Lt. Commander
Join Date: Dec 2007
Posts: 120
Already asked a similar thread regarding my Klingon character... so figured this helpful community could give good advice here as well.

I'm goin' the Science vessel route with my Engineer, and I'm wondering what kind of weapons should this bad boy be using? Probably mainly for PvE (and usually solo), but I also enjoy playing the occaisonal support role or PvPing when the mood strikes. I'm also fond of mines, though no idea how useful those really are (still, fun to toss em out).

Should I go a beam array heavy route with a single torpedo launcher up front? Would dual beam banks be handy since they have the same firing radius as alot of science abilities?


I'll be honest: my Gorn Science officer does the whole "Beams o'Doom" strategy where I just pummel bad guys with beam arrays (and finish with front torpedoes), so I really wouldn't mind using a different set-up Fed side. Would hate to wait until I level my third character to use a battle strategy that's a bit more than "fire as many beam arrays while strafing as possible" (as awesome looking as it is).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-17-2011, 12:32 PM
The Fed side is a bit different than the Klingons. You can mix things up a bit, but generally Engies fly Cruisers, Tac flies Escorts, and Sci flies Science Vessels. Each category compliments their preferred career, and are a little handicapped in ships outside that career.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-17-2011, 02:45 PM
Quote:
Originally Posted by Steel-Hyena

I'll be honest: my Gorn Science officer does the whole "Beams o'Doom" strategy where I just pummel bad guys with beam arrays (and finish with front torpedoes), so I really wouldn't mind using a different set-up Fed side. Would hate to wait until I level my third character to use a battle strategy that's a bit more than "fire as many beam arrays while strafing as possible" (as awesome looking as it is).
Sorry to say, with science vessels, this is what you'll be doing most of the time. I've tried different sci ship setups, but nothing performs better for me than one torp fore, one torp aft, the rest beams.
If you want a change though, try my favorite sci ship setup, use plasma torps. Sci ships are maneuverable and durable enough to punch a hole in a shield and deliver a heavy plasma torp at point blank range. Scramble sensors, jam sensors, sci team are your powers of choice for this setup.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-17-2011, 11:16 PM
Quote:
Originally Posted by BluegrassGeek View Post
The Fed side is a bit different than the Klingons. You can mix things up a bit, but generally Engies fly Cruisers, Tac flies Escorts, and Sci flies Science Vessels. Each category compliments their preferred career, and are a little handicapped in ships outside that career.
K, but that has nothing to do with the question I asked. I get that "Engineer=better in Cruiser", BUT I still want to mess with an Engineer in science vessels. If I wanted to be ultra min/max, I would've said so: all I wanted was some polite advice on what folks felt works with an engineer in a science vessel, not someone telling me something I already know while not even touching the actual question I put forth.

Quote:
Originally Posted by Vraesh View Post
Sorry to say, with science vessels, this is what you'll be doing most of the time. I've tried different sci ship setups, but nothing performs better for me than one torp fore, one torp aft, the rest beams.
If you want a change though, try my favorite sci ship setup, use plasma torps. Sci ships are maneuverable and durable enough to punch a hole in a shield and deliver a heavy plasma torp at point blank range. Scramble sensors, jam sensors, sci team are your powers of choice for this setup.
Aye, I'm a huge fan of plasma torpedos, originally cause of lore purposes (I'm pro-Romulan). Don't have a good set at the moment, but such is the life of a guy still levelling. At the moment, I kind of enjoy my Nebula's set up of Front: Torpedo, Array, Dual Beam, Aft: Array, Mines. Isn't as fantastic as my Gorn's Cruiser's all beams with one torpedo up front set-up, and the Nebula handles like a bathtub, but the set-up hasn't been completely unfortunate. The mines help when other ships get in close, since again... bathtub handling, it's a nice torpedo alternative when you can't line em up up front. The dual beams are nice when I'm firing Tachyon Beam, I'll give em that, but otherwise... yeah, flying bathtub. I'll keep tweaking...

And really, all my goal is to not completely gimp myself. STO is for fun and a Star Trek fix, if I want to min/max I'll go play WoW.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-17-2011, 11:28 PM
Flying as a Science Officer in a Science Vessel is beeing creative. I've learned, that the most powerfull weapons in a Science vessels your and your Boff's abillities are. Flying in a Science Vessel makes fun, because you don't have to blow head on your enemies. Creativity is the greatest power here.

