So many things wrong with this captain where to begin.
They don't have the ability to heal as well as the engineers one ground. in either kit, so they don't shine as healers.
They don't have the capability to heal ships or boost shields as well in space as the engineers do, so they don't shine there.
The particle skills are barely functional as kinetic damage because 1 hitpoint of shields negates 100% of the kinetic attacks so they don't shine there.
Every skill with science captains in space is kinetic damage so when the items that give kinetic resist in every slot becomes available people who choose those will become immune to all science skills.
At this point there's so much to fix on this class they might as well delete the whole thing and start over.
Suggestions? :
1. Change all science space skills to exotic damage.
2. Change the sensor analysis to increase in effectiveness with all science skills not just sensors.
3. Change the way kits behave or add bonuses to healing in various ways for each race not just the Betazoids. (like extending the racial resists to other members of the party).
4. Allow science captains the ability to replicate all special hypos and change the Doffs that give the previous hypo bonuses to other party members to allow for all hypos used to be extended to other party members.
5. Change the shield skills to have a much higher ratio of extending/regen/resist for science captains only.
6. Change the ground kits to all for more healing over time effects while in a party with the science captain.
7. Allow the gravity for force effects to be low and increase only with added graviton bonuses (like the pushback of repulsor beams) and the damage of these effects to increase significantly with particle bonuses. (instead of pushback from everything)
8. Change the ground DoT effects on ground weapons so they benefit from the exotic damage trait now in the game.
I have seen numerous times Sci captian solo the ground Borg bosses on Elite STF's. KDF Sci captians in BOP's can disable a ship and one-shot a target in 3 seconds or less. In PVE events like "No Win" a Sci captian is essencial for crowd control. I think that Eng Captians have the short end of the stick when it comes to usefulness. In kerrat I have seen Sci captians with FBP3 kill 4 targets in aprox 5-7 seconds. A Sci toon in the right hands is extremely useful.
Reason is not becouse they are so good and best , just becouse if idiotic amount of resist you can get when teammates are buffing you. So to acctually kill someone in PVP in premade you need to stack 3+ subnukes to have a chance of kill. Elite shields + EPtS + TT+ TSS or ES are the reasons why you must have 3+ sci captains.
Hey! I've got a Science Captain! A Lethean member of the KDF Science Captain. With a Lethean Bridge Crew as well. (What can I say? He's a little... xenophobic.) I've worked damned hard to learn how to play him well and get the most from his talents and abilities. Damned if I'll let him go without a fight. Playing him well requires playing him differently from my other toons. Playing him well requires me to think and plan. Rather than just point the biggest gun I can tote at whatever is closest and spend my game time pew pew pewing everything in sight.
A six year old boy and his starship. Living the dream.
Cripes, you do know that a Sci with the Medic kit can absolutely out heal everyone? Throw in some threat control and that Medic becomes an unkillable tank, able to solo just about everything and anything on the ground.
Even in space they can shield tank remarkably well, since Science Ships have an extremely high shield mod.
Look out if they're in a Nebula or other Science Vessel with the possibility of a LTC Engineer, or a Cruiser with the possibility of a LTC Sci, their massive dump into Aux power makes most things shooting at them into pebbles with the combination of EPtS2/3 + TSS3
Not to mention that with that massive Aux dump, their PH, X2SIF, and HE gives an extreme amount of resistance and some extremely powerful healing.
Reason is not becouse they are so good and best , just becouse if idiotic amount of resist you can get when teammates are buffing you. So to acctually kill someone in PVP in premade you need to stack 3+ subnukes to have a chance of kill. Elite shields + EPtS + TT+ TSS or ES are the reasons why you must have 3+ sci captains.
I fail to see how this refutes my point. You must have 3+ Sci Captains. You don't need 3+ Tac Captains, or any number of Engi Captains. Because Sci Captain is Best Captain. It does not matter WHY Sci Captain is best, just that it IS.
the list of flawes presented by the OP is fiction at best.
Why somebody would say an engi can heal better in ground combat is beyond me...or he never heard or seen the heal kit for sci captains.
Also the physicist kit is uber pwng in ground combat...
