Hey guys,
I had a few games last night...I clearly dropped the ballt. I never really played any PvP after all the skill tree modifications; What I saw last night is a bit disheartening. In most games I could handle myself (and in one arena confrontation with Klingons, lost 14-1, I did actually get that one single kill), although in later stages I met a few better players that made mince meat of my shields.
Issues I saw:
- My shields would melt in a matter of seconds to some escorts;
- Gravity Well III seems to do nothing an to be incredibly easy to escape, especially for Defiants, even with 4 consoles and 125 AUX (and of course specc'd for it);
- My Feedback Pulse seems not to be affected by consoles: it always says "0.64 reflected damage" at AUX 125; In general, it seems to be much much much less effective than other ship's (even those that can't run FBP3);
- In order to hit AUX 125, I have to set my AUX baselevel at 100; I saw screens of somebody going around with AUX 125/90; I put maximum points in "Auxiliary Performance", where did I go wrong?
- Some Defiants run around with shields that seem to be damn invulnerable, I had a much easier time bringing down Intrepids and Cruisers' shields;
Things that seem to be OK:
- Tachyon Beam and CPB are still effective; Not as much as they were before, but still workable;
- Energy weapons damage is ok at 100 power; Not much, but what'd I expect, It's a science vessel afterall;
- Torpedoes go ok...they shouldn't really be completely stopped by a shield at 1% or so, but that's a different story;
In general, I seem to have a big problem against escorts. Put my ship against a cruiser or another science vessel, and I have no real issues; Escorts however seem to be able to kill everything in seconds and some are thougher than cruisers to crack; There's definitely something wrong I'm doing.
Consider that:
- I am still in Dinosaur age with the AEGIS set;
- I am still old fashioned, I prefer to run phasers and quantums on a fed vessel although everybody seem to be going for antiprotons or so;
- I was using the Luna class...but I can switch easily; Got both the Intrepid and the Galaxy - as much as I don't like the Intrepid design and small size, I reckon it's got a slight edge over the other two;
BUILD
Weapons: 2xPhaser Beam Array, 1xQauntum both AFT and FWD(all purple MKXI)
Shields, engines, deflector:AEGIS set;
Consoles: EN +35% shields capacity, PH/DIS armor (needs to change); SCI: 2xShields, 2xGrav Well; TC: 2xQuantums, 1xPhasers;
Devices: Engine, Shields and AUX batteries;
Powers
TC-LT: Tac Team, HYT2;
TC-ES: Beam Overload I;
EN-LT: EPtS I, EPtS II;
SC-LTC: Tractor Beam I, TSS II, TSS III;
SC-CMD (option 1): Science Team I, Hazard Emitters II, Hazard Emitters III, Gravity Well III;
SC-CMD(option 2): Science Team I, Hazard Emitters II, Tachyon Beam III, Charged Particle Burst III;
This build wasn't bad before Season 5, especially with the TBIII+CPBIII combination; It would make it up for the lack of firepower by stripping the opponent's shields (a nice Beam Overload I would take care of the last sliver if needed) for the quantums to hit hard.
In the case of using GWIII, it was less effective but still usable; I could also assist the team with a number of heals.
After season 5, I need all the heals for myself and the various power combinations seem to do next to nothing. I tried experimenting a bit around it, adding 4 consoles for GWIII, but it was still utterly ineffective.
What am I missing? Are there some "must have" science powers after Season 5?
Thanks
