I am looking at two ships for my eventual VA Fed Science officer:
http://sto.gamepedia.com/Multi-Mission_Reconnaissance_Explorer
and
http://sto.gamepedia.com/Fleet_Reconnaissance_Science_Vessel
I can get one ship without a problem. I intend to use the ship as a Science heavy vessel and for the MMRE to use the Lt Cmdr universal BOff as a Science officer. The build will be similar for both ships.
The advantages of the MMRE is the universal BOff officers, Aux DHC and the hangar ship.
The advantages of the Fleet RSV is the better shield and hull, slightly better turn rate, and +5 additional points to Aux.
I was wondering what other people thought of both ships.
Comments
However depending on the actual build you wish to use, the RSV or DSSV could have an edge.
Work out your build, equipment, boff abilities and doffs. Then we can better advise you as to which ship will be best.
The Vesta dose almost everything well, but what it dose better then anything else is mega-well builds (not with the recon variant, but with the 5 sci console)
For a drain build the DSSV is second only to a palisade.
For anything else the RSV may have an advantage, or may fall behind the vesta. Let us know what you have in mind.
Can you provide more details on your proposed build? Would you be planning on using the Vesta's Aux DHCs or not?
One of the really great things about the Vesta is that it's so flexible. It's a "do everything" ship. I run mine as a sort of science-heavy assault carrier, but that's certainly not the only way to build one. You'd be more limited with the FRSV but it really boils down to what you want to accomplish.
LTC Uni (TAC) = TT1,TS2,TS3
ENS Unit (SCI) = HE1
LT TAC = TT1, APB1
LT ENG = EPTS1, EPTS2
CMDR SCI = HE1, TSS2, GW1, GW3
Forward Weapons = 2x Rapid Reload Trans Torps, 1x Breen Cluster
Rear Weapons = Omni AP Array, 2xTrans Torps
Deflector=Counter Command (for the projectile bonus)
Engines=Breen (2pc trans damage bonus)
Shield=Breen (2pc trans damage bonus)
Core=Obelisk (free and with aux bonus)
Devices= RMC, Subspace
Eng Consoles = Neutronium, Rule 62 (torp bonus)
Sci=2xPG,2xGG
Tac=4xTransphasic Compressors
Hanger=Standard Danbues
Doffs = 3x purple PWOs (torp cooldown), 1x purple grav scientist (aftershock GW), 1x purple FDO (hanger recharge)
Use: When in range, pop GW, then subnuc, sensor scan, TT1, Breen Cluster and torp spread. Rinse and repeat as cooldowns allow. Most frustrating thing is even with two copies of GW, the stuff dies quicker than my skills reset.
The AP array is used over the aux cannons for two reasons, primary being is that it serves as a target painter for when I am running around space bar spamming after my initial strike.It does little damage, but will focus a target for the torps and pets to fire on no matter where my ship is pointing, especially helpful during things like the Undine Planet Killer battles. The DHCs only do so when something is in their arc. Second reason is the DHCs take aux, and I run max aux, no weapons power, no beam boosting mods (other than the bonus from the CC deflector and core) and only one beam weapon who's function is not damage. I do not want my aux to drain since so much of my other abilities depend on it. The beam does have a defensive utility in taking out torps and small craft.
May consider putting a mine launcher in the back to have something more useful back there, transphasic or nukara web mines most likely. Maybe a KCB. Though really, being able to have bonused damage out of my rear arc helps when your major weapons systems have such a limited arc anyway.
Same build on the Fleet Recon would have a bit less consistent damage from the loss of the second copy TT and being limited to TS1 and TS2, but you could use the LTC SCI for other things while keeping the GW build in the CMDR slot.
MMRE
http://www.stoacademy.com/tools/skillplanner/index.php?build=mmrephoton_6771
FRSV
http://www.stoacademy.com/tools/skillplanner/index.php?build=rsvtorp_6771
On the RSV, you have BFAW1 on your ensign tactical but only one weapon out of six that can take advantage of it. You may want to consider either THY1 or TS1 instead, or perhaps another TT depending on your doff setup.
