Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
09-18-2011, 11:56 AM
Quote:
Originally Posted by MustrumRidcully View Post
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.
It is an advantage, but not as much as people are under the impression that it is. People see the DR that it gives and jump to assumptions without taking everything into consideration. I will give you that +15 to Hazards and +26 to Phasers isn't favorable to Ablative. However, I could think of some other variations to those bonuses that would definitely be favorable to Ablative. If you said Quantums and Sensor Array then we'd have a winner.

There are a few more ways to accomplish the stun or disabling of Aux so that is less limited than you describe and can be considered more reliable than Target Subs. Trics will do it. Viral Matrix will also take Aux off line. A Tyken's rift can even do the trick for that matter.

In addition, you really don't even need to put a PSW in reserve to combat Ablative armor because there are so many people that are using it in a match. A team with even just 2 PSW's in it can cycle them pretty regularly. It's not just a Sci ship power anymore.

In addition to that, the circumstance when Ablative gets deployed is the perfect time to use PSW because it means the Intrepid is becoming vulnerable. Unless, that is, you're the type that just hits PSW everytime it comes off cooldown. In that case you're not using it right.

People are under the illusion that Ablative armor is a great power. I'm honestly surprised more people don't run a Recon for the extra Tactical console. Especially with CPB and Torpedo Spread being the flavor of the week build at the moment. Sure, Ablative is ok but don't kid yourself. It has several weaknesses and many teams are equipped to deal with it in multiple ways that they don't realize. Many of those ways are very reliable too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
09-18-2011, 02:07 PM
What are your impressions of the Nebula Retrofit?

It seems to me to be a hybrid of a science ship and a cruiser.

The only real drawback I seem to experience is a slightly difficult turn rate, though NO WHERE is brickish as the exploration cruisers - and it detects cloaked ships better than most ships.

It also has one universal LtC officer slot. I have been switching between tactical and science to fill this one up with various abilities to see what works, and going nuts rebinding keys now....

I also ditched the plasma and am in the process of replacing antiproton with phasers. I also got the field generator for plus 35% shields. Did a respec last night.

I still very much enjoy pvp and am getting faster, BUT I am still just not all that great at all.

The ocassional defiant will utterly destroy me by decloaking with an alpha strike, lets not even talk about klingons. I sometimes wonder if they are deliberately picking on me because I wear some Reman Covariant shields, and look unusual!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
09-18-2011, 02:32 PM
Quote:
Originally Posted by Gugeyewalker View Post
What are your impressions of the Nebula Retrofit?

It seems to me to be a hybrid of a science ship and a cruiser.

The only real drawback I seem to experience is a slightly difficult turn rate, though NO WHERE is brickish as the exploration cruisers - and it detects cloaked ships better than most ships.

It also has one universal LtC officer slot. I have been switching between tactical and science to fill this one up with various abilities to see what works, and going nuts rebinding keys now....

I also ditched the plasma and am in the process of replacing antiproton with phasers. I also got the field generator for plus 35% shields. Did a respec last night.

I still very much enjoy pvp and am getting faster, BUT I am still just not all that great at all.

The ocassional defiant will utterly destroy me by decloaking with an alpha strike, lets not even talk about klingons. I sometimes wonder if they are deliberately picking on me because I wear some Reman Covariant shields, and look unusual!
Honestly forget the cruiser... get a REAL sci ship. Start with the recon, or DSSV. If you have fun get an intrepid possibly. Really the recon is one of the better ships in the game. The sci ship (NOT the nebula) can turn... you will have much more fun. You don't need escort jockey reflexes, most people should be able to handle a sci ship. Its a nice inbetween. You get a bunch of sci skills you get free sub system you get sensor analysis. All the sci toys. The nebula is really an odd hybrid, it has its uses but to be honest if your new to sci ships your not going to see them properly. Most Nebulas are VERY bad... a handful of people understand how to use the ship properly. Fly a real sci ship first for awhile.

Also... escorts deal lots of dmg and do that to everyone that can't turn with them.... Klinks we pick on cruisers for a reason. They can't turn a facing and its like picking off sheep mostly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
09-18-2011, 05:50 PM
Quote:
Originally Posted by Gugeyewalker View Post
What are your impressions of the Nebula Retrofit?

