All the end game science ships have at least a LT tac slot.
That's okay, but as a sci captain specializing in healing and crowd control, I could do so much more if that slot were used for absolutely anything else.
Science ships all come equipped with sub system targeting, anyway so just find the tac slot to be in the way more than anything else.
Just a thing I think should be considered when you guys give up on making sciscorts
Some people rely on the tac slot for offensive capabilitys
I would suggest Beam fire at will and a torp skill
Of course- I wouldn't suggest taking it away from legacy ships. I'm using mine for two FAWs so I'm at least hitting something while juggling heals.
Just maybe just something for later ships
When efficiently slotted a decent sci/sci can still generate some 3k-5k dps, in addition to generous CC and healing. The resulting aggro tends to make TT very useful, and the posibility to slot a BO or torp spread will definitely add a nice bit of extra punch.
A full stack of Sensor Analysis plus Sensor Scan will make a Beam overload or torpedo salvo plenty harsh.
You can cast Tac Team on allies, use it on the cruiser who's tanking (or the escort that grabbed aggro).
Take AP:B to boost your team's damage by debuffing their target.
Even if you don't care about your own damage (which you should, everyone has to deal damage regardless of what else they're doing), you can support your team with tactical abilities.
You can cast Tac Team on allies, use it on the cruiser who's tanking (or the escort that grabbed aggro).
Take AP:B to boost your team's damage by debuffing their target.
Even if you don't care about your own damage (which you should, everyone has to deal damage regardless of what else they're doing), you can support your team with tactical abilities.
I still pump out great damage for a sciship- I didn't mean that one should neglect it entirely. But I'm not going to outdo an escort and I shouldn't waste slots on trying to.
Tac team is great and all but it gets in the way of me using eng or sci team. I am going to try AP Beta on for size, though- somehow I never made the connection that everyone got that damage bonus (because realistically speaking, I don't see how wiggling your ship in a certain way would make someone else weaker to all fire)
All the end game science ships have at least a LT tac slot.
That's okay, but as a sci captain specializing in healing and crowd control, I could do so much more if that slot were used for absolutely anything else.
Science ships all come equipped with sub system targeting, anyway so just find the tac slot to be in the way more than anything else.
Just a thing I think should be considered when you guys give up on making sciscorts
The Wells class can use either of (or both) it's Uni Stations (1 Lt, 1 Ltc) for Sci, and has no other dedicated Tac slot.
He is right there TT is redundant on a sci ship usually
Which is why I like Torpedo spread in that slot
Tactical Team is incredibly useful onboard Science ships. Tactical team is the only ability that clears Boarding party and assimilate ship. The instant shield rotation is instant. Manual rotation takes 3 seconds and will not save your ship from a borg tactical cube.
Try tossing tactical team onto an escort taking fire from the cube and back that TT with Hazard Emitters III and Transfer Strength II. Fifteen seconds later throw Science Team I onto their ship if needed. Assuming you timed it right and barring invisatorps, the escort will still be very much alive and full shields.
I don't use it at all. Proper shield management and the recognition that sci's only do DPS as a side job on teams makes it largely irrelevant.
"Proper shield management" will work for episodes and maybe normal STFs.
So you will never PvP. You will never complete a task alone in an ESTF or most fleet actions without somebody to pull aggro off of you. You will never clear attack patterns or boarding parties from yourself or another player.
I'm all for everybody playing what makes them happy, but right now STO's mechanics mean that EPTS + TT provides exponentially more survivability, lowering the chances that you will be a burden to your team.
TT can also be used by healers on their teammates, as can APD.
And it's just my opinion, but GW and Tyken's seem to draw a disproportionate amount of aggro, so if you want to CC you will draw some.
To new players, step 1 is load EPTS + TT and bind them to 1 key.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Now, let's not forget Tactical Team I and Reverse Shield Polarity I. There is nothing like super charging your shields when all of your other heals are down and you are taking fire.
I love having tactical boff abilities on my Nebula (sci toon). I actually use the Lt. Universal as a tac along with the standard Lt. Tac. It was pointed out to me by someone that a Nebula with FAW, BO's and Attack Pattern Beta as tac's and GW's and TR's for sci does a great job in crowd control (or just even fire support). Its a great ship setup!
