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Where is the love for Science ships?

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  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited August 2013
    lianthelia wrote: »
    Exactly my point, I came in and said some random thing that just isn't true...like the post I was replying to.

    The reason behind my post was to emphasize on how it's a synergy between all parts of a starship. You can't just single out Science abilities and say "Dey Suck!". They are a PART of a system that works effectively if the captain knows what they are doing, and has the appropriate setup and knowledge.

    Just by itself, the Science powers don't deal that much damage. Sure, they take small bites out of your hull, but that's about it. But just looking at Science powers by themselves isn't taking into account the whole picture. And that's why I compared Tac powers and Sci powers; because Tac powers are an extreme, in which none of them deal damage by themselves. It's a simile to the Science powers but more extreme, so readers of this thread can understand the narrow perspective you are trying to force upon Science.

    By themselves, Science powers are weak. Tac comparison: Tac powers don't even do damage without weapons.

    Add weapons.

    Science powers PLUS weapons = Damage output!
    Just like Tac powers PLUS weapons = Damage output.

    You need weapons; they are a part of the equation that makes up a starship's damage output potential.
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
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  • saekiithsaekiith Member Posts: 534 Arc User
    edited August 2013
    Science powers PLUS weapons = Damage output!

    Currently it seems more to be:

    Minimal Damage Output DESPITE BOffslots and Captain Abilites being wasted on Science.

    Please enlighten me, how am I useful currently?
    Everything I can throw at the enemy can and will be countered within a second or two depending on how fast the player (when PvPing) is...
    In another thread someone said SubNuke is useful but it can be countered easily with Science Team as far as I know...

    If anything I can sit back, throw some heals, swoop in every time SubNuke is ready and hope that enemy is to occupied with tearing me apart to notice it and my teammates might have a chance of taking advantage of my ability.

    While I haven't played STFs lately I got the impression that now even those ******n Borg Spheres have EPtE and can avoid my GravWells, which I thought to be one of the few useful skills...

    Sensors take to long to really have any effect, SST is far to weak (and probably easily countered as well).

    The most useful abilites in my arsenal are mostly Tac and a few Eng Skills... there is something inherently wrong with that...
    Selor Andaram Ephelion Kiith
  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited August 2013
    Originally Posted by panserbjorne39 View Post
    Science powers PLUS weapons = Damage output!

    Where did this come from? It's not my post. And my post above says nothing to the effect.
  • saekiithsaekiith Member Posts: 534 Arc User
    edited August 2013
    Woops sorry,
    had a little mixup with the quote tags :)
    Selor Andaram Ephelion Kiith
  • marshalericdavidmarshalericdavid Member Posts: 0 Arc User
    edited August 2013
    I would like it if Science abilities worked against NPC ships like they do again players. Tractor Beam and Gravity Well should stop Donatra's ship from cloaking. NPC ships should not be immune to any effects.
  • redheadguyredheadguy Member Posts: 423 Arc User
    edited August 2013
    sunfrancks wrote: »
    I wish they would take a look at all abilities. Like the red headed stepchild of Cryptic that is pvp, boff abilities have remained unchanged since time began :(

    now wait just a frack'n minute! What's that "red headed stepchild" remark supposed to mean?? Hmmmmm?
    [SIGPIC]

    [/SIGPIC]
  • maicake716maicake716 Member Posts: 0 Arc User
    edited August 2013
    Snb main purpose is the buff strip, sure the extended cooldown can be cleared but if you hit a target at the right time they'll be exposed.


    I as a science player make it my job to set up the kill.

    Many tacs don't realize how easy their kill was because of me.
    mancom wrote: »
    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?
  • jrq2jrq2 Member Posts: 263 Arc User
    edited August 2013
    Science Abilities are going to stay out of whack in my opinion until they can find a way to correct the ?oops? they made when they gave the KDF the most powerful Science ship without knowing it.

    Fed Science ships were only given 3 forward and 3 aft weapons and beams only to help balance out the fact that they had access to( back in the day) very powerful science abilities and the stacking sensor analysis( which is never used to its full potential due to the fact of all the target placate which resets the stack back to zero or they just maneuver out of weapons range). They were given low turn rates and weak hulls to give other ships a chance to maneuver their ships away from their forward firing arc to avoid the powerful science abilities (WAY back in the day)

    The one oops the devs made was the BoP. The only ship in the game back then that could mount not 1 but 4 forward Dual Heavy Cannons and could out maneuver any ship in the game (back then) and was the only ship that had access to all the most powerful Science abilities in the game. The BoP was the most powerful Science Ship in all the game.