In space 2 shield resistance buffs are like the bread and butter for PVP + subnuke, which is kind of mandatory...
the fairy tale that 1 shield point can negate 100% of a kinetic dmg source is beyond commenting...
idk how somebody can come to such a conclusion, or why a sci captain is limited to kinetic dmg
begs the question if the OP ever tried a sci captain in an escort, because imho they shine in an escort. It is not mandatory to actually skill science skills with a sci captain. Personally i think engi captains work far better with science ships.
most sci captain powers aren't even directly buffed by any sci skills...sensor scan for instance gets a bonus to cloak detection from starship sensors, but the majority is only determined by AUX power level.
While I cannot comment on the Ground aspects of the OP's post, the Space portion has me thoroughly scratching my head and going..."huh?"
There's just so much that's incorrect...it's hard not to take it as a troll post, but it's not quite worded in a manner to suggest any sort of sarcastic trolling.
Thus, I think I'd just ask the OP how they came to the conclusions that they did - and in turn, folks would be able to help out with all the confusion there.
I think the whole skill system needs to be rethought out.
If you do combat in the game with out skills (pvp is amazing)
Its so realistic as well. Skills in their current design are destroying STO,
and the star trek experience.
I think the whole skill system needs to be rethought out.
If you do combat in the game with out skills (pvp is amazing)
Its so realistic as well. Skills in their current design are destroying STO,
and the star trek experience.
Science needs a lot of fixes to work correctly.
it would also be incredibly boring and a lot of people would leave
the list of flawes presented by the OP is fiction at best.
Why somebody would say an engi can heal better in ground combat is beyond me...or he never heard or seen the heal kit for sci captains.
Also the physicist kit is uber pwng in ground combat...
Engineer only gets one actual heal ability (Medical Generator), it's easily countered (shoot the generator!), and not that strong in the first place (it only gives mid-to-high teens HPS, which is far outstripped by any weapon). They have some tech abilities (shield recharge, equipment diagnostics, weapon malfunction) that allow them to improve resilience by either buffing themselves or debuffing the target, but they definitely can't heal like a Sci can.
An Engineer can slow the bleeding, a medical-focused Science character can reverse the damage.
How about you learn how to play a Sci Captain before writing posts such as this.
IKR, I have 3 sci captians and all are on MEDIC kit, so this OP has no clue as how to play a sci.
best role a sci captain can do is be a medic (ground) because with out a medic most missions / pvps fail
OP, Don'el Sander of the RRW Silent Eagle would like to have a word with you.
Make sure you have a couple copies of hazard emitters - she likes to set things on fire.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
I think the whole skill system needs to be rethought out.
If you do combat in the game with out skills (pvp is amazing)
Its so realistic as well. Skills in their current design are destroying STO,
and the star trek experience.
Science needs a lot of fixes to work correctly.
i agree with that...i wouldn't say destroying, but less static for sure. Skilling certain things especially in the science section and the projectile weapons, kind of force my captain to use certain powers and projectile weapons...if i would go without, despite having skilled those i have a feeling of inefficency...which bothers me highly.
for instance, if i skill particle generators, i will allways look out for a ship that can support grav well or something that feeds of this skill, making my choice of ships to fly somewhat limited...imho that hurts the game a lot.
combine this with certain skills you can't live without despite the career, you can actually scrap the skill tree system and just give those "must have" skills to each captain anyway...or as umari suggested, delete them.
Buffing certain skills can only be done via consoles, bringing on the flight flexibility back on the table.
leave my Elite Armark killer alone i love dicing him with my sword as for space i can heal faster then a cube/negh can damage me or its target player in elite stf.
so as far as i can think you have realy messed up your skill build or dont no when or wot powers to use.
so here is a hint Aux power helps all space sci powers, as for ground make sure u have spent skill points there n make sure u have diffrent kits for diffrent jobs.
In spce pve sci captain isn't as useful as tac or eng, either of those can do better in a sci ship then sci captain, but they are useful in space pvp.
Hrmmm, hrmmm, hrrrrrm...
Usually see Sci grabbing their Escorts more than Tac grabbing a Sci Vessel, eh?
And Eng is as useless in PvE as PvP...comparatively speaking to Tac or Sci. Doesn't stop me from running 4 Eng compared to 3 Sci and 2 Tac, mind you...but I'm not going to kid myself.
