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-   -   Is it possible for a tac to fly Sci ships? (http://sto-forum.perfectworld.com/showthread.php?t=267944)

Archived Post 04-25-2012 02:42 AM

Is it possible for a tac to fly Sci ships?
 
I love the look of the Luna and the Intrepid and was wondering if a Tac cap could fly em,its really only for normal STFs,as i have an escort or my Oddy for Elites,so my question is it possible?

Archived Post 04-25-2012 02:45 AM

yes it is possible if your only doing normals you will find when geared right doing single target damage you will supprise yourself how much damage the science ship can attain.

Archived Post 04-25-2012 02:52 AM

I have a RSV that is tremendously effective as a light cruiser of sorts, because its very maneuverable and has an assault cruiser tac boff layout.

Also great for crowd control and disabling things. Might want to spec some points into particle generators if you want to use a lot of sci abilities.

Archived Post 04-25-2012 03:48 AM

Ok cool i was just curious,and yea its really only for normal when im bored of flying my MVAE or my oddy,just not sure what skills to use on my Sci officers o.O....Um any suggestions :rolleyes:

Archived Post 04-25-2012 04:43 AM

Some hints:


Viral Matrix - high level boff skill, disables enemy subsystems at random. Good vs single capital ship targets as it can drop shields, weapons, etc
Photonic Shockwave - mid-hi level repulse + disable + kinetic damage
Gravity Well - mid-level crowd control - clusters lots of PvE targets together to make them an easy target for cannons and torpedoes
Scramble Sensors - low-mid level crowd control - makes PvE targets shoot each other instead of your ships. I think this and Jam Sensors actually function in PvP too.
Tyken's Rift - low-mid level area power drain, basically like a gravwell but drains power.

After a while you notice that a science ship could be played like a light cruiser with extensive 'electronics warfare' ability plus wreak havoc in space.

You also get built in precision subsystem targeting (useful to drop enemy shields or stall their engines) and sensor analysis which gives you a 33% damage bonus if you lock on to someone for 1 minute.

Archived Post 04-25-2012 07:51 AM

Quote:

Originally Posted by InputEnd (Post 4181038)
Ok cool i was just curious,and yea its really only for normal when im bored of flying my MVAE or my oddy,just not sure what skills to use on my Sci officers o.O....Um any suggestions :rolleyes:


I fly with an engineer on elite in my RSV (aka Luna class) and do juuuuust fine. I do 1 Quantum Torp, 5 polaron beam arrays, polaron consoles, flow caps, and max out partical gens + Flow.

For skills, Fire At Will, Attack Pattern Beta, torpedo spread, Tractor beam, Energy Siphon II, Tykens Rift 3.


The rest is basically defensive, and i'll leave to you... (I do 2x polarized hull, EPtS2, Transfer Shield Strength, Eng Team w/ 3 Maintainance Doffs.) I tend to use Photonic Shockwave defensively if there's the possibility of heavy yield... great for taking down an incoming torpedo that'd ruin your day. This loadout probably wouldn't work on a Tac, since if I get nailed especially hard I always have my engineering defenses to fall back on to stay alive.



I keep weapon power around 120, and just use my natural Aux levels for the most part. You'll do good damage swooping broadside and unloading with Fire At Will + AP:B, then releasing a bunch of torpedos into the group. AP:B will also enhance the damage dealing of everyone else on the team.

The energy drains make the really tough enemies somewhat less dangerous and helps out by keeping people from needing to respawn, or shutting down shields, engines, etc, which will cause them to take damage faster. A fast cycling Eng Team lets me throw a heal to anyone that gets nailed periodically to keep them healthy.


I really enjoy the build.


edit: reading some other posts, it sounds like Aux2Sif may be a better idea for a science ship due to the inherant Aux bonus and has an intrinsically low cooldown of 15s. Can anyone verify? Does it share a systems cooldown with EPtS or something else?

Archived Post 04-25-2012 08:57 AM

edit: reading some other posts, it sounds like Aux2Sif may be a better idea for a science ship due to the inherant Aux bonus and has an intrinsically low cooldown of 15s. Can anyone verify? Does it share a systems cooldown with EPtS or something else?[/quote]


Ill verify since i run Aux2Sif 3,the only thing it shares cool down with for me is Aux to dampeners,and nothing else on my cruiser anyway,and yes the 15 sec cool down is amazing, and its got a great heal on my cruiser with only 71 power to aux, I couldn't imagine what it would do at 125 power in aux :eek:

Archived Post 04-25-2012 08:58 AM

I run maximum heal ships and can verify A2SIF uses a different cooldown from EP powers. So yes you can heal stuff over time quick if you keep aux power high and cycle A2SIF every 15 seconds.

Unconventional use of RSV - it's an awesome torpedo boat because it turns almost as fast as an escort with the right character specs and engine type. Fire front tubes on HY1 and spam your viral matrix and gravwell and whatever disablement powers, spin around, fire TS2, turn back in front for HY1 again, rinse and repeat. Use torpedo reload doffs to help rate of fire, as well as Technician doffs to reduce ALL bridge officer recharge times by 4%.

If you want to use a 'gunship' loadout with single cannons and turrets, two green Technicians can allow you to create 'battlestar spam' almost continously, supported of course by Tac's APA and EPtW.


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