heres my 3 vesta's that i'll be seen around in. each has mutiple roles they can fill.
MMSE (vesta class) Science version
weapons-
duel chrono beam bank, temporal torp, chrono torp.
phased polaron beam, chrono mine, tachyon mines
red matter
rechargable shield battery
subspace modulator
maco shield
maco engine
maco deflector
Duty Officers-
2 shield distro's
1 deflector cooldown
1 tractor shield drain
1 aoe placate with charged partical burst
engineering consoles-
borg, tachyokentic
science consoles-
flow capacitor x 5
tactical consoles-
auto defense turret, vesta fermion and quantum field consoles.
shuttle-
very rare delta flyers.
science powers-
viral matrix 1 (or shockwave 1), transfer shields 2, sci team 1.
polarize hull 1.
tractor beam 1, hazzard emitter 2, tachyon beam 3, charged partical burst 3.
tactical powers-
tactical team 1, attack pattern delta 1.
engineering powers-
emergency power to shields 1, aux to sif 1.
ideal role- shield stripping and disable on demand and heals
MMRE (Vesta) Tactical version
Weapons-
3x aux dual heavy cannons
2 tricobalt mines, 1 phased tetryon beam array.
devices-
red matter cap.
subspace modulator
rechargable shield battery
maco shield
maco engine
maco deflector
Duty officers-
2 shield distro's
2 attack pattern doffs
damage control engineer (reduce recharge on epts)
engineering consoles-
borg console
quantum field focus (vesta) console
science consoles-
2 partical gens
subspace jump
iso charge
tactical consoels-
4x phaser relays
hanger-
peregrine fighters
Bridge officers-
lt commander universal (tactical)-
tac team 1
rapid fire 1
attack pattern omega 1
Ensign universal (science)-
science team
Lt tactical-
tac team 1
scatter volly 1
lt engineering-
epts 1
aux to sif 1
commander science-
shockwave 3
grave well 1
transfer 2
hazzard 1
Ideal role- PvE, disable on demand, aoe damage to mutiple targets, anti pet.
MMSE (Vesta) Engineering version.
weapons-
front: phased tetryon beam
breen cluster mine torp
rapid fire missile launcher
rear:phased tetryon beam
2 chrono mine launchers
devices-
red matter cap.
subspace modulator
rechargable shield battery
Borg engines
Borg shields
Borg Deflector
Duty officers-
2 shield distro's
extend shield doff
aux to sif HOT doff
extra power on use of epts doff
Engineering consoles-
2 neutronium armor
1 sif generator
science consoles-
2 emitter arrays
sympathetic fermion (vesta aoe heal) console
field generator
tactical consoles-
borg console
auto defense turret
resonance cascade console
Hanger-
shield repair shuttles.
Bridge Officers-
Lt Commander Universal (engineering)-
epts 1
aux to sif 1
extend shields 2
Ensign universal (science)-
polarize hull
lt tactical station-
tac team 1
attack pattern delta 1
lt engineering-
engineering team 1
epts 2
commander science-
science team 1
transfer shields 2
hazard emitter 3
photonic offcier 3
Ideal role- extreme team healing, aoe healing, team defense boosts, enemy team debuff.
any questions on these or how theyre used feel free to ask.
i'm not shy
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-
http://www.youtube.com/user/matteo716
Do you even Science Bro?
Comments
its best at everything so long as you dont try to do everything all at once :P
jack of trades doesnt mean do it all all the time.
Do you even Science Bro?
oh of course, everything 1 at a time. min/max 1 thing, or things that are all buffed by 1 thing, or don't even bother queing up. well, don't expect to do all that well if you do
MMmmm No.
I own the full set. I would have to say the Vesta is best at nothing. But does everything. It's like a utility belt if anything...
[SIGPIC][/SIGPIC]
I've played every Science ship in this game for a pretty fair amount of time. I've seen the pendulum swing both in the direction of Science and away from it. I also own the full set and I would have to totally disagree with this. For one example, shield stripping is actually making a comeback and is a viable build on this ship simply because it has the ability to turn and can support Delta Flyers. Yes, every other Sci ship can perform variations of the same layout but it's the pets that give the Vesta an advantage.
