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Science ships vs Escorts

originalspockoriginalspock Member Posts: 809 Arc User
How come an escort can have massive amounts of firepower, and still move like a light weight race car while expelling more energy then cruisers or science ships?

Why aren't science ships the leaders in speed? (not just the lock box time ships), They are supposed to have an edge on the tech, but they seem to be unable to have any genuine effect on anything unless they are a drain build right?
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  • induperatorinduperator Member Posts: 806 Arc User
    edited April 2014
    The game has been biased towards Escorts for a long time
    Science can only do so much as to tickle the enemy to death while Escorts pretty much maul everything in their 45 degree Arc when they hit Scatter volley
    Sadly I don't think that this is ever going to change.
    Its the reason I became an Escort captain.
  • johankreigjohankreig Member Posts: 449 Arc User
    edited April 2014
    I disagree, I can swing my Vesta around far better than any escort and it has the option to throw abilities at a target that make a mokery of its defences, directly boosting my damage output.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited April 2014
    johankreig wrote: »
    I disagree, I can swing my Vesta around far better than any escort and it has the option to throw abilities at a target that make a mokery of its defences, directly boosting my damage output.

    well the vesta is the closest you can get to a an escort anyway + a hangar. try the same thing with a pure sci vessel like Luna, Intrepid, olympic...

    also, which ship in PVE lives long enough to make sci abilities count? most sci abilities still linger around for 2/3 of their duration after the NPC ship is gone.

    fact is, sci heavy escorts and carriers are the better sci vessels in PVE...vesta is actually a good example for it since it is more or less a hybrid of both.
    And to build a good sci vessel you need experiance, nothing really for a new player. Other games have classes that are suited for experianced players, STO is no different.

    hopefully 2nd deflector and improved sensor analasys will close the gap between the other ship classes and sci vessels
    Go pro or go home
  • flash525flash525 Member Posts: 5,441 Arc User
    edited April 2014
    Isn't this how it should be though? Escorts should be able to jolt around the battlefield unleashing their forward fire power. Science Ships (their role at least) should be about making things complicated and tedious, not necessarily about devastating attacks.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2014
    I don't see a need for Science Ships to be more maneuverable or faster than Escorts.

    The problem is that combat in STO is mostly about how much damage you can deal. Every ship class can, with the right BO powers and optionally consoles, DOFFs and set items, amass enough self-healing and "hardening" capability to deal with any type of foe, but the escort comes with firepower that makes combat really fast.


    Two possible routes I could say:
    - Instead of defining Escorts as "damage dealers", they should be "maneuverabily/speed" focused ships, making all ships capable of similar damage output (sometimes in form of weapons,sometimes in terms of science powers"
    - Give Escorts longer "pauses" between battles. An Escort may be able to murder-death-master-kill a Borg Cube in 10 seconds, but it will need 50 more seconds to do it again, while a SV or Cruiser would be able to kill the Cube in 60 seconds, so they are both roughly needing the same time for dealing with multiple enemies.
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    How come an escort can have massive amounts of firepower, and still move like a light weight race car while expelling more energy then cruisers or science ships?

    Why aren't science ships the leaders in speed? (not just the lock box time ships), They are supposed to have an edge on the tech, but they seem to be unable to have any genuine effect on anything unless they are a drain build right?

    Escort Class Mods
    2 Devices (1 below average)
    + Defense (10% above average)
    + Speed/Turn (?? above average)
    - Shield Cap/Regen (10% below average)
    +Can equip Dual Cannons

    Science Class Mods
    6 Weapon Slots (-1 average)
    - Hull (10% below average)
    + Shield Cap/Regen (30% above average)
    +Subsystem Targeting
    +Sensor Analysis
    +Cloak Detection

    Their tech is focused upon their shields and sensors. They have even recently changed many boff abilities to have a much larger targeting arc to accommodate science vessels that choose to run a broadside setup and to make it much easier to use the boff abilities against more nimble ships.

