Starfleet Veteran
Join Date: Jun 2012
Posts: 269
# 21
10-18-2012, 03:34 PM
Personally I'd be okay if Science just went back to the way it was in Season 4. Thing is, Science Captain abilities have been screwed with since too. Target subsystems have been jacked with. Powers have been jacked with. Resists have been added...etc.

I really don't think that fixing what we have now is the right answer. It's just too screwed up with the resists that have been added in my honest opinion. I'd rather just see Cryptic add some new Science BOff powers at this point. It's fairly obvious they are unhappy with what they've got the way they keep screwing with it.

If you ran a Sci pre Season 4 you'll know what I'm talking about. It's a sad, sad profession compared to what it used to have the potential for.

Last edited by rooster75; 10-18-2012 at 04:02 PM.
Career Officer
Join Date: Jun 2012
Posts: 735
# 22
10-18-2012, 03:41 PM
Quote:
Originally Posted by carl103 View Post
No it's not, if your running that you WILL die on a semi regular basis, at least once per STF, and thats on normal, forget doing that on elite, you'll just be goign pop all the time. It might work when you run in with your PvP budies in a pre-made becuase yo cross heal the ever living hell out of each other, in a PuG where your the only source of heals. Forget it, doubly so if your running a cruiser since your the aggro magnet.

EDIT: Just hit me what the differance is. myself, (and most PVE'rs i see in pugs), don't have a set of 3 purple sheild doffs. Gien how strong BFI has been shown to be by hillbert i suspect that would account for a lot of the differance. under heavy fire i need TSS and BFI together to keep my sheilds from collapsing, but with 3 purple BFI doffs i could undoubtdly keep my shelds on full just with BFI, menaing i could cycle it with TSS and drop 1 TSS.
Uhmm... I'm not in a PvP fleet, i run only half of my STFs with my PvE fleet, who does not really believe in healing, because NPCs don't do the damage to make it necessary... I usually do 2-3 STFs a night on average... And seriously, I can't remember the last time I died. (unless you count one-shots from full health from ISO-charge or Donatra) Btw: I fly escorts-type-ships 99% of the time.
Captain
Join Date: Jun 2012
Posts: 633
# 23
10-18-2012, 03:47 PM
Ahh i'm talking about sci/cruiser ships more. The significant defence hike of escorts i find does indeed make 1TSS +1HE +2EptS1 work out, ru very si,ilar myself actually . Sci though have noticablly less defence and fear hull damage more, so they end up needing more heals to survive, same with cruisers.
Captain
Join Date: Jul 2012
Posts: 2,192
# 24
10-19-2012, 12:05 AM
I'm doing PUG elite STFs in my Tac-Noobula and rarely die, mostly because of unavoidable one shots. And often I get the feeling that I do more dmg than the average escort
Career Officer
Join Date: Jun 2012
Posts: 1,761
# 25
10-19-2012, 01:58 AM
Quote:
Originally Posted by carl103 View Post
No it's not, if your running that you WILL die on a semi regular basis, at least once per STF, and thats on normal, forget doing that on elite, you'll just be goign pop all the time.
Nope. I don't die on Normal and haven't on Elite either. The closest I've come is a high crit torp on Elite.

I don't run shield doffs on all chars I STF with either. I rarely use TacTeam either. I do keep it up with my Tacs though, but that's more from habit than need.

I suspect those that pop regularly are not timing heals properly, or are not shield distributing.

The people that struggle are probably the same people I have to insanely heal and resist stack to keep alive against the Normal STF enemies.

Edit:

For the record, most of my STF runs are done with healing/support vessels.

It's all about the builds and the timing of skills.


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Last edited by snoge00f; 10-19-2012 at 02:04 AM.
Lieutenant
Join Date: Sep 2012
Posts: 61
# 26
10-19-2012, 03:22 AM
Yes Sci needs some attention.

The dev team should make some improvements. For example: In order to escape the GV and TR, depending on level (1,2,3), the people caught in it must have a minimum engine power level (for 1 - 60, 2 - 67, 3 - 75) or use evasive maneuvers. This is in the idea that Sci captains are primarily crowd control.

Then TB and ES should get a boost, even with the resistances that are in play. (25% - 30% for the high levels 2-3 offered in Lt.Commander slot only) in order to make the Science ships more efficient.

VM depending also in level should affect the Shield power as well. Level 3 50% deduction in the current shield power, level 2 40%, level 1 30%.

Photonic officer either remove this ability or give a major boost in order for the people to use it. 50% reduction time to all abilities, captains and BO.

Last, perhaps a bonus to abilities when they use a science ship. I mention this because of the difference in cooldowns that sci skills have compared to tac skills (BO, example Rapid Fire 3 30sec, a Commander skill)

These are merely suggestions that will put the Sci captains again into play with Science ships.

I have a Sci character and I switch between escort and science ship. Though I love my science ships I am forced to use an escort in order to make some serious damage.
Career Officer
Join Date: Jun 2012
Posts: 1,761
# 27
10-19-2012, 03:30 AM
Quote:
Originally Posted by dalnar83 View Post
I'm doing PUG elite STFs in my Tac-Noobula and rarely die, mostly because of unavoidable one shots. And often I get the feeling that I do more dmg than the average escort
Sucks to see you banned.

But yeah, doing more than damage than cannon escorts must mean something is amiss in their build.


Click here and here if you are interested in learning more about PvP.
Lieutenant
Join Date: Jun 2012
Posts: 36
# 28
10-19-2012, 02:46 PM
Anyways STF's are easy. this is about pvp. Hence the PVP forum.
Captain
Join Date: Jun 2012
Posts: 1,495
# 29
10-19-2012, 03:14 PM
My main concern is there's too much of an emphasis on gear/pets for debuffs which perform better vs resists than Boff station abilities.

In no particular order:

1. AMS
2. Pet Phaser Procs
3. DEM from pets
4. Cronts from pets
5. Temporal Stuff
6. Siphon Drones
7. Tachyon Pets? (been awhile since I ran into these)
8. TB pets
9. Other system drain pet abilities eg Orion Intercepters
10. Web console
11. Interrupts (and significant damage at times) Tric pets
12. Grave pulse
13. Ferengi EMP
14. Disrupter Pet Procs
15. Omega 2 part shield stripping
16. Vet ship AoE shield stripping/gaining
17. Omega 3 part defense/kinetic resist debuff
18. MACO 3 part knockback speed debuff
19. Lesser consoles like grappler
20. Vent Theta

So there's multiple systems and system power debuffs, shield stripping, movement debuffs, etc many of which are as good or better than what a Sci Captain in a Sci ship can do.
Starfleet Veteran
Join Date: Jun 2012
Posts: 172
# 30
10-19-2012, 04:05 PM
Better idea, just get of classes. No more tac/sci/eng.
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