Career Officer
Join Date: Jun 2012
Posts: 298
# 591
02-21-2013, 12:43 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
im not a sci ship expert, but it looks like you intended to use torps, with the THY, but you didnt spec into torp damage at all. if your going to use VM, your proboly best off maxing decompilers too.

also consider this, the vesta can mimic the station setup of the intrepid, recon, nebula and deep space sci ship, and can have the same console set up as all 3 of them. the best bang for your buck vs geting the fleet version of any of those ships, is to get the vesta, that can be them and more. and also has a hanger, and can mount DHCs. its kinda to bad that the vesta made all those sci ships so irreverent. it could also have the LTC used for eng or tactical, so even more interesting possibilities there.

the only ships the vesta doesn't make redundant are the nova, ball ship and wells. those can all still have unique station setups it cant mimc
I was thinking about that actually... The Vesta seems like it could do this pretty easy as well.

Depending on how I was going to lay out the weapons I would have used torps on the 1st build, and all beams / turrets on the second one.
Career Officer
Join Date: Jul 2012
Posts: 793
Ferengi D'Kora Marauder build All turret/single cannon build
tac/sci orientation for Science class

Duty Officers (Space)

Very Rare Conn Officer
Very Rare Conn officer

Very rare Damage Control Engineer

Two Very rare System Engineers (for reducing weapon sub-system energy drain while using directed energy modulation)

This setup is for heavy DPS and protection.
This setup has been tailored for Science-class captains.
This setup is, as DDIS would describe, a tac/sci build. Only difference is this also emphasizes heavy defense, with a focus on healing.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BOFFs in Stations (space)

|Tactical Bridge Officers|
Very rare Romulan male tactical bridge officer (Superior Romulan Operative)
Uncommon Romulan female tactical bridge officer (romulan operative)


|Engineering Bridge Officers|
Rare Human female engineer bridge officer (leadership skill...)
2nd Rare Human female engineer bridge officer (leadership skill...)


|Science Bridge Officers|
Very rare Saurian Science bridge officer (with superior creative skill...)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BOFF stations (abilities)

Torpedo spread I
Cannon: Rapid Fire I
Cannon: Rapid Fire II


Tactical Team I

Emergency Power to Shields I
Reverse Shield Polarity I
Directed Energy Modulation II


Emergency Power to Shields I
Auxiliary Power to the Initial Dampeners I


Transfer Shield Strength I
Hazard Emitters II


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WEAPONS

FORE WEAPONS
Tetryon Cannon Mk XI [Acc]x2 [CrtH]
Tetryon Cannon Mk XII [Acc] [CrtD] [CrtH]
Tetryon Cannon Mk XI [Acc] [CrtH]x2

Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]

EQUIPMENT
Borg Deflector
Borg Engine
(you can also use all M.A.C.O. equipment which is also very good)
M.A.C.O. Resilient Shield Array Mk XII

AFT WEAPONS
Tetryon Turret Mk XII [Acc]x2
Tetryon Turret Mk XII [Acc]x2 [CrtH]
Tetryon Turret Mk XII [Acc]x2 [Dmg]

Kinetic Cutting Beam Mk XII [Dmg]x3

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CONSOLES
(all regular consoles here are of RARE quality)

Rule 62 Multipurpose Combat Console
Engineering - SIF generator Mk XI
Engineering - Neutronium Alloy Mk XI
Engineering - Neutronium Alloy Mk XI

Universal - Battle Module 3000
Science - Emitter Array Mk XII [ShH] [-Th] (from the embassy)
Science - Field Generator Mk XI

Tactical - Tetryon Pulse Generator Mk XII
Tactical - Tetryon Pulse Generator Mk XI
Assimilated Module


LINK to full photo set for visual representation

(as for skill point build, you can modify the allocation of points, in accordance to your class - since those are what will also determine your innate abilities)

Last edited by apocalypse2001; 06-30-2013 at 08:50 PM. Reason: updated and ammended
Rihannsu
Join Date: Jun 2012
Posts: 1,703
# 593
02-22-2013, 06:14 AM
Quote:
Originally Posted by drudgy View Post
I was thinking about that actually... The Vesta seems like it could do this pretty easy as well.

