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long range science vessel retrofit

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The most useless vessel I have ever used, a totally waste of cryptic point.

It is possible I am wrong, but my scientist and may tactic characters have the some skill point in all about shield subsystem skill and both my MVA escort and science vessel have the some equipment of shield (maco mk XII), engine and deflector (assimilated borg tech mk xII), the science vessel have also enginear consol to reduce the damage to hull and hiter level in both shields system power and aux system...
Both the ships are configured to increase their defence and shield resistance using a couple of transfer shield strength and emergecy power to shield... the only difference is that with the escort I also use tactical team.

well while my escort can engage a borg tactical cube and have good change to survive for a long time, my science vessel can be easily destroyed even by 2-3 spheres and a tactical cube can be a nightmare. The shield drop down very easily and the ablative armor is a trap because if you use it your shield go down before the ablative armor is operative... since you use the ablative armor as last resource (the cooldown is 2 minutes) you can be immediately destroyed.

Moreover since field generators have been reduced, science vessels became a nonsense: you have to use 3 or even all (4) of the science console slots for field generators (remember the ship has only 27500 hull points) so you have to forget about using consoles to improve your science abilities. Using science console slot only for field generators have a reason only for non science oriented vessels even because tactical and engineer abilities usually require only one skill... science abilities require quite always 2 skill.
There is more: important ability (for a scientist) like GW have the secondary effect to transform your ship in the favorite targets of the npc so you pay twice the fragility of the ship.

Is my opinion that actually the only think you can do with a scientist character is using a science odissey (or delete it): the cruiser it is not science oriented as the LRSV retrofit, but you have much more hull points, much more shields points, one engineer console slot more and the same amount of science and tactical console slots... moreover you have 2 more weapons (so much more dps)... what do you loose? the commander science officer? a little price because it is a small vantage for a so fragile ship... the "integrated" subsystem targeting? still a little price because the cruiser have more dps and resistance.


There is something wrong in what I said?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Eurialo wrote:
    The most useless vessel I have ever used, a totally waste of cryptic point.

    There is something wrong in what I said?

    Yes.


    First of all, your trying to go in guns blazing from what im reading...


    Check yourself honest. Science vessels are not guns blazing yeehaw ships, they are support

    i run 2 dual beams and quantum upfront, 2 turrets and tricobalt in back
    do amazing damage that way, the lt tac slot affords you this...
    tac team 1, high yield 2, thats my setup anyways, along with 2 transfer shield strenghts from the lt science and commander science, he twice and a polarize for those "fun" moments
    gw3 mostly for control of the spheres and probes in elite stfs, eps1 and auxtostructure 1..
    set up your science consoles to beef your gw and deflector skills, not for shield boosting imo sci still has a good shield boost to begin with compared to escort or cruiser. In elite stfs if you get hit you get hit, specially if its the invis one shots...nothing saves against it unless your 1337 like some claim to be.
    the he and tss can be tossed on anyone wich helps if theres a cruiser actually tanking...not like most know how to anymore anyway. my build ive actually been able to outank the supposive tanks in this game and have limited deaths...alot of it is timing the brace for impact and other skills to give you the high shield and hull saves.

    if you still find this vessel bad...i suggest going with whatever floats your boat so to speak.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Sosuhno wrote:
    Yes.
    Check yourself honest. Science vessels are not guns blazing yeehaw ships, they are support

    the problem is not my dps (and my build is for buf/debuf, not for dps)... the problem is that the resistance is very low and if I use the science console slot to improve GW, I loose resistance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Eurialo wrote:
    the problem is not my dps (and my build is for buf/debuf, not for dps)... the problem is that the resistance is very low and if I use the science console slot to improve GW, I loose resistance.

    what resistance are you talking about specificaly? kinetic? plasma, only 2 you need to worry about really for stfs and general endgame. Both can be easily solved by enginer slot getting that high plasma resistance armor and using aux to structure, brace for impact, tss, polarize hull all give shield and hull resistances. Crew death means very little so i never worry about them only the hull itself.
    Remember timing can play a key factor in surviving, not only timing with the resistance but planning out the timing between your mutliple shield and hull repairs so you can overlap them easily.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I own this ship and its quite wonderful really, the commander science station allowed for the best abilities you can get on a ship, and it seems from your post you are trying to tank with it, your really not suppose to tank with science vessels, your suppose to support your team with them, disable your enemies and heal your allies.

    But if you do get into trouble like you've been saying, then just switch on the Ablative Generator you should be virtually immune during that period wile you run away, its actually quite a survivable ship for a science vessel as long as your not going all in aggroing everything, you need to stay afar and just support your team, if you don't want to do that then choose another ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Eurialo wrote:
    There is more: important ability (for a scientist) like GW have the secondary effect to transform your ship in the favorite targets of the npc so you pay twice the fragility of the ship.
    There's also the fun of taking damage from one's own gravity well. Is that a bug or a feature?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    To be honest, the choice of Science ships at T5 is.... underwhelming.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    The LRSVR is not a bad ship. Science vessels are harder to build because they require you to figure out exactly what boff setup you need. PVP, STFE and PVE BOFF setup should absolutely be different. The LRSVR also has the ablative armor, which acts as a 10 second INVINCIBILITY every 3 minutes. With the Shield modifier and 1 or 2 Shield consoles, you get 11k shield each side easily. With a good skill tree, you also get bonus Hull. With a strong Eng console, you have good defenses. a single DBB, 2 Quantum torps and 3 turrets aft means that you get to use your Target subsystem, while also having strong damage and turn rate. I do well in PVP, STFE and PVE with this ship. Yes the MVAE does more damage, but that does not mean the LRSVR is unplayable.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Cygone did a really good shield drain torpedo build on a Science Vessel.

