Commander
Join Date: Jul 2012
Posts: 383
# 1 LRSV vs. D'Kyr
07-18-2012, 12:55 PM
My science fed currenly flies the D'Kyr, and its great and all, but im getting bored and with the option of the fleet LRSV it seems like the ship to go. Of couse you need a T5 fleet shipyard for it, so it will take months to get it.

For now i was thinking of getting the LRSV but it seems like the z-store version is weaker than the D'Kyr. Same cosole layout but i will lose an egineering to fit the ablative generator. Same shields but 3000 less hull, 100 less crew and one less Eng. boff ability. The LRSV is more maneuverable and the option to upgrade in a few months.

So science captains, any ideas which is better(without the fleet upgrade)? Anyone fly both?
Republic Veteran
Join Date: Jun 2012
Posts: 3,689
# 2
07-18-2012, 02:16 PM
I can't say for sure what would be better, they each have there ups and downs. But I can say if you have the points and plan to buy a fleet LRSV when its available, it might be worth buying the standard LRSV from the c store.

It will save you some modules and the console should fit on the fleet one if you like the armor. So it would be worth it in my opinion.
Lt. Commander
Join Date: Jun 2012
Posts: 194
# 3
07-18-2012, 02:38 PM
You also won't lose any slots if you don't fit the ablative gen, so the slots issue is kinda moot.
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Commander
Join Date: Jul 2012
Posts: 383
# 4
07-18-2012, 04:48 PM
But isnt the whole point of a VA ship the module? Or is it not that useful; does it last only 10 sec or something?
Republic Veteran
Join Date: Jun 2012
Posts: 3,689
# 5
07-18-2012, 05:06 PM
Quote:
Originally Posted by buddha1369 View Post
But isnt the whole point of a VA ship the module? Or is it not that useful; does it last only 10 sec or something?
Modules I speak of are one of the costs of buying a Fleet Retrofit. If you don't buy the LRSV from the c store it will cost you 4 modules to purchase a Fleet LRSV, which is 2000 c points or however much it will cost on the exchange.

Now if you buy the LRSV you will only have to pay 1 module for the Fleet Retrofit LRSV.
Commander
Join Date: Jul 2012
Posts: 383
# 6
07-18-2012, 05:10 PM
Sorry, i meant the Ablative generator. I may speak english but making sense is a completely different matter
Republic Veteran
Join Date: Jun 2012
Posts: 3,689
# 7
07-18-2012, 05:28 PM
Quote:
Originally Posted by buddha1369 View Post
Sorry, i meant the Ablative generator. I may speak english but making sense is a completely different matter
It is useful, It can be the difference between life and death if you hit it at the right time and you have some healing to recover before the armor goes down.

Lasts 15 seconds with a 3 minute cooldown.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,421
# 8
07-18-2012, 05:35 PM
I it were me I would get the nebula. I know it is almost the same but that universal lt can help you mix it up a bit and the fleet version of the nebula looks awesome.
Starfleet Veteran
Join Date: Jun 2012
Posts: 97
# 9
07-18-2012, 07:59 PM
You asked for personal opinions so..

I would not trade my Intrepid Retrofit for anything...and I've tried several other sci ships, but none of them have the appeal that the Intrepid does (especially for a sci officer)

Yes you have a weaker hull, but you barely notice it because your shields are that much stronger...especially if you run "shield enhancing" consoles and generators. And you can combat the weaker hull by simply using the Assimilated Console and Sub-transwarp engines. This will #1 - Give You Auto Hull Heal, #2 - Warp 18 or better. That takes care of your hull.
Personally, I run with Aegis Shields and Deflector, as this will activate the Thoron Field which increases the "miss" chance if you are moving.

On top of these...You will have 8 Sci Powers. As I play a somewhat "whatever I feel like doing today" type of game this allows me substantial resilience in whatever situation I find myself in whether its PVP, STF, Fleet Events, or just doing dilithium grinding missions...

While all of the ships have their naysayers and "I will swear by this ship" people so
Find what layout works the best for you and your playstyle. The Intrepid is just a very flexible and resilient platform to do it with.

P.S.: The Ablative Generator can withstand Donatra's blast. Rng: 2.65 km. I had 65% Hull left afterwards...so it has it's uses.
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 10
07-18-2012, 09:09 PM
Well...I hear Evasive Maneuvers > Donatra's blast too

The way I see it is you are trading 3000 hull for more turn rate, more science abilities and more shields which makes the hull difference negligible.

The boff layout alone is superior. With so many science abilities you can heal others, drain power/shields, push, snare and stun all at the same time. For example.

ENG {|EPS| EPS|}
TAC {| TT |APD|}
SCI {| TB |}
SCI {| HE | ST | GW |}
SCI {|TSS|TSS|TBR |PSW|}

As for the Fleet vs Z-Store variant. I think you should go for the Fleet.

I gave up the ablative generator last month.
In PvE I never end up needing the armor and therefore its a waste of a console slot. And in PvP in the two seconds shields drop to deploy the armor, I get hit by torpedoes which kill me anyways. The 15 second time it is up just isnt worth a 3 minute cooldown.

Seriously, Janeway had the armor up for more than 15 seconds.

It would be better if they made it a toggle and only be toggled out of combat, meaning the generator is not a panic button.

Make the armor twice the amount as a regular ablative Mk XII purple.
That basically gives you +1 engineering console at the cost of all energy weapons. Sound fair? The only thing you can do it be a torpedo boat.

I mostly just want the ability to turn the armor on and off out of combat lol.
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