Ensign
Join Date: Feb 2013
Posts: 15
I like the idea of Jam and Scramble Sensors on my Science Ships/Science Officer, but I'm liking them less and less after trying them. Jam can be nice if you don't want a target attacking you, but you really don't want to attack it, either. A little too situational for me. And Scramble Sensors does not seem to last long, even with investment in a Sensor Probe for a console.

Now, the Science cap I'm trying this on is still rear admiral lower half, so he hasn't quite invested in the countermeasure skill yet. Will Scramble become worth it after doing so, or should I move on to something else? I'm growing to like the idea of a drain build, where I use Polarons, Energy Siphon, and other skills to get shields down and let my torpedoes and Gravity Well finish the job. Given that, I'm wondering if I should just focus on that concept, dropping Scramble Sensors for Tachyon Beam or Photonic Shockwave.

At any rate, that was a lot of stuff to ask if Scramble Sensors is worth it, and if I'm just missing something when I only see it working for a couple of seconds before the ships return to firing at me.
Captain
Join Date: Jun 2012
Posts: 1,001
# 2
03-14-2013, 08:35 AM
For PvE, I don't see the point of Jam/Scramble Sensors. Particularly as you'll generally be firing upon said target anyway, which tends to break the scramble.

I'd say go with the drain build, I had a lot of fun with that. Maybe not with Tachyon Beam, btw, as that's generally unimpressive.

For PvP, well, that's different. I find it extremely tedious and slightly cowardly when people use it against me, and I sure don't use it for those same reasons. It is, however, a powerful way of controlling an enemy's fire/attack behaviour.
Lt. Commander
Join Date: Dec 2012
Posts: 157
# 3
03-14-2013, 08:42 AM
Some months ago, Elite STF, a player told me of an interesting combo: Gravity Well + Scramble Sensors.
On the paper:
  • Gravity Well ---> lots of critters in little space.
  • Scramble Sensors ---> the critter target someone else.
And thus...
  • Gravity Well + Scramble Sensors ---> lots of critters that shoots each other.
In the real life:
  • Gravity Well ---> few critters in not-so-little space.
  • Scramble Sensors ---> the critter target... Target?
And thus...
  • Gravity Well + Scramble Sensors ---> few critters in not-so-little space that shoots... Shoots?
Shortly: focus your attention elsewhere.

Jolan tru.
Commander
Join Date: Feb 2013
Posts: 479
# 4
03-14-2013, 08:44 AM
Jam Sensors hav actually saved my ship on a few occasions, so I'd say they are rather a good thing to have. Scramble sensors I use mostly in battle when fighting multiple ships.

If you're a longterm active player like me, check out my thread STO Talent Search in the Starbase One section of the forums. Thank you.
Commander
Join Date: Oct 2012
Posts: 343
# 5
03-14-2013, 10:54 AM
I tried really hard to like Jam Sensors. The problem came down to one of opportunity costs. From the pool of Science abilities available at the Ensign and Lt levels, for me there's a tier with HE, TB, and TSS, and then watch your step, because it's a long way down to where JS is. I would use Jam if I got it for free, but not if it meant ditching one of those other abilities.

As ever, your mileage may vary.

Later on,
Gen
Ensign
Join Date: Feb 2013
Posts: 15
# 6
03-14-2013, 11:56 AM
Quote:
Originally Posted by twam View Post
For PvE, I don't see the point of Jam/Scramble Sensors. Particularly as you'll generally be firing upon said target anyway, which tends to break the scramble.

I'd say go with the drain build, I had a lot of fun with that. Maybe not with Tachyon Beam, btw, as that's generally unimpressive.
Why no to Tachyon Beam, out of curiousity? Seems like it would be nice to have when energy siphon is on a cooldown, and my science ship seems nimble enough to not have to worry about the smaller arc. I use it on my escort and I notice the shield drain, even if that ship has less of an aux focus. Seems like it would get even better with a sci ship and a lot of aux power.

Charged Particle Burst has that "within 5 km" sphere to worry about, and won't pair well with Gravity Well and Gravity Repulsors, which is what I currently have going (besides HE and Polarize Hull). When I can afford to have more BOFF spots, I may go for more build variations to go along with this drain build.

But please let me know what I'm missing about Tachyon Beam or a better option for dropping shields fast as a sci capt.

I'm mostly looking at PVE, by the way. I can definitely see Jam and Scramble Sensors as being useful in PvE, and may try to keep a console/BOff layout that allows for those as well when I do PvP.
Career Officer
Join Date: Jun 2012
Posts: 368
# 7
03-14-2013, 10:31 PM
pve as i've seen it may not apply to you

the good

tractor beam repulsors (breaks highyield targetable torps, mines and shoves basically anything in range 10km back)
transfer shield strength (you can self target or use it on an ally)
hazard emitters (who doesnt like a HoT)
polarize hull (and the point of your tractor beam was? with a side order of damage resistance)

the bad
gravity well (glorified space snare that barely holds anything, does less damage than a torpedo, and gets broken after every major patch)
tykens rift (why do you want to chance spawning more crap you have to kill)
jam sensors (great for breaking a tractor beam lock but limited use and damage capped)
scramble sensors (see jam sensors)
viral matrix (mostly harmless)
photonic shockwave (limited range, but can hit like a tricobolt)

the pointless
mask energy signature (poormans cloak with no bonus)
charged particle burst (doesnt do squat.... no serously doesn decloak pve ships and shield sap is worthless)
tachyon beam (narrow arc limited amount drained.)
energy siphon (-12 power to the enemy for 9sec... best i ever got)
There is no QA there is only ZUUL
Empire Veteran
Join Date: Jun 2012
Posts: 1,097
# 8
03-15-2013, 12:43 AM
Quote:
Originally Posted by lowestlvl View Post

mask energy signature (poormans cloak with no bonus)
It certainly helps when your are deadlocked or when your cloak is broken due to infamous boff message. A copy of mask energy signature acts like a backup service weapon while your innate cloak is recharging...at least for KDF
How to really behave in online forums with developers

