Lt. Commander
Join Date: Dec 2007
Posts: 120
The time has come to make a decision and I admit my utter n00bishness with the game so I'll throw the question out to wiser folks with more experience.

I want to by an admiral's ship for my Sci-Officer with some of the C-points I've got stashed. Given the choice between a Vulcan D'Kyr and a Long Range Science Vessel Retrofit, which would you choose? I'm a firm believer in better offense through Science (GW and Tyken's Rift, where have you been all my life?). In general terms, I run a drain/lockdown type science build and I'm looking for a ship to build up with that in mind. My Sci-Officer is a mostly solo character so I'm worried about me staying alive and pushing out the neutrinos and various 'trons and 'ons to the ruination of my enemies. So which one?

Best Regards,

Citik
Helena
Honor
Michael
STO Academy
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-23-2012, 11:23 AM
As shown here:

http://www.spidermitch.com/STO/Spide...DShipChart.jpg

The main differences are the BOFF layout and the gimmicky ablative armor (which I wouldn't bother wasting a console slot for).

I think the BOFF on the Dykr is better, personally. That higher level ENG allows you to add a couple options to save yourself (i.e. an extra Eng Team or something). Depends on if you think losing the CMDR Sci BOFF for a LTCDR Sci BOFF is worth the extra ENG BOFF skill. I think maybe it is.

The Dykr has a stronger hull and slightly slower turn rate, but also the support shuttle which can help you in combat.

My $0.02? Go with the Dykr. Unless you REALLY REALLY want that extra tier-3 sci BOFF skill. If that's the dealbreaker, go LRSV-Retro. Otherwise I think dykr is better (and more interesting).


EDIT: The above is pure opinion only. I haven't used either ship yet, but plan to eventually. I'm still working on my first character, who is TAC, so I haven't gone into the sci ships much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-23-2012, 11:35 AM
I've flown and own all the science ships on my main toon, I personally prefer the D'kyr and DSSV. But, the LRSV-R is a beast in its own rights.

D'kyr: Higher Hull, LtC Engineer Station, Support Craft (Extend Shields 1, Hazard Team 1)

LRSV-R: Ablative Armor, LtC Science Station, Higher Turnrate

Ignore the wiki on console slotting the D'kyr has 3 engineering consoles slots.

The LRSV-R can be built more aggressively with an extra tier 3 science skills where as the D'kyr can use Engineering Team III.

If I was a Science Officer I may have gone with the LRSV-R for use of the Ablative and Hazard Systems III. Being an Engineer Officer I've got Rotate Shields and Miracle Worker to survive harder space battles.

Hope this helps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-23-2012, 11:44 AM
I've been all over that ship chart. It may as well be my second wallpaper. It is a great piece of work. i think I need to go back to the Lt Cmdr Engineering skills and see if there is anything that i just can't live without in comparison to a science skill. Aceton Beam I, Eject Warp Plasma I are the two that look good for Engineering vs. Photonic Shockwave I or Viral Matrix I from Science. I am leaning towards the D'Kyr though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-23-2012, 11:49 AM
Quote:
Originally Posted by rodentmaster
As shown here:

http://www.spidermitch.com/STO/Spide...DShipChart.jpg

The main differences are the BOFF layout and the gimmicky ablative armor (which I wouldn't bother wasting a console slot for).

I think the BOFF on the Dykr is better, personally. That higher level ENG allows you to add a couple options to save yourself (i.e. an extra Eng Team or something). Depends on if you think losing the CMDR Sci BOFF for a LTCDR Sci BOFF is worth the extra ENG BOFF skill. I think maybe it is.

The Dykr has a stronger hull and slightly slower turn rate, but also the support shuttle which can help you in combat.

My $0.02? Go with the Dykr. Unless you REALLY REALLY want that extra tier-3 sci BOFF skill. If that's the dealbreaker, go LRSV-Retro. Otherwise I think dykr is better (and more interesting).

EDIT: The above is pure opinion only. I haven't used either ship yet, but plan to eventually. I'm still working on my first character, who is TAC, so I haven't gone into the sci ships much.
I think you are quite mistaken in both the BOFF slots of the Vulcan ship and the capabilities of the Nebula Retrofit. The Vulcan ship is IDENTICAL to the Nebula retrofit in BOFF consoles except for the fact that the nebula has a Lt Universal BOFF (where the Vulcan has a mandatory Sci Lt slot) and the Vulcan ship has a support craft. The minor difference is hull strength and shields are insignificant.


Wargamer:

Let me begin by saying I do fly the Nebula Retrofit (I call it Magellan class because canon-wise thats what the nebula retrofit was called) as my science ship.

There are three vice admiral, c-store science ships. The D'Kyr, the Magellan (Nebula Retrofit) and the Intrepid Retrofit. Each has a strength and a weakness.


