I would have to disagree on one thing. The placate ability is really nice, it certainly makes the people fighting me pissed. Get my shields down, hull to 50 percent. Yes I can finish him off. Placate, and if they don't have science team my shields are going to be all the way back up along with my hull. That can make people mad.
Or, they just hit you with an ability that doesn't require sight like warp plasma, dump mines, assimilators, PSW3 you, just use Sci Team and or all of the above and have their friends murder you anyway.
In real pvp Jam is beyond useless. It's an active hampering of your ship's effectiveness.
Bump. Added a healing Nebula build and skill spec.
Included Parthos's Intrepid build into the TOC, added the pyrokinetic intrepid spec, and post link to TOC
And Clint's DSSV to the TOC.
Shields: KHG or Resilient Cap3s Note: MK12 Res Cap2s make a decent stand in till you get your KHGs if you're too new for Res Cap3s. (they aren't in vendors anymore)
Deflector: Borg
Engine: Borg
Weapons : 4 Dual Heavy Cannons 2 Turrets.
or 4 Dual Heavy Cannons 2 aft chroniton launchers.
Consoles: 2 Neutronium Armors 1 Borg
2 Particle Generators, 1 Field Generator. (balance) Offense 3 Particle Gens, or 3 Graviton Consoles, Defense 1 Graviton or particle gen, 2 Field Generators.
3 Energy Consoles.
Doffs: I recommend the after shock doff, the matter anti matter specialist, and 3 shield distribution officers on one setup. For another more setup incase the GW and plas start to fail, 3 Systems Engineers (viral matrix) 2 shield distribution officers.
3rd loadout. Matter Anti Matter, Aftershock, 2 Systems Engineers, 1 Shield Distribution officer.
This particular Sci bird is built to set up massive zone control with shut down capability. Like all smart bops it's made to hit and get out ASAP should the attack fail. RSP is really only there to help you escape. It's not there to help you sustain a fight. The two cannon skills similarly are there for options. CSV gives you spam clearing options (always good in modern STO!), while CRF gives you more burst options.
Grav well and warp plasma are utterly devastating when combined together and the bop is more than fast enough to utilize this setup. Couple these with VM and Sub Nuc and you have a ship that probably can, and will make people at some point throw something, probably something heavy across the room in anguish.
Get 2 of these Birds together and things get utterly hilarious, very quickly.
This is a relatively old sci bird, with an addition of VM and doffs but it still works incredibly well when positioned and used correctly. It also is one of the few bop layouts that is not 100 percent duplicate's by federation starships (at present) It is also one of the last vestiges the Bug has not completely replaced.
like the bop, personally i'd prefer to have a tractor /he sci lt, and switch between CSV/CRF BO according to need.
also vent theta, might free up EWP so eng-> Lt. and lt.cmdr slot can be used for PSW
Lt Cmdr PSW is just lolz. PSW3 can be an alternate in the cmdr slot :P
Also, I build these ships around not having the consoles in first and foremost because I still firmly believe you need to be able to pew pew before you bring out toys which can easily be simply a Crutch to assist you in victory.
That and Warp Plasma's Dot is honestly more harmful than Theta's.
agreed about the EWP>VTR as for psw3 i was just to lazy to spell out all the shifting. Once they "fixed" GW a few montsh back i stopped using it as it seemed pretty useless becaseu of ID. of course there were no feddy carriers back then, maybe i should give it another go
I use GW on Oddys and Carriers all the time on my Sci Recon. It doesn't get nuts though until you have 2 GWs or some aftershocks going. It actually got a little boost here recently when they increased it's draw in range.
Mind vs high aux dampener ranks it doesn't hurt as much, but the Plas will definitely slow them down still. (and the VM will shut them down they'll still get sucked in)
I would save the Nuke for when they pop hazards and defensive buffs to try and get out of the plasma or when their buddies throw the goodies in.
I was looking for something different to try on the sci I just finished leveling, saw this and decided to give it a go on my B'rel. Still trying to get a better handle on flying this bird, but so far its a lot of fun. Thanks for posting it.
like the bop, personally i'd prefer to have a tractor /he sci lt, and switch between CSV/CRF BO according to need.
