Lt. Commander
Join Date: Oct 2012
Posts: 195
I fly a Research Science Vessel Retrofit (the karaoke mike with attached nacelles). I built it in my solo fleet T1 shipyard. I want to make it work. When I can afford to, I'll upgrade to the Fleet version, but that's almost identical. Sure, I tried a cheap Mirror Sci vessel, it was more powerful, but I want to rule the world in a hospital ship. With recent changes to shields this became (slightly) less foolhardy.

I have not PvPed or Elite STFed yet, for fear of offending others. I rarely Normal STF but the few I ran were fun. I did receive a few premptive heals from folks who must see me as an eggshell. Mostly I have tried dozens of Fleet Events. Ranked rewards usually put me in third place. I'd like to get more 2nd and 1st places, to get the Very Rares to fund some upgrades, and I'd like to inspire confidence in STFs (hah!). So I'd love to get some feedback on where I might improve my build or strategy. Using a bubble bus.

Research Science Vessel Retrofit
Boffs:
TSS1, HE2, ST3, GW3
TB1, TB2
PH1

EPtS1, EPtS2, RSP2
FAW1, APD1

Tac consoles: 2x Polaron Phase Modulator XI
Eng consoles: RCS Accelerator XI, Neutronium XI,Monotanium XI - Add EPS with 'Fleet' upgrade?
Sci consoles: Field Generator XIShield Emitter Amplifier XI, Emitter Array XI, Particle Generator XIII
Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Engines: Jem'Hadar Combat Impulse Engines XI - very slow Lobi collecting may eventually pay for an upgrade
Shields: Jem'Hadar Resilient Shields XI
Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em] - some great boosts, not sure if overall better than using Jem'Hadar deflector
Devices: Shield Batteries, Heavy Satellite Turrets, Subspace Field Modulator

Doffs:
Security Officer: Extra threat control from APD - I assume getting hit a lot improves my rating in Fleet Events
Energy Weapons Officer
Gravimetric Scientist: chances of cascading GW

2x Development Lab Scientist

Skills:
S.Attack Patterns 9; S.Energy Weapons 9; S.Maneuvers 6; S.Energy Wep Spec 9
S. Weapons Training 6; S.Projectile Weapons 9; S.Targeting Systems 6; S.Projectile Wewapon Spec 6

Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 1; S.Engine Performance 3; S.Armor Reinforcements 6
S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 6
S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 6; S.Weapon Performance 3

S.Flow Capacitors 6; S.Power Insulators 3; S.Graviton Generators 6; S.Inertial Dampeners 3
S.Shield Emitters 6; S.Shield Systems 6; S.Particle Generators 9; S.Sensors 1


Strategy: Gather and crush for warp core breach cascade. I use a high-Aux power setting, alpha strike with GW/TB/SNB/SS/TSS, then switch to high-Wep power setting to circle and FAW/APD beam while recharging GW. EPtS on at all times. I am still experimenting with using the second TB effectively, I suspect I'd benefit from shorter TB cool down somehow.

I have not reviewed my skills setup in forever, I am sure they could be optimized. My other choices may be limited while I remain F2Pb for the moment. I am waiting to see if development further supports casual play before committing cash. Recent shield changes for cheap ships were an extremely positive sign. High tier must-have buffs from the grindy end of the reputation systems are not. But I might spend cash if it will add to my fun. Looking forward to any advice!
Lieutenant
Join Date: Sep 2012
Posts: 32
# 2
02-15-2013, 05:14 AM
I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)
Captain Cavillian
Captain
Join Date: Nov 2012
Posts: 585
# 3
02-15-2013, 06:36 AM
Quote:
Originally Posted by milandare View Post
I fly a Research Science Vessel Retrofit (the karaoke mike with attached nacelles). I built it in my solo fleet T1 shipyard. I want to make it work. When I can afford to, I'll upgrade to the Fleet version, but that's almost identical. Sure, I tried a cheap Mirror Sci vessel, it was more powerful, but I want to rule the world in a hospital ship. With recent changes to shields this became (slightly) less foolhardy.

