Lt. Commander
Join Date: Sep 2012
Posts: 200
# 21
05-06-2013, 04:11 AM
Quote:
Originally Posted by colorblind90 View Post
The transphasic bomber is just plain awesome

But yeah, need like 90 more zen and then Im going for Intrepid.

I see rear turrets/arrays are quite common on this class and I will be definetly trying it out altho I wonder how it works like a torpedo bomber too.

Im liking the skills suggestion a lot! It seems almost every intrepid build has a tactical team I ready to go.
TT is something you should always have imho. Distributing shields is just to slow when you are under attack.

Quote:
Originally Posted by colorblind90 View Post
As byzanathos said Field Generators seem like the best option of enhancing shields, man I dont even know how I never used one -_-


Wonder though, which torpedos are commonly used to deal kinetic damage once the shields are down? I use quantums on my sovereign cruiser but I never see anyone else use them...

Appreciate all the suggestions guys!
If you are going to use torps in combination with beams and/or turrets I suggest photons as they fire more often then the rest. The problem I had with quantums is that enemies blew up faster then the time it took for the torpedo to reach the enemy.
Another viable option if you have the assault cruiser refit from the zen store is the wide angle quantum torp with 5 beam arrays and go broadside.
Career Officer
Join Date: Oct 2012
Posts: 268
# 22
05-06-2013, 05:11 AM
Quote:
Originally Posted by colorblind90 View Post
Thanks! From all the positive feedback about the Intrepid I have decided im going for it over the Tac Odyssey

I do wonder how you drain shields arnthebard?
And for questerius, how do you do kinetic damage with that build?

Any tips are welcome
LOL...Why waste time draining shields when you can bypass them? As a Tac officer I speced my toon to do the max damage with torpedoes. Add in my captain abilities and the little known secret that transphasic pushers stack and push the Harpeng and the Breen cluster Bomb and you have a nasty combo. I did the research myself and discovered that the Mk XII purple transphasic consoles increased damage stacks with the rule 62 console for over +100% damage increase. So basically I can hit a ship with jam sensors run in for a straffing run and knock between 40-80% off of thier hull by passing thier shields entirely. Add in a nasty theta cloud and a gravity well to hold them in place and you can see the effectiveness of this ship. Then as I pass the opponent I leave a nasty bio neural warhead and a torp spread on the way out. Oh and the quickness of my recharge by my doffs brings my torps back online by the time I am ready for a second run. If you treat it as a hand in glove approach the sci ship in a Tacs hands is a very nasty suprise for someone.

Last edited by arnthebard; 05-06-2013 at 05:19 AM.
Commander
Join Date: Dec 2012
Posts: 354
# 23
05-06-2013, 05:21 AM
This is all just my opinion, but...

I can't endorse broadsiding builds on science vessels. Broadsiding builds are extremely energy- and boff-intensive: you need that 125+ weapons power to maintain reasonable DPS while broadsiding, which means you have to shirk either auxiliary or shields power. Shirking aux means your science powers are much, much weaker than they otherwise should be, and shirking shields is a recipe for death given science vessels' low hull ratings. Broadsiding with FaW (what gives broadsiding builds their punch) is also an aggro magnet, since you can't control what you're shooting and when, which means you're left shirking auxiliary...meaning your survivability skills are going to lack anyway.

Moreover, you need at least five beams to have reasonable damage, which leaves you a sole torpedo for anything resembling burst damage. Also, DEM is extremely important to broadsiding builds, which leaves you in the end one fewer engineering slot for survivability or power when you're already strapped for them. The end result is you're going to have to use a lot of batteries to keep yourself doing much of anything, even juggling power settings between aux-heavy and weapons-heavy (which is going to leave you potentially worse off, while power transfers).

The most I'd say for a science vessel as far as energy weapons go, is to use DBB's and turrets, or cannons and turrets. Cannons are more energy-efficient than beams, and science vessels are nimble enough to keep your targets in the frontal 90-degree arc to keep DBB's firiing. Tetryon is also a viable weapon type for science vessels (especially with the upcoming Nukara reputation) since the tetryon proc improves with higher flow capacitors and auxiliary power setting, and compensates for science vessels' weaker damage.

Honestly, where science vessels really shine in my opinion are as torpedo boats. Well-built torpedo boats blast through shields anyway, you can ignore weapons power in favor of shields and aux, and science vessels are definitely agile enough to keep targets in the necessary frontal arc.
Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:

Spock's Brain.
Career Officer
Join Date: Oct 2012
Posts: 268
# 24
05-06-2013, 05:34 AM
One other thing to consider is in PvP I am usually the second best damage dealer and the best healer on the team. My build varies from PvP to PvE but in STF's I rarely get blown up unless it is the invisible torp of doom. Now I have no problems facing down 10 spheres and the gate at one time. I do this so that my teammates have time to destroy the transformer. Heck in my last STF I critted the boss cube and dropped him 11%!!!!! So my damage was well on par with ANY other ship. The escorts kept getting blown up when trying to get in close. I keep a jam sensors or scramble sensors handy along with Haz Emitters 1 to avoid taking massive amounts of damage. Emergency Power to Shields 1 and Engineering Team 2 [or] Reverse Shield Polarity 1 keep my ship tanky. Then Transfer Shield Strength 3 cannot be overstated as a must have ability.

I have no problems charging an opponent and using placate abilities so I can deliver point blank torpedo attacks and cover them with radiation. That being said I try to keep an eye on my teammates in case they need a heal.