On the RSV, since you are using transphasics, you get a little larger boost to damage from the Breen two piece vs the Adapted MACO (off the top of my head, about 4%), and the Counter Command deflector would add another 8% or so. You may want the other Adapted MACO piece and set bonuses, though, they all pretty much bolster needed systems on these builds.
On the Tac Vesta, may want to get the Heavy Biomolecular Phaser Turret to replace your normal one, that with your Multi Energy Relay will add +7.5% bonus phaser damage and a 2% increased chance for the torp and turret to apply their Incubation rebuffs.
Your sci skills are up to you. From my experience in various content, using two grav wells synergies well with torps, and I suspect having four grav generators may prove more useful than two; if you can max out, through skills, consoles and other means, your grav gens, you will be able to pull more mobs, (many times all the mobs on the field at once) into your grav well where your torp combos would do the most damage at once; that would probably be the most efficient application of damage you can get.
This is my current MMRE build. Primary focus is crowd control, plus AOE damage.
http://skillplanner.stoacademy.com/?build=desertjetsmmre_7501
If you are willing to spend $50 on entertainment, Vesta three-pack will be more rewarding long-term. Fleet Recon is a fine ship though, just limited to specific role.
I am a subscriber, so I have been building up Zen. I have over 2200 right and I be well over the 2500 I need for the Vesta by the time I hit VA. That being the case, then I need just another 2500 for the Vesta 3-pack. Will the Vesta be available to my Fed Eng as well?
Yes, all your c-store ships are available to all characters of the relevant faction on your account (another advantage of the Vesta over the fleet RSV, though a meta one).
http://www.stoacademy.com/tools/skillplanner/index.php?build=coupedeville_5104
It is just a personal preference, but I have not liked the look of the TSAB. It reminds me some evil ship from another SciFi show in the nineties.
Vesta will probably be more powerful due to cannons and the uni slot, so it's up to you on whether it's worth the price.
I was the same for the longest time, but I saved the ec over the lol event and broke down to try it. The fact that the CDR slot was uni was the selling point for me even though it does look like it was resurrected from a junk yard.
The Vesta was fun but I am a bad pilot and need something that can take a hit :P This has survived the Crystalline Entity pulse thing. If you do go Vesta or the Fleet RSV, I would go photon and get the 3 piece Dyson combined with the Counter Command 3 piece minus the turret. You'll be able to use subsystem attacks on the Vesta with the experimental proton weapon and with the 3 piece add a cannon attack or beam attack.
Updated the Vesta build: http://www.stoacademy.com/tools/skillplanner/index.php?build=mmrephoton_6771
Not sure where to put Counter Command uni console since I do not want to give up the Science bonuses. The turret I think make more sense to get the 3-piece bonus, plus it improves my forward facing damage.
The problem with that Counter Command console is that its NOT universal, its a tactical and thus must go into a tac slot. The other CC console (Hydrodynamic Compensator) IS a universal.
To me, the Aux DHC's are a gimmick that only really works if your are not maxing AUX or WEP power, but running a balanced power scheme with other cannons. On a projectile sci build that is running max AUX, the only utility I personally have found in energy weapons worth their presence is with the omni AP array setting focus on targets so I do not have to either tab to a target or click them on the screen, plus shooting down torps and the like. You can use it for subsystem targeting too. It seems you want to run a something where you are facing whatever your fighting and thus want your rear weapons to have some utility in that regard, and I totally understand that. If thats the case, you could drop the DHC, put the Experimental Proton up front, and put the omni AP in the back, and run max AUX. You have now made one of the bonuses from your CC Multi Energy Relay worthless, but it was only boosting two weapons anyway (it was boosting those two weapons pretty good, though). You would have to decide if the remaining relevant non phaser bonus (radiation damage) is worth the about 5% bump in damage you could get by using a fourth Vulnerability Locator. No really wrong answer; actually, with your Tachyon Beam, I suspect you intend to strip some shield strength before dumping torps on them, the bonused DHC and turret would help with that. So, either way, good build in my opinion.