Captain
Join Date: Sep 2012
Posts: 3,722
# 9
03-15-2013, 06:44 AM
scrable is good for only one thing. breaking the lock so you can ran away.
but thats about it

Quote:
Originally Posted by lowestlvl View Post
charged particle burst (doesnt do squat.... no serously doesn decloak pve ships and shield sap is worthless)
tachyon beam (narrow arc limited amount drained.)
energy siphon (-12 power to the enemy for 9sec... best i ever got)
this annoyed me too. but npc's cheat. i could deal with the bad shield drain on cpb if it would actually drop a cloak but it wont.

as for power drain & tachyon beam, they got nerfed hard because whining minmaxers didint want to spec power insulators.
Quote:
Originally Posted by redz4tw View Post
can you say attack pattern angry forumers 3?
Captain
Join Date: Jun 2012
Posts: 1,241
# 10
03-15-2013, 08:47 AM
Scramble Sensors is very good in PVP if you have the doff that makes timers increase by 10s when theyre hit by it.

Scramble Sensors is REALLY good in PVE only.. and ONLY... when you are alone trying to take down a group of mobs. When mobs take damage from player or from team the jam sensor breaks this is why you need to be alone.

There is also one REALLY good trick you use with scramble sensors. In Cure Elite, when you pop one of the top nanites the borg neghvar and borg raptor spawn. We all know these little pests hit like trucks and the neghvar fires that isometric charge.

...but with scramble sensors..if you're alone.. you can make them fight each other and significantly damage themselves.

You pop all the bottom nanites and then you pop one of the top nanites while being 7km behind the neghvars butt when it spawns (you need to know where it spawns).

When it spawns, scramble sensor it.

The neghvar will target the cube above it...and fire the isometric. Isometric jumps from cube to one nanite and from the nanite to the raptor. The neghvar then continues on to shoot the raptor and severely hurt it.

When the scramble effect wears off (if you dont shoot them, you just watch), the neghvar becomes immune to scramble for about 10s.. but the raptor isnt. And by the time it wears off your scramble is back up and running.. so you scramble the raptor. Watch.

All the time theyre shooting each other you can have your ship taking out the other top nanites.

I usually end up being able to kill the raptor in a few hits (its so hurt by then) and the neghvar has lost all its shields thanks to the raptor. Easy kill.

Quote:
Originally Posted by pilgrimgrey View Post
Why no to Tachyon Beam, out of curiousity?
Tachyon beam is useless. The shield drain takes 10 seconds to fully apply and is weaker than what a pair of torpedoes or a simple beam autofire attack will do.

If the ability prevented shield balancing it'd be perfect..but it doesnt.

Quote:
Charged Particle Burst has that "within 5 km" sphere to worry about, and won't pair well with Gravity Well and Gravity Repulsors, which is what I currently have going (besides HE and Polarize Hull). When I can afford to have more BOFF spots, I may go for more build variations to go along with this drain build. But please let me know what I'm missing about Tachyon Beam or a better option for dropping shields fast as a sci capt.
particle burst is the best of the sci abilities to kill shields. The closer you are the more shield damage you give. Its instant. Does more damage than tachyon. However due to the nature of the ability you just waste a sci slot on it since again, a mere salvo of beam weapons at that close range does more damage.

The only use ive found for the shield drain abilities is to tachyon beam a target as I close in, drop tricobalt mines (dispersal pattern beta) at point blank and do particle burst as i fly by & tractor target on my way out so mines get higher crit chance. The target is usually shield stripped with that and the mines thump the hull.


Quote:
Originally Posted by notapwefan View Post
It certainly helps when your are deadlocked or when your cloak is broken due to infamous boff message. A copy of mask energy signature acts like a backup service weapon while your innate cloak is recharging...at least for KDF
Umm.. mask energy signature does not work while you're in combat. However, you can use mask energy sig first... do your attack run and engage the bird of prey's battle cloak on your exit. You become a ghetto b'rel that way. Lose the ambush damage bonus but... you can do the trick.

[quote=lowestlvl;8593331]pve as i've seen it may not apply to you

the good - the bad (snip).

Siphon is an excellent ability for cruisers. A single siphon can easily pump your power levels to good amounts. In fact, sci ships should be using siphon all the time if they want performance out of their beam weapons.

Tyken doesnt 'spawn crap'. Its a grav well with no worthy damage and no worthy tractor (its not supposed to) and relatively decent AOE drain. The problem is any ship gets out of its range in a second or two.

Tyken works well if you tractor or disable engine on a ship.
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