Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 T3 Science vessel questions...
02-02-2010, 05:05 PM
Okay... So I just hit Commander and got my t3 science vessel was excited changed up all my officer skills and got it ready to be able to do extreme burst DPS in certain situations. Now my Problem is I tested the skills in starbase 24 basically smashed everything to half health I questimate there were 15+ ships on me when I used my skills was VERY awesome.

Now the problem is my 2nd test was to see how it handled in a now retarded situation. It did okay until.... I was up against 2 -5 warships which shouldnt be an issue at all..... and some how the TORE through me was just stupid how i went pop.... here is some info on my ship maybe this was some freak bug I dunno but gimme your feedback about that situation and feedback on my current build....

Tactical Officer

1. Beam Overload 1
2. Fire at will 2

Engineer

1. Emergency power to weapons 1
2. Extend Shields 1

Science Officer(S)

1. Tachyon Beam 1

1. Transfer Shield strength 1
2. Feedback Pulse 1
3. Gravity well 1

I have 2 disrupter dual beam array mk 4's and 1 plasama torp 4 for front 1 lv4 phaser turret and 1 lv4 plasma turret at aft.


Now the questions

1. Opnions suggestions about Officer skill builds
2. How do I control wep battery better or do I have to ditch 1 disrupter dual beam bank 4 for maybe another turret?
3. Any idea why my t3 melted so fast vs my t2 when they had the same exact shields??
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-02-2010, 05:12 PM
Beam overload is problematic because it sucks your weapon energy dry when you use it, making your energy weapons completely useless until it recharges. I use it in my escort but only in situations where the drop in energy is not a big deal, such as for a kill shot, or to pop shields really fast for a torpedo salvo. Using it in the middle of a normal fight seems fairly ineffective because the extra damage it does seems offset by the lack of damage for awhile after.

Fire at will right now also seems pretty pathetic. It has failed to impress me at all.

I know both of these skills are going to get some love soon as I saw a dev post on it awhile back.

I'm guessing you're running with Mk4 shields as well... you'll want to get those upgraded as soon as you can. You can run Mk6 now. Same with your weapons.

The warships have some potent weaponry, and it sounds like you just got focus-fired to oblivion by them. Pay attention to range too... energy weapons do more damage at closer range, especially cannons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-02-2010, 05:13 PM
Hm. I've got a tier 2 sci vessel with no problem taking on groups of 2-5.

Here's my boff setup:

Tactical Slot

Beam Overload 1

Engineering Slot

Emergency Power to Shields

Science Lt. Slot

Tachyon Beam 1
Tyken's Rift 1

Science Ensign

Science Team 1

I recommend getting a Science Team skill on one of your boffs.

Secondly... what shields are you using? I recommend going with a resilient array. You should be able to get a Mark V or VI pretty easily. If you took the 7k capacity reward shields during Past Imperfect, use those instead of the resilient array.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-02-2010, 05:27 PM
Well ya my T2 never had an issue battery always stayed around 80ish when full power was directed to weapon systems. But with the extra weapon slot of T3 the battery is just doomed but I cant help but wonder that there must be an alternative to putting a lame turret on the front :/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-02-2010, 05:33 PM
I'm assuming you mean the golf ball ship here. (olympic class) Personally I'd swap the weapons around a bit, during open beta I had a torp fore and aft, a beam array fore and aft and a dual beam forward since the shience ships do have enough turn rate to make a frontal attack viable but not every time. with this setup you'll have two energy weapons in every arc but the rear and the forward arc will be a bit stronger. and with this setup energy drain shouldn't be a problem.

Also if you are soloing 'extend shield' 'and 'transfer shield strength' are totally usless to you as they can only be applied to an ally. For the second engineering slot I might suggest 'reverse shield plarity' (turns incoming energy weapons into additional shild strength) and I would suggest 'science team 1' in place of transfer shields, science team can be used on yourself or an ally and will give you a one shot shield recharge and a boost to science abilities as well as revoming science based debuffs(thought I'm not sure this last bit works properly).