D'kyr and Magellan ships are as I said above, practically identical in performance. The only difference is the Magellan trades its LT sci station for a LT universal boff station and the D'kyr receives a little support ship.

The major difference between these two are that the D'kyr is inflexible. It is locked into being a science ship with a support craft that you cannot control (you literally have to target someone and launch the shuttle and it will assist that person..you cant command it mid-flight. To change 'orders' it must dock and be relaunched). That support craft dies rather quickly to NPC AOE fire (NPC's dont target it directly though).

The Magellan's LT universal slot gives it tremendous flexibility in template. You can put a Tac officer there and have access to a lot more firepower, you can remain science and perform equally to a d'kyr without a support shuttle ...or put an engineer officer there and your ship can tank real well. The Magellan's universal console is useless (sadly) because all sensor skill does is increase stealth detection range.

Also, the Magellan has a large crew which gives some extra benefits.

The Intrepid is built for science bullying. It can be a powerful combat science vessel or a powefull support vessel. The only thing that you can say is 'bad' about it is that it must rely on science abilities to both tank and attack.

This is 'bad' because you end up with so many science boff ability slots you really have to match your ship's stats to what you can use... and that causes a problem with shared timers...and many intrepid retrofits I see out there end up putting sci powers that are rarely used and rarely effective merely because thats the only thing they could put in a slot.


Of the three Id suggest you choose between the Intrepid or the Magellan. The Vulcan ship as it is now has the worst benefits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-23-2012, 12:09 PM
Skyfaller that is some really good info. My eyes just kind of skate past the Nebula/Magellan because it is just ugly to me. Not sure if looking at it more would change that, but it might. Looking at the stats though, you are absolutely right on. That universal LT lets me be a lot of different things, and I don't mind having a stable of 2 extra Boffs to take the extra seat. Much to think about. If I were to go Magellan, I'd take a Recon Sci Vessel out if I'm felling especially beligerant. That extra tac console makes me smile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-23-2012, 12:46 PM
The Flying Pancake of Doom cannot be denied


The Nebula model is ugly but the Magellan is a lot more graceful.


There's one thing you need to consider before you decide between the Magellan and Intrepid: The Magellan has a lt cmdr engineer slot...the Intrepid does not has an extra tactical console over the magellan. Intrepid does however, turn a lot better.

So.. Intrepid turns a lot better...and the Magellan can warp plasma.

Gravity well 3 + Warp plasma = insane, shield bypassing hull DOT of death on a massive scale and a short timer. Gravity well pulls a cluster of ships together where you can warp plasma them all... and warp plasma immobilizes ships so they will be tractored to the very center of the grav well and remain there...and grav well does max damage at its center.

Intrepid cannot do that.

*evil grin*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-23-2012, 01:00 PM
I do like the warp plasma. My Engineer Captain drops that stuff out the back of her Venture like it's going out of style. I may not be able to out turn them, but with their engines down from WP, I sure as hell can out move them. International House of Pancake Doom with a side of Tyken's Rift and Warp Plamsa served all day long.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-23-2012, 01:43 PM
Quote:
Originally Posted by wargamer1976
The time has come to make a decision and I admit my utter n00bishness with the game so I'll throw the question out to wiser folks with more experience.

I want to by an admiral's ship for my Sci-Officer with some of the C-points I've got stashed. Given the choice between a Vulcan D'Kyr and a Long Range Science Vessel Retrofit, which would you choose? I'm a firm believer in better offense through Science (GW and Tyken's Rift, where have you been all my life?). In general terms, I run a drain/lockdown type science build and I'm looking for a ship to build up with that in mind. My Sci-Officer is a mostly solo character so I'm worried about me staying alive and pushing out the neutrinos and various 'trons and 'ons to the ruination of my enemies. So which one?

Best Regards,

Citik
Helena
Honor
Michael
STO Academy
Both make good ship choices. The D'Kyr makes a good option because Eject Warp Plasma synergies so well with a number of Science powers (namely Tyken's Rift and Gravity Well). That combo was slightly better prior to S5 before Sensor scan was nefed but still good nonetheless. The LRSV also makes a good ship. I personally like it and the Recon better as shield strippers more than anything else. They can still do decent crowd control if that's what you want to set it up for. I used to run an LRSV in PvP a lot. I'd drop my target in a Tyken's, target shields and then evasive up and lay a Tric right off the target's bow at the moment their shields dropped. If you're in a PvP team with 2 Sci's running Tyken's it's simply devastating to the other team. I really don't think you could go wrong with either choice you make. They are both tough ships with a good setup. The D'Kyr offers a slightly better turn rate than the Nebula making it somewhat better to drop your target in EWP and GW at the same time. I'm not saying that you can't accomplish better results with a Nebula using an Engineer in the Universal slot and dropping an RCS console and Aux to dampers 1 to boot. Then the Nebula starts to turn like an escort half the time.
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