This sounded interesting too, but I couldn't really make the tractor work for me. I subbed the sci lt to he1/tbr1 which seemed to work reasonably well for either added damage when ApO was used to escape the gw/plasma or to help shake off pursuers when escaping. Only having one copy of TT was an issue at times too, so I was thinking of switching back to a second tac lt with TT1/TS2 for more chroniton spaming fun.
_________________________ TRIBBLE | -Show Me Your Critz- Svarog | Veles | et al.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Doffs: Aftershock, Matteranti matter, 2 purple dev lab scientists, 1 purp shield distribution doff.
Alternate: Warp Core Engineer, 2 purple dev labs, 2 Shield Distribution doffs.
This ship is considerably more aggressive than the last nebula posting I made. As it is not really a DPS ship you want as strong of holding power as you can use safely, so gravitons are the way to go. Countermeasure consoles also make a good secondary set too as it raises your scramble duration. Scramble is pretty good for dealing with carrier pets, as well as slowing down healing for a little bit. GW1 gives a good slow for dealing with carriers, and TBR as an alternate can be used against more faster moving targets, and bust up fedballs.
It's capable of supplement heals still as well. The only thing it does not do well is burst damage. New transphasic torps are capable of dealing some good damage for non tacs, but the ship is ponderous. They are there mostly to put pressure on once the sub nuke drops.
Engies can change the torps out for Beams (and all you have to do is shift your spec out of torps into Energy), and change the power settings abit to get max weapon power.
Shields: KHG or Resilient Cap3s Note: MK12 Res Cap2s make a decent stand in till you get your KHGs if you're too new for Res Cap3s. (they aren't in vendors anymore)
Deflector: Borg
Engine: Borg
Weapons : 4 Dual Heavy Cannons 2 Turrets.
or 4 Dual Heavy Cannons 2 aft chroniton launchers.
Consoles: 2 Neutronium Armors 1 Borg
2 Particle Generators, 1 Field Generator. (balance) Offense 3 Particle Gens, or 3 Graviton Consoles, Defense 1 Graviton or particle gen, 2 Field Generators.
3 Energy Consoles.
Doffs: I recommend the after shock doff, the matter anti matter specialist, and 3 shield distribution officers on one setup. For another more setup incase the GW and plas start to fail, 3 Systems Engineers (viral matrix) 2 shield distribution officers.
3rd loadout. Matter Anti Matter, Aftershock, 2 Systems Engineers, 1 Shield Distribution officer.
This particular Sci bird is built to set up massive zone control with shut down capability. Like all smart bops it's made to hit and get out ASAP should the attack fail. RSP is really only there to help you escape. It's not there to help you sustain a fight. The two cannon skills similarly are there for options. CSV gives you spam clearing options (always good in modern STO!), while CRF gives you more burst options.
Grav well and warp plasma are utterly devastating when combined together and the bop is more than fast enough to utilize this setup. Couple these with VM and Sub Nuc and you have a ship that probably can, and will make people at some point throw something, probably something heavy across the room in anguish.
Get 2 of these Birds together and things get utterly hilarious, very quickly.
This is a relatively old sci bird, with an addition of VM and doffs but it still works incredibly well when positioned and used correctly. It also is one of the few bop layouts that is not 100 percent duplicate's by federation starships (at present) It is also one of the last vestiges the Bug has not completely replaced.
It's also one seriously tanky SOB, I'll say that much.
heheheh thanks :P it still feels squishy compaired to my intrepid but thats i think because i run the recon at only 70-75 aux power compaired to 125 of my intrepid.
Coming Attractions : Klink sci basics, Dkyrs and you. Spastic Shut Downs, More sci birds , Tac Sci Birds, Varunus sci ship, Tholian Orbweaver, Tholian carrier. Fleet Nova. X Wing bop. (someone's going to buy this thing, might as well get them as good of a sci bird as we can!)
I will add my few cents to this threat, although I like exotic combinations most people would avoid. I like Nebula, because by switching few BOFFs i can easy turn from offensive vessel to healer or to turtle.