Feedback pulse is a nice choice, I assume you probably ran nwith it on the nova class as well and know what its all about.

I havent played with gravity well myself so I don't know how well it preforms, I ran with photonic shockway personally. Get in close on the first pass(2k or so) with your strongter forward weapon arc and take down a shield facing, pop shockwave once you're at the 2k mark and watch as they spin away with comparable damage to a torpedo(so long as it hits the hull that is)

I might use a kigh yeild in one of the tac slots, though it does make the plasma torp more powerful it also makes it vulnerable to enemy weapon fire so may not be the best idea. I'f you have a quantum launcher you can slot in there I'd say grab a high yeild and go for it. Photon would work too but quantum make a mess of things, specially if you go for high yeild two rather than one.

As for the third question, if the battleships you fought were romulans or hirogen, they will **** you up, very little way out of that. If they were negvhar's just keep ut of their forward arc and you should be fine, If they wewre gorn stay away from the green stuff, nusican and orion battleships don't really have any tricks to be aware of that I recall except that the forwar arce usually has a cannon or two in it.

Hope something in there will help you out mate.

I'd make sure your power settings are how you want them too, they reset to defult when you get a new ship and others have been caught by it before.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-02-2010, 05:37 PM
Quote:
Originally Posted by LunaticWoda
I have 2 disrupter dual beam array mk 4's and 1 plasama torp 4 for front 1 lv4 phaser turret and 1 lv4 plasma turret at aft.


Now the questions

1. Opnions suggestions about Officer skill builds
2. How do I control wep battery better or do I have to ditch 1 disrupter dual beam bank 4 for maybe another turret?
3. Any idea why my t3 melted so fast vs my t2 when they had the same exact shields??
Turrets?? on a science vessel? and you want to drop a forward beam bank for FORWARD?! turret?? Replace all your turrets with single beam arrays.

As for dieing faster in tier 3 ships then tier 2... starbase 24 is what like lvl 15-16 fleet action? I'm guessing the deep space encounter where you were dieing to 2-5 ships wasn't 5+ levels behind you still...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-02-2010, 06:06 PM
openair:

I use a rear-mounted turret on my tier 2 science vessel quite successfully. I don't notice that much difference between broadsiding with two beam arrays or banks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-02-2010, 06:18 PM
A turret can be useful. He already has 2, and was thinking a third. A FORWARD turret is a ridiculus idea. And i never said anything about banks vs arrays. I said arrays > turrets...

Escorts are the only class that should use more then 1 aft turret as they can and need to keep their targets in their forward arcs. Science vessels have a harder time keeping targets forward, and shouldn't even try as you can deal equal damage with broadsides if correctly setup.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-02-2010, 06:31 PM
This is how I have my T3 Science Vessel set up...

Tactical:
Torpedo HY I
Torpedo HY II

Engr:
Power to Shields
Engr team

Science:
Cloak I
Scramble Sensor I
Scramble Sensor II
Science Team I (2nd dude) <- science team has a chance to block viral matrix from higher lvl opponents, but I have yet to completely understand how it works

This is a cunning setup, it gives you crazy torpedo punch, crazy endurance (1x hull repair + 2x shield recharge) and crazy 1-on-10 action capability. You won't break a sweat for anything up to 10 ships +0, 3 ships of +3. I've beaten 2 ships of +9 a couple times when a Cryptic bug threw me into a Terran map. All that only with crap that I pick up during normal gameplay, didn't buy anything with badges or what not.

p.s. science ship definitely has a sweet spot in T3-4. T2 doesn't do anything because the science BO skills haven't kicked in yet. T5 begins to suck because of limited weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-02-2010, 10:57 PM
why both HY's and why stealth? sure I get how its used but why not tach or tractor?
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