Ever since I saw the news about this ship, and looked at the stats yesterday, I have been thinking about how difficult it might be to have a viable build...
The new ship merges Science and Tac into a single vessel. The playstyle involved with both is a bit different...
I know that any captain can pilot any "type" of craft..but I tend to slot my captains into ships where they "fit" better -- i.e., sci to sci, etc. Typically, my Sci captains use beam arrays -- the innate sub-system targeting -- although I use it rarely - is a beam function. When playing my sci, I tend to use beams, not cannons...and yet this new Sci ship -- in tactical mode -- has cannons.
So...I guess that the way to approach it is to load it out like I would a Sci ship...and if or when I go "tactical" the vessel will serve as a temporary alpha strike of some sort...
But in order to use the embedded cannon effectively...I am going to need to slot at least one cannon skill...
I apologize for the rambling...I guess the question I have is...
Considering what we know about this vessel, are beams, or cannons the way to go? Logically, it looks like a cannon build might be the best, given that the vessel can mount cannons in either form..but then I end up laying a science vessel like I would an escort...and I am not so sure that this vessel can perform like that. I saw one proposed build that made it into a torp boat...but I don't know if that is very viable or not. Also...considering Cryptic has finally fixed the crit on FAW, it seems that FAW builds will likely become more popular...
I don't know. Perhaps I just have to get the ship and figure it out...but I sort of wondered if anyone had any thoughts on how they might load this vessel out...
One of the things that keeps coming up, at least for me, is the reduced power levels on the Romulan ships. So in the end I think I'll arm this one forward with two Plasma DBBs and put two BAs in the back, one of which is the Experimental Beam Array that doe not consume power. Since I'm not interested in using the transormation mode anyway because I don't spec into that weapon type I will simply ignore that function.:)
yep. That makes sense...and that may be the way I lean also. I noted last night that in the blog, I did not see any details regarding the actual space set that goes along with this vessel -- like what kind of shield it is (resilient? covariant? regen?), etc.
If Cryptic had made that extra TAC weapon a dual beam bank...then I would be much happier with the vessel...but we play the hand we are dealt, I guess.
It will be fun experimenting with it, in any case.
yep. That makes sense...and that may be the way I lean also. I noted last night that in the blog, I did not see any details regarding the actual space set that goes along with this vessel -- like what kind of shield it is (resilient? covariant? regen?), etc.
I believe they mentioned about the set's stats in another dev blog.
But in order to use the embedded cannon effectively...I am going to need to slot at least one cannon skill...
Since the lt cmdr tac upgrades to cmdr tac when the hybird ship enters tactical mode, you could slot a crf 3 or csv 3 in the cmdr tac spot.
I, for one, think the Dyson Ship will be very... interesting to fly. I can hardly wait to get one!
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I see several possibilities for either torps or beams.
If you're planning to support team-mates you can fill up those tac slots with attack patterns. Or if you want to be able to do enough damage on your own fill up on torp/beam/cannon abilities.
One tactic I've found extremely effective for solo content in tac/sci hybrids is cloaking, sneaking up behind or to the side of an enemy ship, buffing up, decloaking, tractoring, then instantly annhilating them with cannons (which favour close range).
One of the things that keeps coming up, at least for me, is the reduced power levels on the Romulan ships.
Definitely something that needs to be taken into account but depending on your skills and console choices, energy siphon can render that particular handicap irrelevant.
HMMM, it may be a good idea to look up some of the builds for the Fleet Nova since it's probably one of the ships that can be considered a "distant cousin" in terms of handling and BO layout....
personally, i'd toss the dyson proton weapon on there, so in tac mode when using CSV you'll have two "cannons" attacking, put whatever you like in the other slot, use the dyson proton boosters with general booster two your other type, for example, polarons, toss on protonic polaron weaponry, and you got some descent firepower out of it no matter which mode.
being that its a science destroyer, i'd say either a sci or tac can use it if you want to be "sci to sci, tac to tac kind of person.