It seems to me to be a hybrid of a science ship and a cruiser.

The only real drawback I seem to experience is a slightly difficult turn rate, though NO WHERE is brickish as the exploration cruisers - and it detects cloaked ships better than most ships.

It also has one universal LtC officer slot. I have been switching between tactical and science to fill this one up with various abilities to see what works, and going nuts rebinding keys now....

I also ditched the plasma and am in the process of replacing antiproton with phasers. I also got the field generator for plus 35% shields. Did a respec last night.

I still very much enjoy pvp and am getting faster, BUT I am still just not all that great at all.

The ocassional defiant will utterly destroy me by decloaking with an alpha strike, lets not even talk about klingons. I sometimes wonder if they are deliberately picking on me because I wear some Reman Covariant shields, and look unusual!
I use the Nebula on a couple toons currently. It's good for some things. It does offers some interesting options that aren't available to other Science ships. It's the best shield tanking ship in the game. It's a hybrid Cruiser and Science ship.

If you have issues with decloaking escorts I'd suggest trying Feedback Pulse 3. Maybe run two copies of Reverse Shield Polarity with it so you can have one available every minute instead of two. That will sync with your Feedback Pulse 3 timer perfectly but you'll probably want to run 2 engineers. Run max Aux and let that escort kill itself when it attacks. The only drawback to Feedback Pulse is it's shared cooldown with Transfer Shield Strength. 2 copies of Reverse Shield Polarity, however, should be an adequate work around of that issue. The idea is to have a Reverse Shield Polarity available everytime you activate Feedback Pulse. You can run weapons or shields when not doing that. It's not a bad setup really. On the plus side Feedback Pulse is relatively cheap to spec for when you compare it to other Commander level BOff abilities like Gravity Well or Charged Particle Burst.

You might consider getting rid of that Reman Shield and getting something better. If you need any of the STF's I'd be glad to help when I can. I do run them regularly. You probably should be using both some pieces out of the Aegis and some peices from the Borg set.

Good luck. If I can help with anything in the future let me know.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
09-18-2011, 11:24 PM
The big advantage of the Int-R is not only the AA but also its additional sci-ens. AA in the right hands is defacto an invulnerability button. But it needs some time to learn how to use it in the right way.... besides a sci which you can drain all Aux and is dependent on AA already has bigger problems. Rule 1 don't wait too long to deploy it because else it will be too late. Currently the disadvantage of only being able to use torps isn't really one and has never been for a shield drain Int-R.

For some time now sci-ens power are seen as far superior than any other ens. Rightful so I think. You can add a TB to your build or an additional heal. If you are willing to lose some healing you can add a shiny little Cmdr-power like PSW, TB3 or an additional CPB. If I ever change back to an Int-R it won't be because of the AA but because of the additional sci-ens. Sadly I like my underrated (well ok it probably is the worst fed-sci ship) DSSV too much to even consider this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
09-19-2011, 02:33 AM
Quote:
Originally Posted by Vampir888 View Post
Rule 1 don't wait too long to deploy it because else it will be too late. Currently the disadvantage of only being able to use torps isn't really one and has never been for a shield drain Int-R.
As captain of 2 Intrepids, I cannot recommend this rule enough. If you wait until your shields are near gone to deploy it, you will be dead by the time it activates. I try to be much more proactive in it's use. I have used it many many times to soak up alpha strikes, rather than using my BOFF skills.

It can also be quite amusing flying into a group on a capture point with TBR and/or shockwave as your opener, followed by AA when they get all riled up and try to make you pay for your insolence Let them waste their best shots on your strongest resist I say.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
09-19-2011, 04:25 AM
speaking of ablative...

it's supposed to give you a 90% damage resistance, and extra consoles or abilities will not add to this. So shooting on this ablative ship, 10% of the damage should be dealt directly to hull. Then why is it faster to kill a sciship through it's shields, than through the ablative? If anything, it should be the other way around, as the shield lets 10% through, but the ship ALSO has hull resistance from consoles and skills.