    The BoP had no problem moving into position to cast any and all science abilities and with the use of cannons it had no problem taking down shields and with its speed it had no problem making a fast get away and re-cloaking when the job was done.

    See without knowing it they made an overpowered science ship and the only thing to do was to nerf the Science abilities to help correct the ?oops? they made.

    Back in the day all science ships turn rate were lower than they are today.

    My solution to this problem would be to add a built-in Science buff that boosts the overall power of all science ability to all science ships.
    The buff would include damage, duration, and environmental effect

    This would need some testing to make sure that the ships don?t become overpowered.
  • saekiithsaekiith Member Posts: 534 Arc User
    edited August 2013
    maicake716 wrote: »
    Snb main purpose is the buff strip, sure the extended cooldown can be cleared but if you hit a target at the right time they'll be exposed.


    I as a science player make it my job to set up the kill.

    Many tacs don't realize how easy their kill was because of me.

    You seem rather content with having only ONE semi-useful ability (as I pointed out in my previous post)... which in turn confuses me...

    I mean how? 95% a Science Captain can do, an Eng or Tac can do better with either better survivability and/or more damage...
    How's that not broken?
    Selor Andaram Ephelion Kiith
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2013
    jrq2 wrote: »
    Science Abilities are going to stay out of whack in my opinion until they can find a way to correct the ?oops? they made when they gave the KDF the most powerful Science ship without knowing it.

    Fed Science ships were only given 3 forward and 3 aft weapons and beams only to help balance out the fact that they had access to( back in the day) very powerful science abilities and the stacking sensor analysis( which is never used to its full potential due to the fact of all the target placate which resets the stack back to zero or they just maneuver out of weapons range). They were given low turn rates and weak hulls to give other ships a chance to maneuver their ships away from their forward firing arc to avoid the powerful science abilities (WAY back in the day)

    The one oops the devs made was the BoP. The only ship in the game back then that could mount not 1 but 4 forward Dual Heavy Cannons and could out maneuver any ship in the game (back then) and was the only ship that had access to all the most powerful Science abilities in the game. The BoP was the most powerful Science Ship in all the game.

    The BoP had no problem moving into position to cast any and all science abilities and with the use of cannons it had no problem taking down shields and with its speed it had no problem making a fast get away and re-cloaking when the job was done.

    See without knowing it they made an overpowered science ship and the only thing to do was to nerf the Science abilities to help correct the ?oops? they made.

    Back in the day all science ships turn rate were lower than they are today.

    My solution to this problem would be to add a built-in Science buff that boosts the overall power of all science ability to all science ships.
    The buff would include damage, duration, and environmental effect

    This would need some testing to make sure that the ships don?t become overpowered.

    KDF BOPs were never the preferred mount for SCI heavy builds for the KDF, even at STO's release. For one, they did not have the staying power that SCI ships need to have. The Hegh'ta, long the only T5 BOP, has a 0.8 shield mod, ensuring that sitting in a fight applying SCI abilites is not the preferred thing to do.

    But the KDF had to use them. The Veranus did not come in until much, much, much later. Even now, the Veranus is the only true SCI ship of the KDF. So the BOPs filled the role if no Vo'Quv users weren't around, and the very slow turning carriers aren't the best mounts for them (certain SCI abilities are arc focused).

    Also, no KDF BOP then as they do now, has 4 or more SCI slots to make it more potent in SCI applications. KDF BOPs, if running more than the usual SCI, were more TAC with a dash of SCI. Kind of like how the Prometheus is (oh, yes, I can play that game also, it has TAC Cmdr, SCI LtCdr, and actually has the staying power to be in a fight and the speed and maneuverability to make it a menace). If the BOP user is going heavy SCI like Cmdr & LtCdr BOFF stations dedicated to it, make no mistake, his hitting power and survivability isn't going to be greater. He's still sporting weak shields. But do take a look at the BOP's BOFF arrangement and tell me how OP it's going to be with 2 lines left, both Lt, if the LtCdr & Cmdr are going to be SCI. Then, after that, come to the realization that it only has 3 SCI Console slots, not 4 or later 5.

