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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
01-29-2012, 10:46 AM
Quote:
Originally Posted by Kreael
Highest gravity well I've managed was around 1,800 per second for 20 seconds, or 36,000 max damage assuming they remain in the center and have no resists, with a one minute cooldown.

Rapid Fire bumps my 3rd DHC up to around 1,500 dps without using other buffs, with a 30 second cooldown, and said cannon is still firing while the skill is on cooldown. Nor does that take into account my extra tac console's effect on overall DPS.!
Dangerous isn't just about dps, but the other things that can be done. Gravity wells, make a person react to having thier maneuverability hampered, and a few seconds later, followed up by a TR, and STILL have room left over for hazard emitter and TSS PLUS the engineering skills on it. It supports GROUPS in a fight and adds to it. With my Neb', I can toss a sci damage effect, heal a teamate AND heal myself in the periods of like three or so seconds. Am I going 1v1 in PvP, no, but honestly no one should ever go 1 v 1 in PvP. My sci toon makes it to where the DPS guys CAN do there job better (as long as we work as a team).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
01-29-2012, 10:52 AM
Quote:
Originally Posted by Kreael
I understand the strengths of the science vessel and the tools they have. In PvP I will admit a lack of knowledge but I'm looking at it completely from a PvE perspective.

In STFs I run an Intrepid with 5 polaron beam arrays and 1 chrono torpedo laucher(emergency hold with High Yield). I have two boffs I swap out depending on the role I need to fill, either tekkon's rift 3 and energy siphon or gravity well 3 with scramble sensors 2 (other skills are standard). Against the big mobs I typically shred shield power to the point where they are down for a bit, but other than the tac cube in Infected(?) that does not help complete the optional. The gravity well / scramble combo is powerful, but not as powerful as scatter volley + torpedo spread is against the clustered enemies which just strait up kills them. Now if my group isn't very good I have a very hard time picking up the slack. On the other hand both my eng/cruiser captain and my tac/escort captain can pick up the slack from a bad group to pour out the damage needed to win. I'm not that great and my cruiser can solo one side/cube of the cure in about 5-6 minutes, and in KA about 10 minutes, escort is even faster. This is not me bragging at all, its just the way it is for me. When I fly my dailies the difference in killing ability is even greater.

Perhaps by design Sci ships are not meant to be powerful in PvE, or non Elite PvE, ie a blunt instrument. Perhaps I'm using terrible ships/builds and I would love to hear what works well for you guys (in PvE) so I can give it a try.
Try throwing on two or three DBB in the front and youll see a nice spike in that damage, especially with BO2. Too many people live of the Beam array broadside, I'm not a believe in it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
01-29-2012, 11:40 AM
Quote:
Originally Posted by whamhammer View Post
Try throwing on two or three DBB in the front and youll see a nice spike in that damage, especially with BO2. Too many people live of the Beam array broadside, I'm not a believe in it.
3 Dual Beam Banks Fore? That seems a tad limiting doesn't it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
01-29-2012, 12:34 PM
You should try a carrier.
It has all the nasty sci stuff (GW/FBP/Hazard/subnoc/aso.) + the ability to drop out a range of different support crafts.
Up agains a cruiser that feels he never dies? Switch to power siphon, a ship with overall energie of 0 is nothing more than target practice. Hes going for BFAW? Use subnoc and youre drops will remain just the 3 sec they need to obiberate him.
Escort goes full out at you? fire tac team 1 followed by EPTS, TSS and FBP3 and he will rip apart his own ship (i even seen escorts alpha'd themself this way) with you taking nearly no dmg to hull and shilds.

Man, there are such many ways to do **** with your sci, the only real deal is to be flexible, especially when using a carrier (i have 12 slots alone filled with diffrent crafts), have spare boff's ready for switching to a new situation.

In my eyes, sci and engi are the two most difficult types to handle, since you need to take a look for the enemy, yourself and your team, where tac's just go in for max dmg.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
01-29-2012, 02:24 PM
All your fears and sorrows about sci ships without damage capabilities have been heard and already been answered. Answer #1 is called Reconnaissance Science Vessel with 3 tac consoles and an additional tactical ensign. Answer #2 is called Nebula with an universal Lt. station. Sci ships are obviously different and PvE, specially STFs, is a stupid DPS race, but they are definitly not the 1 ship class losing here. You get an STF group with 4 cruisers and you know you are in trouble. You get a group with 4 sci ships and this will probably be the most funny STF for a long time.

