Just in general I'd say get a science ship and pick up lots of the nice science BOFF abilities. Science is really the way to go for PvP in this game because there are a lot more good science boff PvP abilities than engineer or tactical abilities.
Many of these do not benefit from AUX, so you can have 25 aux power and do them just fine.
* Science Team II - excellent shield heal and shield resist. Also cures 1(?) science debuff. Self or ally, 10k range. Obviously the "II" is better than the "I" for all abilities but I think Sci Team II is worth highlighting as especially worthwhile.
* Science Team I - worth stacking with Sci Team II. Shares a partial cooldown and isn't nearly as strong but it's nice to have it available when Sci Team II is on cooldown and you've been hit with Viral or something.
* Hazard Emitters - nice hull heal and resist buff, self or ally, 5k range.
* Polarize Hull - breaks tractor beams, also gives you a nice resist buff. Shares a partial cooldown with Hazard Emitters, though.
* Jam Sensors - makes one target unable to see you for a short time
* Scramble Sensors - makes all enemies within a 5k(?) radius of your target see enemies as friendly and friendlies as enemies. It's really quite crippling as it can cause you to shoot at friendly and heal enemies and tends to make you switch targets all by itself.
* Tractor Beam - very handy for stopping runners but mainly used to prevent your target from turning, which makes it a lot easier to pound down one shield facing and then ram torps against their hull.
* Viral Matrix - it's curable now with Science Team (and Attack Pattern Omega) but people will also be wanting to cure Scramble, Jam, Tractor, etc, so Viral can still be good. Plus if you're actually a science officer you can hit someone with Subnucleonic Beam and THEN Viral Matrix and they won't be able to cure it (due to SNB).
I'm sure there are other good ones I'm forgetting.
Basically science ships are awesome because science boffs are awesome.
Don't forget to use your special beam attacks, too. The ones that come with the ship. They aren't that powerful but they're free.
For escorts build around beam target shields 3 and a couple of cannons and turrets with rapid fire and a torpedo.
For Cruisers build around extend shields or RSP. Extend shields if you want to be a great healer, RSP if you want to operate alone.
For science you have more options. You can emphasise slows and tykens rift to take just about anything offline for a bit, or you can build around jam sensors/viral matrix and TRIBBLE all over cruisers the second you see engineering team used. Or you can become super tanky with science teams and hazard emitters and outlast people. Or a mixture of any above.
What weapons would you guys think are the best for getting through shields the most efficiently?
target shield subsystem 3, combined with target shield subsystem 1 or 2 or any other significant power drain. Why bother brute forcing through them when you can just turn them off? (also makes RSP and Extend useless for them)
not really, there is no other skill that can prevent such a large amount of damage quickly. the closes any skill comes to that is extend shields, and even then with coordination its still possible to overpower extend shields.
Just in general I'd say get a science ship and pick up lots of the nice science BOFF abilities. Science is really the way to go for PvP in this game because there are a lot more good science boff PvP abilities than engineer or tactical abilities.
Many of these do not benefit from AUX, so you can have 25 aux power and do them just fine.
* Science Team II - excellent shield heal and shield resist. Also cures 1(?) science debuff. Self or ally, 10k range. Obviously the "II" is better than the "I" for all abilities but I think Sci Team II is worth highlighting as especially worthwhile.
* Science Team I - worth stacking with Sci Team II. Shares a partial cooldown and isn't nearly as strong but it's nice to have it available when Sci Team II is on cooldown and you've been hit with Viral or something.
* Hazard Emitters - nice hull heal and resist buff, self or ally, 5k range.
* Polarize Hull - breaks tractor beams, also gives you a nice resist buff. Shares a partial cooldown with Hazard Emitters, though.
* Jam Sensors - makes one target unable to see you for a short time
* Scramble Sensors - makes all enemies within a 5k(?) radius of your target see enemies as friendly and friendlies as enemies. It's really quite crippling as it can cause you to shoot at friendly and heal enemies and tends to make you switch targets all by itself.
* Tractor Beam - very handy for stopping runners but mainly used to prevent your target from turning, which makes it a lot easier to pound down one shield facing and then ram torps against their hull.
* Viral Matrix - it's curable now with Science Team (and Attack Pattern Omega) but people will also be wanting to cure Scramble, Jam, Tractor, etc, so Viral can still be good. Plus if you're actually a science officer you can hit someone with Subnucleonic Beam and THEN Viral Matrix and they won't be able to cure it (due to SNB).
