Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 BEst Commander Science Skill
06-09-2011, 11:06 AM
I've been playing about with Science Skills for my Klink Carrier and specifically the Commander skill and just don't seem to have found one I liked. At first I tried Feedback pulse 3, then Tractor beam repulsors and grav well 3. What does everyone else use? Grav Well 3 seems to be ok but not really asg ood as I had hoped. I have a fairly defensive set up and I rely upon my bops to provide my dps largely so anything which will bolster my dps would be good.

Thanks! G
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 11:06 AM
I think I'm gong to have 3 boffs with TBR3, SS3 and FBP3 and switch between them to do further testing but SS3 is appealing the most to me. As an Engineer though, I just need to find someone who can train my boff in it!! Thanks for all the answers...been interesting reading!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 11:06 AM
Quote:
Originally Posted by DecadeComplete
When I get my carrier set up. I was thinking Photonic Officer 3. I had a friend refer so I can get as much of those as possible.
IMO PO3 was a waste of a skill on my Carrier.

The skill did not make a huge difference in my other skills cooldown times and its own cooldown seemed a bit to long.

My Carrier can't turn well at all so to combat that problem I went with Feed Back Pulse 3.

If you need to launch your BOP quickly you'll need to be running high auxiliary levels to begin with and Feed Back Pulse gets a huge boost from your Aux power level.

It worked for me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 11:06 AM
Quote:
Originally Posted by staalker View Post
I have killed ships at 100% hull this way. I did it to a Defiant the other day and he wasn't pleased. The only protection I found from it is Polarize Hull.
Creative. Clever. I salute you.

And will mourn for the loss of this tactic when the devs get around to nerfing it. (Sounds like way too much fun for them to not eventually nerf it).

For now though, I salute you for your tactics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 11:06 AM
Quote:
Originally Posted by staalker View Post

I have killed ships at 100% hull this way. I did it to a Defiant the other day and he wasn't pleased. The only protection I found from it is Polarize Hull.
Tac Buffs also boost the damage on Tractor Beam Repulsors. Just a little FYI.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 11:06 AM
I don't know if it's the "best," but I am definitely a fan of a max Aux power Feedback Pulse III, especially as an enemy escort unzips their fly to try and do you in. Their alpha returned hurts them a lot more than it hurts you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 11:06 AM
Quote:
Originally Posted by MortarrKang
I don't know if it's the "best," but I am definitely a fan of a max Aux power Feedback Pulse III, especially as an enemy escort unzips their fly to try and do you in. Their alpha returned hurts them a lot more than it hurts you.
Could not agree more!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 11:06 AM
FBP, I have never in my life been bothered and so stopped shooting a player who pop FBP no matter the lvl, not worth the slot imo, it will however make you look a bit better on the scorecard if that matters.

TBR, i have seen some players use it well enough, it can be annoying and will get a you few kills on a pug group or the odd kill from a premade. However, it relies on high aux and speed, in a sci ship this is not really a combo i have seen players pull off well, even when facing teams using this build it has not proved effective enough to pull off a win for them, except when i have been pugging and in which case the win for them was always likely.

PSW, nice 4 second stun, damage is not great so i don't see the point in using the Cmdr version over the Lt Cmdr version unless you really want to have x2 TSS 3's for example as you are not gaining much.

GW, again similar issue to PSW, you gain nothing of note at the higher lvl over the Lt Cmdr position unless you have two skills you feel you must have at Lt Cmdr meaning you are only left with the Cmdr option.

Tyken's, decent skill, scales well at Cmdr over Lt Cmder, however used in isolation it will not be effective enough, so not all that helpful if you are pugging and you have the only copy

CBP, similar issue to Tyken's decent skill does reasonable damage to shields but alone you will not drop a fully shielded ship, tho it will reduce the amount of transfer from untargeted shield facings, 18-20k loss in overall shielding is never a bad thing, works well with Tachyon Beam 3.

Scramble Sensors, again nice skill but only really helpful vs poor to average teams, well coordinated teams will simply work round it with out a lot of trouble tho you might steal a kill using it once in a while.

There are a number of useful skills, most however work better when used in multiples, as it true of all sci skills imo. Therefor if you are in a premade team you would be better advised to consider what approach for science you team wishes to use, any of the above will produce nice results when you have multiple copies across 2 or 3 ships.

Out side of this take which one you like the look of most as it will hardly mater to the team and is unlikely, aside from the well timed snb, to be decisive in the match, which if that is what you are hoping to find i am afraid you will be disappointed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 11:06 AM
Quote:
Originally Posted by Ardept View Post
FBP, I have never in my life been bothered and so stopped shooting a player who pop FBP no matter the lvl, not worth the slot imo, it will however make you look a bit better on the scorecard if that matters.
I don't pop FBP to make them stop shooting at me; I do it to cause them more damage then they are doing to me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 11:06 AM
Quote:
Originally Posted by MortarrKang
I don't pop FBP to make them stop shooting at me; I do it to cause them more damage then they are doing to me.
While you wait your turn to be attacked you have a Cmdr lvl power doing absolutely nothing for either you or your team, sure it will add a tiny bit of damage and will make your damage score look a little better than if you did not use it, particularly in a C&H where you can camp a flag and wait for players to come to you and fight in dribs an drabs.

However, discounting that situation (or even including it imo) still the most worthless of science skills at Cmdr lvl and not worth the slot it uses. Any player would be far better off taking any of the other skills in its place.

If i had a choice i would kick from a group any player running FBP let alone FBP3 for any other player, but when you are out pugging you pay your money and take your chance, i would tho leave that group upon finish and hope not to be grouped with that player again.

Course that is only my opinion.
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