Lt. Commander
Join Date: Dec 2007
Posts: 120
With all of these changes, and the fact I've been away from the game for a while, I've been trying to get an idea about how effective the included target subsystem abilities are on science vessels. My question is really about both PvE and PvP effectiveness, actually.

Has anyone really specialized in making them effective? I have heard that their ability to drain the whole system depends on both wep power and aux power, but has that been confirmed?

I'm also wondering if having more than one beam bank in the target arc when using subsystem targeting really matters? I don't think I have enough skill points to spread between both torpedo and beam damage, so it seems I really need to specialize in one or the other. Also, have people experimented with using tac slots to include additional subsystem target abilities?

So far, in some testing in PvE, it doesn't seem to be super effective in draining systems, from what I can see, but maybe someone has gotten it to work well (especially with the DoFF powers)?

Thanks for whatever input you can provide... I'm anxious to get a test build on Tribble that seems to work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-24-2012, 12:35 PM
I wouldn't mind if the vice admiral sci vessel had subsystem 2 attacks to it instead of the level 1 versions, would make the science vessel a bit more viable again, as is, without a huge dps output of the ship its very undesired in stfs atm, at least from what I can tell.
Elite stfs are the ones that come to mind, without a full dps group of escorts, alot of the bonuses are hard to accomplish in the alloted time limit. Course this is also mostly pugging as well from what ive seen, but im a strong advocate to make sci vessels have a lil more punch in certain areas.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 Guessing no one is doing this
02-27-2012, 09:45 AM
Based on the lack of responses, I'm guessing that no one is making a sci beam boat, using the subsystem targeting?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-27-2012, 09:53 AM
I have a Sci Torp boat that utilizes Tac Beam 3 and Shield targeting to very good effect. 1 Beam up front start the ball rollling, then I launch a Harg'peng, and then I launch my Quantum. Warbirds seem to not like that too much. I run my Weapons around 70 and my Aux at 90 - with EPtA bumping that to near max.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-27-2012, 09:56 AM
Quote:
Originally Posted by AntiSocial View Post
Based on the lack of responses, I'm guessing that no one is making a sci beam boat, using the subsystem targeting?

I have a science ship with 4x beam arrays + missile + chronaton mines. 1 High Yield, 1 Beta dispersal, 1 beam overload.


I target subsytems regularly. I figure that worst case I'm saving myself from a few shots (weapons), doing extra damage (less defense with 0 engines), or hitting the hull a couple of times before the shields come back online. I doubt it's a huge game-changer, but it's a small edge.

Every now and again you get an opportunity to blast them with a bare-hull shockwave too... fun.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-27-2012, 11:38 AM
I have tried a subsystem targeting template and sadly it is not viable.

Reasons why:

1- Incompatible stats
2- Long timers
3- Too short an effect

Stats:

Subspace Decompiler affect the duration of a full disable. There are no subspace decompiler consoles. The only way to get the stat is through deflector and captain skill. Note: I have max subspace decompiler skill and have used a mk12 purple subdX2 deflector for my trial.

Flow capacitor stat affects the power drain on the system. This is perhaps the only 'functional' aspect to using a subsystem target attack since if you have max flow capacitor skill box (which I do), a +24 or better flow capacitor deflector and put 3 flow capacitor consoles you max out the drain on the subsystem.

Timers:
The long timers on the subsystem attacks makes the template unusable. The sad thing is the native subsystem attack of the sci ship is the tier 1 version with 0 points spent on it so its timers are their longest setting. Training a BOFF in the tier 2 subsystem attacks sort of gives you a workable cycle between tier 2 and tier 1 but it is a waste of a tac boff abilities considering the drain effect is so short and easily countered...and the disable effect is also very short (even with max subD).

Effect:
Power drain only affects target for a second or two and disable effect is barely 3 seconds at best even with max SubD. The disables are also insta-fixed easily be science team 1 (which almost everyone equips anyway) and other abilities that are practically a requirement for any ship to have in order to heal itself.


Conclusion: Not worth it. The ONLY subsystem target that is somewhat useful are the tier 3's ... and ironically only escorts and a couple of cruisers can equip them. So for this being a 'science' ability its rather odd to see that non-science ships are the only ones that get to use the workable version of it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I’d rather be able to target something useful, like the enemy’s sensors. Targeting the sensors would make you harder to hit, maybe even give you a “Jam Sensors” effect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-27-2012, 12:19 PM
Quote:
Originally Posted by CmdrSkyfaller
I have tried a subsystem targeting template and sadly it is not viable.

Reasons why:

1- Incompatible stats
2- Long timers
3- Too short an effect

Stats:

Subspace Decompiler affect the duration of a full disable. There are no subspace decompiler consoles. The only way to get the stat is through deflector and captain skill. Note: I have max subspace decompiler skill and have used a mk12 purple subdX2 deflector for my trial.

Flow capacitor stat affects the power drain on the system. This is perhaps the only 'functional' aspect to using a subsystem target attack since if you have max flow capacitor skill box (which I do), a +24 or better flow capacitor deflector and put 3 flow capacitor consoles you max out the drain on the subsystem.

Timers:
The long timers on the subsystem attacks makes the template unusable. The sad thing is the native subsystem attack of the sci ship is the tier 1 version with 0 points spent on it so its timers are their longest setting. Training a BOFF in the tier 2 subsystem attacks sort of gives you a workable cycle between tier 2 and tier 1 but it is a waste of a tac boff abilities considering the drain effect is so short and easily countered...and the disable effect is also very short (even with max subD).

Effect:
Power drain only affects target for a second or two and disable effect is barely 3 seconds at best even with max SubD. The disables are also insta-fixed easily be science team 1 (which almost everyone equips anyway) and other abilities that are practically a requirement for any ship to have in order to heal itself.


Conclusion: Not worth it. The ONLY subsystem target that is somewhat useful are the tier 3's ... and ironically only escorts and a couple of cruisers can equip them. So for this being a 'science' ability its rather odd to see that non-science ships are the only ones that get to use the workable version of it.
Cool, thanks for the detailed description, that's pretty much been my experience when testing on Tribble, I just couldn't get it to work, and had tried many of the things you mentioned. I did try out a "drain" build, with TR I and ES III, figuring it would complement the drain from the target subsystems powers, but it still performed a much poorer than my torp sci build did. I appreciate the input, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-27-2012, 01:07 PM
Yeah I also tried power siphon 3+target subsystem 1 & 2 + tyken rift and using polaron weapons but the power drain from all this simply isnt enough to either shut a single system down or disable it for any usable period of time.

phasers and their 2.5% chance to disable random subsystem are a much better option for a disable ship really. its just sad XD
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