots, that batteries are a joke. As mentioned above, put good points into power availability level skills. That is much more sensible. (IMHO)
Warp Core Potential: Too many points here, you definitely want it, but based on the diminishing results shown in my previous link, it looks like "5" is the magic number. 6 perhaps, but NO MORE.
*Captain Level Engineering Systems: Across the board you should be doing these, you need to stay alive, and you need to move. This is a YMMV (your mileage may vary) but consider maxing these all.
Starship Weapon Performance: This should really be a "6" point skill. Its almost unfathomable why you wouldn't. You want to do damage, and move, and shield heal, you need POWER! (and you shouldn't be worrying about batteries). I'm somewhat confident this player ran out of points, or they would have added more here. Aim for 6!
Science and Operation Systems:
Not much to complain about here. He/She got it right.
My recommendation is to consider 3-6 in some skill to support the fact that we ALL use science for something. The problem is, if you do, something above will suffer.
Starship Particle Generators: Its worth a look-see. Plasma can be deadly, and since you are zip zooming around, keep it in mind.
All other non-committed skills here can be worth a look, but sincerely, this is your last look (*after you've addressed all above).
Good No BS Skill applicability Advice I found the advice here quite accurate. (from Tactical perspective only, which is the intent). Use this as a guide for all advice given.
Forum, worth a read.
Not worth a read unless you are uber geeking it
Please offer your thoughts.
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