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Lt. Commander
Join Date: Dec 2007
Posts: 120
I am sure its been mentioned before but I just dont see why sci ships cant have a additional weapon slot. When you think about it in trying to make it a jack of all trades type of ship is what hinders it the most.

3 fore 3 aft slots,so of the bat it doesnt match any of the damage of the other ship types. But Tac is damage focused only and has many Boff slots for Tac. Engineers make up for lack of Tac Boff slots with having 4 for and 4 aft, this gives a wide range of damage options as well as extreme ability to survive and provide some healing. Sci ships on the other hand when it comes to damage dont have the Boff slots or the weapon slots.

They do have subsystem targeting but is that enough. to me I would allow sci ships to have larger beam arcs on Beam arrays. To me the ship is suppossed to be good for strafing. Thats because its encouraged to use Beam weapons, and it is more manuvarable (nebula excluded, which is a waste) then most cruisers. Thats great but KEEPING ANY SHIP ON YOUR SIDE IS EXTREMELY HARD IN THIS GAME, especially with the large ammounts of speed boosts and other variables such as steering alone.

Keeping a ship on an arc for enough time to give a sustained damage is very difficult. Thats why I think increasing the arcs on beam arrays so they overlap easier, but do make it simple to fire on a ship directly behind you.

If you added another weapon slot what would it really change in the class expect for a slightly higher damage, EVEN IF IT WAS A REAR WEAPON SLOT.

To me the benefits of a SCI ship in terms of SCI abilities arnt even all that great. Healing or Stun skills arnt so amazing. They usually have weak damage outputs and are not all that effective. While you seem to have more options as a SCI captain, that nice, but it doesnt mean you can do more after you have chossen your options.

To me it is a less than Jack of all trades class and ship type. Its hard to be good at any one thing, the job of healing for instance is already a difficult one which requires managment of skills, distance to players, making sure proper player is clicked, managing yourself, managing your aux abilities (Which doesnt make sense to me because no other class has abilities tied to a system), and providing a little bit of offense. All of these things already make it difficult.

I really dont see why the class was given so little in terms of weapons slots in the first place, and I dont see why adding 1 of those 2 types of changes wouldnt be done. But nobody else seems to care enough.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 11:38 AM
Quote:
Originally Posted by Jexsam View Post
My advice is to switch to something that better suits your style instead of coming here and starting threads like this. You'll save yourself some typing and squeeze in a little more game time that way.
I dont need to worry about my time management, so its no problem, thanks for caring tho. I actually enjoy playing a sci class too, just wish it was better.

But with regard to arcs how do you explain the comparison of dual cannons to dual beam arrays? Dual beams have an arc of 90 with a damage difference of 94 more while the dps difference for dual cannons is only 26 more the dual beams but their arc is only 45!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
I dont need to worry about my time management, so its no problem, thanks for caring tho. I actually enjoy playing a sci class too, just wish it was better.

But with regard to arcs how do you explain the comparison of dual cannons to dual beam arrays? Dual beams have an arc of 90 with a damage difference of 94 more while the dps difference for dual cannons is only 26 more the dual beams but their arc is only 45!
Yes we know you want a super ship. Like the one I post or most like the one Rvlion posted.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 11:38 AM
Oh good, you know how to say something funny, while completely ignoring the question just because its something you dont like! Bravo, slow clap!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Oh good, you know how to say something funny, while completely ignoring the question just because its something you dont like! Bravo, slow clap!
Nope not begin funny. It seems to me you want a super ship.

Beside weapon dps is lot more then looking at what it say in tool tip. You may want to go read this

http://www.freemmoguides.com/star-tr...weapons-guide/

I know from personal experience on my Defiant refit correctly spec in each case Dual Cannon or Dual Heavy Cannon do FAR more damage to target when used correct then Dual beams.

ie. having weapons power set above 125 so even when you fire your next run fire at higher setting. Waiting till I get with 4 to 3km to open fire. If i do that with cannon the ship loses it shield facing. Fire off HYT Quantum and normal there dead in PVE.