I have not PvPed or Elite STFed yet, for fear of offending others. I rarely Normal STF but the few I ran were fun. I did receive a few premptive heals from folks who must see me as an eggshell. Mostly I have tried dozens of Fleet Events. Ranked rewards usually put me in third place. I'd like to get more 2nd and 1st places, to get the Very Rares to fund some upgrades, and I'd like to inspire confidence in STFs (hah!). So I'd love to get some feedback on where I might improve my build or strategy. Using a bubble bus.
I think I give you a few pointers. First, when it comes to the Fleet events (that is Gorn Minefield, Starbase 24, and Klingon Scout Force) your position is determined solely by the total amount of hull damage you have dealt to enemy ships. The STF's (Khitomer, Cure, Infected, and Hive) do not use a ranking system to reward players but a straight random roll on a loot table.

Quote:
Research Science Vessel Retrofit
Boffs:
TSS1, HE2, ST3, GW3
TB1, TB2
PH1

EPtS1, EPtS2, RSP2
FAW1, APD1
The meat and potatoes of your powers look pretty good. You might want to consider slipping a Tactical Team in there if you find yourself having difficulty keeping your shield facings intact. If you do, don't worry to much about losing FAW, with your BOff layout and powers, you can get quite a bit of AoE out of them without it.

Try swapping TSS 1 and TB 2 around to TB 1 and TSS 2, as the extra Shield DR will go a long ways when combined with dropping ST3 on yourself or an ally.

You can probably drop RSP for an ENG Debuff (highly recommend Eject Warp Plasma, you'll understand in a second why).

Quote:
Tac consoles: 2x Polaron Phase Modulator XI
Eng consoles: RCS Accelerator XI, Neutronium XI,Monotanium XI - Add EPS with 'Fleet' upgrade?
These are okay the way they are. You don't have a whole lot of need for an EPS console, even with swapping power levels around. It doesn't affect weapon power drain anymore as they aren't a drain but a debuff applied for the duration of that weapon's firing cycle.

Quote:
Sci consoles: Field Generator XIShield Emitter Amplifier XI, Emitter Array XI, Particle Generator XIII
You don't need the Field Generator. I know the extra shield cap is nice, especially with the Jem Shields, but I promise you, you don't need it. Since you're using Gravity Well both to reel in targets and hurt them, I'd highly recommend using Graviton Gens, Particle Gens, or a mix of the two. The Graviton Gens will increase the pull-in radius of the Grav Well, the Particle Gens the damage, naturally. Plus sided, if you do use Eject Warp Plasma 1, the Particle Generators will increase the damage of that, too.

Quote:
Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Looks decent to me. If you don't have much trouble with pointability, you might want to consider a 5th array in place of the aft Hargh'peng.

Quote:
Engines: Jem'Hadar Combat Impulse Engines XI - very slow Lobi collecting may eventually pay for an upgrade
Shields: Jem'Hadar Resilient Shields XI
Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em] - some great boosts, not sure if overall better than using Jem'Hadar deflector
The Jem Deflector would give you a respectable bump to Graviton Generators, other than that, no great reason to take it over your current Deflector. The 3-piece Jem Set power relies on Flow Caps to get the most out of it and is more at home in a shield-peeler setup.

Quote:
Devices: Shield Batteries, Heavy Satellite Turrets, Subspace Field Modulator
I'd suggest dropping the Satellite Turrets for a stack of Weapons or Engine batteries. The latter lets you boogie in a pinch while the former allows you to spike your weapon power up while running Aux bias for Sci powers so when you swap to full weapon power with little downtime during the change over.

Quote:
Doffs:
Security Officer: Extra threat control from APD - I assume getting hit a lot improves my rating in Fleet Events
Energy Weapons Officer
Gravimetric Scientist: chances of cascading GW

2x Development Lab Scientist
As stated above, for Fleet events where you are ranked, the only thing that matters is damage dealt to hull. You could put AP: D on other people to get them focus fired (slowing down how fast they deal damage) but that's kind of mean-spirited. I'd recommend losing the Security Officer and Energy Weapons officers in favor of, and I know it gets recommended a lot, Shield Distribution Duty Officers. Turning BFI into a handy panic button, especially with your shield heals, would allow it to nearly make up for not having RSP all by itself.

