Science Spec Thread
Might as well have one to discuss what we're looking for, etc.
Here's mine, which is pretty much anti anything the enemy can sent at me or my party :)
Engineering Team Leader - 3 Bars
Science Team Leader - 9 Bars
Tactical Team Leader - 5 Bar
Starship Command - 9 Bars
Starship Energy Weapons Training - 9 Bars
Starship Projectiles Weapons Training - 9 Bars
Starship Engineering Training - 9 Bars
Starship Warp Core Training - 9 Bars
Starship Operations Training - 9 Bars
Scientific Theory - 9 Bars
Science Vessel Captain - 9 Bars
Starship Beam Weapons - 9 Bars
Starship Torpedo Weapons - 9 Bars
Starship Aux. Systems Maint. - 9 Bars
Starship Shield Maintenance - 9 Bars
Starship Sensors - 9 Bars
Scientist - 9 Bars
Research Science Vessel Captain - 9 Bars
Starship Phaser Weapons - 9 Bars
Starship Photon Projectiles - 9 Bars
Starship Aux. Systems Efficiency - 9 Bars
Starship Shield Efficiency - 9 Bars
Starship Tractor Beam - 9 Bars
Xenobioloy - 9 Bars
Long Range Science Vessel Captain - 9 Bars
Starship Transphasic Projectiles - 6 Bars
Starship Sensor Probes - 9 Bars
Radiology - 9 Bars
Deep Space Science Vessel Captain - 6 Bars
Quantum Mechanics - 9 Bars
Spatial Anomaly - 1 Bar
Total Spent = 60700 / 60700
I really hope we can respec soon. I already made the mistake of upgrading both my healing and attack skills thinking that it would improve all science officers and not just myself. I have essentially wasted 9 skill points because I don't plan on using any healing science skills myself.
The points you've spent in your commander and captain for the science vessals are currently wasted as they supposedly only affect the commander and captain vessals only and don't carry over to all science vessals. I would imagine that may change in the future but for the time being they are worthless once you've moved on the the admiral level science vessal.
This thread is obvious Kiala bait. I'd make recommendations and post a cookie-cutter, but I'm feeling way too lazy right now. I'll do it later, 1 pm maybe.
I'd go with quantum projectiles at the Cmdr level, and arm my ship accordingly. If you're going with beams, you're going to be broadsiding until you turn in for the torpedo launch. The extra damage of q-torps as opposed to p-torps is better for this tactic.
In a Klink or Tac ship with cannons, you're better off with whatever has the higher dps, since your torps are almost always in-arc anyway.
Heres mine... or what I was thinking. Suggestions, thoughts? Also the builder doesnt like the current Firefox, so you have use Internet Exploder.
Dual Beam Banks have a 90' arc and require you to be facing your target. They can and should be equipped on science vessels since they have the turn radius to support them.
Never thought of that... I didnt have tehm on my newbie ship because I felt nerfed half the time.
Would it outweigh running with multiple beams on your aft section and firing at the enemy with your side?
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