Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
There are some obvious I win combo's that Science officers get and that is causing a huge influx of people looking to use them. This is starting to become a real problem. I do have a science officer Adm5 before you start flamming that bs. DEVS please do something soon!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-19-2010, 07:59 AM
They have stated on tribble forums and other they are looking into the snb/fbp issues. Give them time. I suspect it will be resolved in season 1 like the carrier exploit was.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-19-2010, 08:43 AM
Quote:
Originally Posted by vinu_antistita
They have stated on tribble forums and other they are looking into the snb/fbp issues. Give them time. I suspect it will be resolved in season 1 like the carrier exploit was.


snb ?


snb was never an issue dude, killing the shields with stacked skills in 3 seconds, fbp that pushes out 2500 damage ? all feds doing this kind of things, and you think snb is a problem ? lmao A!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-19-2010, 04:56 PM
Quote:
Originally Posted by tention
snb ?


snb was never an issue dude, killing the shields with stacked skills in 3 seconds, fbp that pushes out 2500 damage ? all feds doing this kind of things, and you think snb is a problem ? lmao A!
"all feds doing this kind of things." US and THem...stupid...stop thinking that way.


SNB/VM/VM and add what ever other skill the science player is happy with...guess what u can't use ur counter ability, and most likely will be destroyed in 1 sec. Although it is a team match, the likely hood of being in a 1 v 1 ship is also likely, faced against a Science class player, makes Eng and Tact cry.

Add cloak to that mess, and u have an unbeatable ship 1 v1, teams...advantage goes to which side can seize on the situation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-19-2010, 05:12 PM
Quote:
Originally Posted by tention
snb ?


snb was never an issue dude, killing the shields with stacked skills in 3 seconds, fbp that pushes out 2500 damage ? all feds doing this kind of things, and you think snb is a problem ? lmao A!
I'm not going down in 3 seconds if i can use my defenses. That's why SNB is a problem, it makes it so you can't do anything to mitigate damage or break out of CC,

FBP is broken too, but that doesn't make SNB okay.

By comparison, VM is pretty tame. My only beef with VM is that you need Science team to counter it, so if you're on a ship with limited science stations you can't use other science abilities (which are by far superior to tactical, and most of the time better than engineering).

EDIT -- I think the problem is that the science abilities were designed with PvE in mind. For CC to be fun in PvE, it needs to be really freaking powerful. But in PvP, anything more than 2 or 3 seconds of not being able to control your ship means you're dead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-19-2010, 05:39 PM
With VM/FBP/SNB removed or severely neutered how do you expect science captains to survive ? Science doesn't get the offense bonus of tactical, or tanking ability of engineer. Please describe the viable science skills that will help science officers survive or effectively compete without listing tactical or engineering abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-19-2010, 06:07 PM
Quote:
Originally Posted by Rook0024

Although it is a team match, the likely hood of being in a 1 v 1 ship is also likely, faced against a Science class player, makes Eng and Tact cry.
this is where the klingon cloak offers an advantage. when i see a sci ship i go to great lenghts to position myself behing them on my tac. the best sci abilities are forward facing after all. the few times i was sub/vm'd in a match was after i just killed a sci ship who than made it a mission to find me sub vm me and kill me when i was engaged killing someone else but that was quite rare - odd tho becasue that is exactly what i would do.

on my sci bop i can hit someone alone from any side and as long as it is not the front when i appear right in the view window the sub vm is away. the photonic really reduces the cooldown on both. i carry two vms, one 32s one 26s i think, i can practically back to back these with sub vm, then js/vm chuck in a sensor scan hit photonic and the sub vm is back in 40s ish and the other vm in 26s. after that i have a min 30s wait for then long ones and 2mins on photonic.only if i bother to fight in a long drawn out swirling dogfight am i going to run out of cc. perhaps core officer abilities should not be effected by skills like photonic and this should only effect npc officer skills, that is just not my call.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-19-2010, 06:21 PM
Quote:
Originally Posted by The_Stig View Post
With VM/FBP/SNB removed or severely neutered how do you expect science captains to survive ? Science doesn't get the offense bonus of tactical, or tanking ability of engineer. Please describe the viable science skills that will help science officers survive or effectively compete without listing tactical or engineering abilities.
actually i disagree, tac have a bonus of 30% from self only on a tac - atack pattern alpha and 12% fire on my mark all which a kdf player cannot increase from base value atm. Tac get the possibilty of one extra torp in the air with hy3 over hy2. not a huge bonus in damage. however a sci can debuff 76% or more. in a one v one the damaged caused by a sci captain can be significantly higher than a tac player.

tac does not have the survivability of sci without listing sci/engi abilities, which is a stupid prposition given it is unlikely anyone could, or would in a bop take 100% sci skills or 100% tac skills
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-19-2010, 06:33 PM
Quote:
Originally Posted by The_Stig View Post
With VM/FBP/SNB removed or severely neutered how do you expect science captains to survive ? Science doesn't get the offense bonus of tactical, or tanking ability of engineer. Please describe the viable science skills that will help science officers survive or effectively compete without listing tactical or engineering abilities.
snb/vm have absolutely nothing to do with survival
There are MANY MANY survival abilities linked to science.
Science team, polarize hull, hazard emitters, jam sensors, scramble sensors, dampening field. I have never used mask energy signature so I don't how how well it works.

You said no listing engineer abilities, why? Everyone gets at least one ensign engineer slot and latter everyone gets at least 1 LT slot. And there are some good survival abilities for those low slots. Engineering team, EPtS and even RSP is available at LT.
Your argument is by far invalid.
And you get some good offensive skills from ensign and LT tac slots as well.
A science ships is not meant to be able to put out as much damage as an escort or take as much damage as a cruiser. If all ships were the same what fun would that be?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-19-2010, 07:55 PM
Quote:
Originally Posted by tention
snb ?


snb was never an issue dude, killing the shields with stacked skills in 3 seconds, fbp that pushes out 2500 damage ? all feds doing this kind of things, and you think snb is a problem ? lmao A!
Damage outscaling shields and SNB+VM combos are both an issue, cryptic seems to be trying to solve it with the EPS nerf so maybe sci power drain builds might do well, should really be a skill to boost shield hp and regen by 100% like how wep damage can be boosted.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:53 PM.