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Why are Science ships limiterd to 6 weapons?

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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited November 2016
    e30ernest wrote: »
    That secondary deflector in the right hands and build would do about 20-25k DPS by itself. Even on a non-dedicated sci build (leaning towards a FAW ship) you can see 10-15k from it. It's not that bad. Especially now with the buffs sci has gotten the past few updates.

    I know at least one guy flying an Eternal FAW boat doing 250k+ DPS or so when the ship first came out. It's not top DPS, but it is up there with ships with more weapons than it had.

    Wow cool, I only sit close to 100k in my eternal and would not want to give up my secondary deflector either.

    Still I doubt I ever be able to beat current DPS records of 500k+ with it. I guess those are left for sci scimis and nandies which seem to do more sci related dpS as a result of faster runs promoted by regular weapons fire on top of their epg magic.



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  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    Because a truely good exotic damage science build doesnt need ANY weapons ;)

    To be honest I’m a bit lost at the discussion. I mean peeps go for the sci ships don’t “need” more than 6 weapons direction. We also had a lot “if you set up a sci ship *properly* you don’t bother with any weapons at all” attitude in the past.

    But quiet frankly, is that the case? What do sci ships get? A secondary deflector with some mild stat boosts and sensor analysis as single target ability?

    In my opinion that does not equalize the loss of 2 gun ports especially considering that most other ships in game can use each an all sci abilities around as well (just not a single one at commander-level).

    Take all the sci ships you like but for general PvE I can’t imagine a single one that can do things of more influence there that a Nandi or a Tier 6 sci Scimitar could not do better.

    I use a fair number of Sci Ships because it saves me from boredom in combat. ;)

    I still have to suppress a laugh when Flores in the Fed tutorial gets all gushy about the big shiney ship with the subsystem targeting, because really, it sounds awesome, and I have used it in PVP, but without PVP it is kind of like having a sun roof on your car, but only getting to drive it on moonless nights. :)

    There are reasons to fly Sci, but subsystem targeting is not a strong one. I wish it was as cool as it sounds, I really do.

    Qapla!
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    patrickngo wrote: »
    Don't forget the four free TACTICAL Powers that all sci ships get built in for some reason?

    the four horses of worthlessness? (recite with me...)

    Target subsystem: Shields, Weapons, Engines, aux.

    what do they do?

    absolutely nothing to NPC's!!!!

    LOL, Tribble Carcasses have more usefulness than Target Subsystem abilities :D
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    I will say this, a well built science ship is worth it's weight in gold in pugs.
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    talonxv wrote: »
    I will say this, a well built science ship is worth it's weight in gold in pugs.

    Absolutely!

    Many a pug queue has been saved from failure by the timely firing of a grav well or some other space magic to stop escaping NPC's or save friendlies from their doom.
    Too many people think that pew-pew is the only way to go because they think they can copy the 400K DPS crowd, and it can go spectacularly wrong sometimes, meaning those sci boats are a savior in quite a lot of matches.

    And another side to it; those guys getting 100K+ DPS are being helped up there by the sci boats sucking everything into one place with a grav well, or knocking off their power systems, or debuffing them.
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    lordsteve1 wrote: »
    Absolutely!

    Many a pug queue has been saved from failure by the timely firing of a grav well or some other space magic to stop escaping NPC's or save friendlies from their doom.

    I wholeheartedly agree. However, the opposite is also true. I've had PUG runs go horribly wrong because one of the captain does not know how to use a Grav Well properly, or push everything to the far ends of the map with gusto.

    I love sci ships and sci builds (most of my ships are sci ships), however it really takes at least half a brain to fly them right. A badly flown one could be one of the worst things to have in a team. :smile:
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    e30ernest wrote: »
    I've had PUG runs go horribly wrong because one of the captain does not know how to use a Grav Well properly, or push everything to the far ends of the map with gusto.

    Definitely true. But the same goes for any ability really. BFAW for example can ruin a game if the user aggro's the wrong targets or destroys something like a generator in ISA too early.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    lordsteve1 wrote: »
    e30ernest wrote: »
    I've had PUG runs go horribly wrong because one of the captain does not know how to use a Grav Well properly, or push everything to the far ends of the map with gusto.

    Definitely true. But the same goes for any ability really. BFAW for example can ruin a game if the user aggro's the wrong targets or destroys something like a generator in ISA too early.

    To be fair, you don't need a SCI vessel to do that. Any ship with a LtCdr SCI station can have that CC ability yet still have the strong Pew Pew.
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  • trillbuffettrillbuffet Member Posts: 861 Arc User
    Originally it was due to how boff skills you could debuff the enemy into having nothing at all for damage resist and then one tachyon beam could wipe out shields so they had only 6 space weapons even as we treaded thru the deep waters of power creep. Although the sub system skills have always been a problem they are at minimum power because of the fact that they were designed and put into the game as skills that had no exp dumped into them. At the least mastery of these ships should level them up to be useful which was the whole point of them to begin with and the ship having just 6 slots for weapons because it was essentially 4 tactical skills that come with the ship but were never made very useful.

    Although side note always hoping they would fix the sub system targeting issue and then make a science ship that was a gorn science negh var :D
  • crypticarmsmancrypticarmsman Member Posts: 4,115 Arc User
    Because in this game, Science is evil...EVIL I say! ;) (Seriously though, anyone who thinks Sci was either nerfed to oblivion or is underpowered...check your build.)
    Formerly known as Armsman from June 2008 to June 20, 2012
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  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    Science, Sir, IS NOT Evil! Only the uses players put Science to are Evil! X-D
    A six year old boy and his starship. Living the dream.
  • the1tiggletthe1tigglet Member Posts: 1,421 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.

    Scan and even the intel powers on the science ships are very very slow
    Powerdrain everyone has a defense because they never fixed the points used for tactical and engineering which would make it more interesting because then we wouldn't have tank escorts.
  • bobs1111bobs1111 Member Posts: 471 Arc User
    For the same reason you don't see Priest/Mage classes in Fantasy games running around with big battle axes.
    Or a stealth class in a FPS slinging a Arnold size chain gun.

    They have a mechanic and it doesn't involve lots of guns.
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited November 2016
    "Why are Science Ships limited to 6 Weapons?"

    Isn't the real question actually "Why are Tactical Ships limited to less than 40 Weapons?"

    And...

    "Where are the REAL Engineering Ships (ie: Mobile Ship Docks, etc.)"
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