It can also outperform any other Sci ship for holds/disables if you spec it that way because of it's ability to support pets.
MME-Strategic
Science Captain
Passives
Romulan: +3% CrtH, +PlacProc
Omega: +30 SWS, +KineticProc
TT1, THY2
EPtW1, AtS1, EWP1
EPtS1, RSP1
TSS1, HE2, TBR2, GW3
PH1
DOFFs: MAS(EWP), 2x DCE(EPt), DCE(AtS), GS(GW)
Weapons
Fore: Romulan Plasma DHC [Acc]x2, Romulan Plasma DBB [Acc]x2, Hyper-Plasma Torp
Aft: Cutting Beam, Romulan Plasma Turret [Acc]x2, Omega Torp
D/E/S: AKHG
Hangar: VR Scorpions
Devices: RMC, Aux Batt, Scorpions
Consoles
Tac: 2x Plasma Infuser, Borg
Eng: Neut, RCS, Tachyok
Sci: 0Point, Fermion, Romulan Part (Shield), Romulan Part (Plasma)
Crew Recovery: +7
Crew Resistance: +70%
CrtH: +3%, +0.76%, +1.8%, +0.92%
CrtD: +7.6%, +9.2%
Damage (Plasma): +7.6%, +9.6%
Damage (Torp): +25%
Damage Resistance: +17.5
Damage Resistance (Plasma): +20%
EPS: +15.2, +8.8
Flow Cap: +18
Graviton: +17.2, +23, +18
Hull Repair: +5.1
Particle: +18
Power Insulators: +19.7, +31.9, +31.9
Stealth: +8.8
Structural Integrity: +18
Subspace Decomp: +18
Subsystem Power (All): +1.8
Subsystem Power (Aux): +10, +3.8, +7
Subsystem Power (Shield): +5, +3.8
Subsystem Power (Wep): +5, +3.8
Turn Rate: +22.9%, +35%
Weapon Skill: +30
2.5% -10.5 Target Damage Resistance
?% +? Self Damage Resistance
2x 30-35% Reduce Recharge 30% on EPt (depending on Blue or Purp)
25%, 20%, 15% (10%) Additional Grav Well (depending on Blue or Purp)
20-40% Hull HoT w/ AtS (depending on Green, Blue, or Purp)
20-25% 3s Immobilize w/ EWP (depending on Blue or Purp)
2.5% (Energy)/5% (Torps) 751.4 Kinetic Dmg that ignores Shields
5% (w/Crit) to Placate
2.5% Plasma DoT (DHC, DBB, Turret)
2.5% Plasma DoT (Cutting Beam)
2.5% Shield Heal (when receiving damage, 10s CD)
25% Subvert Targeting: -25% Accuracy, 1s Placate
2.5% Weapon Power +10
Dampening Field
Engine Hot Restart
Mask Energy Field
Photonic Fleet
Science Fleet
Sensor Analysis
Sensor Scan
Subnuke
Subsystem Targeting
Hull Heals: AtS, HE, (possible AtS Hull HoT)
Hull Resists: AtS, HE, PH
Shield Heals: TT*, EPtS, RSP, TSS
Shield Resists: EPtS, TSS
Single Target Attacks: DHC, DBB, Hyper-Plasma, Omega Torp, Cutting Beam, Turret
AoE Attacks/Spam Clearing: GW, EWP, TBR
Since I don't have the ship, I don't have access to the stats for the Fermion. It's supposed to heal shields/hull of yourself and allies (apparently the friendly shield heal is not working according to a few threads) as well as buff Particle Generators.
Why bother with those in the device slot? Don't they have like 1 hull point?
Spam collectors.
Somebody uses FAW, TS, THY Targetables, Targetables, Mines, DPB, TBR, etc... they have a chance to eat the damage instead of you or something else you don't want to be damaged (such as the THY Hyper or THY Omega). Bless their souls, they took one for the team.
