Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm currently flying a Long Range Science Vessel Retrofit, I've flown Science Vessels the whole time I've been playing this game as a tac officer (although I've also tried some of the others, I own a star cruiser and basic defiant vessel too). Quite simply, I chose Science Vessel's because I always wanted the intrepid (Voyager - lol) and I thought they looked better, but also due to the fact they suit my playing style better. Yes, I do realise Science Vessels (for the most part) are meant to be for a support role, but I simply prefer to be able to survive, annoy my enemy and overall do some good damage. Again, I do realise that Science Vessels aren't suited for pure dps and someone will probably tell me to go into an escort - I do not wish to. I simply wish to get as much 'bang for my buck' from the LRSV-R as I can.

(Alternatively, I have been considering going Assault Cruiser, but am not sure how much a difference play style wise this will be, and whether it would truly be worth it - advice on this would also be appreciated)

This is for mainly PVP, with the occasional PVE.

LRSV-R:

Fore: 2x Antiproton Dual Beam Banks Mk XI, 1x Quantum Torpedo Mk X
Aft: 1x Antiproton Turret Mk XI, 1x Antiproton Beam Array Mk XI, 1x Photon Torpedo Mk XII
Deflector: Aegis
Impulse: Aegis
Shields: Aegis
Eng Consoles: 1x EPS Flow Regulator Mk XI, 1x Field Generator Mk XI
Sci Consoles: 1x Assimilated Module, 1x Multi-Spectro Scanner Mk IX, 1x Halon System Mk X, 1x Collimator Mk X
Tac Consoles: 2x Antiproton Mag Regulator Mk X

(All Equipment Blue/Purple)

Lt. Tac: BO 1, Torpedo Spread 2
Lt. Eng: Eng Team 1, EPTS 2
Ens Sci: HE 1
Lt. Comm Sci: TSS 1, TSS 2, Scramble Sensors 2
Comm Sci: Tractor Beam 1, Tachyon Beam 2, Feedback Pulse 2, Gravity Well 2

Spec Wise I'm pretty much specced max into what I need to.

Any questions please feel free to ask and I hope you can give some suggestions/feedback, Thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-02-2011, 05:01 AM
I'd:
Drop the turret and go with another beam (specc out of cannons)
Drop the eng team and bring a second EPtS.
Drop Spread (it's cheesy) and bring High Yield instead.
Drop Scramble. IDC what you might replace it with, but I'd likely go with PSW1 with only a few points in photonic theory for a 4 sec stun.
You have no Sci Team. Why is that? I'd replace the Tachyon beam with Sci Team 2 (I'm guessing you run high weapons and mid level aux, so the Tachyon will be ineffective anyway, not to mention the fact that it's only rank 2)
Get GW3

You might also consider a Tac team also, in place of BO1, very useful in a pinch.

I can see you have specced into AP, Beam, Cannon, Torpedoes, Photons and Quantums. There's alot of points that could be saved there. IE: AP (if you must) Beams Torps Quantum or Photon


Disclaimer: I die frequently, so just pretty much do the opposite if all that and you should be fine

EDIT: Actually, don't change the Tachyon beam for SciTm2, replace it with TSS2 and replace TSS1 with SciTm1
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-02-2011, 06:15 AM
Thanks for the advice and I'll take it into account. Hopefully I'll get some more feedback.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-02-2011, 08:18 AM
Quote:
Originally Posted by Dan_Trainor
I'd:
Drop the turret and go with another beam (specc out of cannons)
Drop the eng team and bring a second EPtS.
Drop Spread (it's cheesy) and bring High Yield instead.

Drop Scramble. IDC what you might replace it with, but I'd likely go with PSW1 with only a few points in photonic theory for a 4 sec stun.
You have no Sci Team. Why is that? I'd replace the Tachyon beam with Sci Team 2 (I'm guessing you run high weapons and mid level aux, so the Tachyon will be ineffective anyway, not to mention the fact that it's only rank 2)
Get GW3

You might also consider a Tac team also, in place of BO1, very useful in a pinch.

I can see you have specced into AP, Beam, Cannon, Torpedoes, Photons and Quantums. There's alot of points that could be saved there. IE: AP (if you must) Beams Torps Quantum or Photon


Disclaimer: I die frequently, so just pretty much do the opposite if all that and you should be fine

EDIT: Actually, don't change the Tachyon beam for SciTm2, replace it with TSS2 and replace TSS1 with SciTm1
Up until the changes arrive, SS is a valid tactic outside of OPvP (I think) and the *****ing it causes in PuGs (of which I have generously contibuted - most times quiet- some out loud) is really just that until changes are made.
I hate SS (it burns) but its still a sound tactic of sorts.
Why suggest he gets rid of it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-02-2011, 08:26 AM
Because I hate it
I was careful to put "I'd" at the start so it wouldn't seem like I was telling other people what tactics they should or shouldn't use, and make it more of a "What I would do if it was me" so people can take it or leave it. Personal choice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-02-2011, 06:56 PM
First off, you should roll a Science Capt. for your Intrepid, way more fun/effective. Anyway...

Forget energy weapon damage. The most effective Sci Ship DPS build incorporates mostly Torpedoes. Don't split your power options.

The Shield Stripper

Load Out
Fore: Phaser Array (Subsystem Targeting), 2x Quantum
Aft: Phaser Array (Subsystem Targeting), 2x Tricobalt Torpedoes

Since you don't run any weapons power, use Phasers for the added disable procs. Plus it allows you to put more points into the Science tree.

TAC: Torp Spread 1 & 2
ENG: EmptS 1, Aux to Dampeners (rapid turn or Ablative protection)

SCI: ST 1 (curing debuffs)
SCI: HE+TSS (your preference), PSW 1 (stun, disables shield balancing, pushes into GW/Tykens)
SCI: Tractor Beam, Tachyon Beam, Scramble 2, CPB 3

Keep a Torp Spread que'd at all times so you can stack them, then Target Shields + Tach Beam, when you enter within 5km Tractor Beam + SS2 + CPB3, by this time you should be closing within 3km, use PSW + Torpedo Spreads.

End result is you've held your target (0 defense), stripped shields, Scrambled to make it harder for them to heal, stunned them to prevent shield balancing or healing and hit them with x2 Torp Spreads. Also, after you fire both Torp Spreads you pass the target so it is behind you and launch a Tricobalt Torp for damage+stun.

If you don't approve of Torp Spread, just swap out with THY 1 and 2. You'll do less damage, but still be highly effective. There's another powerful build involving Gravity Well and Tyken's, but it's more of a premade team build. We're using it just to prove a point with the main SOB premade (adhering to tournament rules).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-02-2011, 09:36 PM
I love Tac/Sci.

A few pointers:
- You're going to need as many heals as you can get. I recommend going with 2x SciTeam, 2x TSS 2, 1x HE 1. That leaves you with your 2 LtC and 1 Commander slot for offensive abilities.
- Go with GW 3 for your Commander slot. APA/GDF/TacFleet makes it's damage fly through the roof.
- 2 recommend weapon loadouts: 3x Cannon + 2x Turret/1x Beam Array with RF or SV (and TacTeam for your Lt slot) or 3x Beam Array + 2x Beam Array/1x Torp
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