I'm sure there are other good ones I'm forgetting.
Basically science ships are awesome because science boffs are awesome.
Don't forget to use your special beam attacks, too. The ones that come with the ship. They aren't that powerful but they're free.
How sad...and I thought i would be playing a tactical Ship to Ship inspired from Star Trek Game, where my maneuvering and weapon volley planning would would be what counts.
instead we got a CC spam fest of "I win" buttons disguised as Star Treky science abilities.
Just in general I'd say get a science ship and pick up lots of the nice science BOFF abilities. Science is really the way to go for PvP in this game because there are a lot more good science boff PvP abilities than engineer or tactical abilities.
Many of these do not benefit from AUX, so you can have 25 aux power and do them just fine.
* Science Team II - excellent shield heal and shield resist. Also cures 1(?) science debuff. Self or ally, 10k range. Obviously the "II" is better than the "I" for all abilities but I think Sci Team II is worth highlighting as especially worthwhile.
* Science Team I - worth stacking with Sci Team II. Shares a partial cooldown and isn't nearly as strong but it's nice to have it available when Sci Team II is on cooldown and you've been hit with Viral or something.
* Hazard Emitters - nice hull heal and resist buff, self or ally, 5k range.
* Polarize Hull - breaks tractor beams, also gives you a nice resist buff. Shares a partial cooldown with Hazard Emitters, though.
* Jam Sensors - makes one target unable to see you for a short time
* Scramble Sensors - makes all enemies within a 5k(?) radius of your target see enemies as friendly and friendlies as enemies. It's really quite crippling as it can cause you to shoot at friendly and heal enemies and tends to make you switch targets all by itself.
* Tractor Beam - very handy for stopping runners but mainly used to prevent your target from turning, which makes it a lot easier to pound down one shield facing and then ram torps against their hull.
* Viral Matrix - it's curable now with Science Team (and Attack Pattern Omega) but people will also be wanting to cure Scramble, Jam, Tractor, etc, so Viral can still be good. Plus if you're actually a science officer you can hit someone with Subnucleonic Beam and THEN Viral Matrix and they won't be able to cure it (due to SNB).
I'm sure there are other good ones I'm forgetting.
Basically science ships are awesome because science boffs are awesome.
Don't forget to use your special beam attacks, too. The ones that come with the ship. They aren't that powerful but they're free.
This is garbage and trash players who can't be bothered with actually learning game mechanics and how to overcome this or that use this. Since it overcomes everything and leaves your enemy helpless.
This is all this game is becoming.
Well have fun disabling each other till there is nobody left to disable, you obviously don't care if this mmo flops.
Most of what makes science great are the heals, though. Everyone should have Science Team II as a shield heal and resist for self and allies. 10k range, no AUX requirement, it's a fantastic ability.
Engineering and Tactical abilities just don't measure up. Rapid Fire is great, sure, but what else? Too many tactical abilities share timers or are highly weapon specific whereas science abilities are all generally useful. Engineer abilities are pretty lackluster except for RSP.
I'm certainly not going to use a cruiser just so I can die better and make people happy. I'm going to keep using Science as long as I'm convinced it's the best ship to PvP with. (They should make the Raptor into a science ship, btw.)
Incidentally, the only science BOFF ability I *really* hate is Scramble Sensors.
It annoys the hell out of me when I deselect my target, carefully hit Science Team to cure myself and it has me randomly target someone else and heal them instead. IMO it's too powerful for an AE ability. I think it should probably be made single target.
what with shield draining and all (negating the effects of science team) Engineering team 3 is pretty damn impressive. With my set up it heals for 15,750 hull heal (read: over half of an escort's hull) and gives the target a 52% damage resistance for 30 seconds. It is also one of the only two hull healing options that can heal other players, making it an absolute necessity for repairing damage and healing in pvp. oh, and it boosts your power levels too.
edit:
here is what will be my build for a healing set up cruiser captain (Star cruiser), The ground skills are placeholders for the new starship enhancement skills.
what with shield draining and all (negating the effects of science team) Engineering team 3 is pretty damn impressive. With my set up it heals for 15,750 hull heal (read: over half of an escort's hull) and gives the target a 52% damage resistance for 30 seconds. It is also one of the only two hull healing options that can heal other players, making it an absolute necessity for repairing damage and healing in pvp. oh, and it boosts your power levels too.
edit:
here is what will be my build for a healing set up cruiser captain (Star cruiser), The ground skills are placeholders for the new starship enhancement skills.
