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Ensign
Join Date: Oct 2012
Posts: 11
# 121
10-18-2012, 05:07 AM
Quote:
Originally Posted by ghostyandfrosty View Post
Yeah, most of the Tac Recon builds port over pretty readily for Sci Recons. for straight up damage, in most instances I'd spec instead into torps, and roll triple plas torps upfront and double spreads (1 and 2), with Disruptor turrets Aft.
I'm running with something similar at the moment, from just what I've gained over the course of the game my Research Science Ship (which to note looks like a strange space sperm) has two photon torps and a plasma beam fore and two plasma turrets aft.
Would it be best to just get rid of that fore beam and stick in another torp then and aim to replace the 3 photon ones with plasma as I get them?

My biggest question really has to do with skill points, as a "free" player I have to save up to respec something if I make a stupid mistake.
I'd follow the build you have there but I'm don't really know if that is suitable or if there are any other of your sci builds you would suggest following so I don't miss out on the science skills I might need to train any officers or similar?

Quote:
Originally Posted by apocalypse2001 View Post
oh believe me I know how it was for me as well. I thought things would be fairly obvious in terms of everything that I would eventually do in STO, but it was bigger than I realized. With good people's help, you'll learn pretty fast.

EDIT: also, even when you think you have familiarized yourself with everything, there is always another ace up someones sleeve to teach you something new.
Heh, I keep a browser open at all times so I can quickly wiki half the stuff I pick up, all these statistics for some part of the ship, but I haven't the foggiest what that part does.

I went through 3 different characters before starting what then became my engineer, I would get to 10-15 and find something a bit off or I had done something silly, and at one point I was in a ship that wasn't suitable.
Still, it is all a learning process, lol.
Career Officer
Join Date: Jun 2012
Posts: 4,093
# 122
10-18-2012, 05:17 AM
Have to say, I'm giving serious consideration to buying a Fleet Nova Class for my tactical toon. Partly because the Nova class, particuarly the Rhode Island configuration, is my drop-dead favorite ship.

Also due, in part, to the fact that whilst I HAVE a sci-toon, who does have a (fleet) Rhode Island, said toon is currently using my Wells class - a ship that I really can't bring myself to swap out of (although MIGHT do so when the Vesta makes it's appearance).

I found the Fleet Nova to be a fantastic little ship when was using for my sci toon - and if I hadn't won a Wells class I'd probably still be using it - and I'll undoubtedly pull it out of mothballs at some point.

Anyway, have had my tac in a T5 Intrepid class, and that was pretty efficent, so don't see why the same couldn't apply with regard to a tac in a Fleet Nova. Wish the class could fit dual cannons though.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Career Officer
Join Date: Jun 2012
Posts: 4,093
# 123
10-18-2012, 06:29 AM
Well, further to my last post, I'm giving it a try - purchased a Fleet Rhode Island, fitted it with two MkXII dual beam Antiproton banks, MkXII Quantum Torpedeo launcher forward, two MkXII antiproton turrets and one MkXII quantum torpedo launcher aft (all from the fleet store). Haven't really tested it beyond blasting a few Klingon ships in Starbase 24, but it seemed okay.

Consdering popping two antiproton cannons on forward to see how it does with that though.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Banned
Join Date: Jun 2012
Posts: 846
# 124
10-18-2012, 07:42 AM
Quote:
Originally Posted by corrisd View Post
I'm running with something similar at the moment, from just what I've gained over the course of the game my Research Science Ship (which to note looks like a strange space sperm) has two photon torps and a plasma beam fore and two plasma turrets aft.
Would it be best to just get rid of that fore beam and stick in another torp then and aim to replace the 3 photon ones with plasma as I get them?

My biggest question really has to do with skill points, as a "free" player I have to save up to respec something if I make a stupid mistake.
I'd follow the build you have there but I'm don't really know if that is suitable or if there are any other of your sci builds you would suggest following so I don't miss out on the science skills I might need to train any officers or similar?



Heh, I keep a browser open at all times so I can quickly wiki half the stuff I pick up, all these statistics for some part of the ship, but I haven't the foggiest what that part does.

I went through 3 different characters before starting what then became my engineer, I would get to 10-15 and find something a bit off or I had done something silly, and at one point I was in a ship that wasn't suitable.
Still, it is all a learning process, lol.
Yeah I'd ditch the forward beam. Go with like 2 turrets aft and 1 beam array back there. That way you can still spam target subs.

Well the pyrokinetic sci is pretty straight up sci captain oriented. Tac sci really only half get the miles out of it if they to Transphasic. You'll still be able to do skill training on all the hawt goodies with it. So should you decide to change things up later you can
Lt. Commander
Join Date: Sep 2012
Posts: 150
# 125
10-18-2012, 08:03 AM
g&f if I saw it right, you recommend tetryon beams on some builds... how come? in several threads I've seen ppl say they suck because shields regenerate too fast or I missed something here?
Banned
Join Date: Jun 2012
Posts: 846
# 126
10-18-2012, 08:09 AM
Quote:
Originally Posted by joxertm2 View Post
g&f if I saw it right, you recommend tetryon beams on some builds... how come? in several threads I've seen ppl say they suck because shields regenerate too fast or I missed something here?
They are commonly among the least resisted hull wise, and every bit of strip can help. Especially since tachyon beam and cpb right now suck.
Captain
Join Date: Jun 2012
Posts: 1,395
# 127
10-18-2012, 08:17 AM
I just made a mental post-it note of this while trying it out, but Tach Beam would be immensely better if it applied to the current shield facing (like arc weapons) instead of to a target's total shields. Knocking off 2k from a facing isn't great but it's getting somewhere; knocking off ~500 per facing is a completely useless waste of time.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Lt. Commander
Join Date: Sep 2012
Posts: 150
# 128
10-18-2012, 08:23 AM
thanks. okay I'm off to buy those tetryon beams finally... um... that is... after the maintenance shard is over with.
Ensign
Join Date: Oct 2012
Posts: 11
# 129
10-18-2012, 04:53 PM
Quote:
Originally Posted by ghostyandfrosty View Post
Yeah I'd ditch the forward beam. Go with like 2 turrets aft and 1 beam array back there. That way you can still spam target subs.

Well the pyrokinetic sci is pretty straight up sci captain oriented. Tac sci really only half get the miles out of it if they to Transphasic. You'll still be able to do skill training on all the hawt goodies with it. So should you decide to change things up later you can
Okie dokie cheers, just got to level up and get to those nicer ships now, I'm enjoying my science class more than I thought I would when I started so thanks for the advice.

Also to just ask, I know there is the Cruiser and Science topics, any Tactical like topic you could point me towards, I want to start a Tac captain at some point but there seems to be less obvious build threads.

Last edited by corrisd; 10-18-2012 at 05:03 PM.
Career Officer
Join Date: Jul 2012
Posts: 793
# 130
10-18-2012, 08:27 PM
hey Ghost in your Nebula class page you write THIS in the beginning:

Quote:
Ship: Nebula.
Engine: Borg
Deflector :Borg
Shield, Maco.

Weapons: 3 trans torps, aft, 2 chron mines, and a t torp.
what do you mean by 't torp'????
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