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Science Ship Buff?

macroniusmacronius Member Posts: 2,526
When is this coming?
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

- Judge Aaron Satie
Post edited by macronius on

Comments

  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited December 2013
    macronius wrote: »
    When is this coming?

    probably never. =[
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    Just like the pvp revamp, season N+1 where N is always the current season.
    ZiOfChe.png?1
  • tyrfalgertyrfalger Member Posts: 0 Arc User
    edited December 2013
    Cruisers got cruiser commands, raiders got flanking, hmm?. I'm wondering if the Dyson rep stuff was the 'buff' to sci seeing as how theres a focus on shields and damage with sci abilities.

    Aside from that, what I'd really like on science ships is something, a skill modifier or whatever, to reduce shield regeneration time (not rate) and science ability cool downs.

    Sensor analysis may need a tweak, notably with PvP due to the Rom rep placate thing. Maybe the # of stacks of sensor analysis could upgrade innate subsystem targeting to II and III?
  • miirikmiirik Member Posts: 483 Arc User
    edited December 2013
    dedicated science vessels, hmmmm~~~~

    Have yet to fly one but I really want to fly one (fleet varanus or tholian orb weaver). I believe their role is ally support or enemy disruption. They do it alright, but here's the kicker, a science-leaning carrier (looking at you vo'quv, and others) do it just as well if not better due to having carrier pets and far, FAR more hull than dedicated science vessels. Or at least thats how it seems to me.

    Perhaps dedicated science vessels need to simply be better at doing their job. Perhaps a cooldown reduction across the board for all science abilities, as someone else suggested? 10% won't cut it, nor will 15%, I would say 20% or 25% is significant enough to really give science vessels the buff they need.

    If not that, I see lots of people point out that science vessels usually have a secondary deflector array, and they say something could be done with that.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    miirik wrote: »
    dedicated science vessels, hmmmm~~~~

    Have yet to fly one but I really want to fly one (fleet varanus or tholian orb weaver). I believe their role is ally support or enemy disruption. They do it alright, but here's the kicker, a science-leaning carrier (looking at you vo'quv, and others) do it just as well if not better due to having carrier pets and far, FAR more hull than dedicated science vessels. Or at least thats how it seems to me.

    Perhaps dedicated science vessels need to simply be better at doing their job. Perhaps a cooldown reduction across the board for all science abilities, as someone else suggested? 10% won't cut it, nor will 15%, I would say 20% or 25% is significant enough to really give science vessels the buff they need.

    If not that, I see lots of people point out that science vessels usually have a secondary deflector array, and they say something could be done with that.

    Secondary deflector would be best, then i can buy and slot a second
    SciCmdr Fleet defelctor to decrease my Sci CD's more :D
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • momawmomaw Member Posts: 0 Arc User
    edited December 2013
    It's been my belief that science offense and debuff abilities should have VERY short cooldowns, and also very short system cooldowns. A science ship should be able to maintain a tachyon beam nearly non stop for as long as it wants to. Jamming a target's sensors shouldn't "wear off", either you're jamming them or you're not. In general, science would be a lot more interesting and useful if could choose to use one "tool" from your toolkit at a time before moving to the next tool as the situation changes, instead of having to structure science around clumsy 30-60 second cooldowns that constantly force you to use inappropriate powers merely because the thing you SHOULD be using in this situation is not available.
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