My hazard emitters II heals for the same amount and you should check your resistance by casting this on yourself without any other kind of resistance buff/item. It's probably closer to 35% dude to diminishing returns unless for some ungodly reason the base is over 100% and you are correct with it being 52% after diminishing returns but somehow I doubt that.
Hazard emitters also doesn't keep you from using a team, but I see you use them as well. The only bad thing is someone might need that slot for a science team since almost everyone flies a lockdown ship now.
My hazard emitters II heals for the same amount and you should check your resistance by casting this on yourself without any other kind of resistance buff/item. It's probably closer to 35% dude to diminishing returns unless for some ungodly reason the base is over 100% and you are correct with it being 52% after diminishing returns but somehow I doubt that.
Hazard emitters also doesn't keep you from using a team, but I see you use them as well. The only bad thing is someone might need that slot for a science team since almost everyone flies a lockdown ship now.
I should have clarified, its 52% before diminishing, but ya, my hazard also heals for that much. The benefits of engineering team over hazard though is a larger range, and an instant spike heal. I carry both because their so different.
and yes, I do cede the point of science team (I'm not the guy on my fleet premade that takes it though, I'm the healbot).
Incidentally, the only science BOFF ability I *really* hate is Scramble Sensors.
It annoys the hell out of me when I deselect my target, carefully hit Science Team to cure myself and it has me randomly target someone else and heal them instead. IMO it's too powerful for an AE ability. I think it should probably be made single target.
If you hold down F1 (or whaever you have for target self bound) you're a great deal more likely to use the science team on yourself instead of a random target. It still fails sometimes but but not often.
This is garbage and trash players who can't be bothered with actually learning game mechanics and how to overcome this or that use this. Since it overcomes everything and leaves your enemy helpless.
This is all this game is becoming.
Well have fun disabling each other till there is nobody left to disable, you obviously don't care if this mmo flops.
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
Actually snb can not be countered by anything but from what I recently read they are changing this and I doubt there will be much complaining about snb/vm. Certainly not from me if they change it the way they say they are.
I've never complained about feedback pulse because it's easy enough to counter, even after changes it should not be that hard to manage.
Never really complained about cloak even tho I don't like it, it is not some vastly be all end all ability. It can be managed easily enough.
My gripe has always been with lockouts, both in ground and space. I don't like it when I cannot fight back.
So here's to hoping things work out.
I also had a gripe about the universal bridge officer slots but I think I read about them possibly changing that as well.
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
Also in regards to your premade, if you have one lockdown ship that is all well and good. With a good assortment of ships and abilities in your team. However what I have been seeing is 75% of klingons flying some sort of lockdown ship.
Regardless of being a bop or a battle cruiser or even a carrier. It is not fun when more than half of your enemies are just flying around shutting everything down.
But as I said they say they are changing this so I hope for the best.
Comments
Many of these do not benefit from AUX, so you can have 25 aux power and do them just fine.
* Science Team II - excellent shield heal and shield resist. Also cures 1(?) science debuff. Self or ally, 10k range. Obviously the "II" is better than the "I" for all abilities but I think Sci Team II is worth highlighting as especially worthwhile.
* Science Team I - worth stacking with Sci Team II. Shares a partial cooldown and isn't nearly as strong but it's nice to have it available when Sci Team II is on cooldown and you've been hit with Viral or something.
* Hazard Emitters - nice hull heal and resist buff, self or ally, 5k range.
* Polarize Hull - breaks tractor beams, also gives you a nice resist buff. Shares a partial cooldown with Hazard Emitters, though.
* Jam Sensors - makes one target unable to see you for a short time
* Scramble Sensors - makes all enemies within a 5k(?) radius of your target see enemies as friendly and friendlies as enemies. It's really quite crippling as it can cause you to shoot at friendly and heal enemies and tends to make you switch targets all by itself.
* Tractor Beam - very handy for stopping runners but mainly used to prevent your target from turning, which makes it a lot easier to pound down one shield facing and then ram torps against their hull.
* Viral Matrix - it's curable now with Science Team (and Attack Pattern Omega) but people will also be wanting to cure Scramble, Jam, Tractor, etc, so Viral can still be good. Plus if you're actually a science officer you can hit someone with Subnucleonic Beam and THEN Viral Matrix and they won't be able to cure it (due to SNB).
I'm sure there are other good ones I'm forgetting.
Basically science ships are awesome because science boffs are awesome.
Don't forget to use your special beam attacks, too. The ones that come with the ship. They aren't that powerful but they're free.