What kind of weapons you shold use is up to you. I was laizy, so I got turrets and forth and back torpedos. Was more focused in my special features as in direct hitting my enemy and I was effective with that. If you want to hit and blow away your enemy with first strikes, you shouldn't fly Science Vessels. If you like to toy around with your enemies and control many of them, than flying a Science Vessel is the right choice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-18-2011, 09:08 AM
I have my Engineer in a Science Vessel and PvE solo as well. I personally like the mixed bag of survivability, CC, DPS, and support. I personally have two Phaser Banks and one Quantum Torpedo Launcher up front and the same in the rear. I did try a few different configs, and while the science vessels are fairly maneuverable, I often found myself stuck in the wrong direction when shields dropped, and by the time I would turn around (without popping Evasive), they'd be up again. Plus if you have one Torpedo fore and aft, and you are facing when the shields drop you can hit 'em twice when you pass (super fun with High Yield). I know that this isn't as popular, but I just supplement my reduced Phaser power with weapons buffs, and I feel that the extra damage from the addition torpedo bay is worth it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-18-2011, 11:56 AM
I have played primarily science vessels with multiple officer types and it can be fun to think out of the box as others have said. Primarily I am a solo PvE with some PvP as a healer.

I would recommend having an idea of what science route you would like to progress along for your Boff's as that may also determine some of your weapon options.
If you are going to be using Boff's to increase your offence then many of the powers are focused on the front of the ship so you will be spending most time trying to face your opponents.
If you go the healer/tank/jamming route then you can afford to be less evasive and not worry about facing.

Some basic builds I played around with
The Shield scrubber with tachyon beam as boff primary weapon.
2x dual beam banks front, plasma torp front
Ream 2 beam banks and mine layer.
Tactic was to head for target with full aux and launch the tachyon beam and then switch to full weap for dual beam bank with overload or fire at will, finish them off with a plasma torp. If you overfly them then drop mines just before passing. Head away and repeat if needed.

Healer and jammer
Either using team boff powers or jamming powers that don't require any front facing to use.
2xBeam arrays fore and aft
Torp front, mine or cluster torp rear.

Anomaly death by science.
Using combination of tykens rift, gravity well, tractor beam and tachyon beam.
2x photon torps front, 1x beam array.
1x mine rear, cluster torp , 1 beam array.

Head in to target and initially drain some of the shields or launch gravity well, once in 5km tractor and launch rift.
This is an Aux heavy build so torps mean I can forget about weap power most of the time.

I do like mines and use ether plasma to get some Dot damage, or favourite is Chroniton to slow targets down so I can turn on them. Mines aren't great for damage, cept maybe tricobalt but they are fun and the proc's can help.

Just my ideas, possibly not the best but they work for me. Not min/max based just fun to play around with.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-18-2011, 03:23 PM
I think your weapon loadout for Sci needs to compliment what bridge officer skills you like.

At commander I'm using tachyon, tykens rift and viral matrix. Those are all front arc powers so I have my weapons with a similar focus. 2x dual beam banks & a front torpedo, rear turret and the Harg'peng torp.

Makes for a nice direct run with a final Harg'peng to the side/rear once closed. It plays similar to my escort but with more toys (and admitedly less firepower).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-19-2011, 05:51 AM
Quote:
Originally Posted by Steel-Hyena
K, but that has nothing to do with the question I asked. I get that "Engineer=better in Cruiser", BUT I still want to mess with an Engineer in science vessels. If I wanted to be ultra min/max, I would've said so: all I wanted was some polite advice on what folks felt works with an engineer in a science vessel, not someone telling me something I already know while not even touching the actual question I put forth.
Your post sounded like you wanted advice on being effective in a Sci ship. I was pointing out that it's really not as good for Engies so, yes, I addressed the question that you asked. We're not telepaths on the board.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-19-2011, 10:56 AM
I have flown the Varranus as an Engineer, basically a DSSV with a useless special ability. My ships weapons are primarily phasers arrays, with some torpedoes. Disruptors also work well on a science vessel. As the Varranus is a Science Vessel, it gets the Sensor Analysis ability. Just wish the Repair Platforms and Drones, were not so useless.

It has a set up of a bit of healing via Hazzard Emitters, Transfer Shield Strength, Science & Engineering Teams. Also some CC with Tractor Beam Repulsors, Assimilated Tractor Beam, Viral Matrix and Tykens Rift. Might switch out, Tykens for Energy Siphon for single target draining with Assimilated Tractor Beam.

Then some damage resists with Attack Pattern Delta, Polarize Hull, Auxilary to Structural Integrity, and Emergency Power to Shields. Coupled with the Engineering Support, Miracle Worker, and Rotate Shield Frequency from Engineering skills.

Flown this set up in various STFs, usually as the main healer/support vessel. As others are usually dps orientated. Always handy poping miracle worker, surviving to heal others in your team or throw around some crowd control. Repulsors, did come in handy pushing a exploding Tactical Cube, into another Cube and support craft. Seeing a glorious chain reaction of exploding ships.

Not sure about the shield scrubber build, if phasers or tetryons fit that build. All depends on skill points cost effectiveness. Same goes for the energy drainer build, if using polarons are viable in combination with those science skills.

Best thing to do, is copy your toon over to tribble. Find someone to test out various builds and weapon types with. Then you can get accurate feedback on what your ability combos and weapons are having.

If your lucky, then you might get the science boffs you need via rewards or exchange. Otherwise you will be dependent on friendly Science Officer players to train those skills you need.
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