If you can afford it Veteran Human Bridge Officers are the way to go. Five of them gives you +25 to ALL power levels and with a Red Matter Capicator that means running at 125 across the board. It is nice to have the fleet set that gives you a bonus of +100 to sci abilities along with the romulan rep bonus of +100 to sci abilities and the percentage chance to bypass shields at 100%. One other favorite tool of mine is Viral Matrix 3. I set up my ship to use this ability to its maximum potential. NOTE* make sure you run 2 sensor doffs that are purple with the ability to set off multiples. It drives Klingon players crazy.

Last edited by arnthebard; 05-06-2013 at 05:38 AM.
Career Officer
Join Date: Jul 2012
Posts: 258
# 25
05-06-2013, 09:55 AM
Quote:
Originally Posted by arnthebard View Post
I have no problems charging an opponent and using placate abilities so I can deliver point blank torpedo attacks and cover them with radiation. That being said I try to keep an eye on my teammates in case they need a heal.
This makes no sense - why would you want to deliver a torpedo at point blank? They have no damage dropoff over distance, unlike energy weapons, and enemy energy weapons will hit you harder the closer you get (assuming we're talking about PvE - getting close in PvP can make sense with destructible torpedoes).

Quote:
Originally Posted by arnthebard View Post
If you can afford it Veteran Human Bridge Officers are the way to go. Five of them gives you +25 to ALL power levels and with a Red Matter Capicator that means running at 125 across the board. It is nice to have the fleet set that gives you a bonus of +100 to sci abilities along with the romulan rep bonus of +100 to sci abilities and the percentage chance to bypass shields at 100%. One other favorite tool of mine is Viral Matrix 3. I set up my ship to use this ability to its maximum potential. NOTE* make sure you run 2 sensor doffs that are purple with the ability to set off multiples. It drives Klingon players crazy.
All of that would be nice, but it's practically unobtainable for most players. You're recommending five of one of the rarest items in the game, and one item that's no longer available...
__________________________________________________
Joined January 2010.

In regard to hating Star Trek 2009
Quote:
Originally Posted by kain9prime View Post
IDIC fail.
Commander
Join Date: Dec 2012
Posts: 354
# 26
05-06-2013, 11:59 AM
Quote:
Originally Posted by darkkindness2 View Post
This makes no sense - why would you want to deliver a torpedo at point blank? They have no damage dropoff over distance, unlike energy weapons, and enemy energy weapons will hit you harder the closer you get (assuming we're talking about PvE - getting close in PvP can make sense with destructible torpedoes).
Well, if you're flying one of the science vessels with a lower turn rate, a PBAoE boff setup (including theta radiation, as the person to whom you responded mentioned), and/or mines, if behooves you to "knife fight". I did it myself before getting my hyper-plasma torpedoes and switching to a "grav well/overlapping AE" setup, and it worked reasonably well.

Plus, if you're fighting stuff like tactical cubes or the unimatrix ships, you can catch them in their own heavy plasma/energy ball AE's and do some serious honking damage to them. Or, if you load out feedback pulse you'll be doing all the more damage to enemies whilst shield tanking (which as a science vessel you should be doing anyway).
Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:

Spock's Brain.
Career Officer
Join Date: Jul 2012
Posts: 258
# 27
05-06-2013, 12:26 PM
Quote:
Originally Posted by theodrim View Post
Well, if you're flying one of the science vessels with a lower turn rate, a PBAoE boff setup (including theta radiation, as the person to whom you responded mentioned), and/or mines, if behooves you to "knife fight". I did it myself before getting my hyper-plasma torpedoes and switching to a "grav well/overlapping AE" setup, and it worked reasonably well.

Plus, if you're fighting stuff like tactical cubes or the unimatrix ships, you can catch them in their own heavy plasma/energy ball AE's and do some serious honking damage to them. Or, if you load out feedback pulse you'll be doing all the more damage to enemies whilst shield tanking (which as a science vessel you should be doing anyway).
Fair enough - I totally failed to notice the Theta Radiation comment in the post that I quoted, which kind of makes all of the difference. Some good suggestions in your second paragraph, though, and thanks for those! Do you happen to have a link to/suggestions for an Intrepid tank build that uses your second paragraph as a guideline? Sounds interesting to me...

All of that aside, however, the second half of my post that you quoted still stands. Suggesting 5 Veteran Human BOffs for anyone, for any build, is so absurd that it's almost satire.
__________________________________________________
Joined January 2010.

In regard to hating Star Trek 2009
Quote:
Originally Posted by kain9prime View Post
IDIC fail.
Lieutenant
Join Date: Jan 2013
Posts: 98
# 28
05-06-2013, 01:19 PM
I've been tempted to get the fleet long range since my fleet has tier 5 shipyard now but maybe no point since I have the vesta pack

you should get that if you can, extra Tac console and the 10% bonus to shield and hull

too many options :p
Commander
Join Date: Jul 2012
Posts: 266
# 29
05-06-2013, 01:39 PM
DBB/turrets and 2beam/1 torp front and rear builds do roughly the same dps the dbb builds are more front loaded and with a BO strike can spike better then the beam boat but the beam boat is more capable of controlling multiple targets and killing them with faw

in multiple studies i've performed they both eek out about 3-5k dps depending on energy type/skill setup.

in the long run though just play to have fun in what style fits you with the minor modifications such as field gens and tact team you should be doing well enough for now to enjoy the game and experiment how you want dont feel shoehorned into my builds or anyone elses ;-)


oh and yes it does feel a waste to get an intrepid if you already have a vesta byzanathos but the fleet intrepid has a bit more health than the vesta still a hard choice though
Andy@andy30
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Last edited by kamipoi; 05-06-2013 at 01:41 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 248
# 30
05-06-2013, 01:42 PM
To the OP, there are other weapon types besides phasers. Ships like the Gal-x, Chimera and Andorian ships need phasers because of the special abilities and weapon mods. On a ship like you're on plasma, disruptor or antiproton would work well for basic damage.
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