Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
06-09-2011, 12:39 PM
Quote:
Originally Posted by Neferis
I think ALL of you guys that keep saying. a captain of equal lvl/ability will do better in a escort or cruiser, are missing the whole point of this post. Yes they will do better dps or tank better because thats the role of those ships. i think (IMO) what the OP is trying to get you to understand is that to not underestimate a science ship in battle, because UNLIKE a escort or Cruiser it isnt about tanking or dps, as it seems thats all you guys think of. A science ship is about CONTROLLING a enemy or the tide of a battle through abilities that the escort and cruiser DONT have. so that it makes the job of the those ship easier. But of course this is only my opinion.
I'm inclined to agree with you. The only problem is that science abilities could be a lot more usefuil.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
06-09-2011, 12:39 PM
My Sci KDF toon in a BOP is as follows




Lt eng: Emergency power to shields 1, RSP 1
Lt eng: Emergency power to shields 1, RSP 1
Lt cmdr Sci: Tractor Beam 1, Tractor Beam Repulsors 1, Hazard Emitters 3
Cmdr Sci: Hazard Emitters 1, Sci Team 2, Tachyon Beam 3, Charged Particle Burst 3

Fore 3x Antiproton Dual Heavy Cannons, Tricobalt Torp
Aft 2x Antiproton turrets( sometimes I switch 1 turret for Breen Trasphasic Cluster Torpedo


I generally get a good balance of Damage, Healing, and crowd control
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
06-09-2011, 12:39 PM
Quote:
Originally Posted by atemporal View Post
I'd recommend against using Tricobalt Device Launchers. I recently switched from Tricobalts to Quantums because even though it gives a really spectacular result when it hits, it usually gets shot down. If your enemy has an automated defense turret you have no chance of hitting him, and it will often get taken out by an AOE anyway or just shot down directly. Personally, I think any targetable heavy weapon is not a great idea. Not to mention the really long cooldown, so if it does get shot down you have to wait ages for another shot at it.
I use a mix of both, usually. Tricobalts require careful application and good timing. I don't get it right always (or even most of the time). But when it works, it works really well, and it makes up for the other times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
06-09-2011, 12:39 PM
Quote:
Originally Posted by MustrumRidcully View Post
I use a mix of both, usually. Tricobalts require careful application and good timing. I don't get it right always (or even most of the time). But when it works, it works really well, and it makes up for the other times.
A mix can actually be good, yep. I wouldn't rely on it solely though. I recently tried 2x quantums front and 1x trico back and it was quite nice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
06-09-2011, 12:39 PM
I've loved the comments in here. Science ships were my first career making RA in BETA. I will ay with the recent changes and patches, I am overall most pleased running:

25/50/50/75

setup on the power levels

Then swap to 100/50/25/25 when sensors are scrambled to punch out more damage.

And I also use 2 turn rate acelerators. That with engines at 50+bonuses has made the science vessel a nimble menace (CPB 3, 2, 1 and pooping chronitons ad nauseum).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
06-09-2011, 12:39 PM
I have a build I'd like to contribute, I only play PVE but this has been super effective for me, because I usually down an enemy before my front shields are even drained. I run the Intrepid Retrofit but have pretty much had this setup since making captain which works to some extent, but this all falls together when you reach admiral.

Tactical

1. Beam Overload I
2. Torpedo High Yield II

Engineering

1. Emergency Power to Weapons I
2. Emergency Power to Aux II

Science

Ensign: Tach Beam I (though I seldom use it, pretty much a throwaway)

(I pretty much use Lt. Cmdr for my healing abilities)
Lt.Cmdr:

Polarize Hull I (it just annoys me to get hit with Tractor beams, so you can change this one if you desire)
Hazard Emitters II
Transfer Shield Strength III
(you can alternate these, whatever suits you, I prefer keeping my shields or healing other players shields myself)

Cmdr: (The important part)

Tractor Beam I (You will deplete if not all shields, at least two sides when fighting, so if you want to lock the enemy in place use TB, it can be considered a throwaway ability though)
Science Team II (Moar Healing)
------------ This is the fun part!
Tykens Rift II
Power Syph III

I know I had to spent quite a bit of money to aquire a character for PSIII, it was more than worth it. Maybe you'll luck out when getting new BOff that one will have that ability I recommend keeping that or training one of your currents with it.

The combo works so well, because if you have your points spent correctly, with max aux you get 30 seconds of power syph 3, which is +15 to all power levels. The cooldown for tykens rift when applying PSIII is 15 seconds, so eventually you can combine the two and cause an overlapping effect, which more often than not will totally disable a ships shields and engines, leaving him vulnerable to the kinetic dmg as well as what you throw at him.

My Weapons

Front: Dual Polaron Beam, Polaron Beam Array, Quantum Torps
Rear: Polaron Turret, Polaron Turret, Quantum Torps

Always try to stay facing your enemy and you just shell him with dmg, and I use polaron because of the chance to further reduce enemy power levels by 25. When this happens, it is just too much fun seeing his shields fail and the enemy stuck.

My power levels: *Note I run AUX boosters in my consoles*

Weapons 61
Shields 61
Engine 27
Aux 83

I use this setting when fighting a battleship or a cube, once I am able to apply Tykens and Power Syph I switch to weapons power which is...

Weapons 100
Shields 50
Engine 25
Aux 60

It doesnt take as long to switch because of your elevated power levels from Power Syph. Also stick with the high weapons setting when fighting a group of 3 and use EPTA II when you need to use one of your science skills.

I'm not saying the way I'm doing it is the best, but it has been so much more effective to the point I would share.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
06-09-2011, 12:39 PM
Thanks to Sivar and all other contributors for taking the time to post their builds. This stuff is invaluable for ppl like me - total newb scis who are just getting to the steep learning curve.

I went to sci ships as I generally gravitate towards the controller & support roles in MOGs. Yesterday, snagging an enemy cruiser in a TB and keeping him stuck in a GW had me laughing my tail off. But when everyone else saw what was happening and elected to pounce on the poor sap... It totally made my day.

Now time to get all these abilities down, hunt for the right consoles, and try some of these builds out. Thanks again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
06-09-2011, 12:39 PM
I endorse this thread . Well written mate
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
06-09-2011, 12:39 PM
These builds are great, is there a way to determine what type of deflector, shields or impulse engines go great with each build?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
06-09-2011, 12:39 PM
Quote:
Originally Posted by bugen4 View Post
These builds are great, is there a way to determine what type of deflector, shields or impulse engines go great with each build?
Take the builds as a guide, not as hard plans. Science vessels are flexible enough that you can mix and match certain builds in there that deflectors/shields/engine sets are redundant at best.

Just see what you use the most, note the skills used, get deflectors that boost those. Shields, well Covariant with cap boosts is good. If you've got good shield power, go Resilients. Impulse engines is dependent on how you fly the ships. Fly with high power impulse, get high power impulse engines, etc.
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