P.S. Pro tip in case it hasn't been noticed. Warp Plasma and Gravity Well damage both get enhanced by a single skill. This combined with Answer #2 and additional toys makes cruisers look like old ducks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
01-29-2012, 03:05 PM
Quote:
Originally Posted by superchum View Post
3 Dual Beam Banks Fore? That seems a tad limiting doesn't it?
Either two or three. The ship is maneuverable enough to make use of the arc requirements, the energy will be lower than using five weapons at once. You can always add a turret or two to help. Its worked well for me. Life in hot lived by broadsides alone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
01-29-2012, 03:06 PM
I do want the nebula as I think I can make it work to my taste, might buy it next month.

Running 5 beam arrays, or 2 duals + turrets, or 2 cannons + 3 turrets works out to the same DPS in the preferred arc sadly. And while beam overload would add more burst it will do little to enhance the overall DPS.

Gravity Well + Warp Plasma both do low overall damage compared to what other ships can dish out I have tried it before.

A well built cruiser puts out high DPS. I'm running an excel with 2 cannon, 2 photons, 4 turrets, 2 DEM, and 2 rapid fire, all weapons are [borg]. It shreds STFs in no time. And if I need to clear a ton of mobs I simply swap to scatter volley and they just die. A single unbuffed turret puts out more DPS than a maxed out gravity well/warp plasma over a long period of time, science cannot keep pace in overall DPS. That is my complaint.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
01-29-2012, 03:18 PM
Quote:
Originally Posted by whamhammer View Post
Either two or three. The ship is maneuverable enough to make use of the arc requirements, the energy will be lower than using five weapons at once. You can always add a turret or two to help. Its worked well for me. Life in hot lived by broadsides alone.
So wait, you've run a science ship with 3 fore DBBs, and 2 Turrets in the back?

I dunno, I mean some of the more viable Science loadouts have been torpedo boats in the past year or so. You're taking things in the exact opposite direction. Kind of fascinates me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
01-29-2012, 03:19 PM
Quote:
Originally Posted by Kreael
I do want the nebula as I think I can make it work to my taste, might buy it next month.
It's been my experience that the Vulcan ship or the Intrepid retrofit just seem to work better for science than the Nebula. Depends on your preference I guess, but the Nebula looks pretty but I've not really enjoyed flying it as much as I thought I would.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
01-29-2012, 07:04 PM
[quote=Kreael
In STFs I run an Intrepid with 5 polaron beam arrays and 1 chrono torpedo laucher(emergency hold with High Yield). I have two boffs I swap out depending on the role I need to fill, either tekkon's rift 3 and energy siphon or gravity well 3 with scramble sensors 2 (other skills are standard). Against the big mobs I typically shred shield power to the point where they are down for a bit, but other than the tac cube in Infected(?) that does not help complete the optional. The gravity well / scramble combo is powerful, but not as powerful as scatter volley + torpedo spread is against the clustered enemies which just strait up kills them. Now if my group isn't very good I have a very hard time picking up the slack. On the other hand both my eng/cruiser captain and my tac/escort captain can pick up the slack from a bad group to pour out the damage needed to win. I'm not that great and my cruiser can solo one side/cube of the cure in about 5-6 minutes, and in KA about 10 minutes, escort is even faster. This is not me bragging at all, its just the way it is for me. When I fly my dailies the difference in killing ability is even greater.

Perhaps by design Sci ships are not meant to be powerful in PvE, or non Elite PvE, ie a blunt instrument. Perhaps I'm using terrible ships/builds and I would love to hear what works well for you guys (in PvE) so I can give it a try.[/QUOTE]

I see your issue with damage... Chronoton Torps are NOT damage dealers... You are better off with either Quantums or Hargh'pengs and swap out those weak Arrays for Dual Beam Banks. Polarons are also not the best... Antiprotons or Disruptors are superior for sheer damage.
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