Ok, im a romulan. Ive tried kdf...iv tried fed... My FRIST toon was fed. After having battle cloak....i just cant go back.... I am aslo not just a romulan, but a tac romulan and even i want this ship. Lately ive been tearing through the romulan ship line up looking for something i knew not what... Now at first, i ran tac ships with a slant toward eng powers loosely ignoring sci. After you get GW-ed a few times you start to notice... Sci is good. Do i reroll i sci toon? One, i hate grind. And i didnt want to do reps again. Second, i still want to max dps on whatever ship i have and i feel tac lets me do that. I bought the arkif and tried sci-scorting. I figured i would be less tanky but i could have limited cc. This was NOT the case. Much to my surprise, i wasnt less tanky AND i had gw AND TR, and while staying tanky. So then i tried the scimitar and WOW. GW, TR, and all that dps. I was in heaven....until i realized, its too slow for my liking...
The search continued....until the aves...
I knew i wanted an escort that could sci. The aves though, is a sci that can tac....will that work?
Here is my thinking on the aves:
3/3 weapons....ok
Two DHC on grav torp. (aux power boosts it gw like proc)
Using ALL gear released with the ship. The shields are resilient, they heal themselves, and the set bonus heals hull. Combine that with the high shield mod and the new shields high cap...makes it tanky.
Its tanky like i want. Check.
Its a sci so it can sci...better than im used to. Check.
Sci ships usually have lower dps but this ship can transform into 4/3 with a permanent 4th being a cannon thus, we should use cannons to increase it effectiveness. In affect, an escort. Check.
Only thing left to decide is what types of weapons and i even ideas for that.
Given that i wanted to sci-scort from the beginning, i speced into sci boosting skiills along with dps increasing skills. How does this affect energy choice? Well, considering i will want to pvp in this ship, AND i speced into the polaron drain boosting skill....
But polaron isnt my only choice. I already have disruptors...which are good for dps.
Wait...Stop. "What about the built in proton cannon?"
Well what boosts proton cannons? ...nothing as good or better than what i have. So i am ignoring it. You see, the dyson rep gear does boost proton, but it only has shield heals....which arent that good...on a low cap shield. The gear released with the ship, has hull AND shield heals. So then the dyson gear is out. The dyson tac console? I would be gimping two cannons to boost one. Thats out. Only thing left is to ignore the fourth and boost what you can. Which means energy type really can be what ever you choose.
Im going with nanite disruptors. Only because i already have them and they have been hitting hard in kerrat. I will go fleet ap with accx2 asap though.
So for weapons....
Two nanite DHC. One grav torp. Forward.
Two nanite turret one KCB aft.
Throw on borg console for set bonus and more hull heals....
Throw on valdore console for more sheild heals....
MOAR shield and hull heals?! Thats just tanky on tanky....
In the end, will this set by up there with other escorts for dps? No, i know that. But it will be higher than any other sci ship excluding the the carrier ones. But it with be as tanky if not more tanky than the escorts and that means survives longer, fights longer, more dps and i will have my tac captain abilities to help in that.
What do you guys think?
I am currently on my phone... My SMALL phone...and i have BIG thumbs...i will fix typos when i can...
Unlike the veteran ships, I don't think this is a ship that's going to perform well with the same gear going from science mode to tactical mode and vice versa. Seems to me like you'd need two separate layouts for the two modes, which coincidentally the new gear system helps out with.
Unlike the veteran ships, I don't think this is a ship that's going to perform well with the same gear going from science mode to tactical mode and vice versa. Seems to me like you'd need two separate layouts for the two modes, which coincidentally the new gear system helps out with.
i dont believe so. I see this ship as a Sci-escort hiding behind the Science aspect of it. You, like the Defiant was just as "Escort" ship in a time where Starfleet didnt make warships?
The Shields and gear adds heals to both hull AND shields. While it doesnt have more than 3 tac console, that means it hits as hard as the DD and ive seen other get good dps numbers out of the DD. Its rare, but it happens. That mean you can have an ok damage dealing ship with both hull amd shields heal from the included gear.
Valdore console
Borg console.
MORE shield and hull heals........
Its a tank. A sci tank. that can do ok damage, all with the same set up....
I expect that proton weapons arent too far in the future. So put on the experimental proton beam, Console - Universal - Proton Particle Stabilizer and put on probably anti-proton with the Fleet vulnerablity consoles for APwith +15 proton damage and its about as good as its going to get right now. Sciency stuff will be what you prefer.
Should be a decent to good science ship with decent to good alpha strike.