Tactical captain in Nebula
2x Torpedo front, 1x beam Array
3x Turret Aft
Tactical Team 1, Torpedo: High Yield 2
Beam: Overload 1, Cannon: Rapid fire 1
Emergency Power to Shields 1, Aux to SIF 1, Directed Energy Modulation 2
Tractor Beam 1
Polarized Hull 1, Hazzard Emmiters 2, Transfer Shield Strenght 3, Photonic Shockwave 3
I'm classic Trek fan, so for me it's photons+phasers. However, for PvP - switching the tubes for single cannons works as well, just ditch the HYT and get Attack Pattern instead.
With enough particle generators and tactical buffs you can easily score 30k+ PSW hits while you should still maintain solid spike dmg (for a science ship) to break down shield facing or keep the pressure.
As for consoles, thats personal preference really. I just like the Point Defence one, because it adds rather brutal barrage to clear all the trash flying in PVP nowadays and on single human target can help.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I will add my few cents to this threat, although I like exotic combinations most people would avoid. I like Nebula, because by switching few BOFFs i can easy turn from offensive vessel to healer or to turtle.
Tactical captain in Nebula
2x Torpedo front, 1x beam Array
3x Turret Aft
Tactical Team 1, Torpedo: High Yield 2
Beam: Overload 1, Cannon: Rapid fire 1
Emergency Power to Shields 1, Aux to SIF 1, Directed Energy Modulation 2
Tractor Beam 1
Polarized Hull 1, Hazzard Emmiters 2, Transfer Shield Strenght 3, Photonic Shockwave 3
I'm classic Trek fan, so for me it's photons+phasers. However, for PvP - switching the tubes for single cannons works as well, just ditch the HYT and get Attack Pattern instead.
With enough particle generators and tactical buffs you can easily score 30k+ PSW hits while you should still maintain solid spike dmg (for a science ship) to break down shield facing or keep the pressure.
As for consoles, thats personal preference really. I just like the Point Defence one, because it adds rather brutal barrage to clear all the trash flying in PVP nowadays and on single human target can help.
With your build, the first thing I would change, is switch out the torps for cannons, full time. change out HY2, for a second CRF, so you can get 2 solid barrages up while DEM is cranked. I would also sack BO1, for a second tac team unless you are going the aux to batt route. (and then I would change out BO1 for a target sub one1)
I would also, since you only have one EPTS, strongly consider switching ASIF out for Aux to Battery and grabbing some technician doffs. This will tremendously boost your skills uptimes, and overall damage and survivability. Just make sure you maximise your sci heals before cranking Aux to batt. (PSW and TB don't care about aux settings)
If you don't have the EC for tech doffs, second EPTS is mandatory for tac sci. You can't live without it against highly competent teams.
I was going to post a build fairly similar to this one, as the one exception to "no tacs in nebs". With those changes.
For your Deflector I'd go with an Omega, and your shield ditto, Omega. Borg engine, borg console. So you can burn people down both in and out of their shields. For weapons I would consider either, Phasers, Lolaron, or Tetryon.
For Doffs, I would run 3 technicians (if you go the aux to batt route), and 2 shield distribution officers.
duty officers-
all very rare-
2 shield distro officers
1 system officer
1 photonic officer
1 research lab scientist
tac powers- rapid fire 1, high yield 1, tac team 1
engineering powers- epts 1, aux to sif 1
sci- polarize hull 1, hazzard 1, transfer 2, cpb1, vm 1, sci team 3, shockwave 3.
power levels-
115/100
54/35
55/30
71/35
i pretty much keep all my powers static, red matter and shield battery when needed. (mainly cuz im lazy)
if you notice, all the important science powers i use are not aux dependant. just sayin
So I got the Fleet Recon recently and I've pretty much fallen in love with it (God help me when I get my hands on the Nova). It's on my Tac cap though so while there are a million different build options and I love that versatility, I don't have any real experience with science ships and I'm a little lost.
I'm leaning towards taking PSWIII and Grav Well and making it a torp boat to put out a world of kinetic hurt, but I'm also tempted to go VMIII with Doffs/Aux2Bat to be a major *******. Only problem with the latter is that it doesn't take advantage of the sick Tac buffs, and with the torp build I can run full aux and be a semi-good healer as well.
