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Captain
Join Date: Jun 2012
Posts: 598
# 5
12-29-2012, 02:56 PM
Quote:
Originally Posted by majortiraomega View Post
I don't think you understand the point of Subnuke beam. It counters fully buffed ships, be it escorts or cruisers. It does this by removing the buffs and destroying power recharge levels. If you make it so science team rebuffs the ship....yeah....the ability is now effectively useless. Think of it this way, what is the point of a buff counter ability with a 2.5 minute cooldown if it can be instantly cleared and the buffs restored by an ability with a 15-30 second cooldown. The science officer's sensor scan can also be cleared with science team, making a science captain's two most powerful abilities clearable with a single press of a button. And let's not forget that about a third of the science bridge officer powers are cleared by science team.

The trick is to learn to counter the counter. When fighting a cruiser, a science officer is waiting for the perfect moment to hit them with subnuke beam. Learn to keep your heals on two or even three separate cycles so that you aren't hung out to dry when the beam hits you. Also, if you can bluff them and make them hit it early, then you can clear it with minimal damage to your heal cycle.
You don't understand the Balance of the game. Everything has a counter except Subnuke beam. Do not try to make Science Captains seem so poor and deprived of abilities, especially, now that they have the Wells and Mobius classes that are built like escorts blasting everyone away with DHC's and temperal weapons. It not like Subnuke is exclusive to non-cannon firing ships.