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Why are Science ships limiterd to 6 weapons?

Just like the title asks...

By science ship I mean a ship with a science doff in the commanders science slot. So yeah the "Universals" don't really count.

I looked for an answer and couldn't find one. Long ago I was told is was because of pvp is that really still a valid reason?

Gravity Well III, is a reason to only 3 from weapons?

Tac and eng can both go to 5 front weapons and for them 4/4 is the norm.

So why limit science?
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Comments

  • leemwatsonleemwatson Member Posts: 5,443 Arc User
    Most Sci ships are 3/3 because they have a secondary deflector, sub-system targetting and Scan Analysis. There are a few exceptions such as the Dyson which is Escort/Sci switchable 4/3 3/3, Sci Oddy 4/4 but no Secondary Deflector and only Lt. Com Sci, Temporal Dreadnought (Paradox) etc.
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  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Yeah, science vessels has...

    - Scan Analysis to debuff enemies.
    - Secondary Deflector which can augment defensive and offensive capabilities.
    - Subsystem Targeting to temporarily disable subsystems.
    - Using science abilities does not drain aux power.
    - Very high shield modifiers to increase max shields.


    Imagine a cruiser that has 8 weapon slots with all the above, a Cmdr Science Boff Station and very good turn rates. You would have an overpowered starship even when taking into consideration the loss of cruiser commands. They would completely dominate PvP if there was ever such a thing in STO.
  • scarlingscarling Member Posts: 708 Arc User
    Scan is hardly useful anymore though, as things get blown up before it can stack. Feel like it should be a toggle that targets the nearest ship.
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited November 2016
    coldnapalm wrote: »
    Because in the begining, space magic was super powerful. You did not need more then 6 weapons. Than the PvP crowd cried about how OP it was and it got nerfed into the ground. Like useless in PvE nerfed into the ground. They did not update the science ships for this. However in the recent power creep, space magic once again has it's teeth back. You don't need weapons to be great with space magic. So science is limited because it is super powerful (again). Enjoy the broken goodness...if you can afford it anyways.

    I think you can become an adequately powerful space wizard pretty cheaply these days. Just focus on some of the more recent episode reward consoles and save your EC for key exchange items like Plasmonic Leech console or Psychological warfare trait (which have become less expensive since the infinity box).

    We also don't go long without an event ship that gives a little something to sci, and more broadly there are a lot of ships now with universal LtCmdr slot which you can throw Gravity Well into (ex. Tac Scimitar :tongue:). But what that means is just that there's more flexibility for Tim like enchanting in STO.
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  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    Well I used by Recon Sci for my Fed main even after I had access to supposedly better ships.

    The main reason was that I felt had gotten into what (for my only moderate skill level) was the happiest balance point. My Fed Main is a tactical officer, and so what I had in practice was a very aggressive support ship for PVE. I was a hit and runner with the gravity wells, rifts, and subsystem targeting. I had a build that made evasive maneuvers fairly accessible, so I got out of the line of fire as cruisers came, then angled back in to realign my attack.

    Beam arrays and mines were often preferable due to the hit and run aspect, and a need for all angles, but I switched out quite a bit to see what I could improve. I tried cannons but they tended to make me an easier target, and since subsystems were a main focus, I was less interested in raw damage, than I was in just making sure there was 'some' damage. if you take down the targets shields it isn't so important what you hit them with, as long as you actually can hit them :)

    My build was somewhat less effective in PVP though, and my Fleet PVP heavy hitters routinely smashed me up in wargames. If we did teams it was better, but PVP is a different dish than PVE for sure.

    For my Main Klingon, I lavished my adoration on the K'tinga, and then the Fleet K'tinga T5U. They were the closest thing I could find to get the same feeling of balance and team usefulness. I favor disruptor cannons and I switch out torpedoes choosing types that have special properties beyond simple damage. I will say that the Fleet K'tinga could pretend to be a science ship, and so maybe that would work for you in the KDF. To be honest I find the lack of science in the KDF aggravating. I have seen other threads on that, so I'll leave it alone here.

    I guess what I am saying is that I don't find the slot limits for weapons so bad it takes away from my fun, and there are ships out there where if you take the idea of SCI and force it into a non-sci the ship with a hammer, you can get the basics to work. Crazy DPS is not required to be a good team mate. Crazy DPS is the single most significant thing in PVP though, if you want my opinion, but that is another thread.

    Anyway, I need to go.

    Qapla!
  • kostamojenxkostamojenx Member Posts: 251 Arc User
    Because a truely good exotic damage science build doesnt need ANY weapons ;)
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    Because a truely good exotic damage science build doesnt need ANY weapons ;)

    Maybe just one slot for a torpedo launcher.