    I also recall back then at STO's release, Fed SCI ships had no problems taking care of business. When I was flying my BOP, the last thing I wanted to see was an Intrepid. The Intrepid ruled the roost back then as Science Ships go, but that was before Cryptic nerfed the hell out of Science abilities.
    XzRTofz.gif
  • kamipoikamipoi Member Posts: 365 Arc User
    edited August 2013
    I have been a science player for a long time i've seen the age of escorts greatest foe being the science ship the the science ship feared the cruiser.

    now cruisers and science ships could battle for ever against each other but only zombie cruisers can survive a escort for long periods.

    as to the person saying science ships weapons are part of the math well sure they are but as we have the least weapons thus least damage.our skills used to offset that true but now our skills damage is laughed off our skills effects overall are just shrugged away.

    the main offender of having too many immunities APO.heck even some tac skills such as beta make more since as science skills so you rethink your argument that oh science ships have weapons thus should stop whining...

    even cruisers can barley get good damage out of beams they have to rely on Aux2Bat builds to get the numbers they now get.and through all the nerfs ive not seen escorts damage droped by 50% in one patch but this has happend to cruisers and science many times...
  • maicake716maicake716 Member Posts: 0 Arc User
    edited August 2013
    saekiith wrote: »
    You seem rather content with having only ONE semi-useful ability (as I pointed out in my previous post)... which in turn confuses me...

    I mean how? 95% a Science Captain can do, an Eng or Tac can do better with either better survivability and/or more damage...
    How's that not broken?

    i can survive just as well as either an engy or tac.

    saying its only "one semi-useful ability" is like saying that tacs should be pissed because they can only deal damage really well.


    being a science captain to me is about finding new/interesting combos to set up kills.

    and where did i say i dont get the kills as well?

    i've killed many a players with my lowly sci captain.
    mancom wrote: »
    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?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    lianthelia wrote: »
    Easily broken or avoidable...no to mention if you want to do one thing decent you need to completely forgo anything else. Resistances are so high one has to stack Flow Capacitors to be able to drain a nice amount of power which means no damage at all from the damaging abilities.

    If I want to do some damage that means I will have to stack Particle Generators...oh but look...they can easily break free from my GW and my TR doesn't drain enough power to keep anyone from escaping after a tic or two.

    If you max spec in sci abilities with proper consoles, use phased polaron weapons, subsyst attacks, cycle borg and regular tractors, energy siphon, viral matrix, subspace intergration circuit, a mix of tricobalt device and nadeon detonator, boarding party, plasmonic leech....a whole list of things to use, and I find enemies are constantly stuck repairing subsysts and/or stuck from moving also. Sci ships aren't all about doing high dps, they are about debuffing the living TRIBBLE out of enemies along with bringing the uber heals.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


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  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited August 2013
    ....so can anyone tell me EXACTLY what was nerfed to science abilities since launch?
    The only ones I know of were the Viral Matrix shield nerf, the Feedback Pulse damage nerf, and the buffing of science resistance skills.
  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited August 2013
    If you max spec in sci abilities with proper consoles, use phased polaron weapons, subsyst attacks, cycle borg and regular tractors, energy siphon, viral matrix, subspace intergration circuit, a mix of tricobalt device and nadeon detonator, boarding party, plasmonic leech....a whole list of things to use, and I find enemies are constantly stuck repairing subsysts and/or stuck from moving also. Sci ships aren't all about doing high dps, they are about debuffing the living TRIBBLE out of enemies along with bringing the uber heals.

    Is that useful for PvE? Does it take you twice as long to finish the same encounter? Has there even been an encounter you won only through the use of science abilities?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    Is that useful for PvE? Does it take you twice as long to finish the same encounter? Has there even been an encounter you won only through the use of science abilities?

    Yes quite often as I do easily kill ESTF enemies all the time even with the few weapons a sci ship carries granted my dps is nowhere near king, but I do it mostly for the fun of aiding the team without them sometimes even knowing it ;)
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • maicake716maicake716 Member Posts: 0 Arc User
    edited August 2013
    ruminate00 wrote: »
    ....so can anyone tell me EXACTLY what was nerfed to science abilities since launch?
    The only ones I know of were the Viral Matrix shield nerf, the Feedback Pulse damage nerf, and the buffing of science resistance skills.

    all the science consoles, all the powers damage output/duration were decreased at some point, and the biggest nerf to science wasnt a direct nerf to any of the powers but instead an instand 50% resist from just sticking points into a tier 2 captain skill.

    thats right!

    power insulators a teir 2 captain skill effectively ruined all shield drain and power drain damage caused by science powers....

