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Commander
Join Date: Dec 2012
Posts: 489
# 11
01-24-2013, 11:27 AM
Quote:
Originally Posted by capnmanx View Post
What if 'Sensor Analysis' applied a buff to everything, and not just weapons? Perhaps combined with an innate resistance to abilities that break target lock, like 'Scramble Sensors' (makes sense that a ship with particularly powerful sensors would have a better chance of cutting through jamming)?

That might go some way to un-nerfing sci ships, without making them OP (since it takes some time for 'Sensor Analysis' to really make a real difference).
Didn't the Nebula's console use to do that before the nurf?
Captain
Join Date: Jul 2012
Posts: 2,192
# 12
01-24-2013, 11:29 AM
Long long ago, the nebula console did provide +sensor buff, that improved a lot of skills. Now it just grants resistance (that does not work) and stealth detection, that is of limited use.
Captain
Join Date: Aug 2012
Posts: 1,738
# 13
01-24-2013, 11:30 AM
Quote:
Originally Posted by adamkafei View Post
I'd rather have science powers that are worth having rather than making the battlefield prettier
--------------------------------------------------------------
any science power worth having in PvE gets nerfed by PvP
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Captain
Join Date: Jun 2012
Posts: 1,040
# 14
01-24-2013, 11:30 AM
Quote:
Originally Posted by xigbarg View Post
Didn't the Nebula's console use to do that before the nurf?
The Nebula's console has always been mostly about detecting cloaked ships; but it might have, I'm not sure (I think I was on a break from STO when the Neb was first released).
Exploration suggestions thread - give it a read

BTW, you'd pronounce it 'Cap'n Manks'

I protest the removal of exploration clusters
Captain
Join Date: Jul 2012
Posts: 658
# 15
01-24-2013, 12:09 PM
Yeah, I'd really like to see sci ship abilities buffed, they just don't do much of anything. Sci ships are meant to function primarily on their abilities, that's the justification for their few weapons slots, but most abilities just don't pack a punch that allows that, and they all have agonizing cooldowns. The simple pathetic fact is that a turret boat cruiser with polaron weapons is better at power draining than a sci ship with Energy Siphon and Tyken's Rift both. It shouldn't be that way, sci abilities should be able to do their jobs, but they just can't now, and they keep getting nerfed more and more. Sometimes it feels like they just don't want anyone flying sci ships, but I decided months ago that I'll quit the game if I can't play sci ships.
Career Officer
Join Date: Jun 2012
Posts: 1,219
# 16
01-26-2013, 10:35 AM
Meh, I have the vesta, cannons on sci ships is over rated. Its a nice perk but sometimes its a burden, too. It's a lot easier to just say "screw it, DBB's, they use my subsystem targeting anyway..." I do run cannons on my vesta but its not "all that"

If you want to up your DPS in a sci focused ship learn to fly a carrier. My Atrox constantly does more DPS then my vesta due to the second hangar of elite scorps. The vesta gets up there if I go full tac hybrid, but it doesn't catch it. At that point I'd rather just hop in a sci-scort, as for the mobility I get in the vesta to get the damage output I have to give up sci control. If I'm going that route a MV will give me even more damage and I can still load a grav well. Chel is even better while I wait for my fleet MV. The carrier lets me keep that level of damage and still bust out a full arsenal of sci goodies.

Quantum Focus Phaser is the jem of the Vesta... Cannons are just bonus realy.
I once again match my character. Behold the power of PINK!

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Captain
Join Date: Jul 2012
Posts: 1,449
# 17
01-26-2013, 04:11 PM
I would go out and buy a Vesta.
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Career Officer
Join Date: Jun 2012
Posts: 15
# 18
01-26-2013, 08:56 PM
I do agree that science powers should be looked over again.
And while I don't want another "AUX Weapons", I do wish there could be an "Aux to Weapon power converter console".

Even if they release another "Aux Power Weapons" it will be outdated pretty soon. But if there is a console you could equip on your Science ship, which makes equipped weapons use AUX instead of Weapons, that would be nice to have (so you can make use of those Fleet weapons )
It doesn't have to be 100% conversion rate... it could be 90% conversion rate, but still would be significant boost to Science captains!
Empire Veteran
Join Date: Dec 2012
Posts: 89
# 19
01-26-2013, 10:41 PM
one of the main problems with sci ships and sci abilities is having to split power, while you can boost aux, science powers by themselves dont deal much damage, and if you boost aux you have to lower your weapons power or eat aux batteries like they were candy.

You could boost the innate aux on sci ships a bit more to be a bit more forgiving for this. In my escort I never really need to switch power levels, and my cruiser..about the same (From time to time shields while tanking but most of the time never).

Additionally in order to get the most out of sci skills you need to spec in them, which really isnt a problem till you realize those points have to come from some where eles that you needed them from. Sci builds tend to be very tight on points.

Again for my escorts and cruisers its fairly easy for me to place the build points, my escort hardly suffers in fact, while my cruiser just generally has to drop torp skills (They still do fine unspecc'ed, not as damaging but yeah).

Few people probably remember when Sci ships/skills were kings of pvp, and could shut ships down indefinatly or kill a cruiser or escort with ease just by pushing pulse feedback (man that was fun) and i get that Cryptic may be a bit leery about boosting sci skills again, but something needs to be done. Its rare to see sci ships in stfs unless its a carrier. I want to see them again.
Captain
Join Date: Jul 2012
Posts: 658
# 20
01-26-2013, 11:13 PM
Quote:
Originally Posted by stonesdelta View Post
I do agree that science powers should be looked over again.
And while I don't want another "AUX Weapons", I do wish there could be an "Aux to Weapon power converter console".

Even if they release another "Aux Power Weapons" it will be outdated pretty soon. But if there is a console you could equip on your Science ship, which makes equipped weapons use AUX instead of Weapons, that would be nice to have (so you can make use of those Fleet weapons )
It doesn't have to be 100% conversion rate... it could be 90% conversion rate, but still would be significant boost to Science captains!
Ideally, I'd really like to see sci abilities boosted to the point where a well built sci ship with 60 weapons power and 125 aux could be a close contender for most valuable PvE vessel, along with the cruisers that can deal 6-8k DPS, hold agro, and tank practically anything, and the escorts that can do 10k+ and just blast their way through anything. Short of that, a console like the one you described sounds like a really good idea. It negates the power disadvantage sci ships always suffer from, and could easily be bound to sci ships only (make a KDF version too), possibly including the 2 hangar carriers, but probably not. It wouldn't solve all the problems of course, sci would still be a disadvantaged class (and having to run a certain additional console just to get acceptable power levels would not be an insignificant disadvantage in itself), but it would move us closer to parity, as does the Vesta (when it's actually used as a sci ship at least, I kind of wish it didn't have that LtC Uni).
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