Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Science Vessel Questions
02-04-2010, 07:45 AM
Just how 'middle of the road' are science vessels really? While I accept that it will always have buff/debuff skills simply as the nature of the beast, can it be effectively utilised in a combat role as a halfway point between cruisers and escorts? By which, can you load it with some heavier weapons with a tighter firing arc up front in order to take advantage of a turning rate that is superior to cruisers, while still being capable of holding out defensively far better than an escort can hope to? I don't do PvP, prefer solo and fleet actions, so that's not a concern.

I would prefer to have a more mobile and active ship in combat than a cruiser, but without being so utterly vulnerable as an escort. I spent years playing Scrappers in City of Heroes, I like my middle of the road jacks.

The really painful part of course, is having to put up with the flying ***** while you're a Commander.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-04-2010, 09:05 AM
I'm actually kind of wondering the same things really as I find the shield tanking to be rather nice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-04-2010, 09:14 AM
science ships are not 'middle of the road'. They are entirely different ships, don't look at them like 'half escorts half cruisers' as they are neither.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-04-2010, 09:27 AM
They are great in PvE, and very sturdy in PvP, but a little short on damage output. I like to use the maneuverability advantage and put dual beams or cannons and a torpedo on the front, and a torp and turret on the back to take advantage of the turret's ability to fire forward. Against slow ships, you can fire the front torp, and turn to fire the back before the front recharges.

Your shields get the benefit of using Transfer Shield Strength as a self heal.

Obviously you can destroy shields quickly with Tachyon Beam and Target Shield Systems.

Mines and boarding parties are countered with Tractor Beam Repulsor or Tykon's Rift. Tykon's Rift uses Deflector Dish, so it benefits from the same skill as Tachyon Beam. But Tractor Beam Repulsor is easier to use.

So that's my beginner guide. I woud love to hear from soneone in a tier 3 or higher science vessel.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-04-2010, 09:28 AM
I play as a Fed sci officer in a science ship..

Based on what I had experience, I do not see the ship as the middle of the road.. we are at the bottom.. the dev nerf the hull and shield by 10%, at tier 2, our base hull is less than an escort about 3k, and the almost 7k less than a cruiser, we cannot slot additional weapons, or bring more firepower, most of our abilities, are shared with long cd timers, etc. Our dps is low

We do not get extra equipment ship slots or unique like the escort or cruiser - escort can equip cannon and have three slots in front, cruiser get an extra weapon slots. Sci ship get nothing, you see where I am going with this. Having said all of that, I believe the Sci ship offer the most challenge as a player, because you have to mutlitask alot of your abilities, helping allies, trigger the right defuffing skills, etc.

But, I love playing it, because is such a challenge to play one

I am hoping at tier 3 and above, we will be the middle ship, where our shield are the most strongest and powerful to make up for the lack of DPS/Firepower.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-04-2010, 10:03 AM
Quote:
Originally Posted by blkjag View Post
I play as a Fed sci officer in a science ship..

Based on what I had experience, I do not see the ship as the middle of the road.. we are at the bottom.. the dev nerf the hull and shield by 10%, at tier 2, our base hull is less than an escort about 3k, and the almost 7k less than a cruiser, we cannot slot additional weapons, or bring more firepower, most of our abilities, are shared with long cd timers, etc. Our dps is low

We do not get extra equipment ship slots or unique like the escort or cruiser - escort can equip cannon and have three slots in front, cruiser get an extra weapon slots. Sci ship get nothing, you see where I am going with this. Having said all of that, I believe the Sci ship offer the most challenge as a player, because you have to mutlitask alot of your abilities, helping allies, trigger the right defuffing skills, etc.

But, I love playing it, because is such a challenge to play one

I am hoping at tier 3 and above, we will be the middle ship, where our shield are the most strongest and powerful to make up for the lack of DPS/Firepower.
I started playing a T3 ship a little while ago so I thought I'd give you all a little heads up on everything PvE, I haven't really tested PvP yet. This post sums more of my gripes about the Science ship in general. To counter most of the damage output, I usually fight with my power setting set to "Attack". Any other setting seems to just draw out most of my fights anyways. I've heard talk about Science abilities actually being more effective with Auxiliary Power settings being higher but I don't see it making a game-breaking difference.