    50% resists to over 75% of the science powers.

    also, stuns from shockwaves were heavly reduced, THEN a resistance was added further reducing the stun.

    and lets not forget the whole incident with shockwave 3's damage and grav well 3's pull being useless, then too much then fairly useless...

    sure, my 5k charged partical burst 3 sounds awesome on paper, until you realize that instaly 50% of it is reduced from just a skill tree spec, then add to that resisting gear like deflectors and consoles... and it gets even more useless...

    so yeah...

    science has been hit hard by the nerf bat several times.

    and its still being complained about a lot, mainly when consoles that dont do damage (ams, grav pulse come to mind) because theyre "control powers" theyre instant grouped into the sci catagory, even though ANYONE can use them on ANY SHIP.
    mancom wrote: »
    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?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    maicake716 wrote: »
    all the science consoles, all the powers damage output/duration were decreased at some point, and the biggest nerf to science wasnt a direct nerf to any of the powers but instead an instand 50% resist from just sticking points into a tier 2 captain skill.

    thats right!

    power insulators a teir 2 captain skill effectively ruined all shield drain and power drain damage caused by science powers....

    50% resists to over 75% of the science powers.

    also, stuns from shockwaves were heavly reduced, THEN a resistance was added further reducing the stun.

    and lets not forget the whole incident with shockwave 3's damage and grav well 3's pull being useless, then too much then fairly useless...

    sure, my 5k charged partical burst 3 sounds awesome on paper, until you realize that instaly 50% of it is reduced from just a skill tree spec, then add to that resisting gear like deflectors and consoles... and it gets even more useless...

    so yeah...

    science has been hit hard by the nerf bat several times.

    and its still being complained about a lot, mainly when consoles that dont do damage (ams, grav pulse come to mind) because theyre "control powers" theyre instant grouped into the sci catagory, even though ANYONE can use them on ANY SHIP.

    Pretty much every thing you have said I find relates to a pvp match, but against normal pve mobs (bosses are excluded in most cases) they don't spam resistances to sci abilities often enough to make a difference. I still render them 50-90% almost useless!!!!
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • saekiithsaekiith Member Posts: 534 Arc User
    edited August 2013
    maicake716 wrote: »
    i can survive just as well as either an engy or tac.

    saying its only "one semi-useful ability" is like saying that tacs should be pissed because they can only deal damage really well.


    being a science captain to me is about finding new/interesting combos to set up kills.

    and where did i say i dont get the kills as well?

    i've killed many a players with my lowly sci captain.

    Then please tell me... how?
    And I don't get what you mean with your tac analogy, this is completely different...
    I stay with my assessment, SubNuke is the only semi-useful ability and only when you time it right (when your enemy just activated the buffs and your teams tac and eng are nearby and actually targeting that enemy).

    I hate repeating myself but how can you find "new/interesting combos to set up kills" when about everything you/we can do is countered instantly or completely useless from the start?

    And still, even you don't say that Science is useful...
    Don't just come here, say we're wrong and leave... if you know why we are wrong tell us your secrets.
    Tell us what are you doing? Do you swoop in subnuke and hope that some engi and tac left you a mangled little carcass to pick clean? Do you just sit there and heal occassionaly before getting blown to smithereens?

    I only want to be useful, with useful, unique skills, that actually matter and not just something that everyone else can do far better... how can I be wrong with that?
    Selor Andaram Ephelion Kiith
  • lianthelialianthelia Member Posts: 7,897 Arc User
    edited August 2013
    maicake716 wrote: »
    all the science consoles, all the powers damage output/duration were decreased at some point, and the biggest nerf to science wasnt a direct nerf to any of the powers but instead an instand 50% resist from just sticking points into a tier 2 captain skill.

    thats right!

    power insulators a teir 2 captain skill effectively ruined all shield drain and power drain damage caused by science powers....

    50% resists to over 75% of the science powers.

    also, stuns from shockwaves were heavly reduced, THEN a resistance was added further reducing the stun.

    and lets not forget the whole incident with shockwave 3's damage and grav well 3's pull being useless, then too much then fairly useless...

    sure, my 5k charged partical burst 3 sounds awesome on paper, until you realize that instaly 50% of it is reduced from just a skill tree spec, then add to that resisting gear like deflectors and consoles... and it gets even more useless...

    so yeah...

    science has been hit hard by the nerf bat several times.

    and its still being complained about a lot, mainly when consoles that dont do damage (ams, grav pulse come to mind) because theyre "control powers" theyre instant grouped into the sci catagory, even though ANYONE can use them on ANY SHIP.