VM is ultra annoying, but it depends if your team/side can exploit that situation.
On my recon I currently run tachyon beam III + tractor beam with shield drain DOFF and double photons. With tetryon glider, max flow capacitors and aft turret rapid fire it works very well to drain shields and drop torps on naked hull. Generally, I play it more like escort, than science ship.
But as you, I have hard time deciding what to put in Cmd slot. Currently I have Photonic Officer 3 to test how it performs compared to aux2bat build.
Had Energy Syphon III, on max aux and flow capacitors it was like -48power/+48 power for almost 30s. But it shares cooldown with tachyon beam and I hated that.
VM is obviously annoying, but you need a lot of DOffs for it to be ultra annoying.
Photonic Shockwave 3 rocks for Tac, but only if you have 4x particle gens
Gravity Well 3 was somewhat meh
Tyken felt useless
I forgot to look if Charged Particle Burst is affected by tac power, but my guess is it is not, but I remember it had pitiful dmg.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
That's all true, but a little power management never hurt someone.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Comments
Or, they just hit you with an ability that doesn't require sight like warp plasma, dump mines, assimilators, PSW3 you, just use Sci Team and or all of the above and have their friends murder you anyway.
In real pvp Jam is beyond useless. It's an active hampering of your ship's effectiveness.
Included Parthos's Intrepid build into the TOC, added the pyrokinetic intrepid spec, and post link to TOC
And Clint's DSSV to the TOC.
Imperial House Of Pancakes
Thank you for contributing to the thread
Coming Attraction. Sci Bird.
Ship: Heghta heavy raider.
Shields: KHG or Resilient Cap3s Note: MK12 Res Cap2s make a decent stand in till you get your KHGs if you're too new for Res Cap3s. (they aren't in vendors anymore)
Deflector: Borg
Engine: Borg
Weapons : 4 Dual Heavy Cannons 2 Turrets.
or 4 Dual Heavy Cannons 2 aft chroniton launchers.
Power Settings. 100 Weapons 25 shields, 25 engine, 50 aux. (preset 1)
Preset 2, 100 Weapons 50 shields, 25, 25
Preset 3, 100, 35 shields, 25 engine, 35 aux
Preset 4 25 weapons, 75 shields, 25 engines, 75 aux.
Devices: Aux batteries, Engine Batteries. (with optional. Shield Battery, Subspace field mod)
Cmdr: Grav well 3, Viral Matrix 1, Transfer Shield strength 2 Polarize Hull1
Lt Cmdr, EPTS1, RSP1, Eject warp plasma 1
Lt Tac Tac Team1 Cannon Rapid Fire1
Lt tac Tac Team 1 Cannon Scatter volley1
Consoles: 2 Neutronium Armors 1 Borg
2 Particle Generators, 1 Field Generator. (balance) Offense 3 Particle Gens, or 3 Graviton Consoles, Defense 1 Graviton or particle gen, 2 Field Generators.
3 Energy Consoles.
Doffs: I recommend the after shock doff, the matter anti matter specialist, and 3 shield distribution officers on one setup. For another more setup incase the GW and plas start to fail, 3 Systems Engineers (viral matrix) 2 shield distribution officers.
3rd loadout. Matter Anti Matter, Aftershock, 2 Systems Engineers, 1 Shield Distribution officer.
This particular Sci bird is built to set up massive zone control with shut down capability. Like all smart bops it's made to hit and get out ASAP should the attack fail. RSP is really only there to help you escape. It's not there to help you sustain a fight. The two cannon skills similarly are there for options. CSV gives you spam clearing options (always good in modern STO!), while CRF gives you more burst options.
Grav well and warp plasma are utterly devastating when combined together and the bop is more than fast enough to utilize this setup. Couple these with VM and Sub Nuc and you have a ship that probably can, and will make people at some point throw something, probably something heavy across the room in anguish.
Get 2 of these Birds together and things get utterly hilarious, very quickly.
