I have been thinking and tinkering without hurries or worries with my carrier. I think it could do better so another pair of eyes to look at it and wonder if something could be changed/tested is allways welcome, afterall my ship is in need of tuning and its not quite up to todays standards.
Fore weapons:
Gravimetric photon torpedo launcher
Terran task force photon torpedo launcher
Enhanced bio-molecular photon torpedo launcher
Aft weapons:
Experimental proton weapon
Terran task force disruptor beam array
Heavy bio-molecular disruptor turret
Space gear:
Adapted M.A.C.O. positron deflector array
Counter-command hyper impulse engines
Counter-command hyper injection warp core
Adapted M.A.C.O Covariant shield array.
Devices:
Subspace field modulator
Nimbus Pirate distress call
Auxiliary batteries
Weapon batteries
Engineering consoles:
Console - engineering conductive RCS accelerator [PrtG]
Console - universal Proton particle stabilizer
Console - universal Ferrofluid Hydraulic Assembly
Science consoles:
Console - science - Exotic particle field exciter [PrtG]
Console - science - Restorative particle focuser [+GravGen] [PrtG] x 3
Tactical consoles:
Console - tactical - Counter-command multi-conduit energy-relay
Console - tactical Vulnerability locator [+PhP] x 3
Hangar pets:
Hangar - Elite Plesh brek frigate x 2
For duty officers I am using:
Projectile weapon officers x 3 (chance of lowering the cooldown of torpedoes)
Deflector officers x 2 (chance of lowering deflector ability cooldown)
Gravimetric scientist (for Gravity well aftershocks)
Bridge officers I have arranged with:
Liutenant - universal as engineer with
Emergency power to shields I
Emergency power to auxiliary II
Liutenant -univ/int as engineer/int with
Engineer team I
Override subsystem safeties II
Liutenant - science with:
Hazard emitters I
Transfer shield strenght II
Commander - science with:
Hazard emitters I
Transfer shield strenght II
Destabilizing resonance beam II
Gravity well III
Liutenant commander - tactical with:
Tactical team I
Attack pattern beta I
Torpedo spread III
At this stage, I could include the fact that yes this ship is a torpedo boat build. Ship build also with possibility of high aux to use these science abilties properly. All launchers are photon ones, two of them are set ones. Yet, overall damage in this ship is mostly coming out of gravity wells and miniature gravity wells the gravimentric launcher creates quite often. Normal torpedo damage is maybe one third of either output, so a sixth vs gravity well and gravimetric rift damage overall. So i would wish to keep the theme of ship the same, so no beamboat suggestions please.
What i need is guidance in streamlining and rubbing off the edges of this build.
I know i have multiple skills in use, some can be finetuned.
As for what kind of space traits I am using:
Personal space traits:
Superior Accurate
Superior Elusive
Particle Manipulator
Kinetic Precision
Conservation of energy
Anchored
Operative
Projectile training
Self-Modulating fire
Pattern recognition
Starship traits:
Reciprocity
All hands on deck
Emergency response
Improved predictive algorhitms
Emitter synergy
Space reputation:
Omega kinetic shearing
Advanced targeting systems
Auxiliary power configuration - offence
Precision
Torpedo astrometric synergy
As far this ship can be used, its a slow to turn one. Its a carrier afterall, to keep focus on enemies the gravity wells help keeping them pulled together and crushed with torpedo spread shattering them apart. Gaining the bonus of warpcore breaches also wearing enemies down. Downsides are, you get a massive threat, everyone wants to destroy you after one attempt at that. As a science captain making damage is little trickier than doing it with a tac. So most tac suggestions might not work. My tactical consoles for example are all +crit, rather than severity. As I cannot get from skills bonuses for increasing the base critrate high enough for damaging enemies enough.
If additional information is required, make a note and I try to respond.
There are few thoughts of mine, which im uncertain of. One is, I am having alot of traits, space set pieces for defence. A strong and easily suggested alternative for counter command warp core and engine is samsar cruiser set pieces, but is it worth losing ten points of defence?
Reprocidity kinda feeds on misses, so does my survival. Thenagain anchored means im a sitting duck, with low defence, tho having massive defenses help alot.
As specializations im running obviously intelligence and as a secondary pilot. Pilots temporary hitpoints from attack pattern beta are very welcomed indeed, intelligence just boosts up my allready fair defence even higher.
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Comments
For boff powers i'd go with this (my suggestions in bold):
Lt - science with:
Hazard emitters I
Transfer shield strenght II Structural Analysis 2
Cmdr - science with:
Hazard emitters I Science Team I
Transfer shield strenght II
Destabilizing resonance beam II Subspace Vortex 3
Gravity well III
Lt Cmdr - tactical with:
Tactical team I
Attack pattern beta I Kemocite Laced Weaponry 2
Torpedo spread III
Main thinking here is that you don't need to double up on boff powers, especially the heal ones. The ship is pretty tanky on it's own and with a wide variety of cooldown reductions on offer in the game these days aim to reduce cooldowns and slot more choices than double up on things.
Also Str Analisis is one of THE best science debuffs in the game right now i reckon AND it spreads to nearby targets = goes very well with your GW3 you'll be spitting out.
SSV3 is a lethal science power and the most damaging EPG related power available. Plus it can be fired at the same time as GW3 so you'll be double-tapping the enemies stuck in the middle!
KLW is a pretty decent little extra for any torp build as it'll always proc with them. Works very well for TS3 which you're using.
Weapons wise it looks pretty good i'd say. Going for all the photons is good as there's a lot of types to choose from now.
Only thing i'd do is drop the CC turret, as it seems you're going for the 3pc set which is a bit naff i find. Much better use of that slot would be something like the Particle Emission Plasma torp. Not a photon but works really well with GW and probably the best utility torp for a science vessel or build.
Personally i'd drop going for the 3pc Terran set, i don't think it's worth it and dropping the beam array gives more room for another torp.
Warp core - i'd go for the Lukari mission reward one (Braydon?) as it passively boosts CtrlX = more GW pull size.
Shields & Engine combo - i'd go for AMACO for the two piece torp boost bonus.
Deflector - I'd go for either Romulan rep one for massive CtrlX boost, or Solanae for massive EPG boost.
That's only some rough ideas there.
Things i'd aim to maybe fit in if you want some more fancy toys:
1) The Delta weapons 3pc set (Neutronic Torp, Bio neural gel pack, Thoron infused beam) - Isokinetic Cannon is epic good for and EPG based sci build. 1 min cooldown, bypasses shields, massive crits, can 1-shot a Borg Cube.
2) Quantum Phase 3pc set - from the mission Sunrise. Excellent for taking out shields and the Quantum Destabilizing Beam is great for an EPG sci build.
Hope that helps you a bit with some ideas.