    Don't forget that Sci damage abilities used to do exotic damage which wasn't completely negated by the smallest sliver of shields since all Sci damage abilities do Kinetic damage...just like torpedos.
    Can't have a honest conversation because of a white knight with power
  • buccaneerdtbbuccaneerdtb Member Posts: 575 Arc User
    edited August 2013
    saekiith wrote: »
    Then please tell me... how?

    I hate repeating myself but how can you find "new/interesting combos to set up kills" when about everything you/we can do is countered instantly or completely useless from the start?

    Don't just come here, say we're wrong and leave... if you know why we are wrong tell us your secrets.
    Tell us what are you doing?

    I only want to be useful, with useful, unique skills, that actually matter and not just something that everyone else can do far better... how can I be wrong with that?

    He plays with a premade team and they use voice chat to coordinate.

    This is not the PvP section, so relating everything here to PvP is a mistake. Most proclaiming science as okay are referring to PvP with a teamate or two Tac escort to provide the damage.

    Everyone knows that to level up, compete for first place in fleet actions, or even No Win Scenario science captains in purely science vessels with only 6 weapon slots are at a huge disadvantage. To level up quicker fly an escort, the missions are all kill enemies. Fleet actions reward damage dealt. Gravity well may be useful in No Win Scenario, but put in on a Scimitar, because 8 weapons and a Commander Tac slot are better than 6 and a commander science slot.
  • jellico1jellico1 Member Posts: 2,719
    edited August 2013
    In PvE Sci BOFF abilitys for damage are a joke

    For crowd control they are sub standard , We have so much DPS crowd control isnt needed

    We have excellent tanks so healing the team is not needed if your in a proper tank

    Sci ships on the Fed side are excellent its the Sci powers that are Bad and in no way equal Tac or
    eng abilitys

    Poor Sci powers make the Excellent Sci ships look bad

    My Sci is in command of a fleet regent and is a excelent tank the team takes little to no damage and I soak it all up in any STF excluding the broken Hive Elite

    Sci powers have been nerfed to balence PvP ,
    and that has made those powers useless compared to tac and eng BOFF powers in PvE

    Thats the problem as I see it
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    jellico1 wrote: »
    In PvE Sci BOFF abilitys for damage are a joke

    For crowd control they are sub standard , We have so much DPS crowd control isnt needed

    We have excellent tanks so healing the team is not needed if your in a proper tank

    Sci ships on the Fed side are excellent its the Sci powers that are Bad and in no way equal Tac or
    eng abilitys

    Poor Sci powers make the Excellent Sci ships look bad

    My Sci is in command of a fleet regent and is a excelent tank the team takes little to no damage and I soak it all up in any STF excluding the broken Hive Elite

    Sci powers have been nerfed to balence PvP ,
    and that has made those powers useless compared to tac and eng BOFF powers in PvE

    Thats the problem as I see it

    IMO I find sci captains more useful in space missions than an eng captain. Besides the ability to alter subsyst pwr lvls and some other goodies which I my self like, their healing capacity as a boff is weak compaired to sci heals (oxymoron here since you would think an engineer would have all the uber heals while sci has the other eng skills in trade).
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  • maicake716maicake716 Member Posts: 0 Arc User
    edited August 2013
    saekiith wrote: »
    Then please tell me... how?
    And I don't get what you mean with your tac analogy, this is completely different...
    I stay with my assessment, SubNuke is the only semi-useful ability and only when you time it right (when your enemy just activated the buffs and your teams tac and eng are nearby and actually targeting that enemy).

    my analogy with tacs was that sci are not designed to be the primary damage dealers, sci's are designed to heal/crowd control/debuff.

    sci's do that job good.

    tacs are designed to do max dps, they do that good.

    and yes, i refer to pvp when i talk about sci's.

    pve doesnt depend on player skill. you just point and click and shoot. thats it to 99% of pve.
    mancom wrote: »
    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?
  • buccaneerdtbbuccaneerdtb Member Posts: 575 Arc User
    edited August 2013
    IMO I find sci captains more useful in space missions than an eng captain. Besides the ability to alter subsyst pwr lvls and some other goodies which I my self like, their healing capacity as a boff is weak compaired to sci heals (oxymoron here since you would think an engineer would have all the uber heals while sci has the other eng skills in trade).

    Engineer heals weak? Like Engineering team 3 healing 12,000+ hull every 30 seconds, Aux to Structural 3 healing 6,000+ every 15 seconds with a resistance buff, Extend Shields 3 the best way to keep a friend alive. Yes, Hazard Emitters 3 has the highest overall heal in a single ability, but...

