I'm getting a little tired of being haunted by these witch-doctors. PvE they are horrible, PvP the fight is over in seconds unless the guy is in my fleet and experimenting with a new build that even he admits is pathetic, however he does admit there ARE sci-killer escorts out there.
So what are the sci-killing techniques available to escort ships?
I haven't tried it, but my guess is that you need to be prepared for all the nastiness a Science Vessel will use to defend itself.
This means you will probably need Auxillary to Dampeners against Stuns and Gravity Wells, Polarize Hull against Tractor Beam and Tractor Beam Repulsors, Science team against Jam Sensors, Scramble Sensors and Subnucleonic Beam, Attack Pattern Omega for other movement related debuffs or to round out.
And you need a way to stay behind the. Do not get into their front-arc. Science Vessels are not as maneuverable as Escorts, but they are more maneuverable then Cruisers or Carriers, so this isn't necessarily as easy. Watch out for the use of Aux2Dampenrs or Evasive Maneuvers by your target.
And you need someone to watch your back, since this is a team game and the Science Vessel will ask for help if it is under too much pressure. If the SV has significant support by other Healers, you probably have no chance alone, you need a full team and solid tactics.
I'm flying a Defiant just now which I am sure most will agree has the least defense/repair rate of any of the escorts.
I use the following combo to get the first hit in...
JAM SENSORS... Straight off the bat, followed by EPW, Tachyon beam, Attack pattern Beta, Fire at Will, Tactical team, Cannon Rapid Fire and a couple of others which I forget... Simply stop them from firing straight off and get some big shots in as fast as you can...
Once those wear off i pop Evasive Manuevers and get the sheilds taking hits on all sides not just one.
By that time I find Rapid FIre is close to resetting and I load that up again on the sheild I was attacking from the start. I follow that up with THY and just keep working one side.
I NEVER go head to head with a Sci...
Thats just me and I'm sure some of the more experienced players have some better advice but this is just what I find works best for me...
I have come to the conclusion that sci-killing with an escort is no easy task. While this might not be true of all sci ships, I notice that one of their powerful abilities is their ability to "hold" you. Gravity wells and tractor beams being the two big ones. Once you can learn to shake these abilities fairly well you'll have better chances against a sci captain who relies on that particular mix of nastiness. One of my duel buddies actually said "I don't like how you're breaking my holds now."
As for sub-nucleonic beam, the best defense I can think for that other then sci-team is to simply not stack all your buffs together. Yes this may sacrifice some alpha strike power but if you do get your buffs wiped you can pop sci team and then the other buffs for a slightly weaker but still powerful alpha strike. The best defense I can think of for sub-nucleonic beam though is manuevering, pure and simple. Stay out of its firing arc. Doing so however is quite a hard challenge I'm learning and my maneuvering skills as a player are taking a little while to catch up to the level of finesse required.
And, let's not forget sneakiness. Whether its using their own sci abilities against them [Jam Sensors does wonders on tractor beams and may force them to pop/waste a sci team seconds before you directed energy modulation their shield] but if you're like me and carry two versions of Attack Pattern Omega [I and III], you can sometimes trick them into sub-nuc purging your Omega I, while the shared cooldown on Omega III is far less then their cooldown on sub-nuc.
Any other advice or HELPFUL debate to these tactics would be appreciated. I'll be back in like... 8 hours or something.
Emergency Dampeners: Reduced duration to 10 seconds; Removed Repel immunity.
Omega x2 seems the way to go. If you have no purpose in life but to kill a sci captain in a sci vessel then take sci team x2. A good sci captain will put something on you and wait to see the sci team to sub nuc. If they're going to remove PH or TSS anyway at least you have removed the sub nuc so everything else will come off of cooldown.
I have to disagree with jam sensors since it's a sci vessel and they're going to have sci team to clear it easily. The exception to this would be as a way to break the new sensor ability, but this would not place JS in the alpha.
Well, I'm still going to experiment with sensor jam a little. It just works so well for me. And when other non-sci ships attack me its pretty devastating. Yeah they can clear it with sci team or my own shots will knock it off but it just buys those few precious seconds or breaks a tractor beam without having to use an Omega [or my Omega's are on cooldown].