Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
09-17-2011, 07:44 PM
Quote:
Originally Posted by NohMalkiri
Feel free to go 8 beams with a damage oriented Cruiser, but if you go to a heal boat you can safely slap on a pair of Chroniton Mine launchers to wreak havoc with cloaked ships or running Escorts. Something more advanced would also have a Tricobalt launcher on the back of your healer to ruin an Escorts day. I can't tell you how many times I've Phaser shield proc'd or CPB'd an Escort on my Intrepid's tail and insta-pop them with a point blank 40k+ Tric.
True story bro!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
09-18-2011, 01:12 AM
Quote:
Originally Posted by Gugeyewalker View Post
Thank you for all of your replies...

I am starting to beleive that in PvP I do not really want to 'tank' after all.

I want to upset and annoy people by killing them or destroying their ability to fight - tanking is not for me, and I think I may have th wrong ship for PvP - darn.
You definitely want a Science Vessel then.

Destroying people's ability to fight can be done with powers like Scramble Sensors, Gravity Well and Photonic Shockwave, Chronitons, Phasers.
Destroying the people's ship can be helped - if not outright done - with Charged Particle Burst, Tachyon Beam, Shockwave, Quantum Toprs, Tri-Cobalts and Phasers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
09-18-2011, 04:19 AM
Science ships are now completely OP thanks to Cryptic's recent balance dickery, and a great choice for any newcomer because of that.
  • Absolutely massive shield facings make them ultra tanky, and in a hybrid healer type set up you'll be able to out tank cruisers (except for the Varanus which loses a good chunk of shields for no good reason other than to gimp the klingon faction)
  • If you are in an Intrepid you get an invulnerability power too!
  • You don't give up much, if any damage. You can run 25 weapons power, load up three quantums up front and a couple of torp spreads and put out great damage (which is a complete and utter design failing on Cryptic's part -- weapons power should mean something!) Combine this with CPB and/or GW ftw. Stick a beam in the back for target subsytems, and put either chroniton mines, trics, or more torps in the other two rear slots.
  • Excellent shield healing and HoTs. You want to have two copies of ST for debuff clearing and shield healing, and a 125 aux TSS/HE is a huge heal
  • You get perks that no other ship has: a free copy of each target subsystem ability, a sensor analysis buff that increases your damage, and an enormous detection range for finding cloaked ships
  • And you still have room for cool powers like SS, PSW, TB/TBR, Tyken's, Tachbeam3, etc

Science ships currently do it all. You won't do as much damage as an escort, or heal hull as well as a cruiser (you'll still heal shields better), but that doesn't matter if you have enough of them. They are easy to fly, and you can never have too many of them in a team. Go sci/sci and run 4x induction stabilizers for insane sci fleet resists and shield healing while you're at it.

The only downside is that you'll suck at PvE because PvE enemies are too pathetic to need to be debuffed. That's also the reason I don't see Cryptic fixing balance between the ship classes anytime soon -- the balance points for PvE are exactly opposite thanks to generally **** design.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
09-18-2011, 04:45 AM
Quote:
Originally Posted by Gugeyewalker View Post
I want to upset and annoy people by killing them or destroying their ability to fight - tanking is not for me, and I think I may have th wrong ship for PvP - darn.
Hello, I'm a science ship, and I run the battlefield.

Also,

Jam sensors, I'm surprised nobody has said anything yet. Weak, weak power, just a waste of a slot. IMO you want 2 heals, pref hazard emitters and tss on your sci slots. I would only consider something else if I had a good team with me and a plan.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
09-18-2011, 05:16 AM
There are Cruisers out there that can tank very well and at the same time dish out substantial damage.Some of them are that good that makes u want to shout "UNFAIR"..(.you should be great in either heal/tank OR Dps ,NOT BOTH).So its definitely possible to set up a build that does well in both departments.I m uncertain about how they do it but fact is they do.

