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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
06-09-2011, 12:38 PM
Quote:
Originally Posted by mvs5191 View Post
There's no need.

Sensor Analysis is great and is all the buf***e that we needed.
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
06-09-2011, 12:38 PM
Quote:
Originally Posted by RCO
Should read

Science t4 ships have the same numbers as Science T5 vessels. So by giving a t5 refit an extra weapon you are making one refit more power then any other refit.


As for escort with out cannon. Well in that case if you put dual beam on your front slots on science ship you do more damage as well.
You're assuming I'm actually saying that ONLY the Intrepid Retro should get the extra weapon slots, i don't think it should, I think ALL the T-5 science ships should gain a weapon slot, as the cruisers and escorts gained when they increased to tier 5.

And again you're not addressing the point. We are not discussing giving a science ship the ability to do damage on pare with an escort. It just shouldn't happen. Science ships, and cruisers, unless they're KDF or the Gal-X should not mount cannons. Thus they should not, and cannot out DPS an escort. The discussion of dual beams isn't addressing the issue either. We're straying from the point. The point is that when you went from tier 4 to tier five as an escort you gained an extra weapon slot. When you did the same as cruisers you gained an extra weapons slot. but when the Science ships did so, nothing. That is the point we're discussing. Thats the name of the thread. Not if a Science should do more or less DPS than an Escort while equipped with the same energy weapon set up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
06-09-2011, 12:38 PM
soecc into sensor array and sensors, get a tachyon deflector, equip 3-4 multi-spectro scanner consoles and use target engines or target shields then use your tac for HY2 and HY1. disabling targets engines will give you MUCh hit andor crit, cause the ship will stand still.

also you could try to fly the MVAM-prometheus just get rid of the mvamconsole and do the above. target engines is really quite good thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
06-09-2011, 12:38 PM
So the question is really whether Science Ships as they are now are balanced towards the other ship classes.
I think they are.
Their limited offensive weaponry is compensated by Sensor Analysis, Target Subsystem and their "Blue" abilities, which can have a far more profound effect on the battlefield (allies and enemis alike) than the "Red" and "Yellow" ones.
To put it in very general terms.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
06-09-2011, 12:38 PM
SCIENCE ship. Not WAR ship.

Science ships should be minimally armed, at best. If you ask me they're already too heavily armed in general.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
06-09-2011, 12:38 PM
My Science retrofit kitted out in its current state has more 'Fight' then most of the cruisers and escorts i have seen. So id say i disgaree with the OP.

Not to mention i can call in the Photonic fleet and if my hull goes beneath 50% a federation escort.

Its all a matter of how you kit up your skills and which skills you choose to use on your BOFFs.

Having a good blance of 'heal' and offensive' type skills is key. 1v1 I wont be beaten unless i get to lazy and dont click the ablative armour early enough ^^

*Edit* I will also say this. you need to find the right function of your ship to suit your play style and that is probably the crux of your problem, NOT a lack of weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
06-09-2011, 12:38 PM
For the OP.

TAC
- Beam Array Overload I
- High Yield Torpedo II

ENG
- Emergency power to Shields I
- Engineering Team II

SCI
- Science Team I
- Hazard Emitters II
- Tractor Beam Repulsors II
- Photonic Shockwave III

SCI
- Tractor Beam I
- Photonic Officer I
- Transfer shield Strength III

SCI
- Polarize Hull.

Now some of my other boffs have other skills which i use seldom (but on occasion) given the right circumstances. About the only thing i cant take down is a Cruiser (with an opponant of equal skill). We just end up circling each other all day and it turns into a heal fest.

In conjuction with this i am using the following consoles.

ENG
-Shield Emitters
-SIF Generator

SCI
-Induction Stabilizer
- Biofunction monitor
- Halon system
- Holomatrix Diode

TAC
- Directed Energy Distribution Manifold
- Warhead yield Chamber

In my skills tree i have teched beam arrays (but no specific type of beam, just the generic). and Quantum Torpedo as i am quite fond of it.

