Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Science Vessels
03-10-2012, 07:34 AM
After the Skill tree make over I felt that science characters have been less effective. I know the science skills are are probably doing the same function that they always have but with this new skill tree is people now have the option to spec into resists that they have not been able to in the past.

When I look at Gravity Well it seem to work the same with the probes as it always have but it seem ineffective with other players. since most non science players have few science abilities they tend to put them in resists.
Starship Armor Reinforcements and Starship Inertial Dampeners counters the effect of many science abilities like GW and Photonic shockwave.

When I look at the escourt it has 7 weapons slots and low hull, the cruisers have higher hull and 8 weapons slot. When I look at the science vessel we have the large shield bonus but the least amount of weapons and low hull. As nice as the larger shields are if all your doing is being a healer you aren't going to get shot by a npc. Since escorts can draw agro with dps, engineers can draw aggro with the threat control while tanking it and the science skills are less effective (not nerfed), I wondering if one of the ways to increase the value of these science vessels is to give them one more fore weapon slots.

I think 7 weapon slots on a science vessel would make sence.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-10-2012, 09:14 AM
Quote:
Originally Posted by Rob_mc_1 View Post
After the Skill tree make over I felt that science characters have been less effective. I know the science skills are are probably doing the same function that they always have but with this new skill tree is people now have the option to spec into resists that they have not been able to in the past.

When I look at Gravity Well it seem to work the same with the probes as it always have but it seem ineffective with other players. since most non science players have few science abilities they tend to put them in resists.
Starship Armor Reinforcements and Starship Inertial Dampeners counters the effect of many science abilities like GW and Photonic shockwave.

When I look at the escourt it has 7 weapons slots and low hull, the cruisers have higher hull and 8 weapons slot. When I look at the science vessel we have the large shield bonus but the least amount of weapons and low hull. As nice as the larger shields are if all your doing is being a healer you aren't going to get shot by a npc. Since escorts can draw agro with dps, engineers can draw aggro with the threat control while tanking it and the science skills are less effective (not nerfed), I wondering if one of the ways to increase the value of these science vessels is to give them one more fore weapon slots.

I think 7 weapon slots on a science vessel would make sence.
Here,here!!

It would be great, ESP since it doesn't cut into dominating dps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-10-2012, 09:18 AM
I have a hard time buying that Science ships are so awful. The are amazing in PvP because Science is still quite powerful. I do admit that I'm inpatient in PvE though so I tend to run my Sci in an Escort. In the end, this is an MMO. If your science ship isn't killing fast enough why not team up with a friendly escort or something?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-10-2012, 09:26 AM
We've also got sensor analysis

http://www.stowiki.org/Ability:_Sensor_Analysis

which provides us with a nice damage bonus so I really don't see what the problem is here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-10-2012, 09:54 AM
Quote:
Originally Posted by Rob_mc_1 View Post
After the Skill tree make over I felt that science characters have been less effective. I know the science skills are are probably doing the same function that they always have but with this new skill tree is people now have the option to spec into resists that they have not been able to in the past.
Actually the science skills are doing far less than they used to. The stat to which the science skills are based upon have been nerfed in effectiveness per point spent. Take for example gravity well... pre-F2P it was an extremely good ability to have and use. But since F2P the graviton stat stopped boosting the gravity well damage (I guess graviton != gravity != kinetic damage in the dev-verse) and particle stat got nerfed a second time after the ground respec patch we now have a gravity well that does half the pull into itself and delivers 1/3rd of the damage it used to ...with a top damage inflicting range of barely 100m from anomaly center. Its so fubar that gravity well is simply worth using for the weak tractor pull not the damage.

The same goes for flow capacitor based stats and subspace decompiler (which since F2P patch the devs have conveniently ignored the fact that they forgot to put SubD consoles in the game!). Sensor-based stats got split into sensors and countermeasures which makes absolutely no sense.

Quote:
When I look at Gravity Well it seem to work the same with the probes as it always have but it seem ineffective with other players. since most non science players have few science abilities they tend to put them in resists.
Starship Armor Reinforcements and Starship Inertial Dampeners counters the effect of many science abilities like GW and Photonic shockwave.
That is because the science abilities are spread through multiple different stats and systems whereas all the defenses against them are conveniently packaged in one or two skill boxes.

Quote:
When I look at the escourt it has 7 weapons slots and low hull, the cruisers have higher hull and 8 weapons slot. When I look at the science vessel we have the large shield bonus but the least amount of weapons and low hull. As nice as the larger shields are if all your doing is being a healer you aren't going to get shot by a npc. Since escorts can draw agro with dps, engineers can draw aggro with the threat control while tanking it and the science skills are less effective (not nerfed), I wondering if one of the ways to increase the value of these science vessels is to give them one more fore weapon slots.

I think 7 weapon slots on a science vessel would make sence.
I disagree. That would just be making the science ships into quasi-cruisers/escorts. What needs to be done is for the science abilities to be revamped into a working, coherent skillsets. It used to be well balanced pre-F2P ... now its a joke.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-10-2012, 10:30 AM
High end Science Skills in the Tree + Resists have hurt us a fair bit. We still have soooome potency in PvP but it has been drastically reduced. Especially with things like the MACO shield and Leech console adding great defense against one of our most devastating attacks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-10-2012, 10:50 AM
I'm still working a sci build that I hope can do some good damage. The first iteration did well against the Breen battleship, something I have had difficulties with in the past
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-10-2012, 10:58 AM
This is what you see when you first choose the Sciences as a career path when creating your character.

Federation Version:

Weakening or incapacitating the enemy over time, creating energy fields that damage or hinder, and healing their away team from such effects. The Science Officer has the greatest potential to quickly react to a chaotic combat situation though direct enemy holds, weakening an enemy group's combat strength or resistance, or responding to enemy attack by quickly healing damage. The Science Officer's combat effectiveness is their versatility.

Klingon Version:

You are a Science Officer. You use your skills and knowledge to support your ship and your crew. You can weaken or even incapacitate enemies, create energy fields that damage or hinder your foes, and treat wounds of your fellow officers. Science officers can turn the tide of a chaotic battle by holding the enemy in place, weakening their combat strength or resistance and quickly getting an injured crewmate back in the fight. Your greatest strength in combat is versatility. Qapla'!

The key phrases are: Over time, damage or hinder, and weakening...combat strength.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-10-2012, 05:24 PM
Quote:
Originally Posted by lucianalliance View Post
The key phrases are: Over time, damage or hinder, and weakening...combat strength.
And stf's are about dps in 15 minutes.

From what I here so far is that science needs to be revamped and I don't disagree. but the questions still come down to Do you believe that a 7th weapons slot would throw off the balance?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-10-2012, 05:59 PM
My idea was to give ra and va sci vessels tss2 instead of 1 this doesnt op them out since 3 can be trained to a tac boff and having the version 2 makes the skill a bit more viable in stfs..specially elites. Also imo the amount of science skill 3s deadlocked into the commander slot is insane gw3 tr3 and vm3 i think should remain at cm slot but psw3 and feedback 3 should be dropped down to ltc level giving us more offensive skills to choose from at ltc slot that are worth it...and lastly i think the rsv should get a +1 veriant with the lt and ensign tac rolled into a ltc tac this would give sci a tac heavy ship for once as is we have 2 centered around ltc engineer and no ltc tac but escort and cruisers have the ltc sci slot or ltc tac slot..

And 4 weaps up front is nifty but not needed if the above was done.
Im versatile on ground i want the same for space.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:05 AM.