Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Do you mean Sensor Scan? Yeah that helps but oh btw make sure you AUX is all the way up. ITS not meant to be a skill to help your one ship, its meant to help a team. You cant run with AUX AND ATTAC TO THE FULL so its not like you can do both damage outputs at the same time, which people fail to realize is also how the class is significantly nurfed.
No, Sensor Analysis. You can get a max of 10 stacks of it for a 33% damage buff and a buff go the drain of BTS. It's free and innate to Sci ships only.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
06-09-2011, 11:38 AM
Well I admit I didnt know about that, I was too busy jumping off my SCI ship to start an escort. I came back on to get the items from the FE's for that toon. I still dont fully understand it. But I guess that helps.

Still think firing arcs could be better. LOL.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Do you mean Sensor Scan? Yeah that helps but oh btw make sure you AUX is all the way up. ITS not meant to be a skill to help your one ship, its meant to help a team. You cant run with AUX AND ATTAC TO THE FULL so its not like you can do both damage outputs at the same time, which people fail to realize is also how the class is significantly nurfed.
I run 100 on weapons and 80 or 90 on aux. No problems on my tac officer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
... I just think the class take waaay too much skill, and basically perfection and I dont see why it doesnt have the things mentioned in the title to begin with...
Yes science needs more skill cause it is the most versatile and not so straight forward like tac or eng. See, that's exactly the thing many (or most ?) people like and what makes it more fun. There are many people who just don't understand science, not saying you are one of those, but you can see it often enough ingame (missions and zone chat). But let's keep science as it is: interesting, fun and, most important, different.


Quote:
Originally Posted by V12
1st the real benefit to rear slots are an Escort with turrets, now you can use a sci ship and use CRF too. But that renders subsytems useless.

So I dont see how adding a REAR slot is so magnificient that it destroys the game. But if you had to take something away sure go ahead. I still would feel like its a waste in terms of overall fairness.

Lets say for example that Escorts are fair to Cruisers. Are Cruisers fair to Sci ships. Cruisers have great abilities, who needs turning rate for example if your a 8 weapon slot tturret boat. Their are a lot of survivability benefits for tanking. But Sci ships to me have the same benefits in terms of abilities, and yet have 2 less weapon slots. When Escorts and Cruisers have more weapons, and the escorts can do the most with what they have, How does adding a REAR slot make Sci so much better. What are you doing with that one slot that is destroying others with damage output?

What about just adding a turret to every SCI ship is that too much then?

I would be just as happy with increasing FIRING ARCS ON BEAM ARRAYS THOUGH.
So, if this additional rear weapon slot does not make the ship overpowered or contributes that much, why do you need it? A turret eh? So what can this turret (btw depending on cannon skill) do when I'm specced in beam weapons and not running very high weapons power. Science abilities can be, no they are destructive, they are more destructive than engineering abilities and, due to their uniqueness, can be deadlier than some tactical abilities. A sci ship with 3/4 or 4/4 weapon slots has the same raw damage potential than a cruiser with all the deadly science abilities.

There is no way to deny that a sci ship can render a cruiser helpless in seconds and can finish the job with pretty basic stuff like Quantum torpedoes or Tri-Cobalts. No need for additional weapons. Weapon damage is not the prime design philosphy of science ships and many people are running high auxiliary and not so high weapons power, every additional energy weapon adds to the power drain.

Oh sorry, forgot about the firing arcs. 250 degrees we have, why do we need more? Sci ships have maneuverability, they need to have cause some sci abilities have a front cone. Even the Nebula is not that flying brick some people claim it to be, just get used to it. I never had a problem broadsiding something if necessary.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Well I admit I didnt know about that, I was too busy jumping off my SCI ship to start an escort. I came back on to get the items from the FE's for that toon. I still dont fully understand it. But I guess that helps.

Still think firing arcs could be better. LOL.
I guess you want a science ship with 360 arcs, eight weapon slots. Turn rate of escort, Hull of cruiser and plus 50 power to everything.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
06-09-2011, 11:38 AM
Increasing firing arcs from 200 to 250 makes sense to me. Initially the purpose was for straffing, but that is extremely difficult when you have 2 objects moving, cannon ships trying to move closer.

Incresing arcs to 250 doesnt allow rear weapons to shoot in front or vice versa.it doesnt even increase damage, it just takes a concept and makes it more likely to be successful.

As it is its very difficult to the point that most people just dont use it to the full. Unless a target is far enough away and not attacking you its not an option.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Increasing firing arcs from 200 to 250 makes sense to me. Initially the purpose was for straffing, but that is extremely difficult when you have 2 objects moving, cannon ships trying to move closer.

Incresing arcs to 250 doesnt allow rear weapons to shoot in front or vice versa.it doesnt even increase damage, it just takes a concept and makes it more likely to be successful.

As it is its very difficult to the point that most people just dont use it to the full. Unless a target is far enough away and not attacking you its not an option.
The Beam Arrays already have a 250 degree arc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
06-09-2011, 11:38 AM
My fault didnt have it in front of me. I thought it was 200 or 250. Had in my head increasing by 50 though. So fromm 250 to 300, even like 290 would be cool.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
Increasing firing arcs from 200 to 250 makes sense to me. Initially the purpose was for straffing, but that is extremely difficult when you have 2 objects moving, cannon ships trying to move closer.

Incresing arcs to 250 doesnt allow rear weapons to shoot in front or vice versa.it doesnt even increase damage, it just takes a concept and makes it more likely to be successful.

As it is its very difficult to the point that most people just dont use it to the full. Unless a target is far enough away and not attacking you its not an option.
Not sure what game your playing. But STO has all ready had beam array fire at 250 arc. The only beam that has less is Dual beam which fire at 90 arc and can only be in front weapon slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
06-09-2011, 11:38 AM
Quote:
Originally Posted by V12
My fault didnt have it in front of me. I thought it was 200 or 250. Had in my head increasing by 50 though. So fromm 250 to 300, even like 290 would be cool.
Well I still think 250 is good, the area where front and aft weapons share arcs is 70 degree. The only time I had a problem keeping somebody in the broadside arcs was with a Klingon carrier, all the science ships have pretty good turn rates (the Recon almost escort-like).

You can always start a campaign for being able to use the 360 degree shuttle phasers as an equivalent to turrets
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 10:35 PM.