I do a lot of pvp, especially 1v1s, and I always seam to get wrecked by sci's. Against tac or engi captains I usually win, or the fight ends in a draw. When I'm fighting science officers though, I almost never win. It always feels like there was nothing I could possibly do to change the outcome. In most of the fights I tend to never even get a chance to turn my own ship because of all the slows and holds they have. It almost seams like I'm playing a completely different game when fighting them. Not a game where you fly around in a space ship and shoot beams of energy at other people, but one were you just sit completely still and hit buttons, hoping your enemy is dumb enough to fly into your side(beams)or forward(cannons) arc so you can actually do some damage to them. Not being able to move is the least of my problems though. The real one is how much damage there abilities do. Tbr with the push to pull doff usually brings me to 40% health by itself, even with 49.9% all damage resistance and 60k hull. Getting tractor beamed while in the center of a grav well so i cant escape does almost as much. Do you guys have any advice on what I can do to better my chances against science officers, without neutering my build for when I'm fighting engineers or tacs?
here is the a2b build I recently started using:
http://skillplanner.stoacademy.com/?build=a2bgalaxyx_0
Comments
Galaxy is faaat. It just won't move. There's no APO available to escape tractors, you don't run EPTE or Polarize hull which are a must for slow moving ships. Gear's suboptimal as well, you need enhanced neutroniums. You get controlled a lot of times with your current build.
As for the GW, you are gonna need some hella heals to go with as much kinetic DR skills as possible, I have managed to sit in those situations and, come out alright (provided more captain ships aren't pounding away on me).
Praetor of the -RTS- Romulan Tal Shiar fleet!
1. AP-B, DEM III, and EPtW III should scare every actual science ship, as many sci ships have weaker hulls than escorts and are built to rely on shields for defense. Your ability to bypass all that and chew up hull scares a sci more than anyone.
2. Subnuc is your weakness, though. Sci sees that buff chain, clears it with subnuc, and now we have that window to science you to death. Therefore, you know that you'll be fighting that science in a "stock" mode more than a buffed one, so why not "turn the tables" on science by threatening us with the buff chain... Also, it's a mini-game to "tease out" that Subnuc then pop the chain, which, especially if you've managed to set up a broadside, is deadly...
3. To quote an old game, "Speed is life". Tractor Beam is a 5k range power, so by being faster than the sci and able to control the range, you can stay out of that "killer" TB & GW combo.
4. Evasives? Are you using that on a regular basis, or as your only "get out of jail free" card vs. a Sci. Odds are he's specced into part gens, not grav gens, so the "grip range" of his GWs and maybe TBRs is meek, a straight out of range evasives burst should shake you from a tossed GW...
5. Fleet RCS-Neutroniums are your friend. Strongly consider the investment. Even if you only start at Mk Xs and pile on the upgrades...
6. Doesn't Brace for Impact pile on kinetic defense?
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Against a Sci ship, some form of moving out of range or placating is also important due to Sensor Analysis. At the full 6 stacks, which will be achieved after 18 seconds, the Sci is getting an extra 30% damage, along with halving all your heals. That's lethal.
Against tractor beams in general, changing your build to include Polarize Hull will give immunity during the 'spike', but if you don't want that, you can just use Brace for Impact to cut damage in half.
As a sci, if you want to make me tactically irrelevant, hold on to some damage resist/heals for after I subnuke you, and I am going to say, "Drat, maybe in 2 minutes..."
Tho a bit of an exaggeration, in most situations against an equal opponent, I'm playing a game that looks like "Survive thru alpha, trick them into buffing, strip them off while calling for support on that target, and then wait to do it again. Cross heal and debuff as able." If you can live thru my subnuke, I'm swearing and hoping you make a mistake next time.
A good sci isn't only flying against your ship, they are flying against your personal bio-chemistry. I'm trying to frustrate you. I'm trying to push your fight or flight responses. I'm trying to feign weaknesses that will make you push an attack harder then you should so that you won't have anything left for my counter offensive. I'm here to mess with your mind and make you get sloppy.
Keeping your head together is the first thing you can do to even the odds against me.
Fleet Admiral Space Orphidian Possiblities Wizard
Feedback Pulse III with TBR II or Gravity Wells,added to that having 300-400 into Particle Generators.
Some might even lure you wasting Hazzard Emmiters when using Eject warp Plasma I.
Also watch out for Power Drainers,they can make your ship stay with 0 powers levels,even if counters do exists.
Like already people mentioned Sci ships have lower hull points,thats their biggest weakness.
(won't talk about Temporal Science Vessel,thats another galaxy.)
This is where as Tac a Vape build comes along,thats something Sci captains are very afraid of it.
Science overall unlike Engineers/Tacticals has lots of variety of builds to counter other classes.
Let Geko do 1v1 against sci because he designed that class .
well personally i do not like 1v1 i prefer open battle field like kerrat with kdf vrs fed. why i wont use que pvp .
but if i do get into a 1v1 i refuse to tell my ship type and i never ask what class they are in return. true pvp should be about suprise. if i ask what somebody is running or they ask me . its too easy to change out stuff to the proper counter rather than being a true battle of captains. which is why kerrat is AWESOME never know exactly what your gonna runinto there. so have to learn to live or die by them all.
While science captains will get my hull down they've never been able to take me down 1 vs 1. The key here is SCIENCE TEAM and having two purple doffs so you can use it every 15 seconds. The second is POLARIZE HULL to get away from tractor beams and of course EVASIVE MANEUVERS with Helmsman trait and a doff if possible to reduce time to I think 30-35 seconds.
You have to train yourself to only use Evasive Maneuvers when you see that Grav well forming...bee line right out of there and only use Polarize Hull when tractored.
Also look into the new Pilot Specialization skills, there are some that allow for some ship movement and turn rate even when your engines are zero which can help to at least change your shields facing.
Also, while having a huge cool down, don't overlook the Romulan Tier V Rep skill of "cloaking". While it takes a little to kick it, it will eventually ignore the tractor beam similar to how Polarize Hull does it.
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There are other tactics I don't use that could probably work well. Just about anything that teleports you a fair distance (5km+) will be a good thing to try. There's an intelligence boff ability that locks an enemy's turn and velocity control capabilities and ramps up its speed, causing it to effectively run away in a certain direction. This can potentially get someone using TBR to fly outside their own effective range. I haven't used it yet though, so I am unsure of how fast this speed increase is, and if it'll get them far enough away for the TBR to run itself out without smashing you up.