Depending on how I was going to lay out the weapons I would have used torps on the 1st build, and all beams / turrets on the second one.
What DDIS said. For sic ships go Vesta or go home. Wells/korath is nice, if you consider them to be a realistic alternative. The orb weaver offers a healing heavy setup that i don't think the vesta can field. But the vesta's cannons, and pets should make up for it.
Until the next sci ship 3pc pack is release, no reason to bother with any other sci ships anymore.

/sarcasm_1 Gee, thanks systems /sarcasm_0
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 594
02-22-2013, 11:20 AM
ah yes, the orb is another non redundant sci ship, and a good one still i think. its turn is a bit low, so most have moved from it to a wells, a shame
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Nov 2012
Posts: 585
# 595
02-22-2013, 04:48 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
ah yes, the orb is another non redundant sci ship, and a good one still i think. its turn is a bit low, so most have moved from it to a wells, a shame
Just don't make the mistake of selling the Fleet Science Ships short, they're pretty much top-to-bottom excellent... except maybe the Fleet DSSV.

The Vesta cannot mimic every possible Nebula layout, nor the Golfball (Fleet Research Science Vessel) or Nova (Fleet Science Vessel). That said, it and the Wells are the level-best choices... just not so far ahead of the other Fleet Sci ships you should feel obligated to buy them.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 596
02-22-2013, 06:43 PM
Quote:
Originally Posted by thegrimcorsair View Post
Just don't make the mistake of selling the Fleet Science Ships short, they're pretty much top-to-bottom excellent... except maybe the Fleet DSSV.

The Vesta cannot mimic every possible Nebula layout, nor the Golfball (Fleet Research Science Vessel) or Nova (Fleet Science Vessel). That said, it and the Wells are the level-best choices... just not so far ahead of the other Fleet Sci ships you should feel obligated to buy them.
the fleet DSSV strangely has the 5 sci consoles. would have made more sense and been consistent with the fleet gal and fleet defiant for the intrepid to have the 5 sci consoles. oh well, hardly maters with vesta existing.

i did mention in another post that the nova and golf ball still had a niche, and technically if you slotted a tac in the universal on the neb, that would be unique still.

so the sci ships in game that currently mater are

vesta
nova
hospital golfball
nebula, though vesta can basically do what it can do
orb
wells


DSSV, recon, intrepid have no reason to exist with vesta around. though i suppose the recon has 1 better turn then the vesta, but no dhcs or pet hanger.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Nov 2012
Posts: 585
# 597
02-22-2013, 07:21 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
the fleet DSSV strangely has the 5 sci consoles. would have made more sense and been consistent with the fleet gal and fleet defiant for the intrepid to have the 5 sci consoles. oh well, hardly maters with vesta existing.

i did mention in another post that the nova and golf ball still had a niche, and technically if you slotted a tac in the universal on the neb, that would be unique still.

so the sci ships in game that currently mater are

vesta
nova
hospital golfball
nebula, though vesta can basically do what it can do
orb
wells


DSSV, recon, intrepid have no reason to exist with vesta around. though i suppose the recon has 1 better turn then the vesta, but no dhcs or pet hanger.
That's it in a nutshell. The Intrepid and Rec Sci are still good, just not better than the Vesta, though I'd contend the Vesta's not too much better if Danubes were out of the picture (in all seriousness, who's idea was it to make CC powers on pets automatic and refreshed by launching new pets). All the Fleet Sci ships are moderately to (in the Nebbie's case) significantly tougher than the Vesta. Only the Nebbie and DSSV have worse turn rates than the Vesta. The F-Intrepid ties it, the F-Rec Sci and F-Golfball exceed it by 1, and the F-Nova, well, it's tied with the Wells at 15.

The main thrust of my point is that a person should not feel obligated to fly just the Vesta or Wells, they're top-dogs, but not by so much that you're strictly hurting yourself and your teammates by flying one of the other Fleet Sci ships.