Quote:
Skills:
S.Attack Patterns 9; S.Energy Weapons 9; S.Maneuvers 6; S.Energy Wep Spec 9
S. Weapons Training 6; S.Projectile Weapons 9; S.Targeting Systems 6; S.Projectile Wewapon Spec 6

Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 1; S.Engine Performance 3; S.Armor Reinforcements 6
S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 6
S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 6; S.Weapon Performance 3

S.Flow Capacitors 6; S.Power Insulators 3; S.Graviton Generators 6; S.Inertial Dampeners 3
S.Shield Emitters 6; S.Shield Systems 6; S.Particle Generators 9; S.Sensors 1
Real quick, the point into Sensors is wasted, and you're really, really leaving yourself open to drains by not maxing out Power Insulators. Most importantly, though, not maxing out Electro-Plasma Systems cripples your EPtX powers (as it's the only thing that affects them) and greatly hamstrings your ability to shunt power around. As long as you're relying on Grav Well's pull, I'd also recommend you max out Graviton Gens.

That's my @handle up there, so if you have any questions (that I don't catch here), don't be afraid to look me up in-game, too.

Last edited by thegrimcorsair; 02-15-2013 at 04:21 PM.
Lt. Commander
Join Date: Oct 2012
Posts: 195
# 4
02-15-2013, 07:12 AM
Wow! Every bit of that advice makes perfect sense. It's unfortunate that taking damage doesn't affect ranking, but good to know. I will try almost everything you've suggested (perhaps just keeping the second torp to stay quirky) and see if I can play that way. The result should be a far more offensive ship, but equally solid as you've spotted a lot of ways to improve shielding (in ways other than cap). A Graviton Gen console should also help my TBs.

Thanks a heap grimcorsair. I'll update this thread later with how it all went
Captain
Join Date: Nov 2012
Posts: 585
# 5
02-16-2013, 05:40 AM
Quote:
Originally Posted by milandare View Post
Wow! Every bit of that advice makes perfect sense. It's unfortunate that taking damage doesn't affect ranking, but good to know. I will try almost everything you've suggested (perhaps just keeping the second torp to stay quirky) and see if I can play that way. The result should be a far more offensive ship, but equally solid as you've spotted a lot of ways to improve shielding (in ways other than cap). A Graviton Gen console should also help my TBs.

Thanks a heap grimcorsair. I'll update this thread later with how it all went
No sweat, I hope it works out for ya and look forward to hearing of your exploits with the ship.
Lieutenant
Join Date: Jun 2012
Posts: 46
# 6
02-16-2013, 09:32 PM
Quote:
Originally Posted by katanic123 View Post
I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)
That's funny, my USS Solstice (Fleet Nova) never gets that... though I do wonder if ppl freak out for a second.

The Science Vessels in the fleet shipyard seem to have been brought up to T5.5 better than the Escorts and Cruisers honestly. Plus we aren't supposed to have aggro so we can use our science to mess with the NPCs/Players.

Last edited by dan6526; 02-16-2013 at 09:34 PM. Reason: typos
Lt. Commander
Join Date: Oct 2012
Posts: 195
# 7
02-17-2013, 12:46 AM
I'm not sure improved shields make the small Sci ships OP. My ResSVR isn't 'Fleet' (but it is T5). It has hugely limited Eng and Tac consoles and powers, and fewer weapons than escorts. Sci gives some great alpha attacks, but I expect when the smoke (and debuffs) are cleared the Sci is a bit of a sitting duck. But that's just running numbers in my head, I haven't gotten to PvP yet. Assuming every other player is really just a clone of me, then my ship is only good enough for (PvE) third place.

Meanwhile, the Grimcorsair-inspired modifications went well!

I really didn't want to use EWP. Its causes friendly fire, and besides, it's unsanitary. But I did promise to try everything... and I got hooked. In Starbase24 I now easily outlast the second wave, sometimes fighting alone in the mass behind the base. In Starbase Defense phases my team is usually one of the first to finish. Yet I still always finish 3rd when there are rewards to be had. It seems everything gets very squishy sitting in an EWP, but I'm helping my team mates as much as myself. I also manage to set fire to myself often, whenever an EWP fly-by turns into an EWP fly-into. I now have my HE2 button next to EWP1. But I'm definitely not going back, unless my upcoming forays into PvP turn out short-lived, in which case I could revert EWP1 to RSP1. The latest build is below. The macros are perhaps a tad too much automation, but for now I have more powers than I can remember to use, so this helps.

It's early days for this build but I'm enjoying the extra dimensions. Next up - PvP! (Or maybe just Elite STFs).