This is a relatively old sci bird, with an addition of VM and doffs but it still works incredibly well when positioned and used correctly. It also is one of the few bop layouts that is not 100 percent duplicate's by federation starships (at present) It is also one of the last vestiges the Bug has not completely replaced.
also vent theta, might free up EWP so eng-> Lt. and lt.cmdr slot can be used for PSW
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Lt Cmdr PSW is just lolz. PSW3 can be an alternate in the cmdr slot :P
Also, I build these ships around not having the consoles in first and foremost because I still firmly believe you need to be able to pew pew before you bring out toys which can easily be simply a Crutch to assist you in victory.
That and Warp Plasma's Dot is honestly more harmful than Theta's.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Mind vs high aux dampener ranks it doesn't hurt as much, but the Plas will definitely slow them down still. (and the VM will shut them down they'll still get sucked in)
I would save the Nuke for when they pop hazards and defensive buffs to try and get out of the plasma or when their buddies throw the goodies in.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
I was looking for something different to try on the sci I just finished leveling, saw this and decided to give it a go on my B'rel. Still trying to get a better handle on flying this bird, but so far its a lot of fun. Thanks for posting it.
This sounded interesting too, but I couldn't really make the tractor work for me. I subbed the sci lt to he1/tbr1 which seemed to work reasonably well for either added damage when ApO was used to escape the gw/plasma or to help shake off pursuers when escaping. Only having one copy of TT was an issue at times too, so I was thinking of switching back to a second tac lt with TT1/TS2 for more chroniton spaming fun.
TRIBBLE | -Show Me Your Critz-
Svarog | Veles | et al.
Ship: Nebula.
Engine: Borg
Deflector :Borg
Shield, Maco.
Weapons: 3 trans torps, aft, 2 chron mines, and a t torp.
Consoles: 2 SIF gens, 1 Ablative armor.
2 Field Generators, 2 Graviton Generators
2 Transphasic consoles.
Power settings, 25 weapons, 50 shields, 50 engine, 75 aux.
Alternate : 75 weapons, 50 shields, 25 engines, 50 aux.
Cmdr, Scramble 3, GW1, TSS2, HE1. Alternate: Scramble 3, TBR2, TSS2 HE1
Lt Cmdr, Warp Plasma 1, EPTS2, EPTS1 Alternate : EPTS3, Extendshield 1 EPTS1
Lt Uni PH1, ST2
Lt Tac: Tac Team 1, APD1
Ens. Tractor beam
Doffs: Aftershock, Matteranti matter, 2 purple dev lab scientists, 1 purp shield distribution doff.
Alternate: Warp Core Engineer, 2 purple dev labs, 2 Shield Distribution doffs.
This ship is considerably more aggressive than the last nebula posting I made. As it is not really a DPS ship you want as strong of holding power as you can use safely, so gravitons are the way to go. Countermeasure consoles also make a good secondary set too as it raises your scramble duration. Scramble is pretty good for dealing with carrier pets, as well as slowing down healing for a little bit. GW1 gives a good slow for dealing with carriers, and TBR as an alternate can be used against more faster moving targets, and bust up fedballs.
It's capable of supplement heals still as well. The only thing it does not do well is burst damage. New transphasic torps are capable of dealing some good damage for non tacs, but the ship is ponderous. They are there mostly to put pressure on once the sub nuke drops.
Engies can change the torps out for Beams (and all you have to do is shift your spec out of torps into Energy), and change the power settings abit to get max weapon power.
Tacs really don't belong in nebulas.
Then post it here :P
noooooooooo mah secrets!
pffft if I can post up my secret weapons :P
Evil evil evil. I like it.
R.I.P
It's also one seriously tanky SOB, I'll say that much.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
ill give ya a hint! it uses very few aux based science powers and has polarons!
heheheh thanks :P it still feels squishy compaired to my intrepid but thats i think because i run the recon at only 70-75 aux power compaired to 125 of my intrepid.
Coming Attractions : Klink sci basics, Dkyrs and you. Spastic Shut Downs, More sci birds , Tac Sci Birds, Varunus sci ship, Tholian Orbweaver, Tholian carrier. Fleet Nova. X Wing bop. (someone's going to buy this thing, might as well get them as good of a sci bird as we can!)
