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Long Range Science fit for a new player

gallantskepticgallantskeptic Member Posts: 50 Arc User
edited October 2012 in Federation Discussion
As the title says, can someone recommend an economical fit for a long range science vessel that will allow me to successfully complete missions on advanced or elite? I'm a new player, so I don't have a lot of resources to spend.
Post edited by gallantskeptic on

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  • wolfpack12cwolfpack12c Member Posts: 242 Arc User
    edited October 2012
    Omega deflector ( Borg sucks now)
    Omega engine ( Borg sucks now)
    MACO shield

    Weapons duel beams front x3
    Turrets rear x3

    Cons go for full tank ablative con in the sci section
    Go with what ever eng defense cons you can afford
    Sci go with shield cap
    Tact what ever weapons our using
    If you run the Borg cons(you should) put it in eng or sci section

    Abilities go with GW3, TR2, HE2, and any shield heal
    After that's its really up to you just make sure you have at least 1 BO in your tact section
    -"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
  • gallantskepticgallantskeptic Member Posts: 50 Arc User
    edited October 2012
    By cons, do you mean consumables?
  • gallantskepticgallantskeptic Member Posts: 50 Arc User
    edited October 2012
    I wasn't aware of this, but I should have mentioned I'm only level 30, so I can't run STF's yet.
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited October 2012
    Take a look at this one

    Intrepid Retrofit, Death by Science

    NCC 93270

    U.S.S. Knoxville




    Weapons:

    Fore:

    -2x Any Dual Beam Bank

    -1x Quantum Launcher

    Aft:

    -2x Beam Arrays (type matching fore weapons)

    -1x Chroniton Mine Launcher (alternates: Quantum, Plasma, or Tricobalt Device Launcher)





    Intrepid

    Tac:

    -Lt.

    ---High Yield 2

    ---Beam Overload 1

    -(alternate is to flip them)



    -Eng:

    -Lt.

    ---EPtS 1

    ---RSP 1

    -(alternate)

    ---Eng Team 1

    ---EPtS 2



    Sci:

    -Cmdr

    ---Sci Team 1

    ---TSS 2

    ---Tachyon Beam 3

    ---CPB 3

    -Lt. Cmdr

    ---Tractor Beam 1

    ---HE 2

    ---TR 2

    -Ensign

    ---Jam Sensors 1





    General Strategy:

    Recommended Base Power Settings: 75/50/25/50



    With this setup your ship is built to melt the shields right off the strongest shield tank with barely a shot fired, and keep them down while you pound them into submission.



    The power settings are set up along the lines of what I simply refer to as: Good Enough. You reach a point in solo play where your science abilities are strong enough that you can move to another subsystem (namely weapons) and give them the boost that they need. By doing so, and augmenting your power levels with skill spec and default Sci Ship Aux boosts, you'll give yourself a solid Aux rating along with solid shield, weapons and engines. They are all good enough for killing, and you don't over-commit to one thing so much that you are ineffective elsewhere.



    Ideally, starting at 11-12k from the target, you buff up and pop either Science Fleet or Science Team to improve your abilities (whichever is applicable at the time) and pop an Aux battery if you are able. Fire your tachyon beam to begin hurting your target's shields; load up target subsystem Shields (or Engines if the first is on cooldown) and hit them with it; fire your TR 2 to keep power levels down; hit them with CPB 3; followed by tractor beam to lock them in place with the Tyken's then let loose with High Yield and Beam Overload once it's up.



    Keep dropping chroniton mines so that they can't maneuver well and try to keep your speed low so that you can constantly bring your Tachyon Beam to bear. If you decide not to use Chronitons you could use Quantum mines for punch, plasma for the dot, or a Tricobalt Launcher for a single shot punch (the Tricobalt mine is not recommended due to the long activation period of the mine).



    You're constantly crippling their shields, and when they try to out buff your stripping, hit them with SNB and when they pop RSP use only your kinetics and anti-shield measures. If you don't get lucky on the first pass or two then he'll eventually drown in his inability to keep his shields up for any significant amount.



    Slow and inevitable death = Death by Science
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
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