Lt. Commander
Join Date: Dec 2007
Posts: 120
# 121 Another way to put this...
05-31-2012, 05:46 PM
While i still stand by my opinion that the lockbox ships and C-store oddys are simply unbalanced vs all other ships, don't let the numbers at the end of the match fool you.

In that sense the Atrox is a sci ship. Not the most healing, not the most DPS no burst, but it helps creating the kills. Well timed SS3, AuxOff, TB, ... if coordinated by a team are what gets the kills. Doesn't matter if the cruiser has 1mio healing to keep everybody alive until stuff comes of CD, and the Escort has 1.1mio dmg in its seconds of glory. CC just doesn't translate well in the pop up at the end of the match, but its effect is there.

That being said, Sci was nerfed and the ATrox suffers from it just like all other sci ships. But thats another matter.

Also i haven't had that much fun in STO in a long time so
*yay* Kitty
*boo* lockbox and oddy p2w
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 122
06-05-2012, 08:17 AM
I got my Science Team 3 a couple of days ago and I have to say it really is nice. Thanks to those two purple Doffs I can dish out a ~4000 shield heal per facing every 15 seconds.

In addition I went with the dual Tractor Beam route and really enjoy this so far. However what gripes me now were one or two comments on the other thread about this tactical carrier:
There have been mention about having 2x HE would be better than having 2x TSS. So far I rather went with the later one:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3

I thought shield healing would be more beneficial than hull healing, so wouldn't be the idea of "chaining" TSS better? The only benefit of those two Hazards I'd imagine would be the EWP counter, which appears to get some sort of revival lately. I mean I can dish out that powerful ST3 and throw him a TSS right after, which would be another slight heal including the decent shield resist.


So far I'd nail it down to this:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3
Eng Lt. Cmdr.: EPtS1, EPtS2, ASIF2
Tac Lt.: TT1, FAW2

I'm also thinking about ditching TT1 completely. It interferes with my heavily buffed ST3, so I've been thinking of either going the dual FAW route or slot FAW1 and APB1. Though for APB I'd have to reskill again, since I got no points into attack patterns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 123
06-05-2012, 08:34 AM
Quote:
Originally Posted by Teslanar
I got my Science Team 3 a couple of days ago and I have to say it really is nice. Thanks to those two purple Doffs I can dish out a ~4000 shield heal per facing every 15 seconds.
Cool stuff. ^^

Quote:
In addition I went with the dual Tractor Beam route and really enjoy this so far. However what gripes me now were one or two comments on the other thread about this tactical carrier:
There have been mention about having 2x HE would be better than having 2x TSS. So far I rather went with the later one:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3

I thought shield healing would be more beneficial than hull healing, so wouldn't be the idea of "chaining" TSS better? The only benefit of those two Hazards I'd imagine would be the EWP counter, which appears to get some sort of revival lately. I mean I can dish out that powerful ST3 and throw him a TSS right after, which would be another slight heal including the decent shield resist.
I agree. Especially since TSS gives you also a shield damage resist.

Quote:
So far I'd nail it down to this:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3
Eng Lt. Cmdr.: EPtS1, EPtS2, ASIF2
Tac Lt.: TT1, FAW2
Looks very good for me.

Quote:
I'm also thinking about ditching TT1 completely. It interferes with my heavily buffed ST3, so I've been thinking of either going the dual FAW route or slot FAW1 and APB1. Though for APB I'd have to reskill again, since I got no points into attack patterns.
In my experience, Tactical Team is just too useful not to have it. I would recommend you keep it under all circumstances. Also, most players do have Tactical Team, so the usefulness of APB is not all that high anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 124
06-05-2012, 08:52 AM
I'm one of the people running/talking about 2x HE2.

The reasons, are as follows.
You can't chain TSS the shared cooldowns coupled with its "short" duration vs its CD means you can have about 50% uptime running 2x TSS.
Meaning you are 15sec up, 15sec down, repeat even in the best possible case with double TSS.

Generally speaking your shield healing is going to be more "oh crap!" style, this makes the combination of ST + TSS really useful. You pump there resists, give them regen, and pretty much cap out all there shield facings. From there your weaker hull healing can do its thing (namely aux2sif and HE).

You are not a lulz ES cruiser, you simply can't be, you have to do it differently and trying to replicate them will generally get you alot of nowhere pretty quick.