    Not adding a plasma emission or gravimetric torpedo spread to the exotic death ball would be sad.

  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Because mages dont rely on direct energy damage but rather their mage powers and casting spells.
  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    Because a truely good exotic damage science build doesnt need ANY weapons ;)

    Maybe just one slot for a torpedo launcher.

    Not adding a plasma emission or gravimetric torpedo spread to the exotic death ball would be sad.

    I tried out my exotic damage once in a Fleet wargame, no weapons firing for the first few exchanges. It was ... interesting. I think it is possible to do a good exotic damage build, but I think some sort of weapon is a good idea, and torps do have a good variety of 'exotic' effects.

    Qapla!
  • byozuma#0956 byozuma Member Posts: 502 Arc User
    I guess I'm bucking a trend here if people think you need a slot just for torpedos. I have a Romulan Hyper-Plasma Torpedo in one of my D'Kyr's forward slots, didn't need a special slot to fit it either. But yes, space magic is best magic.
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  • fluffymooffluffymoof Member Posts: 430 Arc User
    Because mages dont rely on direct energy damage but rather their mage powers and casting spells.

    I'd much rather be a Space Warlock than a Space Mage. ;)
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  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    fluffymoof wrote: »
    Because mages dont rely on direct energy damage but rather their mage powers and casting spells.

    I'd much rather be a Space Warlock than a Space Mage. ;)

    I just want to eff up the enemy for the honor of my team and my House! Space Warrior!

    Qapla!
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Back in the ancient days, there were no Cruiser Commands, no Escort special defense bonus, no secondary deflectors, no subsystem targeting. But there was innate Subsystem Targeting for Science Vessels.

    Cruisers had the lowest turn rates, but 8 weapon slots. Escorts had the best turn rate, 7 weapon slots, but could use Dual Heavy Cannons. Science Vessels had moderate turn rate, 6 weapon slots, and innate subsystem targeting. Cryptic back then thought this was balanced. And in the beginning, science vessel abilites were quite potent. Or, more accurately, broken - you could basically stunlock your victims.
    What we also had back then was a lot of energy management - beam broadsides would drain you real power, so that the DPS difference between 6, 7 or 8 beams was marginal.

    Today, the power creep has changed things a lot. Rules these ships were originally designed for don't really apply like that anymore - but thanks to the magic of power creep, new rules came up.This included - particularly lately - science getting a lot of very potent offensive options. Torpedoes becoming very viable if you use specialty torpedoes like from Reps. And so, we're once again in a position where 6 vs 7 or 8 weapon slots doesn't matter.

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  • questeriusquesterius Member Posts: 8,468 Arc User
    One thing i think would be a good addition is that the target subsystem system needs to be changed to be similar to the cruiser commands.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    questerius wrote: »
    One thing i think would be a good addition is that the target subsystem system needs to be changed to be similar to the cruiser commands.

    QAPLA!
  • orondisorondis Member Posts: 1,447 Arc User
    Because sci-ships have wizard powers to deal damage.

    Seriously, I've got 30k in a sci-ship without a single weapon equipped. That was a ship I just threw together without the right traits.

    Others have got 100k DPS.

    6 Weapon slots is pretty much overkill for them.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    scarling wrote: »
    Scan is hardly useful anymore though, as things get blown up before it can stack. Feel like it should be a toggle that targets the nearest ship.

    It is true that it is not as useful now with the quicker kill times, but just like how having a hanger on a ship has a cost to it even with how worthless some feel hanger-pet are. Most of the added bonuses ships have come at a cost regardless of how good or bad they are, with the cost being paid in weapon slots, stats, and what they might be able to slot on their ship.

    I think it would be interesting if scan had some interaction with other scan-based science abilities, which might increase the speed at which you gain scan stacks or just on use might grant an amount of scan stacks. Though could also be secondary effects too that might work with sensor scan, things like spreading the gained bonus to other targets in range, or consuming the scan stacks for a short term yet high effect bonus.

    It would also be interesting if sensor scan had some interaction with the sub-system targeting. Like that if you used sub-system targeting on a target that had sensor scan stacking up it would cause them to get a different debuiff applied to them based on the scan stacks an sub-system targeting that was used on it.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited November 2016
    leemwatson wrote: »
    Most Sci ships are 3/3 because they have a secondary deflector, sub-system targetting and Scan Analysis. There are a few exceptions such as the Dyson which is Escort/Sci switchable 4/3 3/3, Sci Oddy 4/4 but no Secondary Deflector and only Lt. Com Sci, Temporal Dreadnought (Paradox) etc.

    Just try to remember that in the beginning when the ships were created, they didn't have secondary deflectors or the analysis. That came later, to compensate for how weak the ships ended up being due to the 6 max weapons. They always had sub system targeting though! Yay!

