My toon is max level science captain. In a nutshell the problem I'm having this week is I've run into unkillable Feds in space PvP.
What I'm seeing are Fed ships that are putting out strong dps (better than mine) and insane defense. Like 4 ships are beating on them for well over a minute and the shields barely flicker and they are not getting healed by teammates. When I see the green glow of RSP I hit them with the beam the strips all buffs (can't remember the name right now) but to no avail.
I've tried multiple specs. I gone full defense with hull and shield boosting abilities and tried to outlast these Fed opponents focusing on healing my allies. Doesn't work. Their weapons seem to cut right through me even with all the shield and hull healing/boosting abilities I have. I can't seem to match their defense. Not even close.
I've switched ships, skills, weapons. Most of my gear is purp valor gear. I don't have a problem with power. It's always at 100+ in whatever system I chose.
Other KDf players will need more info about your build, weapon set-up and skills associated to be more helpful. What abilities do you use to defend yourself (shield/hull healing)? What are you primary attack skills? What vessel do you fly? As a KDF member, have you accepted the fact that you are both under-powered and over-powered at the same time?
Ugh not in game right now. Can't remember all the dang names. Lemme see:
RSP
Emergencey Power to shields
Aux power to integrity fields (or something like that. It's a shield boost with regen)
Attack pattern Alpha (buff to damage resistance one)
The hull polarity one (damage resistance + breaks tractor beam)
2 Engineering team (for hull heals)
aceton field (debuffs damage on target)
extend shields
high yield torps (tricobolt torp btw)
emergency power to weapons
brace for impact
Then I got the 2 sci abilities that up my resistance to damage and the beam ability (SNB?) that strips an enemy of any buffs they are using. Got the photonic fleet ability, ramming speed etc. Probably missing something in that list.
Been using the top tier cruiser (NegVar?) with tetryon and antiproton beam banks or maybe arrays (whichever is the harder hitting one). I have two of the power transfer components that always keep your power maxxed. I have components to up tetryon and antiproton damage. Got the shield type with the most power but the slowest regen.
I've checked my character sheet and the skill points I have support these abilities.
Right off the bat, being science, I have little to offer in the way of advice. I play Tactical BoP and know little of how to cross-class science in a cruiser.
I can say that using two different weapon power types (tets/Ap) will show a decrease in dammage output due to the skill point loss caused by trying to max both, or so theory goes.
You seem to have a decent build and should do better in damage output if you can take advantage of the Tets dropping shields - tricobalt torp combo, but you must be close to the target to get that Tric torp to hit before it is shotdown. Possibly set-up ACF before hand to further weaken your target before attempting the tet/Tric combo.
Maybe think about Directed Energy Modulation as a possible power to accent your dammage, works well with Beam Overload I hear.
Have you tired a carrier yet? I believe they may allow better use of your science toon abilities.
Sorry I could not help further (if at all), but I will think on it a while and return since I have a science alt KDF and need to start theorycrafting ideas for him.
What I'm seeing are Fed ships that are putting out strong dps (better than mine) and insane defense. Like 4 ships are beating on them for well over a minute and the shields barely flicker and they are not getting healed by teammates.
They're not getting Science Team stacked on them between RSPs, are they?
Really I just wanna know the secret. I mean I'm seeing players walk away doing 400k damage in a match...and 300k healing. I specced for healing and I barely get half that. And damage...ppf forget about it.
still looking for a good list of consoles to compile a what helps what and STOwiki seems the best place to get that info.
Console use will depend on what you want to do with each set-Tactical for dammage/science for shields/hull/crew - engineering is a catch all really and can be used to enhance all sorts of abilities.
Comments
RSP
Emergencey Power to shields
Aux power to integrity fields (or something like that. It's a shield boost with regen)
Attack pattern Alpha (buff to damage resistance one)
The hull polarity one (damage resistance + breaks tractor beam)
2 Engineering team (for hull heals)
aceton field (debuffs damage on target)
extend shields
high yield torps (tricobolt torp btw)
emergency power to weapons
brace for impact
Then I got the 2 sci abilities that up my resistance to damage and the beam ability (SNB?) that strips an enemy of any buffs they are using. Got the photonic fleet ability, ramming speed etc. Probably missing something in that list.
Been using the top tier cruiser (NegVar?) with tetryon and antiproton beam banks or maybe arrays (whichever is the harder hitting one). I have two of the power transfer components that always keep your power maxxed. I have components to up tetryon and antiproton damage. Got the shield type with the most power but the slowest regen.
I've checked my character sheet and the skill points I have support these abilities.
I can say that using two different weapon power types (tets/Ap) will show a decrease in dammage output due to the skill point loss caused by trying to max both, or so theory goes.
You seem to have a decent build and should do better in damage output if you can take advantage of the Tets dropping shields - tricobalt torp combo, but you must be close to the target to get that Tric torp to hit before it is shotdown. Possibly set-up ACF before hand to further weaken your target before attempting the tet/Tric combo.
Maybe think about Directed Energy Modulation as a possible power to accent your dammage, works well with Beam Overload I hear.
Have you tired a carrier yet? I believe they may allow better use of your science toon abilities.
Sorry I could not help further (if at all), but I will think on it a while and return since I have a science alt KDF and need to start theorycrafting ideas for him.
Mk XI gear (notably consoles) have had an affect on their ships. That'd be my first guess anyways.
I'll have to look into the xi consoles. It's hard to believe the upgrade could be that dramatic.
Depends on your healing abilities.
I'll try and find a good list of what type helps what and get back to this thread.
Really I just wanna know the secret. I mean I'm seeing players walk away doing 400k damage in a match...and 300k healing. I specced for healing and I barely get half that. And damage...ppf forget about it.
http://forums.startrekonline.com/showthread.php?t=173728
and one about BoP's in general.
http://forums.startrekonline.com/showthread.php?t=136946
still looking for a good list of consoles to compile a what helps what and STOwiki seems the best place to get that info.
Console use will depend on what you want to do with each set-Tactical for dammage/science for shields/hull/crew - engineering is a catch all really and can be used to enhance all sorts of abilities.