Quote:
Originally Posted by hurleybird View Post
Science ships are now completely OP thanks to Cryptic's recent balance dickery, and a great choice for any newcomer because of that.
  • Absolutely massive shield facings make them ultra tanky, and in a hybrid healer type set up you'll be able to out tank cruisers (except for the Varanus which loses a good chunk of shields for no good reason other than to gimp the klingon faction)
  • If you are in an Intrepid you get an invulnerability power too!
  • You don't give up much, if any damage. You can run 25 weapons power, load up three quantums up front and a couple of torp spreads and put out great damage (which is a complete and utter design failing on Cryptic's part -- weapons power should mean something!) Combine this with CPB and/or GW ftw. Stick a beam in the back for target subsytems, and put either chroniton mines, trics, or more torps in the other two rear slots.
  • Excellent shield healing and HoTs. You want to have two copies of ST for debuff clearing and shield healing, and a 125 aux TSS/HE is a huge heal
  • You get perks that no other ship has: a free copy of each target subsystem ability, a sensor analysis buff that increases your damage, and an enormous detection range for finding cloaked ships
  • And you still have room for cool powers like SS, PSW, TB/TBR, Tyken's, Tachbeam3, etc

Science ships currently do it all. You won't do as much damage as an escort, or heal hull as well as a cruiser (you'll still heal shields better), but that doesn't matter if you have enough of them. They are easy to .
No wonder i ve noticed a massive movement of federation players towards science ships.
More often now an escort/BOP gets decorated with 2 or even 3 Subnukes in a row ,not knowing wth they all came from..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
09-18-2011, 10:16 AM
True, all my Fed buddies have a Sci on an Intrepid or even a MVAE, they say in reason it's the best combination today in PVP fights. But for me it's so boring, too many sci abilities must be fixed and the game play becomes predictable and frustrating. But my marvelous Excelscort changes all that, I love to launch in the middle of the close combat, aim to a target slowing down it with a tractor beam and starting to riddle with holes with my cannons, and then run away like a mad man when a Bop pack is chasing me. Anyway Craptic have to do a lot of work...again...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
09-18-2011, 10:26 AM
Quote:
Originally Posted by Gugeyewalker View Post
Im a science character, right now
I STRONGLY suggest the intrepid, although all the sci vessels have their purpose. You have the right idea; keeping the other team debuffed and locked down gives your side the initiative. It forces your enemies to react to whatever it is you plan to do.

The intrepid's got enough maneuverability, fantastic ablative (oh shat!) power, and an ensign sci BO slot is very versatile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
09-18-2011, 10:38 AM
To the OP: Thank you for taking this issue up here! It's so good to see this rather than seeing people accusing everyone else of haxing



I suspect you have fallen into the same trap as most cruiser pilots in this game; not specializing! A cruiser can be good at everything, but not at everything at once. You HAVE TO choose. You have the following basic choises:

- damage
- healing

simple? yes, in theory yes, but..... If you go damage, you have to REALLY go all in! Use a bunch of your engi abilities do increase damage, and sacrifice a lot of your tankability in the process of doing so! If you only go half-way, you'll never see great performance. Set most of your abilities to increase damage, and leave a minimum to get you out of the tight spots.

For healing, you have to really neglect your damage dealing. Be prepared to run with all your power to aux and shields, and get rid of (almost) all abilities that can't be used on your teammates!

In short, be very ready to give up things you like, in order to specialize your build! (and choose a ship that allows you to do what you're specializing in! Star Cruiser for healing, and excelsior for damage! ***.cruiser can also be used for damage.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
09-18-2011, 10:39 AM
Quote:
Originally Posted by hurleybird View Post
[*]If you are in an Intrepid you get an invulnerability power too!
That's not true. There are several ways to "strip" the Intrepid's deployable Ablative armor. A lot of Captain's have the means to do this but they are unaware of how to do it or don't pay attention.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
09-18-2011, 10:59 AM
Quote:
Originally Posted by rooster75
That's not true. There are several ways to "strip" the Intrepid's deployable Ablative armor. A lot of Captain's have the means to do this but they are unaware of how to do it or don't pay attention.
Invulnerability is of course an exaggeration - but the only way to get rid of it is to stun the enemy or disable his Auxillary Power (draining it to 0 or a disable proc). The latter is not reliably done, and the former first requires to have a PSW ready. But Photonic Shockwave is often alraedy used to _get_ someone in a position where he really wants another uber-healing power. So while you can stun, subnuke, scramble and focus fire on a cruiser, you need to put that stun in reserve to deal with an Intrepid - or it will have a 15 second reprieve in which its heals - and those of its allies - can recharge, and where you're under attack yourself.

OF course, Intrepids aren't invulnerable overall, but the Ablative Armor is a significant advantage - and probably more than a meager +15 to Hazard Systems or +26 to Phaser Damage can give you.
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