For Cruisers build around extend shields or RSP. Extend shields if you want to be a great healer, RSP if you want to operate alone.
For science you have more options. You can emphasise slows and tykens rift to take just about anything offline for a bit, or you can build around jam sensors/viral matrix and TRIBBLE all over cruisers the second you see engineering team used. Or you can become super tanky with science teams and hazard emitters and outlast people. Or a mixture of any above.
target shield subsystem 3, combined with target shield subsystem 1 or 2 or any other significant power drain. Why bother brute forcing through them when you can just turn them off? (also makes RSP and Extend useless for them)
not really, there is no other skill that can prevent such a large amount of damage quickly. the closes any skill comes to that is extend shields, and even then with coordination its still possible to overpower extend shields.
How sad...and I thought i would be playing a tactical Ship to Ship inspired from Star Trek Game, where my maneuvering and weapon volley planning would would be what counts.
instead we got a CC spam fest of "I win" buttons disguised as Star Treky science abilities.
This is garbage and trash players who can't be bothered with actually learning game mechanics and how to overcome this or that use this. Since it overcomes everything and leaves your enemy helpless.
This is all this game is becoming.
Well have fun disabling each other till there is nobody left to disable, you obviously don't care if this mmo flops.
Most of what makes science great are the heals, though. Everyone should have Science Team II as a shield heal and resist for self and allies. 10k range, no AUX requirement, it's a fantastic ability.
Engineering and Tactical abilities just don't measure up. Rapid Fire is great, sure, but what else? Too many tactical abilities share timers or are highly weapon specific whereas science abilities are all generally useful. Engineer abilities are pretty lackluster except for RSP.
I'm certainly not going to use a cruiser just so I can die better and make people happy. I'm going to keep using Science as long as I'm convinced it's the best ship to PvP with. (They should make the Raptor into a science ship, btw.)
It annoys the hell out of me when I deselect my target, carefully hit Science Team to cure myself and it has me randomly target someone else and heal them instead. IMO it's too powerful for an AE ability. I think it should probably be made single target.
edit:
here is what will be my build for a healing set up cruiser captain (Star cruiser), The ground skills are placeholders for the new starship enhancement skills.
linky
My hazard emitters II heals for the same amount and you should check your resistance by casting this on yourself without any other kind of resistance buff/item. It's probably closer to 35% dude to diminishing returns unless for some ungodly reason the base is over 100% and you are correct with it being 52% after diminishing returns but somehow I doubt that.
Hazard emitters also doesn't keep you from using a team, but I see you use them as well. The only bad thing is someone might need that slot for a science team since almost everyone flies a lockdown ship now.
http://sto-builder.binarybit.ch/index.php?s=0_9999990990909f99099f50709f9c9c90909d6999e99zv_3_0-82-22--_1-35-40-41-1_2-35-43-41-_3-58-71--_4-58---@0
Close enough to what I am flying. It works for me, well most of the time.
I should have clarified, its 52% before diminishing, but ya, my hazard also heals for that much. The benefits of engineering team over hazard though is a larger range, and an instant spike heal. I carry both because their so different.
and yes, I do cede the point of science team (I'm not the guy on my fleet premade that takes it though, I'm the healbot).
If you hold down F1 (or whaever you have for target self bound) you're a great deal more likely to use the science team on yourself instead of a random target. It still fails sometimes but but not often.
What I find odd is if you play with a premade you can can counter anything thrown at you...with vent also. I use a CC science build and it is nasty. honestly though if your team can not throw a science team on you and some heals then get new friends.
Actually snb can not be countered by anything but from what I recently read they are changing this and I doubt there will be much complaining about snb/vm. Certainly not from me if they change it the way they say they are.
I've never complained about feedback pulse because it's easy enough to counter, even after changes it should not be that hard to manage.
Never really complained about cloak even tho I don't like it, it is not some vastly be all end all ability. It can be managed easily enough.
My gripe has always been with lockouts, both in ground and space. I don't like it when I cannot fight back.
So here's to hoping things work out.
I also had a gripe about the universal bridge officer slots but I think I read about them possibly changing that as well.
Also in regards to your premade, if you have one lockdown ship that is all well and good. With a good assortment of ships and abilities in your team. However what I have been seeing is 75% of klingons flying some sort of lockdown ship.
Regardless of being a bop or a battle cruiser or even a carrier. It is not fun when more than half of your enemies are just flying around shutting everything down.
But as I said they say they are changing this so I hope for the best.