    They are also adding secondary deflectors (some day) to science vessels and the upgraded Sensor Analysis will be a noticeable DPS boost for those willing to put up with the silly graphic and extra clicking.
  • talonxvtalonxv Member Posts: 4,257 Arc User
    edited April 2014
    Problem I've seen is the fact that escorts are amazing 1v1 and still decent against multiple with CSV. Cruisers are the go to a2b FAW. Science was supposed to be the support king, but their abilities are TRIBBLE. Especially against cloaked ships. Sci abilities simply just do not stack up against the firepower or tanking abilities of cruisers.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited April 2014
    I stopped building science ships to do science for anything other than pvp, all my pve science ships are designed to pull everything together such that the ship itself becomes a weapon in it's own right.

    It works.
    For example: GW3+EPtW1+APB2+FAW2+Sensor Scan3+5 beam arrays+KCB with overcapped weapon power and high aux power, all your energy weapon skills, lots of particle gens, high attack pattern skill, decent Grav gens skill and you alone can wipe out anything within 5km of your grav well in moments.

    Or if you have one big ship like a Typhoon, Tykens 2, Tractor beam 2, Beam Target shields, EPtW1, Subnuke (for the EPtS), Photonic fleet (overkill), plus other misc things from the above combo and it to will die in moments.

    And people say science is weak...
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  • induperatorinduperator Member Posts: 806 Arc User
    edited April 2014
    bareel wrote: »

    Science Class Mods
    6 Weapon Slots (-1 average)
    - Hull (10% below average)
    + Shield Cap/Regen (30% above average)
    +Subsystem Targeting
    +Sensor Analysis
    +Cloak Detection

    Sensor Analysis, Subsystem Targeting are little compared to a DPS of 50,000 that can obliterate an entire cube in less than 10 seconds.
    As for Cloak detection that system is broken and has been for a long time.
  • induperatorinduperator Member Posts: 806 Arc User
    edited April 2014
    adamkafei wrote: »
    I stopped building science ships to do science for anything other than pvp, all my pve science ships are designed to pull everything together such that the ship itself becomes a weapon in it's own right.

    It works.
    For example: GW3+EPtW1+APB2+FAW2+Sensor Scan3+5 beam arrays+KCB with overcapped weapon power and high aux power, all your energy weapon skills, lots of particle gens, high attack pattern skill, decent Grav gens skill and you alone can wipe out anything within 5km of your grav well in moments.

    Or if you have one big ship like a Typhoon, Tykens 2, Tractor beam 2, Beam Target shields, EPtW1, Subnuke (for the EPtS), Photonic fleet (overkill), plus other misc things from the above combo and it to will die in moments.

    And people say science is weak...
    Compared to and Escort Combo of Cannon Scatter Volley and Attack Pattern Beta and everything is incinerated
  • johankreigjohankreig Member Posts: 449 Arc User
    edited April 2014
    science ships are not designed for DPS, they are designed to support the team and nerf the opponent, I recently devised a Vesta build that does all of this, and I love it more than my escorts.
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  • induperatorinduperator Member Posts: 806 Arc User
    edited April 2014
    johankreig wrote: »
    science ships are not designed for DPS, they are designed to support the team and nerf the opponent, I recently devised a Vesta build that does all of this, and I love it more than my escorts.
    Like Baudl said "well the vesta is the closest you can get to a an escort anyway + a hangar. try the same thing with a pure sci vessel like Luna, Intrepid, olympic..."

    STO is a game that is dependent on DPS to that degree an Escort will always be superior because it can reach much higher DPS levels at the end of the day the objective is not to trap or debuff the enemy it is to destroy them a team of Escorts will complete an STF far more quickly and efficiently than a group of Science ships.
  • soundwisdomsoundwisdom Member Posts: 248 Arc User
    edited April 2014
    STO has been 100% escort fan for almost 3 years now. Science abilities are too broken or underpowered to use. Theres 0 challaneging content to use anything other then pewpew spam.
    I stopped building science ships to do science for anything other than pvp, all my pve science ships are designed to pull everything together such that the ship itself becomes a weapon in it's own right.

    It works.
    For example: GW3+EPtW1+APB2+FAW2+Sensor Scan3+5 beam arrays+KCB with overcapped weapon power and high aux power, all your energy weapon skills, lots of particle gens, high attack pattern skill, decent Grav gens skill and you alone can wipe out anything within 5km of your grav well in moments.

