Science is Nerfed? Not really...
View Single Post
Join Date: Aug 2012
09-25-2012, 09:22 AM
Originally Posted by
For PVE in any situation you can complete the mission much much quicker in an escort
On this, I don't agree. I am playing with a RSV and with an Armitage as science officier; however, I collected several rare tac officiers, and so my Armitage has everything an escort can have as firepower (except for tac career specials). Plus, anti-borg antiproton stuff & boosts.
With the right build the science ship can clear STF pretty well; for sure the STF without a single science ship in which I was in went much worse than any try with at least one of them.
The effect of my SS build on borgs is pretty hilarous; I even had Sela ship sitting duck for the whole time, even unable to fire back, with our team bringing it down in a matter of 20-30 seconds; and I still didn't put any anti-borg stuff on the RSV yet.
I've even brought a borg cube down all by myself without a scratch in elite, while the rest of the team, with heavy escorts and paid for, exotic cruisers, wasn't able to control the borgs from the other 2 cubes and got Khan destroyed. Didn't mean to be uncopreative on that once, just I didn't even imagine they could be in trouble with all that mighty FPS and tanks around.
There are PvE scenarios where the escort is bound to perform way better; i.e. Starbase 24, where you have to kill lots of enemy fast on your own, and infected STF, where you have to kill tough probes fast, are two of them; but in general, on PVE I just feel the need to get my escort when I want to have a change for a while.
Originally Posted by
In PvP apart from in an organised team with a very specailsed build, you are better in a Escort or Cruiser.
We badly need a balance pass
On this I do agree. I think this wasn't deliberate against SCI players. Just E with sci abilities are kinda overwhemling, exp when they come in mass, so it was necessary to nerf them down somehow.
Anyone who has seen a romulan warship decloaking at 2.5km from you, putting tractor beam and takyon beam on you and sending 3 heavy plasma torpedos your way before you can even get your hands on the keyboard knows what I mean.
A fleet scenario with 5-10 sci E ships supporting cruisers & frigates, fighting at full AI, would have been pretty unbearable for any 5 ships P team.
There are only 3 way outs for the devs.
1) keep sci E nerfed, but un-nerf sci players. There already is a 1 vs 1 balance system that seems to work great with DPS, and can be switched on or off at any moment by the game, i.e. when you play at squad leader level. Just extend it to sci side effect, so that NPCs has them relatively less powerful than players.
2) un-nerf sci abilities, but give more counters (while removing some confusing and now useless sci ability). I.e. give sci boff and career some ability to counter remote sci powers, like, destroying a forming GW or TR, invert a tractor beam on an ally ship, invert polarity of syphons & so on. Of course, this abilities must be wide enough in range so that you don't need to stack any heal or attack sci ability away to make room for counters. This would be fun, as would FORCE PvP teams to take a sci along, AT LEAST to provide the counters; or declare escort/cruiser private games. Also, it would give more ways and combinations to build an interesting and useful SCI character/ship.
3) Give sci players anti-dps abilities. For instance, "Fast shield frequency rotation", with 30 sec reload time, giving you 20 secs of cannon fire damage halved. This would be a way to equate escort and sci DPS ratio in PvPs, confronting the pure muscle escort approach vs a more thought, varied and ability based sci gameplay.
Last edited by jonnymind; 09-25-2012 at
. Reason: mystypes