I don't use it at all (edit: tac team). Proper shield management and the recognition that sci's only do DPS as a side job on teams makes it largely irrelevant.
O.o there is so many wrong things in this, I dont even know where to start
Comments
I would suggest Beam fire at will and a torp skill
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Of course- I wouldn't suggest taking it away from legacy ships. I'm using mine for two FAWs so I'm at least hitting something while juggling heals.
Just maybe just something for later ships
I don't use it at all. Proper shield management and the recognition that sci's only do DPS as a side job on teams makes it largely irrelevant.
Which is why I like Torpedo spread in that slot
When efficiently slotted a decent sci/sci can still generate some 3k-5k dps, in addition to generous CC and healing. The resulting aggro tends to make TT very useful, and the posibility to slot a BO or torp spread will definitely add a nice bit of extra punch.
A full stack of Sensor Analysis plus Sensor Scan will make a Beam overload or torpedo salvo plenty harsh.
Take AP:B to boost your team's damage by debuffing their target.
Even if you don't care about your own damage (which you should, everyone has to deal damage regardless of what else they're doing), you can support your team with tactical abilities.
I still pump out great damage for a sciship- I didn't mean that one should neglect it entirely. But I'm not going to outdo an escort and I shouldn't waste slots on trying to.
Tac team is great and all but it gets in the way of me using eng or sci team. I am going to try AP Beta on for size, though- somehow I never made the connection that everyone got that damage bonus (because realistically speaking, I don't see how wiggling your ship in a certain way would make someone else weaker to all fire)
The Wells class can use either of (or both) it's Uni Stations (1 Lt, 1 Ltc) for Sci, and has no other dedicated Tac slot.
You could actually run:
Ensign Eng
Cmd Sci
Ltc Sci
Lt Sci
Lt Sci
Fabulous except for the required 40,000,000EC or ~$100 in master keys :P
I'd be fine paying $20-25 for a ship in some cases but this is a bit much...
Tactical Team is incredibly useful onboard Science ships. Tactical team is the only ability that clears Boarding party and assimilate ship. The instant shield rotation is instant. Manual rotation takes 3 seconds and will not save your ship from a borg tactical cube.
Try tossing tactical team onto an escort taking fire from the cube and back that TT with Hazard Emitters III and Transfer Strength II. Fifteen seconds later throw Science Team I onto their ship if needed. Assuming you timed it right and barring invisatorps, the escort will still be very much alive and full shields.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I calculated this based on 55 million, I haven't checked Wells class prices in a week though:
55 million / 1.3 Mil per key = 43 keys
43 keys * 125 zen = 4,875 zen (includes discount x4 for buying 10 keys at a time)
4,875 zen * 110 dilithium = 536,250 dilithium (or some combination of ECs / Zen)
If you're willing to spend 25 dollars, the dilithium contribution drops down to 286,250.
So the ship that you want exists.
It has 10 console slots, excellent shields & hull (for a sci ship) as well as a solid console power and an amazing BOFF layout for your purposes.
It also has an amazing turn rate of 15.
50 dollars is a lot for one single character unlock ship, but if you can burn some dilithium suddenly its well within striking distance.
So you will never PvP. You will never complete a task alone in an ESTF or most fleet actions without somebody to pull aggro off of you. You will never clear attack patterns or boarding parties from yourself or another player.
I'm all for everybody playing what makes them happy, but right now STO's mechanics mean that EPTS + TT provides exponentially more survivability, lowering the chances that you will be a burden to your team.
TT can also be used by healers on their teammates, as can APD.
And it's just my opinion, but GW and Tyken's seem to draw a disproportionate amount of aggro, so if you want to CC you will draw some.
To new players, step 1 is load EPTS + TT and bind them to 1 key.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
But because I have shield distribution bound to space bar, once again no need for TT.
The wells is currently 43 mil on the exchange.
And I managed to get it for about $30
O.o there is so many wrong things in this, I dont even know where to start
10k DPS Vesta threads: 1; 2