The way it feels to me, the ablative is more like a resilient shield, letting only 5% through. And I would suggest having ablative let 15% through, so I at least can have a chance to do SOME damage to those damn ships!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
09-19-2011, 04:44 AM
Quote:
Originally Posted by Dassem_Ultor
speaking of ablative...

it's supposed to give you a 90% damage resistance, and extra consoles or abilities will not add to this. So shooting on this ablative ship, 10% of the damage should be dealt directly to hull. Then why is it faster to kill a sciship through it's shields, than through the ablative? If anything, it should be the other way around, as the shield lets 10% through, but the ship ALSO has hull resistance from consoles and skills.

The way it feels to me, the ablative is more like a resilient shield, letting only 5% through. And I would suggest having ablative let 15% through, so I at least can have a chance to do SOME damage to those damn ships!
There must be some logical, mathematical explanation for this.

Maybe it's just that most people try to pop a Hazard Emitters together with Ablative, so they have a HOT active that negates all incoming damage.

Maybe we're wrong and not killing people by bleedthrough alone, but by bleedthrough + lucky hits through the shields?

Or maybe the observation is wrong, and the same group that manage to kill by bleedthrough would also kill an AA user?
*paging BigRedJedi for practical testing and not just theorycrafting*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
09-19-2011, 07:44 AM
Quote:
Originally Posted by MustrumRidcully View Post
There must be some logical, mathematical explanation for this.

Maybe it's just that most people try to pop a Hazard Emitters together with Ablative, so they have a HOT active that negates all incoming damage.

Maybe we're wrong and not killing people by bleedthrough alone, but by bleedthrough + lucky hits through the shields?

Or maybe the observation is wrong, and the same group that manage to kill by bleedthrough would also kill an AA user?
*paging BigRedJedi for practical testing and not just theorycrafting*
of course I'm only writing how it feels to me... I would also like some hard facts!

HE should be less efficient with AA, as you are already basically capped on hull resist already, but help a lot against shield bleedthrough. Same goes for AtoS and PH.

Back when people chained RSP it was great fun to kill them before it wore off (even after the cannon nerf), but this seems almost impossible with AA.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
09-19-2011, 04:59 PM
Quote:
Originally Posted by Gugeyewalker View Post
Ok guys I spend most of my time in the foundry (when it is up - you guys whine about pvp, but tis nothing compared to what foundry authors go through).

I remember the first strategy game I had a tremendous aptitude for was Starfleet Command – which has starship combat comparable to this, but mostly 1 on 1 and at a slower pace. It was more like the starship combat in Wrath of Khan, I had time to assess the situation, formulate a strategy, and use patient timing to affect victory. This is different of course....

I am now a Vice Admiral – cruiser skipper. I prefer cruisers because I like to stay alive and in the fight. I had to give up my beloved retrofitted Nebula class cruiser realizing that the Retrofit Galaxy has more consoles and two more weapon slots - although it turns so awefully.

But I still suck. No I am not TERRIBLE and never last in damage and healing. But I am just not that good!
I have all Very Rare crafted weapons, Reman Covariant shields, some Rare crafted consoles – I like antiproton and plasma beam arrays and quantum torpedos (1 fore 1 aft) – you’d think I have a fairly decent build.

I understand what all the crew abilities do – my reaction time is a little slow but its not bad. I sometimes have trouble figuring out which target to take, but often have little time to be picky, and sometimes get ‘stuck’ with one that just won’t die!

It also sometimes takes me a while to get good positioning and get into the fight.
I have been using rapid beam tactical ability a lot – the beams fly out in all directions and seem to hit everyone fast – it just looks so cool, and seems to at least do a lot of shield damage (utilizing weapons to fire at targets in all firing arc rather than just the one I have targeted), but really wish I had another tactical slot or just something that would help me make a nice quick KILL – the cannon people have rapid fire cannons and when properly focused and timed I find that there is just little or nothing you can do about this.

So what could I be doing better to get me in the top 2 or 3??
While we are on the subject of Cruiser builds. Does anyone have a good Gal-X build? Or maybe point me in the right direction.
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