    I tried to do something similar at T3 and failed miserably but I learned alot.

    Your first stop for the ship Instead of crying the vessel is underpowered is to try looking for solutions and build advice. Go to the Federation Shipyard. List your ship, BOFFs and DOFFs and ask for help.

    I'm tossing up between the LRSVR, DSSV and the RSV for my final Sci vessel (since I already have a MVAE) and I'm leaning towards the LRSVR.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Eurialo wrote:
    the problem is not my dps (and my build is for buf/debuf, not for dps)... the problem is that the resistance is very low and if I use the science console slot to improve GW, I loose resistance.


    No, the problem is your speed.

    Escort's 'tanky' ability comes from the TRIBBLE amount of defensive bonuses their innate high speed plus tactical attack patterns bestow them.

    The science vessels have roughly 25% less overall defense than escorts just because of speed. If you pump your AUX into ENGINE you'll get roughly the same defense.

    but then you'll be a useless science ship.

    The whole problem is amateur game mechanics design. They cannot fix it without revamping the core stats of both ships and skills and their modifiers.

    In short... too much work that they cannot charge cpoints for. So its best to continue milking a mediocre game and let it slide into a pile of TRIBBLE ... as long as the cash flows they dont care.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I am talking about the overral resistance of the ship. Even using costantly a couple of TSS and EPtS to repair my shields and improve damage resistance, using the buff/debuff abilities of my character and costantly redistribuiting the shields points... Often my shields drop down fast because of the borg sphere weapons.
    Note that I use a maco mkxii shield, 2xfield generator, 2xfield emitter, have level 9 in every skill involving shield strength, repair and power level. High shield and aux power levels.

    That build is quite the same I use with the escort but I can't have similar performance.
    I notice the difficult start using GW: the tipical scenario is when borg spheres are coming out from the gate, I use GW to stop them and then for a lot of time the ship became the favorite target. That as a sense, but the result is that for many seconds I have to stay away from spheres or the ship is destroyed in a few seconds even if my shield and hull is at 100%

    The only way to moderate this result is using all sci console slots for field emitters, trash the ablative hull and use one more neutronium alloy... but frankly I have always supposed that 4 science console slots had a different use than filling them only with field emitters.


    p.s.
    why often science fleet do not work? ships disappear without engaging the enemies?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I have the Long Range Science vessel retrofit and for the most part like it a lot. It has taken a lot of micromanagement,finding the right combination of attributes, abilities, weapons, and consoles, and although I'm not quite there yet, it has been slowly evolving into something viable.

    As some of you have noted though, science vessels are predominantly support ships ideally suited to fill out a team. The down side to this is that once you hit level 50 there's no point in doing single player quests at normal difficulty as the rewards usually aren't there, and doing these quests at the advanced level with a science ship can often be a daunting task.
  • johnnewmantsjohnnewmants Member Posts: 11 Arc User
    edited September 2012
    I recommend to use only field generators and to use feedbackpulse 3 - this gives you nice firepower against borg cubes - tactical cubes has been increased a lot in resistance, so they're be hard to burst down for any ship, now

    I even like the agro of GW because with the 10% rule @ infected you can throw One GW into the Sphere Group then use feedback Pulse and if your Shields are Down -> Reverse Shield polarity - if the Shields are down again use the ablative and fly away - this grants you a Lot of damage. :-)

    Hope you find a Way to handle the lrsvr in a Way you like.
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited September 2012
    funny.... ask anyone thats battled me in my lrsv-r and they'll tell ya i'm hard as hell to crack.

    then my nebula comes in second, then my recon. the dssv would probably be better then recon but i dont like flying a shoe.


    if ya wanna get better then check the pvp forums. plenty of stuff there to give tips.
  • matth431matth431 Member Posts: 72 Arc User
    edited September 2012
    Science ships seem to have a reasonable choice of options at T5, with one exception... none of them offer a choice of 2 Tac, 2 Sci, 1 Eng consoles, in other words the layout the Luna Class offers. For missions, I've found my survivability is much higher going for a semi-DPS build, so I need a Lt Tac slot to focus on torpedo and cannon (turret) abilities, yet Tac Team is almost mandatory too. I'm hanging on to my Luna at present, because none of the T5 options seem to offer this (Fleet refits may, but I'm not in a fleet).
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited September 2012
    matth431 wrote: »
    Science ships seem to have a reasonable choice of options at T5, with one exception... none of them offer a choice of 2 Tac, 2 Sci, 1 Eng consoles, in other words the layout the Luna Class offers. For missions, I've found my survivability is much higher going for a semi-DPS build, so I need a Lt Tac slot to focus on torpedo and cannon (turret) abilities, yet Tac Team is almost mandatory too. I'm hanging on to my Luna at present, because none of the T5 options seem to offer this (Fleet refits may, but I'm not in a fleet).

    the fleet science ship (the nova/RI) has just what you need. only at the low low cost of a tier 3 starbase and 20$!
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited September 2012
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