For weapon layout, I'm figuring on 2 DHCs and 1 DBB up front, with 2 turrets and Kinetic Cutting Beam in the rear. My Commander Tactical slot won't be any different than what I ordinarily have in that case: Tactical Team 1, Cannon Rapid Fire 1, Beam Overload 3, and Attack Pattern Omega 3 (the Overload is really for PvP, but it can be solid burst damage in PvE as well).
Ive played the mission. The set bonus the comes with the cstore ships will buff proton dmg. The dyson rep weapon gear and the dhc fixed on ship did good dmg with the cstore.consoles. That cannon has the gear to be boosted.
Now, while the ship did under perform in the mission, i believe that was more to layout and set more than anything.
People.
The ship is a monster. Grind or not, im getting it. And i am already at 500 q marks.
EPW with this is definitely a viable move. There's enough proton boosting that the proton set is a good idea to stick on there. It's not even a matter of "I want something else in that slot" that makes me sad the cannons are fused there, it's that I'd want to put them on my destroyer.
However, a lot of the ship's performance was coming from the special BOFFs, and it was kinda clunking along the rest of the time. The non-mission version won't be doing quite as moderately.
No, the non-mission, 10 console version will be BETTER. the has 4 tact, 4 sci, 2 eng console slots. and enough gear out there to boost proton weapons at least 40%.....and there is no resist to proton damge i remind you..... (closer to 50 i think.) you combine that with nanite disruptors for the more shield bleed through......and a elachi for the shield bypass.......
Funny how this thread ended up in romulan.. Imma do romulan engineer in this hybrid.. span all 3.. we will see if this battlecloaking jack of all trades build turns out, if I stumble upon something GFG I might actualy shell out the 5k zen to upgrade her (but only this one, no way am I paying $150.00 for a free ship on all factions)
I've played a couple of STFs in the new ship and I'm underwhelmed. My main points with it are:
- The Proton cannon can't be switched out, other decent Proton weapons or consoles aren't available, making it less effective than a "pure" build.
- Unflexible Tac Boff setup: 1 Cmdr, 1 Ensign doesn't really let you use skills for 2 different weapons types effectively. 2x TT plus 2 beam/2 cannon skills or 2 torp/2 cannon skills isn't really effectively possible.
- 60 second cooldown on the Tac/Sci conversion is too long. Considering PvE events only take a few minutes to complete, you're likely to stick to your favorite mode. After switching into Sci-mode after you blow a transformer in ISE to snare the spheres with GW3, there won't be enough time to switch back to TacMode for the next cube, for example
- Death and map change switch you back into Sci mode and reset the 60 sec cooldown. So you better not die if you like TacMode.
- No indicator weather Tac or Sci mode is enabled, other than the slight visual change on the ship itself.
My conclusion:
It's an ok ship, considering it's free, I didn't mind to spend 200 Lobi to save myself the grind, but since I own both the Temp Sci ship and the Temp destroyer I'm going to use those, rather than the Dyson one, especially now that switching ships has been made easier.
I think the Aves' biggest problem might be the T'varo. With LtCmdr Sci, the T'varo has the same boff layout as Aves tac-mode, better mobility, and a swappable fourth weapon, and the enhanced battle cloak is very useful for science. Thats not to say the Aves is without its strengths, but that it has a close relative that a lot of people already have.
I think the Aves' biggest problem might be the T'varo. With LtCmdr Sci, the T'varo has the same boff layout as Aves tac-mode, better mobility, and a swappable fourth weapon, and the enhanced battle cloak is very useful for science. Thats not to say the Aves is without its strengths, but that it has a close relative that a lot of people already have.
I agree with this a lot. The biggest reason to use the aves is that it is a free ship for a faction that has only 1 other sci ship, and may suit some folks slighter better than the standard haanom due to officer seats or the tactical gimmick. I think it looks cool, which may also draw a few pilots. The cooldown is too long for practical use.
Compared to the haanoms...
12 vs 10 turn
600 vs 1500 crew (less is better, due to mechanics of how crew work)
vs regular haanom: sci and tac ltcmdr swapped (ignores tactical mode gimmick)
same console layout
and the rest is about the same. minutia for the hull etc.
I've played a couple of STFs in the new ship and I'm underwhelmed. My main points with it are:
- The Proton cannon can't be switched out, other decent Proton weapons or consoles aren't available, making it less effective than a "pure" build.