So basically all I've read as a rebuttal isn't direct factual numerical responses to my statements about what's wrong (especially the space skill kinetic resist making enemy ships have too much defense against sci skills) but these statements below:
1: you're wrong lrn2play
2: people need science space
3: sci ships are chosen all the time
4: the author doesn't know what he's talking about
5: sci captains do great in escorts (which is part of the problem, how many tacticals choose science ships)
6: sci captain skills are op
So far nothing but typical responses. How about we actually look at the data. If you have such a fantastic wonder build share it. If you have something other then the only exotic damage set one can use (Rom setup with a Vesta) then share it. Don't worry I'll wait. (looks at watch and whistles)
Because if other builds with other weapon choices don't work as well and if all of the science skills in space don't work as well as the magic tactical skills and if only one viable exotic damage build exists that means it's severely imbalanced. Thus my point. The weapons all need exotic damage variants for space, the skills for space should never be countered by 1 point of shield facing negating all of the damage of your skills, and there's too much of a blending of roles between the ships, nothing stands out or shines without doing a cookie cutter build.
So many things wrong with this captain where to begin.
They don't have the ability to heal as well as the engineers one ground. in either kit, so they don't shine as healers.
They're not meant to be exclusively healers. For that matter, neither are engineers. Healing is a tiny fraction of your captain's ground utility. This isn't WoW, stop trying to roll a Shaman.
They don't have the capability to heal ships or boost shields as well in space as the engineers do, so they don't shine there.
Uh.... the only ship an engineering CAPTAIN can heal is his own. You need to discriminate between the effect of your captain and the effect of your crew.
The particle skills are barely functional as kinetic damage because 1 hitpoint of shields negates 100% of the kinetic attacks so they don't shine there.
This is patently false, and irrelevant to boot. First, kinetic damage to shields is reduced only by 75%, not 100%. Second, your ship is equipped with a set of perfectly servicable energy weapons, with which you can take down your enemy's shields, just like any other type of captain.
Every skill with science captains in space is kinetic damage so when the items that give kinetic resist in every slot becomes available people who choose those will become immune to all science skills.
Again, if they've stacked kinetic resists, they're weak against energy damage. The game doesn't owe you a redesign because your build is ineffective when facing enemies who are tuning their build to defeat you.
So basically all I've read as a rebuttal isn't direct factual numerical responses to my statements about what's wrong (especially the space skill kinetic resist making enemy ships have too much defense against sci skills) but these statements below:
1: you're wrong lrn2play
2: people need science space
3: sci ships are chosen all the time
4: the author doesn't know what he's talking about
5: sci captains do great in escorts (which is part of the problem, how many tacticals choose science ships)
6: sci captain skills are op
So far nothing but typical responses. How about we actually look at the data. If you have such a fantastic wonder build share it. If you have something other then the only exotic damage set one can use (Rom setup with a Vesta) then share it. Don't worry I'll wait. (looks at watch and whistles)
Because if other builds with other weapon choices don't work as well and if all of the science skills in space don't work as well as the magic tactical skills and if only one viable exotic damage build exists that means it's severely imbalanced. Thus my point. The weapons all need exotic damage variants for space, the skills for space should never be countered by 1 point of shield facing negating all of the damage of your skills, and there's too much of a blending of roles between the ships, nothing stands out or shines without doing a cookie cutter build.
Many consider Subnuke OP at least to some extent, sensor scan is useful against cloaked ships. those alone make science officers very useful for PVP and sensor scan is nice for both PVE and PVP.
Comments
Even in space they can shield tank remarkably well, since Science Ships have an extremely high shield mod.
Look out if they're in a Nebula or other Science Vessel with the possibility of a LTC Engineer, or a Cruiser with the possibility of a LTC Sci, their massive dump into Aux power makes most things shooting at them into pebbles with the combination of EPtS2/3 + TSS3
Not to mention that with that massive Aux dump, their PH, X2SIF, and HE gives an extreme amount of resistance and some extremely powerful healing.
Why somebody would say an engi can heal better in ground combat is beyond me...or he never heard or seen the heal kit for sci captains.
Also the physicist kit is uber pwng in ground combat...