Except, maybe, the Fleet DSSV. That ship is sadness-inducing. It comes off as a kinda of well-rounded Sci ship that doesn't really do anything that the other ones don't just out-sci it at (other than maybe having the biggest potential shield capacity in STO*).

*If you're spamming your Sci Ship's Sci Console slots with Field Gens, yes, you are doing it wrong.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Ensign
Join Date: Oct 2012
Posts: 12
# 598
02-22-2013, 11:38 PM
I was reading the sci builds and I noticed that one of the newer links (mavhax's Pyro Recon) has a slight mistake.

It's an lrsv boff layout

just thought i'd point it out...
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 599
02-24-2013, 12:42 PM
Advanced strategies and tactics- ships and captain types

the thread has a lot of builds now, but its lacking on strategies for success. i think the boot camp touches on that, but im not involved and cant be sure. i'll touch on some basic truths about somethings from my point of view, what works and what you shouldn't bother with an all that.

eng/cruiser- the best use of an eng, and in a pug the best healer.

sci/cruiser- this is what you wont in an organized match for a healer. the extra set of sci debuffs with the cruiser heals can make a huge difference. the eng doesn't bring a whole lot to the team compared to a sci in that situation, partly why many consider the eng very underpowered.

tac/cruiser- this is a perfect fit on kdf cruisers, these can be escort replacements, that need much less healer attention. fed cruiser though outside of puging simply cant effect a target if there is any cross healing going on. its possible to get strong damage out of these, but its gradual damage, and gradual damage might as well be no damage.


eng/escort- worthless, aside from blowing through pve easier with your eng, this is a terrible combo. your weapons without tac buffs wont have the spike needed to effectively injure, and nadieon and EPS transfer are made irrelevant next to simple weapons power overcaping.

sci/escort- deals same damage as an eng, BUT you have the most powerful debuffs in the game. use an escort with a LTC sci and you can be especially dangerous, throwing VM, scan and nuk on someone can make them easy pickings. in a team environment you can never have to many of those 3 things when focusing on a target.

tac/escort- the obvious choice. best damage, and with all the passive heals you can run anymore, its not even that squishy. speed tanking with maxed out engine power and the rest in shields seems tankier then any other sort of tanking that involves out healing incoming damage.


eng/sci- no real synergy at all, just tankier. proboly most harmless combination possible

tac/sci- all the damage dealing sci skills deal ether a form of energy or kinetic damage, meaning tac captain tac buffs effect them. abilities like TBR, FBP, PSW, and an ISO charge console with as many particle jen consoles as possible are recommended. if your sci ship has a LTC eng, EWP1 is recommended too. its buffed by those tac buffs and particle gens as well. if you have a LTC tac, APO for sure, makes using TBR much easier and buffs damage a bit. transphasic torps for additional hull damaging is recommended, all these skill mainly damage hull too. like a tac cruiser, these are less effective as well in orginized teams, the cross healing can negate your effect and your presents means 1 less sci around for issuing debuffs

sci/sci- imagine your target is a ball, it is your job to juggle that ball so it is completely unable to respond. the sci/sci is not for killing primarily, it is for makeing a target so befudled that it is easy for others to kill. it does not mater that you deal next to no damage, if you make someone more killable you are invaluable.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 03-18-2013 at 02:16 PM.
Career Officer
Join Date: Jul 2012
Posts: 793
# 600
02-24-2013, 01:35 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
sci/sci- imagine your target is a ball, it is your job to juggle that ball so it is completely unable to respond. the sci/sci is not for killing primarily, it is for making a target so befuddled that it is easy for others to kill. it does not matter that you deal next to no damage, if you make someone more 'killable' you are invaluable.
wiser [gaming] words have never been spoken....

P.S.how would you classify a Nebula that is tailored toward optimized recharging of boffs abilities? (that would perhaps include self-heals and a bit of level 2, or higher, sub-system disabling) - sci/sci? or something else?

Last edited by apocalypse2001; 02-24-2013 at 01:40 PM.
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