- Unflexible Tac Boff setup: 1 Cmdr, 1 Ensign doesn't really let you use skills for 2 different weapons types effectively. 2x TT plus 2 beam/2 cannon skills or 2 torp/2 cannon skills isn't really effectively possible.
- 60 second cooldown on the Tac/Sci conversion is too long. Considering PvE events only take a few minutes to complete, you're likely to stick to your favorite mode. After switching into Sci-mode after you blow a transformer in ISE to snare the spheres with GW3, there won't be enough time to switch back to TacMode for the next cube, for example
- Death and map change switch you back into Sci mode and reset the 60 sec cooldown. So you better not die if you like TacMode.
- No indicator weather Tac or Sci mode is enabled, other than the slight visual change on the ship itself.
My conclusion:
It's an ok ship, considering it's free, I didn't mind to spend 200 Lobi to save myself the grind, but since I own both the Temp Sci ship and the Temp destroyer I'm going to use those, rather than the Dyson one, especially now that switching ships has been made easier.
1. from your post you did what, 10 minutes to load it up with something, anything to go fly it.
2. And it already wasnt what you wanted it to be so you were already looking for problems with it
3. You drew your conclusions with bias' already set.
1. from your post you did what, 10 minutes to load it up with something, anything to go fly it.
2. And it already wasnt what you wanted it to be so you were already looking for problems with it
3. You drew your conclusions with bias' already set.
Thanks for the admission....
I think his points are pretty much correct, regardless of time spent flying it.
The (effectively 1) tactical officer and only 3 tac consoles makes it a poor man's escort. Anyone dreaming of making this thing an escort with a science mode is deluded -- it can't carry the consoles, and as he said, 1 gun of 4 can't benefit from the 3 you do get, and as he said, the officer layout is unfriendly for dps tac skills. It is, pretty much, a sci ship, not bad for *that* but the dps mode is going to be sub-par to any 4 gun 4 tac console 2 tac officer ships. That said, we have like 8 4+gun 4+console 2+ tac officer ships already..... *as a sci ship* it is pretty nice.
1. from your post you did what, 10 minutes to load it up with something, anything to go fly it.
2. And it already wasnt what you wanted it to be so you were already looking for problems with it
3. You drew your conclusions with bias' already set.
Thanks for the admission....
Thanks for simply making assumptions.
No, i did not simply load it up with anything random. Tried it with a few Boff and gear setups throughout the day and the remainder of last night before coming to that conclusion. If I would have been biased before, I definately wouldn't have spent Lobi to buy two of them.
I tried flying it with similar setups and the same gear that I'm using on the R'Mor and the Talvath (Fleet, Romulan and Omega), I tried using a combination of Dyson rep and episode gear combined with normal, Fleet equipment. Parsed all the encounters I ran (Fleet Alert, ISE, CSE and Spire elite) and compared it to the records i took with both temporal vessels and my Ar'Kif and the Ha'feh over the past weeks. If you want to, I can post a few logs.
I even shelled out 70k of Dilithium to see what effect auto-targeting modules would have vs. normal mag regulators.
And please. Take at least half a minute to read and comprehend what you're responding to. Things like the long cooldown on Sci/Tac switch and the missing indicator as to which mode is activated is something you'll notice and feel annoyed about no matter what gear and boff setup you're using.
I've played a couple of STFs in the new ship and I'm underwhelmed. My main points with it are:
- The Proton cannon can't be switched out, other decent Proton weapons or consoles aren't available, making it less effective than a "pure" build.
- Unflexible Tac Boff setup: 1 Cmdr, 1 Ensign doesn't really let you use skills for 2 different weapons types effectively. 2x TT plus 2 beam/2 cannon skills or 2 torp/2 cannon skills isn't really effectively possible.
- 60 second cooldown on the Tac/Sci conversion is too long. Considering PvE events only take a few minutes to complete, you're likely to stick to your favorite mode. After switching into Sci-mode after you blow a transformer in ISE to snare the spheres with GW3, there won't be enough time to switch back to TacMode for the next cube, for example
- Death and map change switch you back into Sci mode and reset the 60 sec cooldown. So you better not die if you like TacMode.
- No indicator weather Tac or Sci mode is enabled, other than the slight visual change on the ship itself.
