test content
What is the Arc Client?
Install Arc

Need help fighting wizards

thatguybillthatguybill Member Posts: 1 Arc User
edited October 2014 in PvP Gameplay
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
Post edited by thatguybill on

Comments

  • riccardo171riccardo171 Member Posts: 1,802 Arc User
    edited October 2014
    Problem's the ship.

    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.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited October 2014
    Well, best advice I can offer seeing how you don't have APO or, PH is, to stay out of range of TBR & TB as best you can.

    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).
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • dareaudareau Member Posts: 2,390 Arc User
    edited October 2014
    Starting to wonder if maybe a touch of playstyle isn't what's hurting you. Granted, I'm not a PvPer, but I have read up some and learned a few things. Such as:

    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?
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    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]
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited October 2014
    You've been given plenty of good advice so far.

    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.
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited October 2014
    You are getting good advice.

    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.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • edited October 2014
    This content has been removed.
  • ahilles7ahilles7 Member Posts: 0 Arc User
    edited October 2014
    Watch out for nowadays combination Science player are using.

    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.
  • notrealednanotrealedna Member Posts: 1,028
    edited October 2014
    Thou 1v1 is stupid I have to ask why do 1v1 against a sci if you are not a sci?
    Let Geko do 1v1 against sci because he designed that class .
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    edited October 2014
    Thou 1v1 is stupid I have to ask why do 1v1 against a sci if you are not a sci?
    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.
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    edited October 2014
    I'm in a Science Odyssey and I can say as well that usually Science captains/ships are the toughest. The key here is timing and knowing how long their timers go for as well when they do start hitting you.

    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.
    Fleet Admiral Thomas Winston James a.k.a. The Grayfox
    Fleet Leader of:
    Liberty Task Force/Liberty Honor Guard
    Pride of the Federation/Pride of the Empire
    Liberty Guardians
    U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class

    Game Handle: Grayfox@GrayfoxJames
    Website: https://www.libertytaskforce.com
    Armada (STOFA Member Fleet): https://www.libertytaskforce.com/stofa
    Discord: https://discord.gg/bGp9N7z
    Twitter: STOFA@LTFGrayfox
    Email: CSDynamix@Hotmail.com
  • pulserazorpulserazor Member Posts: 590 Arc User
    edited October 2014
    As long as the game's pvp has the same mechanics as pve there will never be any semblance of balance. The mechanics are designed to empower your ship to combat scores of npc's at a time, not a single person, so it isnt hard to see why a science ship can not be taken down in a fair fight between two equally matched opponents.
  • edited October 2014
    This content has been removed.
  • crappynamerulescrappynamerules Member Posts: 146 Arc User
    edited October 2014
    There are a few options to dampening the power of holds on your ship and let you get moving, which is the key. If you get caught by the particle magician and stay in place, you will take a serious pounding or even be destroyed depending on what consoles the guy has equipped. So looking into some or all of these will save you, big time. Boff powers like A2D, APO, PH, and EPtE will be useful. Try investing some of your skill points in inertial dampeners. It won't make the control effects pathetic, but it'll weaken them significantly vs what they would normally be doing. There are also options available to everyone, regardless of build. If you can get a high enough engine power (keybind power presets with a good transfer rate or use an engine battery) and then hit evasive and maybe tack on a deuterium surplus if possible. Your ship's speed will go well beyond its full impulse speed, and the thrust will often tear you free of movement control effects. Brace for Impact will also give you a bit more padding against the TBR and GW damage.

    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.
Sign In or Register to comment.