Research Science Vessel Retrofit
Boffs:
Human: TB1, HE2, ST3, GW3, Human: EPtS1, EPtS2, EWP1, Jem'Hadar: TT1, APD1
Human: TB1, TSS2
Reman: PH1

Sci consoles: Graviton Generator XI, Shield Emitter Amplifier XI, Emitter Array XI, Particle Generator XII
Eng consoles: Neutronium XI, RCS Accelerator XI, Monotanium XI - maybe Assimilated Module or Graviton Pulse Generator (?!) after 'Fleet' upgrade
Tac consoles: 2x Polaron Phase Modulator XI
Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Engines: Jem'Hadar Combat Impulse Engines XI ? collecting Lobi for an upgrade
Shields: Jem'Hadar Resilient Shields XI ? as above
Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em] ? later Jem?Hadar Deflector XII
Devices: Engine Batteries, Shield Batteries, Subspace Field Modulator

Doffs:
Development Lab Scientist: chance to reduce cool down for ST3 and buff
Development Lab Scientist: chance to reduce cool down for ST3 and buff
2x Shield Distribution Officer: chance to heal from hits after BFI3
Gravimetric Scientist: chances of cascading GW3


Skills:
S.Attack Patterns 6; S.Energy Weapons 6; S.Maneuvers 6; S.Energy Weapon Spec 9
S. Weapons Training 9; S.Projectile Weapons 6; S.Targeting Systems 6; S.Projectile Weapon Spec 9

Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 9; S.Engine Performance 3; S.Armor Reinforcements 3
S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 3; S.Auxiliary Performance 3
S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 3

S.Flow Capacitors 3; S.Power Insulators 9; S.Graviton Generators 9; S.Inertial Dampeners 3
S.Shield Emitters 9; S.Shield Systems 9; S.Particle Generators 9


Attack: Gather and crush for warp core breach cascade. High-Aux power setting to alpha strike with GW3/TB1/SNB3/Sensor Scan/TS:E1, fly through for EWP1 then High-Wep power setting and TB1/APD1/TS:S1/beam during cool down. Use PhotonicFleet3, FleetSupport2 as available.
Defend: <macro> Fire-beams-and-torps <else> EPtS1 <else> EPtS1 for continuous cover; Circle to spread damage; <macro> ST3 <else> SFM <else> ScatteringField3 <else> Science Fleet2 for heal/counter/buff; HE2 to clear plasma (often my own); BFI3 panic button; PH1 vs tractors; TB1 or Full Impulse vs borg plasma torps.
Heal Other options: HE2; TSS2; APD2; ST3
Career Officer
Join Date: Jun 2012
Posts: 4,578
# 8
02-17-2013, 01:48 AM
Quote:
Originally Posted by katanic123 View Post
I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)
I fly the Fleet Rhode Island - as per the 'ship you always return to' thread I posted, it's the one ship I just can't 'mothball'.

Granted, as you say, it is lacking in weapons a little, but imaginative use of what one does have can make up for that. I mean, I KNOW that my DPS isn't going to be huge so I concentrate on sub-system targeting. And since I have Lt-Cmdr tac and Cmdr Sci I can throw a GWIII at the enemy, dump tric mines on top of the enemy ships once they're bunched together and fire a transphasic cluster torpedo into the whole mess for added measure. It's a pretty potent combo, and irrespective of first impressions, I've never had anyone complain about my choice of ship either.

Which is just as well, because so far as my sci toon is concerned, I just can't bring myself to fly anything else.
Quote:
Originally Posted by robdmc View Post
Remember, this place [Captain's Table] is so desolate that upon entering the Aenigma Nebula you will be prompted with a warp out box because the game thinks you flew there by mistake.

Last edited by reyan01; 02-17-2013 at 03:33 AM.
Lt. Commander
Join Date: Oct 2012
Posts: 195
# 9
02-24-2013, 07:51 PM
Quote:
Originally Posted by katanic123
I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)
I've not tried Tractor Repulsors. I use Tractor Beams to cause things to be sucked into the Gravity Well, I wonder how TR works with GW. But you're right, having an oddball ship is important

Quote:
Originally Posted by reyan01
I fly the Fleet Rhode Island - as per the 'ship you always return to' thread I posted, it's the one ship I just can't 'mothball'.

