Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-22-2010, 09:50 PM
I'm just callin' it like it is.

Most of what makes science great are the heals, though. Everyone should have Science Team II as a shield heal and resist for self and allies. 10k range, no AUX requirement, it's a fantastic ability.

Engineering and Tactical abilities just don't measure up. Rapid Fire is great, sure, but what else? Too many tactical abilities share timers or are highly weapon specific whereas science abilities are all generally useful. Engineer abilities are pretty lackluster except for RSP.


I'm certainly not going to use a cruiser just so I can die better and make people happy. I'm going to keep using Science as long as I'm convinced it's the best ship to PvP with. (They should make the Raptor into a science ship, btw.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-22-2010, 09:53 PM
Incidentally, the only science BOFF ability I *really* hate is Scramble Sensors.

It annoys the hell out of me when I deselect my target, carefully hit Science Team to cure myself and it has me randomly target someone else and heal them instead. IMO it's too powerful for an AE ability. I think it should probably be made single target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-22-2010, 10:40 PM
what with shield draining and all (negating the effects of science team) Engineering team 3 is pretty damn impressive. With my set up it heals for 15,750 hull heal (read: over half of an escort's hull) and gives the target a 52% damage resistance for 30 seconds. It is also one of the only two hull healing options that can heal other players, making it an absolute necessity for repairing damage and healing in pvp. oh, and it boosts your power levels too.

edit:
here is what will be my build for a healing set up cruiser captain (Star cruiser), The ground skills are placeholders for the new starship enhancement skills.

linky
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-23-2010, 04:07 AM
nvr mind..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-23-2010, 09:49 PM
Quote:
Originally Posted by faithborn
what with shield draining and all (negating the effects of science team) Engineering team 3 is pretty damn impressive. With my set up it heals for 15,750 hull heal (read: over half of an escort's hull) and gives the target a 52% damage resistance for 30 seconds. It is also one of the only two hull healing options that can heal other players, making it an absolute necessity for repairing damage and healing in pvp. oh, and it boosts your power levels too.

edit:
here is what will be my build for a healing set up cruiser captain (Star cruiser), The ground skills are placeholders for the new starship enhancement skills.

linky
My hazard emitters II heals for the same amount and you should check your resistance by casting this on yourself without any other kind of resistance buff/item. It's probably closer to 35% dude to diminishing returns unless for some ungodly reason the base is over 100% and you are correct with it being 52% after diminishing returns but somehow I doubt that.
Hazard emitters also doesn't keep you from using a team, but I see you use them as well. The only bad thing is someone might need that slot for a science team since almost everyone flies a lockdown ship now.

http://sto-builder.binarybit.ch/inde...71--_4-58---@0
Close enough to what I am flying. It works for me, well most of the time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-23-2010, 10:22 PM
Quote:
Originally Posted by forsakenlight View Post
My hazard emitters II heals for the same amount and you should check your resistance by casting this on yourself without any other kind of resistance buff/item. It's probably closer to 35% dude to diminishing returns unless for some ungodly reason the base is over 100% and you are correct with it being 52% after diminishing returns but somehow I doubt that.
Hazard emitters also doesn't keep you from using a team, but I see you use them as well. The only bad thing is someone might need that slot for a science team since almost everyone flies a lockdown ship now.

http://sto-builder.binarybit.ch/inde...71--_4-58---@0
Close enough to what I am flying. It works for me, well most of the time.
I should have clarified, its 52% before diminishing, but ya, my hazard also heals for that much. The benefits of engineering team over hazard though is a larger range, and an instant spike heal. I carry both because their so different.

and yes, I do cede the point of science team (I'm not the guy on my fleet premade that takes it though, I'm the healbot).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-24-2010, 04:22 AM
Quote:
Originally Posted by Slamz
Incidentally, the only science BOFF ability I *really* hate is Scramble Sensors.

It annoys the hell out of me when I deselect my target, carefully hit Science Team to cure myself and it has me randomly target someone else and heal them instead. IMO it's too powerful for an AE ability. I think it should probably be made single target.
If you hold down F1 (or whaever you have for target self bound) you're a great deal more likely to use the science team on yourself instead of a random target. It still fails sometimes but but not often.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-24-2010, 01:38 PM
Quote:
Originally Posted by forsakenlight View Post
This is garbage and trash players who can't be bothered with actually learning game mechanics and how to overcome this or that use this. Since it overcomes everything and leaves your enemy helpless.
This is all this game is becoming.
Well have fun disabling each other till there is nobody left to disable, you obviously don't care if this mmo flops.
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-24-2010, 01:48 PM
Quote:
Originally Posted by Diekruzen
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
Actually snb can not be countered by anything but from what I recently read they are changing this and I doubt there will be much complaining about snb/vm. Certainly not from me if they change it the way they say they are.
I've never complained about feedback pulse because it's easy enough to counter, even after changes it should not be that hard to manage.
Never really complained about cloak even tho I don't like it, it is not some vastly be all end all ability. It can be managed easily enough.
My gripe has always been with lockouts, both in ground and space. I don't like it when I cannot fight back.
So here's to hoping things work out.
I also had a gripe about the universal bridge officer slots but I think I read about them possibly changing that as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-24-2010, 01:52 PM
Quote:
Originally Posted by Diekruzen
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
Also in regards to your premade, if you have one lockdown ship that is all well and good. With a good assortment of ships and abilities in your team. However what I have been seeing is 75% of klingons flying some sort of lockdown ship.
Regardless of being a bop or a battle cruiser or even a carrier. It is not fun when more than half of your enemies are just flying around shutting everything down.
But as I said they say they are changing this so I hope for the best.
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