I don't think you'd be gaining or losing to much by swapping to TSS3+2 and HE2. But personally I see the hazard clearing and extra hull healing as really important.
EVERYONE does or should have EPTS, RSP, SDO's, SOMETHING for personal shield tanking/healing. Mostly you need to be able to give them that jump start.
Now hull healing on the other hand is not so easy to come by, theres no nifty little SDO doff, rotational powers like the ETPX don't do nothing for it, most people running TT or ST and avoid ET, mostly people might run an HE which even thats becoming less common infavor of PH for some ships. So being able to provide hull healing is decently important.
Also as mentioned previously EWP/Theta are becoming increasingly more common as of late (imo), people will EWP you in a heartbeat and a carrier stuck in EWP is mostly worthless. An escort getting stuck in EWP is also mostly worthless. Alot of people are also doubling this up with the EWP doff for a full immobilize meaning you can't even try to evasive it. A well timed HE can be a life saver, literally in those situations.

Thats my personal take on it anyhow. Like I said though you wouln't be super gimped or awesome either way. It could also easily be argued to drop 2xHE2 for 1xHE2+1xSS1 or something along those lines. Sure you can't HE as much but being able to drop SS can be very useful.
Seriously aslong as you have two good seperate CD shield abilities, and two good seperate CD hull abilities, you'll be pretty set. Sure you can double up one or more of those abilites but you don't really really need to for any of them.
Now if you could do a full rotation for TSS, HE, or any others there would be solid merits to doubling them but mostly its just me wanting the extra HE cause I feel its important most of the time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 125
06-05-2012, 12:50 PM
Quote:
Originally Posted by Teslanar
I got my Science Team 3 a couple of days ago and I have to say it really is nice. Thanks to those two purple Doffs I can dish out a ~4000 shield heal per facing every 15 seconds.

In addition I went with the dual Tractor Beam route and really enjoy this so far. However what gripes me now were one or two comments on the other thread about this tactical carrier:
There have been mention about having 2x HE would be better than having 2x TSS. So far I rather went with the later one:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3

I thought shield healing would be more beneficial than hull healing, so wouldn't be the idea of "chaining" TSS better? The only benefit of those two Hazards I'd imagine would be the EWP counter, which appears to get some sort of revival lately. I mean I can dish out that powerful ST3 and throw him a TSS right after, which would be another slight heal including the decent shield resist.


So far I'd nail it down to this:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3
Eng Lt. Cmdr.: EPtS1, EPtS2, ASIF2
Tac Lt.: TT1, FAW2

I'm also thinking about ditching TT1 completely. It interferes with my heavily buffed ST3, so I've been thinking of either going the dual FAW route or slot FAW1 and APB1. Though for APB I'd have to reskill again, since I got no points into attack patterns.
The reason to run 2x Hazard Emitters, is that the Hazard Emitters doesn't just clense Eject Warp Plasma/Vent Theta Radiation, or other Plasma effects. It is also a good Damage Resistance buff that lasts the duration of Hazard Emitters. And while Shield Healing is a useful thing to have, you can have too much of it as well and then not enough hull healing. With TSS 3, Sci team 3, and EPTS 1 & 2 you don't really need another Transfer shield strength. Your better off with 2x HE 2 at that rate, or a HE 2 and Polarized Hull for extra resists and immunity to TBR and Tractor beam. Most would go with HE 2 x2 or HE 2 + HE 3. It's all about personal preferences.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 126
06-05-2012, 01:01 PM
Quote:
Originally Posted by Teslanar
I got my Science Team 3 a couple of days ago and I have to say it really is nice. Thanks to those two purple Doffs I can dish out a ~4000 shield heal per facing every 15 seconds.

In addition I went with the dual Tractor Beam route and really enjoy this so far. However what gripes me now were one or two comments on the other thread about this tactical carrier:
There have been mention about having 2x HE would be better than having 2x TSS. So far I rather went with the later one:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3

I thought shield healing would be more beneficial than hull healing, so wouldn't be the idea of "chaining" TSS better? The only benefit of those two Hazards I'd imagine would be the EWP counter, which appears to get some sort of revival lately. I mean I can dish out that powerful ST3 and throw him a TSS right after, which would be another slight heal including the decent shield resist.


