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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-13-2010, 05:19 PM
Scramble Sensors
Commonly Abbreviated as: SS
Power cooldown: 60s
Shared Cooldown: 40s
Skill dependency: Starship Countermeasure Systems (duration)
Beginning rank: Lieutenant
Rank 3 rarity: Captain trained, 6 ranks in Starship Countermeasure Systems
Power info: Fires a sensor probe at a targeted enemy within 10km. When it arrives, every enemy in 3km radius will be affected by "confusion". NPCs will immediately target their allies randomly and attack them, but if there are no other enemy NPCs for them to attack, they will attack you or your allies normally. Against players, the effect makes all targets appear friendly, and attempts to switch a player's target to any targetable object on their screen. This effect allows enemy players to heal you or your allies, or target and attack their allies. The duration scales with power rank, skills, and aux power.
Other info: The confusion effect is not enforced on players. With careful attention, they can continue to target you or your allies, as well as heal themselves or their allies for the duration of the power. If there are no other targets to switch to on a player's screen, then there is effectively no effect.
Sensor Analysis
Commonly Abbreviated as: SA
Power cooldown: N/A
Shared Cooldown: N/A
Skill dependency: None
Beginning rank: N/A
Rank 3 rarity: N/A
Power info: This is an innate science ship power. As long as an enemy is targeted and within 10km, a buff to the science ship's damage and subsystem targeting will slowly stack up to a maximum of +33% after 60s with 10 stacks. This gives a buff versus that target and only that target. Switching targets has a high chance of removing the buff, as does the target moving beyond the 10km mark.
Other info:
Tachyon Beam
Commonly Abbreviated as: None (TB is too easily confused for tractor beam)
Power cooldown: 30s (35s)
Shared Cooldown: 20s
Skill dependency: Starship Flow Capacitors
Beginning rank: Ensign
Rank 3 rarity: Captain trained, 6 ranks in Starship Flow Capacitors
Power info: Fires a beam at a targeted enemy within 10km in the 90 degree forward arc of your ship that does shield damage via 10 pulses of damage to each of their shield facings over 4s. The shield damage scales with power rank, skills, and aux power. The duration does not scale.
Other info: This beam is maintained on your target within the forward 90 degree targeting arc. If they leave that arc before the 4s is up, the beam will break and the effect will end prematurely. The shield damage ignores any shield resists on the targets that would normally reduce weapon damage to shields and the damage is not affected by any damage buffs or resistance debuffs. The cooldown timer for the power itself does not actually start until the power ends its active cycle, which typically means the power cooldown is actually 34s instead of 30s.
Target Subsystems 1
Commonly Abbreviated as: TSE, TS:E, TSSE, TSS:E, BTSE, BTSS:E (E refers to target subsystems: engines)
Power cooldown: 90s
Shared Cooldown: N/A
Skill dependency: Starship Flow Capacitors (power drain), Starship Subspace Decompilers (disable)
Beginning rank: N/A
Rank 3 rarity: N/A
Power info: All science ships and the Vo'quv carrier get innate target subsystems 1 powers. This lets you target the engines, weapons, shields, or auxiliary systems of an enemy ship with your next beam attack cycle. This will do normal damage, and apply a debuff onto the enemy ship for 15 seconds that drains their power in that system by a certain amount. There is also a 20% chance to shut down that system completely for a short time, or in the case of shields, drop the shield facing you. The magnitude of the drain scales with skill only.
Other info: The drain effect stacks with any other drains like energy siphon and Tyken's rift drains, however it does not stack with other target subsystems attacks. Only the best drain will affect the target. These can also be taken as tactical ensign bridge officer powers, even as a science ship.
Tractor Beam
Commonly Abbreviated as: None (TB is easily confused for tachyon beam)
Power cooldown: 30s (40s)
Shared Cooldown: 20s
Skill dependency: Starship Graviton Generators
Beginning rank: Ensign
Rank 3 rarity: Rare Bridge officer candidates
Power info: A tractor beam reaches out from your ship to a targeted enemy within 5km and holds an enemy ship in place for 10-18s, greatly reducing their movement and turning ability, and applies a miniscule kinetic DOT for the duration. It will also cancel cloaking if used on a cloaked target, and it will deny them from cloaking for the duration. Damage scales with power rank, aux power, and skill. Duration scales with power rank.
Other info: The tractor beam will not affect the target if they move beyond 5km, however if they later come back within 5km while the tractor is still in effect, they will again be affected. The cooldown timer for the power itself does not actually start until the power ends its active cycle, which typically means the power cooldown is actually 40-48s instead of 30s, depending on rank.
Tractor Beam Repulsors
Commonly Abbreviated as: TBR
Power cooldown: 40s (50s)
Shared Cooldown: 20s
Skill dependency: Starship Graviton Generators (repel), Starship Particle Generators (damage)
Beginning rank: Lieutenant
Rank 3 rarity: Uncommon Bridge officer candidates
Power info: This power targets up to 3 enemies, dead or alive within 5km of you, and attacks them with a repulsor pulse. The pulse does damage that ignores shields and pushes them away from you. Pulses fire from your ship every second for 10s. The repel scales with skill, power rank, and aux power. The damage scales with skill and power rank. The duration is fixed.
Other info: You have no control over what the pulses attack, but it appears to be the three closest enemies. The cooldown timer for the power itself does not actually start until the power ends its active cycle, which typically means the power cooldown is actually 50s instead of 40s.
Transfer Shield Strength
Commonly Abbreviated as: TSS (sometimes also used for target subsystems, however)
Power cooldown: 45s
Shared Cooldown: 30s
Skill dependency: Starship Shield Emitters(heal)
Beginning rank: Ensign
Rank 3 rarity: Very Rare Bridge officer candidates
Power info: Targets you or an ally within 10km and gives an immediate shield heal, and a shield HOT and shield resistance for 15s. Shield healing and resistance scales with skill, aux power, and power rank. Duration is fixed.
Other info:
Tyken's Rift
Commonly Abbreviated as: TR
Power cooldown: 60s
Shared Cooldown: 30s
Skill dependency: Starship Flow Capacitors(power drain), Starship Particle Generators(damage)
Beginning rank: Lieutenant
Rank 3 rarity: Very Rare Bridge officer candidate
Power info: Creates a rift centered on a targeted enemy within 10km in the 90 degree forward arc of your ship with a 3km radius of effect for 15 seconds. It will drain power from all enemies in the area, and does damage over the duration.
Other info: The rift can be destroyed prematurely, even though it can't be targeted. Cannon scatter volley, for example, can target the rift and eventually do enough damage to destroy it.
Viral Matrix
Commonly Abbreviated as: VM
Power cooldown: 60s
Shared Cooldown: 30s
Skill dependency: Starship Subspace Decompilers
Beginning rank: Lieutenant Commander
Rank 3 rarity: Rare Bridge officer candidates
Power info: Fires a sensor probe at a targeted enemy in the 90 degree forward arc of your ship within 10km and randomly shuts down engines, weapons, and auxiliary power systems over the duration. It won't shut down shields. The duration scales with skill and power rank. Shutting down weapons prevents a target from shooting torpedoes or energy weapons. Shutting down engines prevents a target from moving. Shutting down auxiliary will stop any active auxiliary powers like tractor beam or cloaking, and prevents them from activating most science powers.
Other info: