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Lt. Commander
Join Date: Dec 2007
Posts: 120
Ground 2.0 has nerfed Science moreso than the other professions, as is the sad tradition of STO. If the discourse among ground PvPers is to be believed, then more science nerfs are coming from the PvPers in Ground 2.1. However, the relative strength of kit vs. kit is still the same, although the best science kit is now named 'Physicist' instead of 'Geophysicist'.

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You are the bringer of the ultimate weapons of exposes: Gravimetric Shift 3 & Tricorder Scan 3. Medical Tricorder 3 is nice too. I beg you to learn these powers so that you might teach others.

There are two kits: Medic, with 4 heals. And Geophysicist, with 4 exposes. You'd rather use Geophysicist since a BO is a better healer than you are.

Science Captain's Playbook (legend):

Max Inferno:
Kit: Geophysicist
Exposer x4
The ultimate offensive, with only a [Large Hypo] to save you. 20 exposes! But it may not be enough to keep you alive.

Safety Inferno:
Kit: Geophysicist
Exposer x3
Medic
Only Max Inferno has more exposes. But this play includes a medic to keep you alive.


Snow Fire:
Kit: Geophysicist
Exposer x2
Medic
Shield
The more exposers you take out of your group, the slower combat will go. But you also last longer against oncoming damage from hostiles, especially since this group has seven heals.

Safety Redwood:
Kit: Medic
Turret x4
The ultimate defensive! This play has heals, making it greater than Mist Redwood.

Snow Pine:
Kit: Medic
Turret x3
Shield
The more turrets you take out of your group, the slower combat will go. But you also last longer against oncoming damage from hostiles, especially since this group has seven heals.

Whiteout:
Kit: Geophysicist
Medic x2
Shield x2
Whiteouts stop all activity, including your own. This play has nearly no offense whatsoever and should only be used in extreme circumstances. Crouch, set your CAMT for every enemy you try to kill, and pray.