Course, they can be problematic against ISO...heh.
edit: I've never really thought of them as being anything other than chaff.
well, to be completely objective, it a fleet level ship that matches any of the traditional sci ship layouts, only the wells, orb, nova and vulcan/ballship have a variation it cant create. for certain builds, those ships may be able to have a slightly more ideal setup, its personal preference at that point.
and just because it can have its stations spread widely among the varies types, that doesn't mean that its just an unoptimized jack of all trades. quite the opposite, with ether tactical or eng LTC stations its got new disable, hold, or heal options other ships that specialize in those things don't have access too.
plus all its nice built in perks, the great station flexibility, useful console powers, 3 very nice console setups to chose from, 2 AtB fits it like a glove, the hanger, DHC use, and the aux powered DHCs
dont forget that the turn rate is nice and the inertia isnt too bad.
its the best all around science ship that can also focus on a single aspect of being a science.
the only thing itd need to make it even better is a 4th fore weapon slot. but then itd be an "escort" and not a science ship -rolls eyes-
Do you even Science Bro?
Hey, it could be a Heavy Science Destroyer! Maybe a Science Warship?
How about a Heavy Battle Science Flight-Deck War Cruiser?
MMRE vs. Fleet Armitage:
-7300 Hull
+0.36 Shield Modifier
-1 Fore Weapon
+550 Crew
+1 Device Slot
-1 Eng Console
+1 Sci Console
-10 Wep Power
+10 Aux Power
-3 Turn Rate
-0.05 Impulse Modifier
? Inertia ?
Cmdr Tac, LT Tac, En Tac, LCdr Eng, Lt Sci vs. Lt Tac, Lt Eng, Cmdr Sci, LCdr Uni, En Uni
+Sensor Analysis
+Subsystem Targeting
Different consoles...
SHHHHH dont give them anymore bad ideas! i thought you knew better! :P
although.... maybe they'll add a "warship voyager" class of intrepid science heavy escort ships..... hmmmm a photonic cannon would be awesome too! i saw the doctor vaporize borg ships with it!
Do you even Science Bro?
Jem'Hadar Heavy Science Destroyer Escort
Hull: 36,000
Shield Modifier: 1.1
Weapons: 4 Fore/3 Aft
Crew: 500
BOFFs: Cmdr Sci, LCdr Uni, Lt Tac, Lt Eng, En Uni
Device Slots: 3
Consoles: 4 Tac, 3 Eng, 3 Sci
Turn Rate: 16
Impulse Modifier: 0.20
Inertia Rating: 50
Bonus Power: +10 Wep, +10 Aux
Sensor Analysis
Subsystem Targeting
Can use Dual Cannons.
too many sci consoles. make it 4 tac and 4 engy and 2 sci lol. thats a jem ship for ya.
the breen variant can have 4 tac and 3 sci and 3 engy. since they seem more sciency
Do you even Science Bro?
wtf ? commander sci with 4 tac and 4 eng consoles ? lol
make it with less hull and 1.5 shield mod ship <.<
you dont need the high hull, average shield and high turn rate, that would be jhas TRIBBLE like
the perfect ship for me would be :
4 fore weapons
1 aft weapon slots ( to compensate the gain of 1 fore weapon slot with sensor analisys ?)
can use aux cannons
24k hull
1.5 shield mod
300 crew
16 turn rate
0.22 speed mod
sensor analisys and subsys targeting
1 hangar
stations
cmndr sci
ens sci
ltcmndr tac
lt eng
lt uni
consoles:
5 sci
4 tac
1 eng
special console: secondary shield array generator
splits the shield in two, primary with 0.8 shield mod, and secondary with 0.4 shield mod, when the secondary shield is destroyed, the primary shield gains 1 sec of immunity, due to the energy dissipation of the secondary shield array destruction, 30 secs duration, 3min cooldown, this would prevent alpha strikes <.<
how about that ? >.<
i know its stupid xP
Do you even Science Bro?