Lt. Commander
Join Date: Dec 2007
Posts: 120
Having done quite a bit of PVP recently I've discovered the joys (or more correctly, the woes) of Feedback Pulse, so I'm thinking about traiing my sci officer in the first level of it.

The problem is I use an assault cruiser, so I have limited science stations (Lt). At the moment my sci BOff is trained in Hazard Emiiters 1 and Tractor Beam 2, both skills I use a lot. In the case of Hazard Emiiters I usually activate it just before getting in range. Should I get rid of Hazard Emiiters 1 and replace it with Tractor Beam 1 or just do without a tractor beam skill?

While Hazard Emiiters are great in a passive capacity, I don't really feel they make that much of a difference. On a science ship it'd be fine, but it seems like a waste of valuable skill slots. Of course I may be underappreciating them.

Which is the more desired skill?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-29-2010, 04:35 AM
one has to look at the ups and downs, i love hazzard emitters because they not only continue to repair your ship, they also reduce damage being done to it. so it depends on what other damage resistance/repair abilities you use.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-29-2010, 10:06 AM
Tractor beam is pretty essential if your using dual cannons because 45 degrees is no room for error tractor beam keeps your target where you need it to deliver your devistating blows. Engineering team is quite effective at keeping you alive if you have that
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-29-2010, 02:02 PM
Honestly I'd go with tractor 1 and HE 2. Feedback pulse isn't particularly effective on Klingons, although maybe you only do FvF.

Still FBP will be changed significantly in the near future, so it might not be worth speccing into yet until you see how it changes. Also if you don't keep your aux up, FBP won't do you a lot of good when a science ship comes along and hits you with target subsystems: aux and drains it to zero.

And of course FBP has a certain stigma to it considering how over powered it is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5 HE all the way!
03-29-2010, 02:49 PM
With an assault cruiser? Drop the tractor beam! Tractor beams are nice when you want to keep an enemy lined up with your most powerful weapons, this usually means cannons though dual beam arrays can be substituted here. With the limited mobility of your cruiser the tractor beam doesn't really make sense.

Hazard Emitters on the other hand are a life saver. I keep a level 1 and level 2 cycling constantly while in battle. The added resistance is probably the real bonus though. As a cruiser captain you are supposed to have the highest survivability of all the classes. Hazard Emitters make that much easier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-29-2010, 03:06 PM
As others said, the tractor beam only really helps for 45 weapon or skill arcs (which mostly applies for sci, I believe). Hazard Emitters is the skill I'd keep, and replace Tractor Beam with something more useful. Let it be Sci Team, or Jam Sensors. You get more from it than the Tractor Beam in any case.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-29-2010, 05:02 PM
Quote:
Originally Posted by 0xygenthief View Post
With an assault cruiser? Drop the tractor beam! Tractor beams are nice when you want to keep an enemy lined up with your most powerful weapons, this usually means cannons though dual beam arrays can be substituted here. With the limited mobility of your cruiser the tractor beam doesn't really make sense.
I was more thinking about keeping the glass cannons from getting me in their firing arc and letting me pound the same facing sheild. It also helps me get them into the dual phaser beam banks and torps firing arc. Plus it's another annoyance for them (without being cruel, like VM).

That said, I had forgot that hazard emitters gives you resistence to attacks, so it's probably best to keep them in some fashion.

Yeah, I think I'll get Hazard Emitters II and Science Team I (specifically for VM).

Thanks guys for the help.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-30-2010, 08:40 AM
I have to point out that tractor beam can be used defensively, to keep someone's forward arc away from you, as well as offensively to keep them in front of you or to keep them from turning their shield facings.

But you might also forget that tractor beam brings them to a halt, which in itself can be a major offensive buff because of how speed gives defense. If someone is running with 26+ speed, they have 50% defense, meaning you miss 50% of your shots. If you stop them, well, now you don't miss so much which on a fragile ship like an escort/BOP/raptor, can mean sudden death.

There are a lot of good science skills though, each has their own benefits.
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