So far I'd nail it down to this:
Sci Cmdr: TB1, HE2, ST3, PSW3
Sci Lt.Cmdr: TB1, TSS2, TSS3
Eng Lt. Cmdr.: EPtS1, EPtS2, ASIF2
Tac Lt.: TT1, FAW2

I'm also thinking about ditching TT1 completely. It interferes with my heavily buffed ST3, so I've been thinking of either going the dual FAW route or slot FAW1 and APB1. Though for APB I'd have to reskill again, since I got no points into attack patterns.

nice build, but that is a lot of shield healing. I think about adding some hull healing into that and perhaps a CC power. EPTS and TSS3 will keep your shields good with ET3 as backup, but look at Repulsors or other sci powers that can help you in the battle field. Some like resistant powers, others like a touch of control, up to you to decide which
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 127
06-09-2012, 12:18 AM
well, i have terrible news, you have 1 guess as the what the escort carrier is

http://cloud-2.steampowered.com/ugc/...9F5FA15256070/

yes, the akira which is a torpedo boat in canon, because it had 15-21 torpedo launchers visible on the filming model, is instead going to be a tier 5 retrofit flight deck escort, even though it's rear shuttle doors are actually kinda small for its size of ship, and it doesn't have front shuttle doors at all.

the original designer thought it would be cool if his new pet ship design was this mary sue do everything torp boat through carrier, before the scale of the ship was finalized and the filming model was made and before starfleet fighters were ever seen in the IP, that has translated into a fact that the akira is a carrier. that seems to have overpowered the actual canon that it is not a carrier, because it would be physically impossible for it to be one.

it couldn't be a carrier because the ship is too small, it literally couldn't launch and receive anything larger then type 6 sized shuttles in the rear shuttle bays, and the front 3 spaces people claim are launch bays are so small a worker bee couldn't fit through them. take a look at the actual filming model and see for yourself, the canon scale of the ship makes it impossible.

so now we will have a engineering heavy escort that has complete control over a pet that can crono proc you, phaser proc you and chain tractor you wile he sets up his alpha strike at his leisure, all without having to use valuable sci stations or weapon slots for tractors and cronos of his own. the only ship i would rather 1v1 against less is a sci odyssey.

the dev's decision making making process appears to be this, does it bend, twist, distort or violate canon? and does it do measurable harm to pvp balance? if yes to one or both, release immediately!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 128
06-09-2012, 02:43 AM
So, somewhat like a Fed version of the Kar'fi! Wonderful! ^^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 129
06-09-2012, 06:27 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 130
06-09-2012, 08:40 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
well, i have terrible news, you have 1 guess as the what the escort carrier is

http://cloud-2.steampowered.com/ugc/...9F5FA15256070/

yes, the akira which is a torpedo boat in canon, because it had 15-21 torpedo launchers visible on the filming model, is instead going to be a tier 5 retrofit flight deck escort, even though it's rear shuttle doors are actually kinda small for its size of ship, and it doesn't have front shuttle doors at all.

the original designer thought it would be cool if his new pet ship design was this mary sue do everything torp boat through carrier, before the scale of the ship was finalized and the filming model was made and before starfleet fighters were ever seen in the IP, that has translated into a fact that the akira is a carrier. that seems to have overpowered the actual canon that it is not a carrier, because it would be physically impossible for it to be one.

it couldn't be a carrier because the ship is too small, it literally couldn't launch and receive anything larger then type 6 sized shuttles in the rear shuttle bays, and the front 3 spaces people claim are launch bays are so small a worker bee couldn't fit through them. take a look at the actual filming model and see for yourself, the canon scale of the ship makes it impossible.

so now we will have a engineering heavy escort that has complete control over a pet that can crono proc you, phaser proc you and chain tractor you wile he sets up his alpha strike at his leisure, all without having to use valuable sci stations or weapon slots for tractors and cronos of his own. the only ship i would rather 1v1 against less is a sci odyssey.

the dev's decision making making process appears to be this, does it bend, twist, distort or violate canon? and does it do measurable harm to pvp balance? if yes to one or both, release immediately!
As I am obligated to purchase an Escort so that cryptic realizes they can sell more than just cruisers I'm still ****ed about this.

The Akira is a Gunship not a friggin carrier. Does Brennen Brega work at Cryptic? Cause the sodomy to canon, common sense, and intelligence is about on par with the writing of Voyager and Enterprise.
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