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Originally Posted by rodentmaster
As shown here:
http://www.spidermitch.com/STO/Spide...DShipChart.jpg
The main differences are the BOFF layout and the gimmicky ablative armor (which I wouldn't bother wasting a console slot for).
I think the BOFF on the Dykr is better, personally. That higher level ENG allows you to add a couple options to save yourself (i.e. an extra Eng Team or something). Depends on if you think losing the CMDR Sci BOFF for a LTCDR Sci BOFF is worth the extra ENG BOFF skill. I think maybe it is.
The Dykr has a stronger hull and slightly slower turn rate, but also the support shuttle which can help you in combat.
My $0.02? Go with the Dykr. Unless you REALLY REALLY want that extra tier-3 sci BOFF skill. If that's the dealbreaker, go LRSV-Retro. Otherwise I think dykr is better (and more interesting).
EDIT: The above is pure opinion only. I haven't used either ship yet, but plan to eventually. I'm still working on my first character, who is TAC, so I haven't gone into the sci ships much.
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I think you are quite mistaken in both the BOFF slots of the Vulcan ship and the capabilities of the Nebula Retrofit. The Vulcan ship is IDENTICAL to the Nebula retrofit in BOFF consoles except for the fact that the nebula has a Lt Universal BOFF (where the Vulcan has a mandatory Sci Lt slot) and the Vulcan ship has a support craft. The minor difference is hull strength and shields are insignificant.
Wargamer:
Let me begin by saying I do fly the Nebula Retrofit (I call it Magellan class because canon-wise thats what the nebula retrofit was called) as my science ship.
There are three vice admiral, c-store science ships. The D'Kyr, the Magellan (Nebula Retrofit) and the Intrepid Retrofit. Each has a strength and a weakness.
D'kyr and Magellan ships are as I said above, practically identical in performance. The only difference is the Magellan trades its LT sci station for a LT universal boff station and the D'kyr receives a little support ship.
The major difference between these two are that the D'kyr is inflexible. It is locked into being a science ship with a support craft that you cannot control (you literally have to target someone and launch the shuttle and it will assist that person..you cant command it mid-flight. To change 'orders' it must dock and be relaunched). That support craft dies rather quickly to NPC AOE fire (NPC's dont target it directly though).
The Magellan's LT universal slot gives it tremendous flexibility in template. You can put a Tac officer there and have access to a lot more firepower, you can remain science and perform equally to a d'kyr without a support shuttle ...or put an engineer officer there and your ship can tank real well. The Magellan's universal console is useless (sadly) because all sensor skill does is increase stealth detection range.
Also, the Magellan has a large crew which gives some extra benefits.
The Intrepid is built for science bullying. It can be a powerful combat science vessel or a powefull support vessel. The only thing that you can say is 'bad' about it is that it must rely on science abilities to both tank and attack.
This is 'bad' because you end up with so many science boff ability slots you really have to match your ship's stats to what you can use... and that causes a problem with shared timers...and many intrepid retrofits I see out there end up putting sci powers that are rarely used and rarely effective merely because thats the only thing they could put in a slot.
Of the three Id suggest you choose between the Intrepid or the Magellan. The Vulcan ship as it is now has the worst benefits.