    Or if you have one big ship like a Typhoon, Tykens 2, Tractor beam 2, Beam Target shields, EPtW1, Subnuke (for the EPtS), Photonic fleet (overkill), plus other misc things from the above combo and it to will die in moments.

    And people say science is weak...

    And an escort can do the equievlent, in half the abilities and a quarter of the time lol
  • induperatorinduperator Member Posts: 806 Arc User
    edited April 2014
    STO has been 100% escort fan for almost 3 years now. Science abilities are too broken or underpowered to use. Theres 0 challaneging content to use anything other then pewpew spam.



    And an escort can do the equievlent, in half the abilities and a quarter of the time lol
    Exactly

    Most of the players are Tactical so they don't complain when it benefits them.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014
    Sensor Analysis, Subsystem Targeting are little compared to a DPS of 50,000 that can obliterate an entire cube in less than 10 seconds.
    As for Cloak detection that system is broken and has been for a long time.

    That's not really relevant to the list though. Sensor Analysis and Subsystem Targeting do exist. And are part of a science ship's itemization budget. So they do exactly what that list says they do.

    Science ships have these things as part of their defining characteristics.

    Not speed.

    Not dual heavy cannon spam.

    It's already fascinating enough that if you want to fly a DHC spamming science ship, you actually can. So get a Vesta and have at it.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    The problem with sci builds is that in order to actually be effective, your DPS has to go down to junk.
  • chiyoumikuchiyoumiku Member Posts: 1,028 Arc User
    edited April 2014
    depends on the "science" ship. If you use an Oddy Science variant... motorboat. Use a Vesta science variant, It turns like a dream. Use a .... that one that's supposed to be the hospital ship, I can't remember her class, well I never had luck with it. Oh The Hope/Horizon classes, that was it.
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  • rinksterrinkster Member Posts: 3,549 Arc User
    edited April 2014
    lucho80 wrote: »
    The problem with sci builds is that in order to actually be effective, your DPS has to go down to junk.

    Not necessarily

    Stand in front of my Wells and let me see how hard I can hit you with a combination of dual AP beams, 360 beams and gravometric torps.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2014
    My high score in ISE with the Vesta is 15k, with a sci captain. This game hasn't been biased towards escorts for a long, long time, unless you don't know how to use a ship. Or unless you somehow consider the Scimitar to be an escort.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    rinkster wrote: »
    Not necessarily

    Stand in front of my Wells and let me see how hard I can hit you with a combination of dual AP beams, 360 beams and gravometric torps.

    OK, let me rephrase for DPS centric people. In order for CC to be effective, your DPS has to be junk. Grav torp based CC isn't exactly pure science.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited April 2014
    flash525 wrote: »
    Isn't this how it should be though? Escorts should be able to jolt around the battlefield unleashing their forward fire power. Science Ships (their role at least) should be about making things complicated and tedious, not necessarily about devastating attacks.

    And therein lies the problem. That the effects of Science are miniscule in PVE & PVP.

    In PVP, all of the highest end Science effects at Cmdr & LtCdr are easily negated by Ensign level skills. They are also lessened by the 2 lowest tiered Skillboxes, while working up worthwhile Science effects requires spending in mid to higher tiered Skillboxes. In short, it's too easy to neuter Science effects. There is nothing that renders Tactical abilities completely useless and pointless, but Science? All to easy.

    In PVE, the effects technically do work, since the AI never tries to counter anything you do despite what you do, how much you do. The problem is that the sheer numbers NPCs have for hull, shields, etc. make whatever effects you do as Science ineffective. The ONLY thing that works on NPCs is CC Grav Well for grouping and a full-on, absolutely dedicated Drain Build. Everything else like Tachyon Beam is a joke and tickles the NPCs.
    lucho80 wrote: »
    OK, let me rephrase for DPS centric people. In order for CC to be effective, your DPS has to be junk. Grav torp based CC isn't exactly pure science.

    Indeed. Grav Torp in PVE is godlike, but in PVP, is good for lols, as in wondering wth is that guy thinking. The NPC ships in PVE just let you keep doing whatever you want and stay limp. Players actually do something. The power of Grav Torp does not hold sway in the realm of PVP.
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  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited April 2014
    How come an escort can have massive amounts of firepower, and still move like a light weight race car while expelling more energy then cruisers or science ships?