Granted, as you say, it is lacking in weapons a little, but imaginative use of what one does have can make up for that. I mean, I KNOW that my DPS isn't going to be huge so I concentrate on sub-system targeting. And since I have Lt-Cmdr tac and Cmdr Sci I can throw a GWIII at the enemy, dump tric mines on top of the enemy ships once they're bunched together and fire a transphasic cluster torpedo into the whole mess for added measure. It's a pretty potent combo, and irrespective of first impressions, I've never had anyone complain about my choice of ship either.

Which is just as well, because so far as my sci toon is concerned, I just can't bring myself to fly anything else.
Mines... they make sense with a cluster-and-immobilize strategy. I should try that in place of the rear Hargh'peng. I need to find your Sci ship thread. Great to hear from another happy Sci! I do appreciate Tacs as well though, they suck up aggro.

As I write another update on my ship I am reminded of those people who put photos of their breakfast on Facebook. Apologies if this feels like that This is a brief intro to Normal STFs using the ship described above. The epic thread on Elite STF disasters inspired me to start in the Normal end of the pool.

The Cure Found: My first run suffered from lack of research. The pop-ups suggested I could protect the Kang, although I knew there were other tasks. I ended up being one of two protecting the Kang, which meant insufficient DPS on the nanite probes. We missed the Optional (too slow) but finished soon after. Subsequent runs through the STF went much faster. My ship's DPS does not compare with an Escort, but the debuffs make their job much faster and immobilizing Borged Klingons close to their origin shortens the distances for everyone. Plastering the Borg Carrier with a Sci alpha strike also makes for a very fast finale.

Hive Onslaught: My first trip in, there's a nasty looking Octagon in the rear. I overcomplicated it by avoiding LOS from the octagon, instead dying twice too close to exploding Borg. The next phase began with a cut scene suggesting fighting close-in to avoid ship-eating lance beams. That made it truly epic. I dodged lances, crawled over massive bodyguard ships, dive-alphaed the the octagon, ran to heal, immobilized, grouped, smoked, fighting like a mad mosquito that was among my favorite experiences of STO. I think I died only 2 more times, cheating death repeatedly.

A Tac PUGmate who spent time at range cleaning up plasma torps also provided guidance against the final boss ("run away!") which I learned in later reruns was extremely good advice. He was kind enough to comment that he liked my build afterwards - I'd made an impact! This STF is still hugely fun to play even without the excitement of figuring out things on the fly. In a quick map check during another bodyguard battle I saw all my PUG mates returning from the spawn point. Another defining moment for my bubble bus!

Infected Conduit: I botched my first and only attempt at this, my modem crashed. Apologies to my PUG mates.

I bought the four Fleet Ship Modules to upgrade this ship to celebrate my enjoying the game. It is just 10% more shields and an Eng console, but it is really payment for services rendered (sic). The "Fleet Research Science Vessel Retrofit" ("Fleet Olympic"?) also comes with a "Fleet" skin, a subtle patchy effect that makes it look like it is made of papier-m?ch?. Awesome! The exploding pic was die-on-exit, which left me stuck in my death throes animation. More awesome.
Lt. Commander
Join Date: Oct 2012
Posts: 195
# 10
03-07-2013, 07:58 AM
Here's a brief update on my ship. The Fleet upgrade meant more shields so I tried replacing shield boost consoles with Particle Generators. However the extra aggro was overwhelming so I reverted to just a second Particle Generator in place of the Graviton Generator, getting my graviton boost from an Assimilated Module instead (replacing my Neutronium Armor). I also put a Graviton Pulse Generator in the extra Eng console slot, which makes every second GW extremely powerful. But I wonder if it's the most effective choice, with a 3 minute cool down. Boffs, Doffs, skills and strategy remain the same. I get slightly more 2nd places in Starbase 24 Defense.

Fleet Research Science Vessel Retrofit

Sci consoles: Emitter Array Amplifier XI, Emitter Array XI, Particle Generator XI, Particle Generator XII
Eng consoles: Assimilated Module X, RCS Accelerator XI, Monotanium XI, Graviton Pulse Generator ∞
Tac consoles: 2x Polaron Phase Modulator XI
Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Engines: Jem'Hadar Combat Impulse Engines XI ? still collecting Lobi for an upgrade
Shields: Jem'Hadar Resilient Shields XI ? as above
Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em]
Devices: Engine Batteries, Weapon Batteries, Subspace Field Modulator
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