As for skills and such, I tend to scan my opponent (debuff their defenses by x%). Then I use Jam Sensors I. I don't think I can stress how important something like this can be. I practically swear by it. Maxed out this skill has a cool down of about 45 seconds (with the proper skill points from your Captain as well) so try to use it often. Forcing an opponent to sit down and let you smack them for about 10 seconds keeps you in alive and in the fight for that much longer. Unlike a Cruiser or Escort, the Science vessel shouldn't try to engage in a circle fight and destroy all shield sides before working on the hull. Seriously, don't do it. You'll find yourself on the losing end of a lot of fights, especially with some of the battleships you find yourself pitted against in later missions. Pick a side to focus on and start whittling it down. Once shields are down, hit it with every high damage attack you have. Personally, I think High Yield Torpedoes are the best skill for this. I maxed out High Yield Torpedoes I and it's a 30 second cool down.

To keep yourself alive, i found that having Science Team at any level is good. Using this ability will restore your shields to almost full on ALL sides. This is great for longer fights against heavy weight ships. I haven't really tested it, but I think an Engineer Bridge Officer with Engineering Team and Emergency Power to Shields will keep your ship in one piece for obvious reasons. Don't forget to devote more power to any side that you're actually being hit by the enemy.

I guess that's a quickest and most informative way I can put things for now. Good luck Science Captains. Hopefully this helps.

PS: Science Teams, like any other teams can be sent to other ships, effectively "healing them". Transfer Shield Strength as of right now seems basically useless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-04-2010, 10:06 AM
I am doing a lot of PvP at T3 with my science (7.8k shield with some lvl 4 blue shield)... I can solo most of klingons in 1vs 1... Jam Sensors, Viral Matrix, etc...

My weapon loadout. 2 dual beams in front + quantum torpedoes.. 2 turrents in the back.

I open up with rapidfire and target shield subsystems, and high yield torpedoes.. If you're lucky you can one shot a person when the shield goes down and both torpedoes hit him.

2 turrets + rapid fire = 2 dual beams in terms of damage.. Also I have a blue quest item EPS eng. console 2.2 transfer rage < fixed most of my energy issues. Also helps to get out, since switching to 100 engines takes like 3 seconds, then punch the evasive and be 15km away.

I do a lot of damage in the battle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-04-2010, 10:16 AM
Mines built to be a solid support class, beams (for the added chance of turning system offs) Viral matrix, tractor beam, Attack Pattern Beta (all shots by friends and your self reduce damage resistence) the other abilities i got are for self defense like jam sensors and reverse shield polarity. Very diffcult to take me down, took 4 tier 3 cruisers to take me down and it took them nearly a minute today (stupid federation on my side were blind).

I'm a Engineer though as well so got additional defensive capabilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-04-2010, 10:45 AM
Science ships are quite powerful, but that hinges on using your science BOs effectively. The control powers are what makes them very powerful solo. Buffing and team powers are very nice if you group a lot, and you'll certainly want a heal of some sort for soloing. But outlasting NPCs isn't really your strong point, nor can you kill them super fast like escorts, so you have to use the control powers to force the situation into your favor.

Dual beams and torpedoes are probably your best bet for weapons since science ships have very good turning ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-04-2010, 12:13 PM
Quote:
Originally Posted by tranman1988 View Post
Unlike a Cruiser or Escort, the Science vessel shouldn't try to engage in a circle fight and destroy all shield sides before working on the hull. Seriously, don't do it. You'll find yourself on the losing end of a lot of fights, especially with some of the battleships you find yourself pitted against in later missions. Pick a side to focus on and start whittling it down. Once shields are down, hit it with every high damage attack you have. Personally, I think High Yield Torpedoes are the best skill for this. I maxed out High Yield Torpedoes I and it's a 30 second cool down.
This. The science ships are maneuverable enough to work on a specific shield, though you may need to make lots of throttle adjustments to do so. I find that High Yield torpedoes combined with Quantum torps (lower overall DPS than photons but higher burst damage to take advantage of high yield) works very well.

The science ships can be though of as "middle of the road" in the sense that they're in the middle in maneuverability and device slots. They have weak hulls like the escorts, and despite the recent nerf they still have very good shields. They still have the lowest overall DPS potential, and it's important not to lose sight of that. You really do have to rely on your science skills, and technically you get the equivalent of several free tactical skills since you get the innate subsystem targeting.

I find that for PVE, I like the "regenerative" line of shields. It's easy to overlook these since the lower capacity makes them look scary, but the recharge rate is fantastic, particularly if you put more than 50 power into them (I tend to run about 60 unless it's a big fight and I put more). This allows you to take sustained DPS for a long time, particularly with actively rebalancing the shields and rotating shield facing.

Putting torpedoes both fore and aft gives you lots of opportunity to get those crunching hull hits when the opportunities arise.
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