While I can agree that Energy Siphon, in the most typical build isn't worth it, an Engineer flying a Science based ship can find it as a nice stop gap between EPS uses. At max Aux it can provide you with a near max power setting for Energy Siphon 3... Energy Siphon 1 how ever is a complete waste of a power since it doesn't really fill any good roles..
But again that's for a specilized build that uses up an extremely important Commander Sci slot. And the only thing I wanted to bring up.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Power Settings. Primary, 100 to weapons, 25 to shields, 25 engines, 50 to Aux.
Secondary, 25 weapons, 75 Shields, 25 engines, 75 Aux.
Weapons 5 Beam arrays and one forward chroniton Torpedo. Polarized Tetryons.
Consoles: Engineering. Plasma distribution manifold (soon to be swapped for an RCS) Borg
Science: Field Generator, 3 Graviton Generators/3 Particle Generators.
Tactical : 3 tetryon pulse generators.
Doffs: 2 purple development lab doffs, 2 blue shield distribution officers. 1 gravity well doff/warp core engineer (purple ideally.. right now it's green due to a lack of funds presently)
Devices: Aux batteries, Subspace field modulator, Engine Batteries.
This ships primary role is zone denial, and repels. With TBR3 fully auxed and with 3 consoles, I have a +30 repel per pulse. Which against ships not specced for dealing with it means they can be pushed 8 km per pulse. This has a host of uses, from knocking people out of extend range/heal ranges, to simply neutering Alpha Strikes by screwing up their facing of the target. It also is capable of movement debuffs with tractor beam and chroniton shots. (to say nothing of the usual target subsystem attacks all sci have) Gravity well, makes a mess out of fighter spam, and is capable of sucking carriers in and keeping them there.
Weaknesses, it doesn't have ablative so you have to eyeball incoming damage and be more aware of incoming alpha strikes. You have to either sub nuc them off, or use your FPB2 when they start shooting you. Damage reflection varies depending on how many particle generator consoles you have equipped, and your aux setting at the moment you first press fpb.
It can provide good supplemental dps to down shield facings with (I also recommend having weapon batteries in your inventory to swap out with your field modulator as necessary).
As this ship is using TBR3 you have to be on the same page in my opinion with your teams Escort pilots. Once you get a target isolated, generally speaking they can work him over and send him to the Respawn point in short order. But they have to know your TBR runs are coming.
Well to be fair I don't even look at the fed or klink shipyards :p mostly because there are some seriously...special people that post there that don't have a clue on how to build a ship, who get awful snippy for building stuff that don't go according to their designs.
There are ships that do what the DSSV does a little better in my opinion (Nebula, Dkyr for examples). But this should be a solid start for you.
This will do better healing, more crowd control and better general output in pvp. I also recommend, having GW3 in still on a second boff (maybe your Ltcmdr) so you can switch it up for STFs. The DSSV turns abit like a boat, so the 90 degree skills aren't as useful there as 360 degree skills tend to be.
Also, keep tac Team and APB or attack pattern Delta on a second tac boff for when you go into pvp.
For Doffs I would go with 2 purple dev labs, 3 Shield Distribution doffs of the best quality you can manage.
FBP gives you a second deterrent to people shooting you. (RSP gives you another in the form of a massive shield heal)
Consoles: Go with 2 SIF Generators, and put your Borg in the 3rd.
Sci: Field Generator, 3 Particle Generators you can also swap this for Shield Emitters consoles if you are finding yourself doing more healing than anything else.
Tac: 2 energy consoles.
This is the most effective/second most effective Tac Recon I've rolled thus far. It does Ludicrous Damage, it's got great lock down potential, and it's fast. Did I mention it does Retarded Amounts of Damage?
Weapons. This is the first time you'll see a real break in the mold for weaponry in this thread. I run (or rather soon will.) with 3 Dual Beam Banks, and 3 Turrets. Why? Simply put the Recon with a tac is Agile. Very Agile. The DBBs pretty much gaurantee that I'll be firing off overloads only on DBBs, they do good forward bite, (which if you look at my skill layout it works best when I'm hitting targets infront of me anyway) and make it very easy to think about lining up TBR push runs.
Power Settings 100 weapons /50 shields/ 25 engine /25 aux
Setting 2 100 weapons /25 shields /25 engine /50 aux
setting 3 /25 weapons /75 shields /25 engines /75 aux (Defense)
Doffs: 3 Systems Engineers (gives my Viral Matrix 3 chances for shut downs). 2 Shield Distribution Officers. Alternate (when running GW) Aftershock doff(name in a sec), 3 Shield Distribution officers, Warp Core Engineer.
Do you have an unhealthy fascination with setting things on fire? Who doesn't right? As pvpers we produce more flames, and explosions than a Michael Bay movie in one single match. We like it like this of course. But what if you are having a hair of issue in terms of overall...burning in your sci?
Well this ship might just be for you. This seems on the surface like any run of the mill sci ship, and boff wise it is. What differentiates it though is the stuff in the torpedo tubes, and what comes out the back of the ship. Plasma. Lots and lots of hawt sexy burning stuff. Plasma burns, overtime can accumulate very quickly because they stack, and not only this they are also tac boostable.
with 3 purple torp doffs you will be firing these out at a machine gun pace as well. (infact it's quite likely you'll have more torps than firing angle even in the intrepid and recon)
In the tests, I found that they can put on a decent sustained pressure. This boff layout with it should provide more pressure and system shutdowns.
Tac/Recon Sci checking in. I expect to get a lot of flak for this one since it's not a damage-dealer even though it's a tac captain in the ship, but I've done stupid amounts of healing in it. Yep...healer tac.
The purpose of this ship is to do whatever support is needed.
Weapons: Polarons. Purple quality, best you can find with at least one accuracy modifier.
I might move to disruptor or AP soon since these are hold overs from an attempt at an energy drain build. Always changing this ship around.
Deflector, engines, and shields are Jem'Hadar set. Working on getting the rest of the MACO set, but this combination works for me, and I get added stealth detection bonus at high aux, which is great for team play.
Consoles: Hull armor of some type. One to boost resist to phaser/disruptor, another to boost resists of AP in particular. Take your pick.
Science consoles: Field Emitter, Shield Emitter, Graviton Generator, and Particle Generator.
Tac Consoles: Polaron Phase Modulator, Borgie, Theta Radiation (this one is just an experiment and is sometime swapped for a second Polaron Phase Modulator).