If equip with beams it takes more then one pass. Just because you can open fire at 10km those not mean you should.

Just like you should never go into combat while at full impulse. If you drop out full impulse at about 12K and hold your fire till you close and have full weapons you do more damage.

Can my character do as much damage in sceince ship as escort. Nope. But then again there not meant to.

Do science ship need a boast in damage. Nope not since they add the new buff. Sensor Analysis
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 11:38 AM
Yes I know all of those things as well, but cannons may only do better with CRF which includes turrets! BFW on the other hand does not include turrets and beams can also come off target.

So I made the comparison because if that is a fair tradeoff, increasing the arc on beam arrays is also fair and doesnt increase damage. As well it still has the same issues if using BFW because of increased arc even more targets can be hit.

Far from a super ship!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Yes I know all of those things as well, but cannons may only do better with CRF which includes turrets! BFW on the other hand does not include turrets and beams can also come off target.

So I made the comparison because if that is a fair tradeoff, increasing the arc on beam arrays is also fair and doesnt increase damage. As well it still has the same issues if using BFW because of increased arc even more targets can be hit.

Far from a super ship!
I was not talking about using CRF in my example. With CRF i do not need to fire the torpedos. as the target already dead.

So I guess you think cannon show also have a bigger arc. After all if 250 not good enough why should cannon only have 45?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 11:38 AM
In the end the tacs dont have any problem doing damage, while even most of the stuns or slows for sci seem to be have a wide balance to them. Like when they changed Viral Matrix and added aux aspects to things as well. Everything so that its extremely balanced, I feel like if you dd to the beam array arcs it doesnt change that balance.

But if you add to the arcs for cannons its making it way too easy. Nobody really has a problem doing damage in a tac, so you taking something thats done with no problems and making it easier. With sci your taking something really difficult and making it more of a useful tactic.

I would even decrease power a bit for it tho.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
In the end the tacs dont have any problem doing damage, while even most of the stuns or slows for sci seem to be have a wide balance to them. Like when they changed Viral Matrix and added aux aspects to things as well. Everything so that its extremely balanced, I feel like if you dd to the beam array arcs it doesnt change that balance.

But if you add to the arcs for cannons its making it way too easy. Nobody really has a problem doing damage in a tac, so you taking something thats done with no problems and making it easier. With sci your taking something really difficult and making it more of a useful tactic.

I would even decrease power a bit for it tho.

You do release that degree of arc are not just left, right front and back but also up and down. It is not easy getting a target in the that at a step angle. It a lot easyer moving a science ship to get more phaser on target.

with 4 phaser beams equip you have always two on target in 360 degree arc.

If you want more punch put 2 dual beam up front or one.

I have run on my science ships

4 beam array and 2 torpedo
4 beam array and 2 dual beams
4 beam array, 1 dual beam and on torpedo (1 beam array up front and 3 in rear)
3 beam array in rear, 2 dual beam array and torpedo up front. I find this gives me personal the best dps in science. I get dual beam punch up front where most of my 90 Degree science power are. Also a torpedo to do major hull damage. And while I moving around getting that 90 degree arc back on target I have 3 beams doing damage. The only down side is you have small window where you doing noting. But then that why the science ship has the turn rate it those. If use the right powers the shields melt before i even get done with the first pass and torpedo takes a chunk of the hull.

I also make sure I spec into efficiency and performance skill so that I have everything running over at least 40 power levels.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 11:38 AM
I'll admit, I never did understand why the Intrepid Retro didn't gain a forward weapon slot, or a rear weapon slot.

Defiant: 4 fore, 2 aft
Defiant R: 4 fore, 3 aft

Galaxy: 4 fore, 3 aft
Galaxy R: 4 fore, 4 aft

Intrepid: 3 fore, 3 aft.
Intrepid R: 3 fore, 3 aft

There's no chance in the weapon load out like the other ships which strikes me as a bit unfair. Plus there's a difference between giving us a fourth fore or aft weapon slot and giving us Warship Voyager. Which I'm sure would be Tier 6, mount dual cannons, and have +10 to weapon power, while costing an arm and a leg in the C-store.
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