My conclusion:
It's an ok ship, considering it's free, I didn't mind to spend 200 Lobi to save myself the grind, but since I own both the Temp Sci ship and the Temp destroyer I'm going to use those, rather than the Dyson one, especially now that switching ships has been made easier.
Its the first day, and nobody has yet really done any work on optimizing it. You only mentioned one STF, Infected, but not KSG or The Cure. Those are both longer than infected. And I believe that proton weapons are coming.
Even if that belief is wrong, you should still have seen a good bit of buff from the elite tactical consoles from spire three and proton damage, you might have the proton sequencer item in your bank, and there is an experimental proton beam in addition to the proton DHC on the tac set up. Did you try all that too?
I am guessing not, that a lot of Dyson marks you would have to spend for those weapons....
And there are still more equipment coming in the near future with the c-store ships. Do you know what effect they might have on this? How about other options like plasmonic leach, did you test this ship with that?
You havent even bothered to ring out this ship yet, and already decided it was "meh"....Maybe let the first day or two end before you tell everybody else how bad it is.....
I think his points are pretty much correct, regardless of time spent flying it.
The (effectively 1) tactical officer and only 3 tac consoles makes it a poor man's escort. Anyone dreaming of making this thing an escort with a science mode is deluded -- it can't carry the consoles, and as he said, 1 gun of 4 can't benefit from the 3 you do get, and as he said, the officer layout is unfriendly for dps tac skills. It is, pretty much, a sci ship, not bad for *that* but the dps mode is going to be sub-par to any 4 gun 4 tac console 2 tac officer ships. That said, we have like 8 4+gun 4+console 2+ tac officer ships already..... *as a sci ship* it is pretty nice.
Its not designed as a escort, its a science ship with a little more punch...It should be treated that way, rather than put in a common mold.
i know what everyone is saying, but i have SEEN the fed version rip cubes apart in kerrat. i realize thats not hard, BUT it was doing it fast enough to suggest this thing can out some good damage. I think he was even using the proton experimental weapon.....
The Nov has these big heavy cannons that swing out and extend. Why can't we have those on the Aves? Who thought it was better to put some little sticks in there?
Its the first day, and nobody has yet really done any work on optimizing it. You only mentioned one STF, Infected, but not KSG or The Cure. Those are both longer than infected. And I believe that proton weapons are coming.
The run I mentioned was an example. An example, is a single occurance used to illustrate a general rule.
I simply mentioned ISE as an example, where the long cooldown on the Tac -> Sci transformation would have been an advantage, but in the end it wasn't worth doing, because of the long cooldown. A similar example would be when you want to switch to Sci mode in CSE, snare Raptor spawns with GW3 and switch back to doing damage.
If they were to reduce that cooldown, it could fix that particular problem. The D'Kora is an example of how it could be done better.
Even if that belief is wrong, you should still have seen a good bit of buff from the elite tactical consoles from spire three and proton damage, you might have the proton sequencer item in your bank, and there is an experimental proton beam in addition to the proton DHC on the tac set up. Did you try all that too?
Yep. Variing with weapons and consoles gave it slight differences in damage performance, but what it couldn't do was to fix the basic disadvantages this ship has (Tac-boff seating, transformation cooldown, fixed 4th weapon).
Don't get me wrong, I don't hate the ship, and I don't think it's completely bad.
I'm simply stating that, contrary to what it's being described at, it's not very flexible and can't profit from it's hybrid ability, which makes it perform both subpar in it's role as a Sci ship and subpar when compared to similar escorts and destroyers.
Comments
If Cryptic had made that extra TAC weapon a dual beam bank...then I would be much happier with the vessel...but we play the hand we are dealt, I guess.
It will be fun experimenting with it, in any case.
I believe they mentioned about the set's stats in another dev blog.
Since the lt cmdr tac upgrades to cmdr tac when the hybird ship enters tactical mode, you could slot a crf 3 or csv 3 in the cmdr tac spot.
I, for one, think the Dyson Ship will be very... interesting to fly. I can hardly wait to get one!
Winning.
