Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
01-29-2012, 08:27 PM
Hello,

Just popping in to let you know I changed the title of your thread as it was a little misleading and the topic was very much focused on Starfleet Science Vessels, so with that in mind I also moved the thread from the
General Community Feedback section to the Federation Shipyards section of the forums.

Cheers,

Alecto
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
01-30-2012, 04:45 AM
Quote:
Originally Posted by decker999 View Post
You get a group with 4 sci ships and this will probably be the most funny STF for a long time.
We had this twice in Infected Space (Elite) yesterday. Me and two fleet mates, all in Nebula's plus an RSV and a Galaxy X (RSV and MVAE second time around) from the queues. The first time we failed the optional because the Galaxy X didn't follow instructions and popped two generators with his FaW but it was a very fast run. The second run was better and despite a generator being popped early we got the optional with 3:30 still on the clock. Power drains+Gravity Wells+EWP+Aceton Beam = A Tac Cube only dealing kinetic damage with no shields and unable to move; there were so many heals available due to the low damage output that IIRC no one was destroyed, not even the Escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
01-30-2012, 09:41 AM
Quote:
Originally Posted by Kreael
In STFs I run an Intrepid with 5 polaron beam arrays and 1 chrono torpedo laucher (emergency hold with High Yield).
Quote:
Originally Posted by Shinkuu_Akagan
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.

I agree with Shinkuu.

Polaron is just not very good in PvE in comparison to the other damage types, and you've focused your torpedos on proc chance for more control instead of damage, when what you seem to want is more damage.

If you have high yield or torp spread, go with Quantums.

Then switch from Polaron to Antiproton or Disruptors.

You're not going to suddenly turn into a DPS monster, but if more damage is your concern you should be prioritizing that in your weapon selection - as a Sci ship you already have a big bag of fancy tricks, adding more tricks is good if that's what you really want. It sounds like what you really want is more damage though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
01-30-2012, 12:17 PM
Hi all,
From few days I try how works Intrepid Refit with disruptors (beam banks, canon and turret), but most important - Tractor beam repulsor II. Its funny how Cubes or other unmovable objects loses its HP I have Sci officer.
I tried to fly cruiser but it was boring. In escort (but with Tac officer) all fight looks the same: damage buffs, fire, target destroyed or I.
Only thing is that consoles could have bigger influence on skills. I don' remember exactly but blue graviton generator XI gives about 100 DPS to Gravity Well III.
Finally, maybe PvE missions (STF) should be some bonus to heal team ore something like that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
01-30-2012, 12:20 PM
Quote:
Originally Posted by superchum View Post
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.
I've run them with many different setups. Ive done 3xCannon and 3xTurret depending on my group. If the group has a lot of dps (and torps) it tends to strip shields quick so they can get to the hull and tear it up. My designs arent the dps queens that some dream of, pretty much fire support.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
01-30-2012, 12:43 PM
Quote:
There is no reason to fly a science ship. Everyone prefers cruisers and escorts over science ships.
Except the built-in subsystem targeting, the built-in sensor analysis, the built-in 1.3x shield modifier, the superior mobility over a cruiser..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
01-30-2012, 12:46 PM
Science ships have some of the strongest shields in the game.

Fond memories of my science ships shields never going down during any fight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
01-30-2012, 04:31 PM
Quote:
Originally Posted by Kitsunami View Post
Science ships have some of the strongest shields in the game.

Fond memories of my science ships shields never going down during any fight.
Yeah, there were times where I would max out Aux and the up shields the rest of the way in Kerrat, coasting leisurely spamming TSS and EPTS
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
01-30-2012, 08:07 PM
I'm running around in an at-level (level 11) Nova on my newest science toon on elite with a green regenerative shield array IV [Cap] and a green shield emitter eng console mk IV, and nothing gets thru this thing's shields in PVE. They recharge faster then they can take damage and even with a regen array, and I still get 4,416 per face at 50/50.

So I've basically got a little sci ship that's far more mobile then a cruiser of the same tier, has essentially the same firepower, and can shield-tank almost anything PvE will throw at it in at-level missions.

I'm not seeing much lacking here.

I also used a Nebula as my eng toon's primary cruiser all the way up to 50. God, the built-in subsystem targeting and sensor analysis are nice..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
01-30-2012, 08:50 PM
Quote:
Originally Posted by Issueman
As I set outside ESD I observe the following; escorts and cruisers. The game has nothing for science officers. There is no reason to fly a science ship. Everyone prefers cruisers and escorts over science ships.

Now you ask why? Well for one science abilities are grossly under powered. Almost all the abilities a science ship uses is on the same platform meaning you have to wait 15 seconds to use another ability. In pvp that 15 seconds will kill you.
There's no problem with Science ships. Most people just don't have a clue how to set one up and use it effectively. After a while they end up frustrated and switch to Cruisers that do nothing but SPAM FAW and Har'Peng's. It's not the ship's fault that the pilot has no imagination (or just plain sucks).
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