    Why aren't science ships the leaders in speed? (not just the lock box time ships), They are supposed to have an edge on the tech, but they seem to be unable to have any genuine effect on anything unless they are a drain build right?

    Some are, my earlier starships that were bought with the original tokens were pretty maneuverable.

    I do agree however they made the Dyson ships entirely too slow. My Temporal Science ship is faster and more maneuverable so why bother if you have a faster ship?

    They need to fix that.
  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    johankreig wrote: »
    I disagree, I can swing my Vesta around far better than any escort and it has the option to throw abilities at a target that make a mokery of its defences, directly boosting my damage output.

    ...better turn then any escort....

    You crazy bro
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  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited April 2014
    How come an escort can have massive amounts of firepower, and still move like a light weight race car while expelling more energy then cruisers or science ships?

    Why aren't science ships the leaders in speed? (not just the lock box time ships), They are supposed to have an edge on the tech, but they seem to be unable to have any genuine effect on anything unless they are a drain build right?

    ¿?

    Because escorts are designed to be fast and their power is focused mostly to engines and weapons. So they need great power. Its common sense.

    Science ships are focused on exploration, mostly, and that doesnt mean they need to be fast. Maybe science ships should have as well great warp core potential, the problem is, you need that power to use the science skills. A science ship with low power in the auxiliary systems is nothing. And an escort without high power on weapons is nothing. Escorts are useless using science skills because they dont have power to redirect to the auxiliary systems, science ships the opposite. I think it is a really straight forward question.
  • jellico1jellico1 Member Posts: 2,719
    edited April 2014
    How come an escort can have massive amounts of firepower, and still move like a light weight race car while expelling more energy then cruisers or science ships?

    Why aren't science ships the leaders in speed? (not just the lock box time ships), They are supposed to have an edge on the tech, but they seem to be unable to have any genuine effect on anything unless they are a drain build right?


    Science ships are for PvP...poor in PvE because of low inherant dps...they use space magic
    however most spce magic is worthless in PvE

    Escorts are Pure dps and manoverability doing equally well in both PvP and PvE
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  • zipagatzipagat Member Posts: 1,204 Arc User
    edited April 2014
    Isnt that the point of escorts? To be fast and do damage?
  • lianthelialianthelia Member Posts: 7,825 Arc User
    edited April 2014
    flash525 wrote: »
    Isn't this how it should be though? Escorts should be able to jolt around the battlefield unleashing their forward fire power. Science Ships (their role at least) should be about making things complicated and tedious, not necessarily about devastating attacks.

    Except Sci doesn't really make anything complicated...in PvE they have little effect and in PvP things are either avoidable, easily mitigated, or dispelled by science team...which now everyone and their brother has now.

    Science Ships are just given the short end of the stick over and over and over since their power was abused by tac captains and got everything nerfed. They gave Sci some buffs then they remove the shared cooldown from the team powers, which was pretty much a nerf to every single science debuff a sci can apply.
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited April 2014
    Indeed. Grav Torp in PVE is godlike, but in PVP, is good for lols, as in wondering wth is that guy thinking. The NPC ships in PVE just let you keep doing whatever you want and stay limp. Players actually do something. The power of Grav Torp does not hold sway in the realm of PVP.

    Unless of course you are using the grav torp in concert with the Bellerophon's PSW-torp console. Then it's chuckle-time. :)
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited April 2014
    Unless of course you are using the grav torp in concert with the Bellerophon's PSW-torp console. Then it's chuckle-time. :)

    HAAAAAAAX!!! :D

    I kid, that sounds fun :P
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  • lowy1lowy1 Member Posts: 964 Arc User
    edited April 2014
    It's not whether ships are for PVE or PVP. Because of the power creep and the no real need for tanks and healers makes the Sci ship more or less obsolete. Skilled CPTs can make them work but is really worth the hassle. Cruiser Commands and A2B, keep cruisers relevant.

    If tanks and healers were truly needed for ESTFs and such you would see a greater need for science ships. They won't be needed until they add glass back into the cannon for escorts.
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