In space 2 shield resistance buffs are like the bread and butter for PVP + subnuke, which is kind of mandatory...
the fairy tale that 1 shield point can negate 100% of a kinetic dmg source is beyond commenting...
idk how somebody can come to such a conclusion, or why a sci captain is limited to kinetic dmg
begs the question if the OP ever tried a sci captain in an escort, because imho they shine in an escort. It is not mandatory to actually skill science skills with a sci captain. Personally i think engi captains work far better with science ships.
most sci captain powers aren't even directly buffed by any sci skills...sensor scan for instance gets a bonus to cloak detection from starship sensors, but the majority is only determined by AUX power level.
There's just so much that's incorrect...it's hard not to take it as a troll post, but it's not quite worded in a manner to suggest any sort of sarcastic trolling.
Thus, I think I'd just ask the OP how they came to the conclusions that they did - and in turn, folks would be able to help out with all the confusion there.
If you do combat in the game with out skills (pvp is amazing)
Its so realistic as well. Skills in their current design are destroying STO,
and the star trek experience.
Science needs a lot of fixes to work correctly.
it would also be incredibly boring and a lot of people would leave
You'd have a TPS at best...
...might as well break out the ol' Atari 2600 for some Combat.
An Engineer can slow the bleeding, a medical-focused Science character can reverse the damage.
IKR, I have 3 sci captians and all are on MEDIC kit, so this OP has no clue as how to play a sci.
best role a sci captain can do is be a medic (ground) because with out a medic most missions / pvps fail
Make sure you have a couple copies of hazard emitters - she likes to set things on fire.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
i agree with that...i wouldn't say destroying, but less static for sure. Skilling certain things especially in the science section and the projectile weapons, kind of force my captain to use certain powers and projectile weapons...if i would go without, despite having skilled those i have a feeling of inefficency...which bothers me highly.
for instance, if i skill particle generators, i will allways look out for a ship that can support grav well or something that feeds of this skill, making my choice of ships to fly somewhat limited...imho that hurts the game a lot.
combine this with certain skills you can't live without despite the career, you can actually scrap the skill tree system and just give those "must have" skills to each captain anyway...or as umari suggested, delete them.
Buffing certain skills can only be done via consoles, bringing on the flight flexibility back on the table.
so as far as i can think you have realy messed up your skill build or dont no when or wot powers to use.
so here is a hint Aux power helps all space sci powers, as for ground make sure u have spent skill points there n make sure u have diffrent kits for diffrent jobs.
Hrmmm, hrmmm, hrrrrrm...
Usually see Sci grabbing their Escorts more than Tac grabbing a Sci Vessel, eh?
And Eng is as useless in PvE as PvP...comparatively speaking to Tac or Sci. Doesn't stop me from running 4 Eng compared to 3 Sci and 2 Tac, mind you...but I'm not going to kid myself.
1: you're wrong lrn2play
2: people need science space
3: sci ships are chosen all the time
4: the author doesn't know what he's talking about
5: sci captains do great in escorts (which is part of the problem, how many tacticals choose science ships)
6: sci captain skills are op
So far nothing but typical responses. How about we actually look at the data. If you have such a fantastic wonder build share it. If you have something other then the only exotic damage set one can use (Rom setup with a Vesta) then share it. Don't worry I'll wait. (looks at watch and whistles)
Because if other builds with other weapon choices don't work as well and if all of the science skills in space don't work as well as the magic tactical skills and if only one viable exotic damage build exists that means it's severely imbalanced. Thus my point. The weapons all need exotic damage variants for space, the skills for space should never be countered by 1 point of shield facing negating all of the damage of your skills, and there's too much of a blending of roles between the ships, nothing stands out or shines without doing a cookie cutter build.
They're not meant to be exclusively healers. For that matter, neither are engineers. Healing is a tiny fraction of your captain's ground utility. This isn't WoW, stop trying to roll a Shaman.
Uh.... the only ship an engineering CAPTAIN can heal is his own. You need to discriminate between the effect of your captain and the effect of your crew.
This is patently false, and irrelevant to boot. First, kinetic damage to shields is reduced only by 75%, not 100%. Second, your ship is equipped with a set of perfectly servicable energy weapons, with which you can take down your enemy's shields, just like any other type of captain.
Again, if they've stacked kinetic resists, they're weak against energy damage. The game doesn't owe you a redesign because your build is ineffective when facing enemies who are tuning their build to defeat you.
Many consider Subnuke OP at least to some extent, sensor scan is useful against cloaked ships. those alone make science officers very useful for PVP and sensor scan is nice for both PVE and PVP.