Oh, now don't tell me you want in on all this! Well, ok. Look this that Egg Pawn hanging outside your window, pointing his laser rifle at you, waiting for my next order. He's doing his part. He helps conquer the weak-minded. He roboticizes the weak-bodied. Heck, he even helps keep the useless people from causing any trouble, but you know what? Join. Find the closest Nataran Empire roboticization center near you and join the ranks, before the ranks find you. Oh, I know, you figure it must be so satisfying to know I basically rule the world now, and you know what? It is, but do you want to know the true definition of satisfaction? Well, let me tell you a little story. One day, you see a brand new event. They're giving out boxes that give old event stuff. Your dilithium is plentiful. You buy a whole lot of Phoenix packs on your main, and open them all. You get one epic token. Then, you decide, that since you have all the Breen ships and don't give a damn about the others, you exchange it for an ultra rare, and grab yourself a Jem'Hadar Attack Ship and for the hell of it, a Voth Bulwark. You open both, leaving the Bulwark in your vast masses of starships as you jump into the bugship and deck it out, deck by deck, into the most awesome Jem'Hadar ship you can. You fly it. You enjoy it. Eventually, you get bored and leave, leaving the old Bulwark never flown... until later. Your main is long complete. Your new alt main, based off some character you pulled out of nothing just to explain away some starship being in service without the command of your dear admiral, is also complete. Mostly. Their reps and doffs are hard at work, getting you stuff. You realize the potential, and head back for your dear admiral, pull the most Voth themed build you can out of thin air, and suit up in your giant ship in the shape of you know what. You head out... and cause all sorts of havoc. Enemies scream out your name as their very life is drained away by your swarms of Aceton Assimilators. They complain to the devs of your OPness when you revive yourself from death every time you die. Do you show any form of mercy? No. After all, this isn't the United Federation of Planets, this is mother frakkin' Starfleet, where you explore strange new worlds and kick butt never kicked before. Oh, and you realize that I just wrote another speech rivaling your own signature. Cool. Oh, wait, that's just the original draft, it is part of my signature now. Oh, and yes, I am aware that I have become a Canadian Regent; one day, sooner than you'd expect, we'll suddenly decide to take over the world and declare an "alliance", and I shall become it's Regent. You know, like the Klingon-Cardassian Alliance in the mirror universe of our beloved Star Trek. Oh, who'll we be taking over with? I dunno, maybe [REDACTED], or maybe aliens from outer space. Guess you'll have to wait and find out, won't we? Until then, don't ask too many questions, or else my Breen allies on Titania might pick up on your -- [REDACTED BY BREEN CONFEDERACY FOR REASONS] Also, psst... keep an eye out for flying Tribbles! Also walls. Big, great walls, separating entire continents apart. Walls patrolled by Tribbles. Flying Tribbles. Flying Nukara Tribbles. Don't worry, it's not like they were on Venus with a herd of Tholians or anything, they just like the extreme heat and brutal weather like acid rain and hurricane force winds as the norm. Oh, and definitely keep your eye out on any two-tailed foxes, because if they ain't glowing, they're definitely an imposter. Possibly an Undine, we caught one of those once in my place once. Oh, and if you find a two-tailed fox that doesn't like the cold... most certainly ask him to say sorry. If he refuses, DESTROY HIM WITH A DOOMSDAY MACHINE, BECAUSE THERE'S NOTHING ELSE THAT WOULD BE ENOUGH AGAINST SUCH AN OVERPOWERED IMPOSTER!
tr;dr, I am winning last post wins 3.0. Thank you for your time.
If you're planning to support team-mates you can fill up those tac slots with attack patterns. Or if you want to be able to do enough damage on your own fill up on torp/beam/cannon abilities.
One tactic I've found extremely effective for solo content in tac/sci hybrids is cloaking, sneaking up behind or to the side of an enemy ship, buffing up, decloaking, tractoring, then instantly annhilating them with cannons (which favour close range).
Definitely something that needs to be taken into account but depending on your skills and console choices, energy siphon can render that particular handicap irrelevant.
being that its a science destroyer, i'd say either a sci or tac can use it if you want to be "sci to sci, tac to tac kind of person.
The search continued....until the aves...
I knew i wanted an escort that could sci. The aves though, is a sci that can tac....will that work?
Here is my thinking on the aves:
3/3 weapons....ok
Two DHC on grav torp. (aux power boosts it gw like proc)
Using ALL gear released with the ship. The shields are resilient, they heal themselves, and the set bonus heals hull. Combine that with the high shield mod and the new shields high cap...makes it tanky.
Its tanky like i want. Check.