Alot of your combat prowess as a science officer also comes down to your weapons systems and how you use them. I have some other weapons i keep in reserve for the right enemys but my regular loadout is this:

FORE
- Antiproton Beam Array
- Dual Tetryon Beam Bank
- Quantum Torpedo

AFT
- Antiproton Beam array
- Tricobalt Torpedo
- Polaron Turret

Now, this is not the be all and end all of SCI setups, this is the setup that works for me personally (along with my skill choices ofc). If you can get the enemy shields down and get just 1 tricobalt into them it will do anywhere from 20000-35000.

Meanwhilst, you also have at your disposal......

- Science Fleet II
- Starship Dampening Field III
- Sensor Scan III
- Sub Nucleonic Beam III
- Ablative Generator (you can still fire torpedos with this baby active)
- Photonic Fleet III
- Fleet Support II
- Brace for Impact

(these 2 will get you out of trouble 99.99% of the time)
- Evasive Manouvers III
- Ramming speed III

And your 3 Device slots (though i carry an arsenal of consumables to change in different situations)
- Rechargeable Shields (thanks to those pesky klingons)
- Weapons Battery
- Subspace Field Modulator

So....

Keeping in mind you should always have skills, consumables and if neccesary consoles to change and use on different situations, and differnt adversarys, there is no reason you cant go 1v1 against any class of ship.

You just need to find the right setup to suit your style and technique. Once you have a technique that suits your playstyle the rest will fall into place for you.

The only caveat to add, as i allreayd mentioned, is when you go up against an opponant of equal skill to yourself. And it will just end up as a heal fest, even if that opponant has 4fore+4aft weapons he should not be able cripple you to the point of submission if you are always keeping an eye on your shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
06-09-2011, 12:38 PM
For the record, with one more weapon slot even with rear, my Nebula would feel overpowered...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
06-09-2011, 12:38 PM
Quote:
Originally Posted by Dalnar
For the record, with one more weapon slot even with rear, my Nebula would feel overpowered...
Yeah! My Nebula R is very versatile and powerful, i love it The Universal BO let you have a total of 4 Tactical abilities if you want.

Maybe OP could try flying a Nebula. You get more tactical abilities than an Assault cruiser lol.

No need for more than 6 weapon slots when you can spam BO2, FAW, APD1 and Tactical Team. And you even have SubTargeting and Sensor Analysis for free


Nebula lover 4ever
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
06-09-2011, 12:38 PM
Quote:
Originally Posted by V12
Lastly that seemingly small difference in aux power. Actually really hurts any damage output and other abilities.

I would trade off for all sci ships to have another weapon slot even if it meant an ensign tac ability only!
First of there are skills that will increase you power depending on the setting. Now them and use them. It not an issue.

So know you want an additional weapon slot and ensign tac ability.

Let just cut to the chase. What you realy want is
Quote:
Super science vessel
* 8 weapon slots able to fire in 360 degree arc regardless weapon sloted. These 8 slot can mount Dual Heavy cannons, Heavy Cannons, Cannons, Dual beams, Beam array, torepdo and mines.
* 200 power levels for Weapons, Shields, Engineering and Aux
* Turn rate of 50%
* 4 Tac Consoles, 4 Engineer Consoles, and 8 Science consoles.
* 4 Universal Commander Bridge Office slots
* 4 Universal Lt Commander Bridge Officer slots
* 4 Universal Lt Bridge Officer Slots
* Sensor Analysis II automatic 200% extra damage if you look at a target
* Automatic Beam Targert Subsystem III that fires off with any weapon. This is combination of Beam Target Weapons, Shields, Engine and Aux. Redux power of the other ship by 20 energy per shot.



Special Power - I win Button in case the above is still not enough. Cool 1 second. Last 5 minutes.
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