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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
05-11-2012, 12:10 PM
I don't think Sci ships need any more passive bonuses. We've already got higher shield modifiers, innate Subsystem Targetting, and Sensor Analysis.

The ships themselves are fine. It's the abilities that need work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
05-11-2012, 12:19 PM
Quote:
Originally Posted by brian334
I came into STO wishing to play a Romulan, (I played Romulan faction in the boardgame version of Star Fleet Battles for a few years back in the day.) So: no Romulans. Okay, what career path suits me as a player?

I wanted a support role.
I wanted to be powerful enough to be a threat and maneuverable enough to get out of trouble.
I wanted a role that was both rare among the playerbase and valuable to a team.

Scanning through the available options I chose Science career and Science ships. I thought I had made the right choice. I set myself up as a shield stripper, (Tachyon, Charged Particle,) and immobilizer, (Tractor, Grav Well.) And I got the best ship I could afford in the science role: the Recon Science Vessel.

Two days after my entry into PvP, every one of my skills was nerfed to uselessness. FAW, which I didn't know was broken, went from a viable defense against Kar'fi spawn to a useless light show. Players flew through GW III, (I think just so they'd get purple streamers behind them, as it had no other detectable effect.) Tachyon Beam went from a shield stripper to... well, I don't know what it does now, but it don't help me or hurt the enemy at all. CPB still makes a sparkly light show...

So, now I'm saving my dil for a cruiser so I can be like every other Sci captain out there; but, given the choice, I'd by far prefer to play a viable science ship. Being such a new player, I'm not the one to recommend what needs to be fixed to make Science Ships a worthwhile option for team play. Currently I can PuG, (and be the first target on the enemy team's list,) or roll with friends, until they meet a real challenge, (at which time they replace me with a Sci/cruiser.)

So I'm asking the experienced players: what needs to be done to make Science Ships viable in PvP?

Signed:
Feeling Useless
My Sensor Build is an annoying Team playable build.

Spec 9 points into Sensors. Other skills Iíll leave to your capable hands!

Bridge Officer lay-out:
T-L: BFAW-I, APB-I
E-L: EPTE-I, EPTS-II
S-LC: HE-I, TSS-II, SS-II, VM-III
S-C: HE-1, TSS-II, SS-II
S-E: JTS-I

Recommended consoles to put into tactical: Antimatter Spread &!
Science: tachyon Detection Field + 3X shield bonuses or 3x sensor skill buffs.

How to play: Run high auxiliary, medium shields and engine power. Donít worry at all about weapons power as you wonít use it much for DPS:

Basically you are not there to do DPS or even primarily heal friendly targets, although you are setup to also help them. Your job is to confuse the enemy making it difficult and annoying for them to fight your team. Basically, you fly in fast using evasive maneuvers and hit more than one enemy target with Scramble Sensors III. Next, you immediately activate BFAW-I & APB-I to de-buff all targets within range who are hit.

The next move is up to your team to take advantage of the limited time confusion and kill one or more enemy targets. Your job is to follow up with a sub-nuke and a beam target subsystem appropriate to whatever ship youíre engaging as a team.

Now, the beauty of using the Anti-Matter Spread device is that it usually becomes available about the same time the AOE confuse effect from Scramble sensors wears off. Thus, you can really extend the time you annoy the enemy team. Furthermore, shortly after that wears off SS is available again. So, you can just keep going along.

Anyway, if you want the details Iíll show you my build. Otherwise, just remember it isnít a serious PVP build but more fore fun. It does however work really well against Carrier spam. Love when Carriers get attacked by their own pets or BFAW their own pets. LOL!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
05-11-2012, 02:37 PM
Quote:
Originally Posted by mvs5191 View Post
I don't think Sci ships need any more passive bonuses. We've already got higher shield modifiers, innate Subsystem Targetting, and Sensor Analysis.

The ships themselves are fine. It's the abilities that need work.
I think I agree with this. Science does have some pretty decent abilities, but they're kind of all over the place, and many of them are easily countered.

Tacs and Engies on the other hand seem to have a more directed focus for their abilities which generally tends to make them that much more effective. This is the way I've been seeing it, in any case.

Science seems to have fallen into a balance trap, since most of their abilities are control oriented, and control is often a contentious issue with regard to PvP of any game, it's that much more difficult to find a good balance for these types of abilities. Damage and healing are relatively a bit more simpler to balance properly than control.

Unfortunately it's rather impractical to suggest revamping an entire ability tree, but I think buffs/debuffs should have been the more core focus on Science from the get-go. Admittedly, I'm not a huge fan of too much control abilities in general, as they just make PvP rather trivial in many ways. Destroying disabled targets isn't much a matter of skill or strategy, quite frankly.

I could be totally off base here, but just some thoughts I've been having recently.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
05-11-2012, 02:41 PM
Quote:
Originally Posted by Teleon View Post
My Sensor Build is an annoying Team playable build.

Spec 9 points into Sensors. Other skills Iíll leave to your capable hands!

Bridge Officer lay-out:
T-L: BFAW-I, APB-I
E-L: EPTE-I, EPTS-II
S-LC: HE-I, TSS-II, SS-II, VM-III
S-C: HE-1, TSS-II, SS-II
S-E: JTS-I

Recommended consoles to put into tactical: Antimatter Spread &!
Science: tachyon Detection Field + 3X shield bonuses or 3x sensor skill buffs.

How to play: Run high auxiliary, medium shields and engine power. Donít worry at all about weapons power as you wonít use it much for DPS:

Basically you are not there to do DPS or even primarily heal friendly targets, although you are setup to also help them. Your job is to confuse the enemy making it difficult and annoying for them to fight your team. Basically, you fly in fast using evasive maneuvers and hit more than one enemy target with Scramble Sensors III. Next, you immediately activate BFAW-I & APB-I to de-buff all targets within range who are hit.

The next move is up to your team to take advantage of the limited time confusion and kill one or more enemy targets. Your job is to follow up with a sub-nuke and a beam target subsystem appropriate to whatever ship youíre engaging as a team.

Now, the beauty of using the Anti-Matter Spread device is that it usually becomes available about the same time the AOE confuse effect from Scramble sensors wears off. Thus, you can really extend the time you annoy the enemy team. Furthermore, shortly after that wears off SS is available again. So, you can just keep going along.

Anyway, if you want the details Iíll show you my build. Otherwise, just remember it isnít a serious PVP build but more fore fun. It does however work really well against Carrier spam. Love when Carriers get attacked by their own pets or BFAW their own pets. LOL!
I can confirm that this is annoying as heck.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
05-11-2012, 05:33 PM
Quote:
Originally Posted by krenlik View Post
The bonus defense for escorts is nearly impossible to take away. Between Attack Pattern Omega and Polarize Hull I'm not really seeing how you slow them down to any signifigant degree, and both of those skills are useful even if no one is trying to stop you so it's not quite in the same league as countermeasures to Flow Capacitors, etc. I suppose if you don't miss with a Chroniton Torp...
.
Emphasis mine.

What?

Beam Target subsystem: Engines
Chroniton Torpedoes
Power siphon Drones (Augh)
Graviton Pulse (Console)
Gravitic Anchor (Omega 3-part)
Heavy Graviton pulse (MACO 3-part)
Phaser Proc (Engine, Random)
Viral Matrix (Engine, Random)
Multiple Tractor Beams (Difficult to do alone w/out kittyboat)
Tractor Beam Repulsors (Situational, gotta be creative)

Off the top of my head.
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