Tactical captain in Nebula
2x Torpedo front, 1x beam Array
3x Turret Aft
Tactical Team 1, Torpedo: High Yield 2
Beam: Overload 1, Cannon: Rapid fire 1
Emergency Power to Shields 1, Aux to SIF 1, Directed Energy Modulation 2
Tractor Beam 1
Polarized Hull 1, Hazzard Emmiters 2, Transfer Shield Strenght 3, Photonic Shockwave 3
I'm classic Trek fan, so for me it's photons+phasers. However, for PvP - switching the tubes for single cannons works as well, just ditch the HYT and get Attack Pattern instead.
With enough particle generators and tactical buffs you can easily score 30k+ PSW hits while you should still maintain solid spike dmg (for a science ship) to break down shield facing or keep the pressure.
As for consoles, thats personal preference really. I just like the Point Defence one, because it adds rather brutal barrage to clear all the trash flying in PVP nowadays and on single human target can help.
Good boy, BoPs are too much fun to let this one pass
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
With your build, the first thing I would change, is switch out the torps for cannons, full time. change out HY2, for a second CRF, so you can get 2 solid barrages up while DEM is cranked. I would also sack BO1, for a second tac team unless you are going the aux to batt route. (and then I would change out BO1 for a target sub one1)
I would also, since you only have one EPTS, strongly consider switching ASIF out for Aux to Battery and grabbing some technician doffs. This will tremendously boost your skills uptimes, and overall damage and survivability. Just make sure you maximise your sci heals before cranking Aux to batt. (PSW and TB don't care about aux settings)
If you don't have the EC for tech doffs, second EPTS is mandatory for tac sci. You can't live without it against highly competent teams.
I was going to post a build fairly similar to this one, as the one exception to "no tacs in nebs". With those changes.
For your Deflector I'd go with an Omega, and your shield ditto, Omega. Borg engine, borg console. So you can burn people down both in and out of their shields. For weapons I would consider either, Phasers, Lolaron, or Tetryon.
For Doffs, I would run 3 technicians (if you go the aux to batt route), and 2 shield distribution officers.
If you do not go aux to batt: 3 Shield Distribution officers, 1 warp core engineer, 1 Tractor beam officer.
http://www.stoacademy.com/tools/skillplanner/index.php?build=TacFatwizard_0
I wouldn't use this in anything but pugmades and pug games but it's serviceable.
polaron duel beam bank, single cannon, photon torp
3 polaron turrets
3 piece borg, mk12 maco shield
eps flow console, borg console
4 partical consoles
3 polaron consoles
duty officers-
all very rare-
2 shield distro officers
1 system officer
1 photonic officer
1 research lab scientist
tac powers- rapid fire 1, high yield 1, tac team 1
engineering powers- epts 1, aux to sif 1
sci- polarize hull 1, hazzard 1, transfer 2, cpb1, vm 1, sci team 3, shockwave 3.
power levels-
115/100
54/35
55/30
71/35
i pretty much keep all my powers static, red matter and shield battery when needed. (mainly cuz im lazy)
if you notice, all the important science powers i use are not aux dependant. just sayin
I'm leaning towards taking PSWIII and Grav Well and making it a torp boat to put out a world of kinetic hurt, but I'm also tempted to go VMIII with Doffs/Aux2Bat to be a major *******. Only problem with the latter is that it doesn't take advantage of the sick Tac buffs, and with the torp build I can run full aux and be a semi-good healer as well.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
On my recon I currently run tachyon beam III + tractor beam with shield drain DOFF and double photons. With tetryon glider, max flow capacitors and aft turret rapid fire it works very well to drain shields and drop torps on naked hull. Generally, I play it more like escort, than science ship.
But as you, I have hard time deciding what to put in Cmd slot. Currently I have Photonic Officer 3 to test how it performs compared to aux2bat build.
Had Energy Syphon III, on max aux and flow capacitors it was like -48power/+48 power for almost 30s. But it shares cooldown with tachyon beam and I hated that.
VM is obviously annoying, but you need a lot of DOffs for it to be ultra annoying.
Photonic Shockwave 3 rocks for Tac, but only if you have 4x particle gens
Gravity Well 3 was somewhat meh
Tyken felt useless
I forgot to look if Charged Particle Burst is affected by tac power, but my guess is it is not, but I remember it had pitiful dmg.
O:)