Its a sci so it can sci...better than im used to. Check.
Sci ships usually have lower dps but this ship can transform into 4/3 with a permanent 4th being a cannon thus, we should use cannons to increase it effectiveness. In affect, an escort. Check.
Only thing left to decide is what types of weapons and i even ideas for that.
Given that i wanted to sci-scort from the beginning, i speced into sci boosting skiills along with dps increasing skills. How does this affect energy choice? Well, considering i will want to pvp in this ship, AND i speced into the polaron drain boosting skill....
But polaron isnt my only choice. I already have disruptors...which are good for dps.
Wait...Stop. "What about the built in proton cannon?"
Well what boosts proton cannons? ...nothing as good or better than what i have. So i am ignoring it. You see, the dyson rep gear does boost proton, but it only has shield heals....which arent that good...on a low cap shield. The gear released with the ship, has hull AND shield heals. So then the dyson gear is out. The dyson tac console? I would be gimping two cannons to boost one. Thats out. Only thing left is to ignore the fourth and boost what you can. Which means energy type really can be what ever you choose.
Im going with nanite disruptors. Only because i already have them and they have been hitting hard in kerrat. I will go fleet ap with accx2 asap though.
So for weapons....
Two nanite DHC. One grav torp. Forward.
Two nanite turret one KCB aft.
Throw on borg console for set bonus and more hull heals....
Throw on valdore console for more sheild heals....
MOAR shield and hull heals?! Thats just tanky on tanky....
In the end, will this set by up there with other escorts for dps? No, i know that. But it will be higher than any other sci ship excluding the the carrier ones. But it with be as tanky if not more tanky than the escorts and that means survives longer, fights longer, more dps and i will have my tac captain abilities to help in that.
What do you guys think?
I am currently on my phone... My SMALL phone...and i have BIG thumbs...i will fix typos when i can...
i dont believe so. I see this ship as a Sci-escort hiding behind the Science aspect of it. You, like the Defiant was just as "Escort" ship in a time where Starfleet didnt make warships?
The Shields and gear adds heals to both hull AND shields. While it doesnt have more than 3 tac console, that means it hits as hard as the DD and ive seen other get good dps numbers out of the DD. Its rare, but it happens. That mean you can have an ok damage dealing ship with both hull amd shields heal from the included gear.
Valdore console
Borg console.
MORE shield and hull heals........
Its a tank. A sci tank. that can do ok damage, all with the same set up....
Should be a decent to good science ship with decent to good alpha strike.
The way those two weeny sticks spin out on those weedy little spindles, really doesn't mesh with the rest of the ship's allure.
Well that and there's no secondary deflector shown or hidden.
Now, while the ship did under perform in the mission, i believe that was more to layout and set more than anything.
People.
The ship is a monster. Grind or not, im getting it. And i am already at 500 q marks.
However, a lot of the ship's performance was coming from the special BOFFs, and it was kinda clunking along the rest of the time. The non-mission version won't be doing quite as moderately.
OMG.....
Just a heads up, there is a good change the C-store version will have 4 tac consoles......
The only Sci ship i know of with four tac consoles......
it just gets better and better.
note: I base this on the mission used ship having four tac consoles.
- The Proton cannon can't be switched out, other decent Proton weapons or consoles aren't available, making it less effective than a "pure" build.
- Unflexible Tac Boff setup: 1 Cmdr, 1 Ensign doesn't really let you use skills for 2 different weapons types effectively. 2x TT plus 2 beam/2 cannon skills or 2 torp/2 cannon skills isn't really effectively possible.
- 60 second cooldown on the Tac/Sci conversion is too long. Considering PvE events only take a few minutes to complete, you're likely to stick to your favorite mode. After switching into Sci-mode after you blow a transformer in ISE to snare the spheres with GW3, there won't be enough time to switch back to TacMode for the next cube, for example
- Death and map change switch you back into Sci mode and reset the 60 sec cooldown. So you better not die if you like TacMode.
- No indicator weather Tac or Sci mode is enabled, other than the slight visual change on the ship itself.
My conclusion:
It's an ok ship, considering it's free, I didn't mind to spend 200 Lobi to save myself the grind, but since I own both the Temp Sci ship and the Temp destroyer I'm going to use those, rather than the Dyson one, especially now that switching ships has been made easier.