    Put an Engineer in an Odyssey with Hazard Emitters 3, Aux 2 Structural 3, Engineering Team 3, Transfer Shields 2 and Extend Shields 1. With 2 Captain self heals (Rotate Shield Fequency and Miracle Worker) the Engineer will have more heals and the best available to give to teammates. Maybe some of these can be switched around more effectively or a better ship, but just showing a quick example.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    Engineer heals weak? Like Engineering team 3 healing 12,000+ hull every 30 seconds, Aux to Structural 3 healing 6,000+ every 15 seconds with a resistance buff, Extend Shields 3 the best way to keep a friend alive. Yes, Hazard Emitters 3 has the highest overall heal in a single ability, but...

    Put an Engineer in an Odyssey with Hazard Emitters 3, Aux 2 Structural 3, Engineering Team 3, Transfer Shields 2 and Extend Shields 1. With 2 Captain self heals (Rotate Shield Fequency and Miracle Worker) the Engineer will have more heals and the best available to give to teammates. Maybe some of these can be switched around more effectively or a better ship, but just showing a quick example.

    HE2 offers easy 12k hull repair which blows the others out by a long shot when needing a skill 3 set to match it, and sci team along with tss beat out eng epts by a long shot. Now don't get me wrong rsp is awesome, and miracle worker is ok for yourself only. I still say all subsystem power boosts, heals and resistances should be a eng job, while debuffs and buffs should goto sci leaving only the weapon speed altering to the tac. They IMO have a lot of the skills mixed up to much, but that's just MO.
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  • buccaneerdtbbuccaneerdtb Member Posts: 575 Arc User
    edited August 2013
    HE2 offers easy 12k hull repair which blows the others out by a long shot when needing a skill 3 set to match it, and sci team along with tss beat out eng epts by a long shot. Now don't get me wrong rsp is awesome, and miracle worker is ok for yourself only. I still say all subsystem power boosts, heals and resistances should be a eng job, while debuffs and buffs should goto sci leaving only the weapon speed altering to the tac. They IMO have a lot of the skills mixed up to much, but that's just MO.

    I never mentioned RSP or EPS, I see you are talking about self heals then to include those. Science Team provides no shield resistances and TSS offers very little resistance compared with EPS. As a self healer that would change the desired BO powers a lot.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    I never mentioned RSP or EPS, I see you are talking about self heals then to include those. Science Team provides no shield resistances and TSS offers very little resistance compared with EPS. As a self healer that would change the desired BO powers a lot.

    That's just it and eng is awesome ground wise, and can help support players yes thru heals and subsyst boosts. But in having to rely on them for boff's healing ability they are weak-mediocre. And eng can best heal himself or others as a captain well, but so to can a sci captain spamming sci heals and eng skills as well. Like I said IMO they have all the captain and boff skills mixed up so badly it isn't even funny.
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • wildeye042wildeye042 Member Posts: 87 Arc User
    edited August 2013
    I find the argument that Science gets no love because no one plays Science because Science gets no love very convincing. And disheartening as a Science Captain.

    Also, Cryptic loves Science ships so much they are giving them away!
  • buccaneerdtbbuccaneerdtb Member Posts: 575 Arc User
    edited August 2013
    That's just it and eng is awesome ground wise, and can help support players yes thru heals and subsyst boosts. But in having to rely on them for boff's healing ability they are weak-mediocre. And eng can best heal himself or others as a captain well, but so to can a sci captain spamming sci heals and eng skills as well. Like I said IMO they have all the captain and boff skills mixed up so badly it isn't even funny.

    Maybe they should put all the captain skills in a pool and let us choose the ones we want at each level.
    wildeye042 wrote: »
    I find the argument that Science gets no love because no one plays Science because Science gets no love very convincing. Also, disheartening as a Science Captain.

    Also, Cryptic loves Science ships so much they are giving them away!

    I actually play as Science all the time. My son is Engineer and we both find Tactical to be boring, everything is too easy as a Tactical. You should have seen Science before the ground revamp. None of our abilities did any damage, lol, even the volcano one(the radiation was 5 damage, the volcano was 24 IIRC. And we all had much more HP so 24 was less than pathetic, players got hurt worse by stubbing their toe.). And Orbital Strike did only 50 damage or so, it was called Orbital Tickle by the players.

    Although, on a side note, Science holds actually worked back then, so you could use Stasis Field, Sensor Scan, Nanites, Tachyon Harmonic, Radiation, then attack with weapons because they were held.
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