    But as pointed out, in the beginning, the 8 weapon vs. 6 weapon disparity was not that big a gap, and science powers were initially very much a reason to choose the ship. Power creep came to science in a different way though because when the game shifted toward beam boats, the gap in weapons became more pronounced.

    Things are definitely a lot more competitive these days post AoY.
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    edited November 2016
    scarling wrote: »
    Scan is hardly useful anymore though, as things get blown up before it can stack. Feel like it should be a toggle that targets the nearest ship.

    Don't underestimate Sensor Scan. Even with the quicker kill times, it is still a very potent ship ability. Ever wonder why the Yorktown is one of the highest DPS Fed ships today despite only having 2 Tactical consoles? :wink:

  • catsmeatcatsmeat Member Posts: 106 Arc User
    Sci Dread has 4/3, Dyson has 3.5/3
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    coldnapalm wrote: »
    Because in the begining, space magic was super powerful. You did not need more then 6 weapons. Than the PvP crowd cried about how OP it was and it got nerfed into the ground. Like useless in PvE nerfed into the ground. They did not update the science ships for this. However in the recent power creep, space magic once again has it's teeth back. You don't need weapons to be great with space magic. So science is limited because it is super powerful (again). Enjoy the broken goodness...if you can afford it anyways.

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  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    Why? A four/four Science ship with four Science Console slots and a Commander Science bridge station would be nigh on unbeatable. Or, Cryptic is plannng on such a ship being their very first T7/ US$50 ship offering.
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  • ebonsonebonson Member Posts: 34 Arc User
    Why? A four/four Science ship with four Science Console slots and a Commander Science bridge station would be nigh on unbeatable. Or, Cryptic is plannng on such a ship being their very first T7/ US$50 ship offering.

    The Tal Shiar Adapted Battle Cruiser has all those things if you take it to T5-U, well it has a Commander Universal not science but that's more of a plus really. Oh and it has cloaking and cruiser commands! It's also been around for years and yet you never hear much about it.
  • scrooge69scrooge69 Member Posts: 1,108 Arc User
    @khanlan get the annorax it got 7
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  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    neoakiraii wrote: »
    coldnapalm wrote: »
    Because in the begining, space magic was super powerful. You did not need more then 6 weapons. Than the PvP crowd cried about how OP it was and it got nerfed into the ground. Like useless in PvE nerfed into the ground. They did not update the science ships for this. However in the recent power creep, space magic once again has it's teeth back. You don't need weapons to be great with space magic. So science is limited because it is super powerful (again). Enjoy the broken goodness...if you can afford it anyways.

    Before the Dark times, before the Nerf Empire

    Ain't that the nerfing truth. ;)

    Qapla!
  • nikeixnikeix Member Posts: 3,972 Arc User
    Because 3/3 weapons are not the only stats a ship has. Look at the rest of the ship's stats and the question answers itself.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited November 2016
    A Science Vessel with 6 weapon slots and a Lt TAC station at best can hang with the best. The caveat is that a good Science Build is a completely different build style and priority on mostly different skills, traits, consoles, equipment than the average PewPew Build.
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  • ltminnsltminns Member Posts: 12,572 Arc User
    edited November 2016
    Five of my thirteen Characters are Science. I usually do like to have a TS3 on board for them and like to mount a Mk XIV Breen Cluster Torpedo in the rear. GW3 with a Torpedo in front can be deadly. I always equip the Plasmonic Leech to boost drain and increase power.

    I have also been equipping TBR2 with Graga Mal or the new freebie for Temporal Recruits that change that to a Pull. Can use that to corale ships that missed the GW. I just loved getting between the two Tholian Capital Ships in the Tholian Red Alert and whipping them around while blasting them with whatever. A sight to behold.

    My Temporal Recruit has the Sphere Builder Edoulg Science Ship boxed and can't wait to try her out with Temporal and Intelligence seating. That Science Ship has a 4/2 configuration instead of the standard 3/3.
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  • kostamojenxkostamojenx Member Posts: 251 Arc User
    A Science Vessel with 6 weapon slots and a Lt TAC station at best can hang with the best. The caveat is that a good Science Build is a completely different build style and priority on mostly different skills, traits, consoles, equipment than the average PewPew Build.
    That being said, an Exotic damage build is CHEAPER to put together than a PewPew FAW build. You don't need expensive MK XIV weapons to pull it off, its more about the skills you use and finding as many items that boost Particle Gens/Exotic Damage/All damage as possible and using them, a lot of which people already have.
    ltminns wrote: »
    Five of my thirteen Characters are Science.
    This is irrelevant to flying science ships, the best actual Science ship captains are actually Tactical captains.

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