I agree with this a lot. The biggest reason to use the aves is that it is a free ship for a faction that has only 1 other sci ship, and may suit some folks slighter better than the standard haanom due to officer seats or the tactical gimmick. I think it looks cool, which may also draw a few pilots. The cooldown is too long for practical use.
Compared to the haanoms...
12 vs 10 turn
600 vs 1500 crew (less is better, due to mechanics of how crew work)
vs regular haanom: sci and tac ltcmdr swapped (ignores tactical mode gimmick)
same console layout
and the rest is about the same. minutia for the hull etc.
1. from your post you did what, 10 minutes to load it up with something, anything to go fly it.
2. And it already wasnt what you wanted it to be so you were already looking for problems with it
3. You drew your conclusions with bias' already set.
Thanks for the admission....
I think his points are pretty much correct, regardless of time spent flying it.
The (effectively 1) tactical officer and only 3 tac consoles makes it a poor man's escort. Anyone dreaming of making this thing an escort with a science mode is deluded -- it can't carry the consoles, and as he said, 1 gun of 4 can't benefit from the 3 you do get, and as he said, the officer layout is unfriendly for dps tac skills. It is, pretty much, a sci ship, not bad for *that* but the dps mode is going to be sub-par to any 4 gun 4 tac console 2 tac officer ships. That said, we have like 8 4+gun 4+console 2+ tac officer ships already..... *as a sci ship* it is pretty nice.
Thanks for simply making assumptions.
No, i did not simply load it up with anything random. Tried it with a few Boff and gear setups throughout the day and the remainder of last night before coming to that conclusion. If I would have been biased before, I definately wouldn't have spent Lobi to buy two of them.
I tried flying it with similar setups and the same gear that I'm using on the R'Mor and the Talvath (Fleet, Romulan and Omega), I tried using a combination of Dyson rep and episode gear combined with normal, Fleet equipment. Parsed all the encounters I ran (Fleet Alert, ISE, CSE and Spire elite) and compared it to the records i took with both temporal vessels and my Ar'Kif and the Ha'feh over the past weeks. If you want to, I can post a few logs.
I even shelled out 70k of Dilithium to see what effect auto-targeting modules would have vs. normal mag regulators.
And please. Take at least half a minute to read and comprehend what you're responding to. Things like the long cooldown on Sci/Tac switch and the missing indicator as to which mode is activated is something you'll notice and feel annoyed about no matter what gear and boff setup you're using.
Its the first day, and nobody has yet really done any work on optimizing it. You only mentioned one STF, Infected, but not KSG or The Cure. Those are both longer than infected. And I believe that proton weapons are coming.
Even if that belief is wrong, you should still have seen a good bit of buff from the elite tactical consoles from spire three and proton damage, you might have the proton sequencer item in your bank, and there is an experimental proton beam in addition to the proton DHC on the tac set up. Did you try all that too?
I am guessing not, that a lot of Dyson marks you would have to spend for those weapons....
And there are still more equipment coming in the near future with the c-store ships. Do you know what effect they might have on this? How about other options like plasmonic leach, did you test this ship with that?
You havent even bothered to ring out this ship yet, and already decided it was "meh"....Maybe let the first day or two end before you tell everybody else how bad it is.....
Its not designed as a escort, its a science ship with a little more punch...It should be treated that way, rather than put in a common mold.
The run I mentioned was an example. An example, is a single occurance used to illustrate a general rule.
I simply mentioned ISE as an example, where the long cooldown on the Tac -> Sci transformation would have been an advantage, but in the end it wasn't worth doing, because of the long cooldown. A similar example would be when you want to switch to Sci mode in CSE, snare Raptor spawns with GW3 and switch back to doing damage.
If they were to reduce that cooldown, it could fix that particular problem. The D'Kora is an example of how it could be done better.
Yep. Variing with weapons and consoles gave it slight differences in damage performance, but what it couldn't do was to fix the basic disadvantages this ship has (Tac-boff seating, transformation cooldown, fixed 4th weapon).
Don't get me wrong, I don't hate the ship, and I don't think it's completely bad.
I'm simply stating that, contrary to what it's being described at, it's not very flexible and can't profit from it's hybrid ability, which makes it perform both subpar in it's role as a Sci ship and subpar when compared to similar escorts and destroyers.