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Research Science Vessel Retrofit for the win!

milandaremilandare Member Posts: 194 Arc User
I fly a Research Science Vessel Retrofit (the karaoke mike with attached nacelles). I built it in my solo fleet T1 shipyard. I want to make it work. When I can afford to, I'll upgrade to the Fleet version, but that's almost identical. Sure, I tried a cheap Mirror Sci vessel, it was more powerful, but I want to rule the world in a hospital ship. With recent changes to shields this became (slightly) less foolhardy.

I have not PvPed or Elite STFed yet, for fear of offending others. I rarely Normal STF but the few I ran were fun. I did receive a few premptive heals from folks who must see me as an eggshell. Mostly I have tried dozens of Fleet Events. Ranked rewards usually put me in third place. I'd like to get more 2nd and 1st places, to get the Very Rares to fund some upgrades, and I'd like to inspire confidence in STFs (hah!). So I'd love to get some feedback on where I might improve my build or strategy. Using a bubble bus.

Research Science Vessel Retrofit
Boffs:
TSS1, HE2, ST3, GW3
TB1, TB2
PH1

EPtS1, EPtS2, RSP2
FAW1, APD1

Tac consoles: 2x Polaron Phase Modulator XI
Eng consoles: RCS Accelerator XI, Neutronium XI,Monotanium XI - Add EPS with 'Fleet' upgrade?
Sci consoles: Field Generator XIShield Emitter Amplifier XI, Emitter Array XI, Particle Generator XIII
Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
Engines: Jem'Hadar Combat Impulse Engines XI - very slow Lobi collecting may eventually pay for an upgrade
Shields: Jem'Hadar Resilient Shields XI
Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em] - some great boosts, not sure if overall better than using Jem'Hadar deflector
Devices: Shield Batteries, Heavy Satellite Turrets, Subspace Field Modulator

Doffs:
Security Officer: Extra threat control from APD - I assume getting hit a lot improves my rating in Fleet Events
Energy Weapons Officer
Gravimetric Scientist: chances of cascading GW

2x Development Lab Scientist

Skills:
S.Attack Patterns 9; S.Energy Weapons 9; S.Maneuvers 6; S.Energy Wep Spec 9
S. Weapons Training 6; S.Projectile Weapons 9; S.Targeting Systems 6; S.Projectile Wewapon Spec 6

Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 1; S.Engine Performance 3; S.Armor Reinforcements 6
S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 6
S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 6; S.Weapon Performance 3

S.Flow Capacitors 6; S.Power Insulators 3; S.Graviton Generators 6; S.Inertial Dampeners 3
S.Shield Emitters 6; S.Shield Systems 6; S.Particle Generators 9; S.Sensors 1


Strategy: Gather and crush for warp core breach cascade. I use a high-Aux power setting, alpha strike with GW/TB/SNB/SS/TSS, then switch to high-Wep power setting to circle and FAW/APD beam while recharging GW. EPtS on at all times. I am still experimenting with using the second TB effectively, I suspect I'd benefit from shorter TB cool down somehow.

I have not reviewed my skills setup in forever, I am sure they could be optimized. My other choices may be limited while I remain F2Pb for the moment. I am waiting to see if development further supports casual play before committing cash. Recent shield changes for cheap ships were an extremely positive sign. High tier must-have buffs from the grindy end of the reputation systems are not. But I might spend cash if it will add to my fun. Looking forward to any advice!
Post edited by milandare on

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    katanic123katanic123 Member Posts: 0 Arc User
    edited February 2013
    I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)
    Captain Cavillian
    [SIGPIC][/SIGPIC]
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    thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited February 2013
    milandare wrote: »
    I fly a Research Science Vessel Retrofit (the karaoke mike with attached nacelles). I built it in my solo fleet T1 shipyard. I want to make it work. When I can afford to, I'll upgrade to the Fleet version, but that's almost identical. Sure, I tried a cheap Mirror Sci vessel, it was more powerful, but I want to rule the world in a hospital ship. With recent changes to shields this became (slightly) less foolhardy.

    I have not PvPed or Elite STFed yet, for fear of offending others. I rarely Normal STF but the few I ran were fun. I did receive a few premptive heals from folks who must see me as an eggshell. Mostly I have tried dozens of Fleet Events. Ranked rewards usually put me in third place. I'd like to get more 2nd and 1st places, to get the Very Rares to fund some upgrades, and I'd like to inspire confidence in STFs (hah!). So I'd love to get some feedback on where I might improve my build or strategy. Using a bubble bus.

    I think I give you a few pointers. First, when it comes to the Fleet events (that is Gorn Minefield, Starbase 24, and Klingon Scout Force) your position is determined solely by the total amount of hull damage you have dealt to enemy ships. The STF's (Khitomer, Cure, Infected, and Hive) do not use a ranking system to reward players but a straight random roll on a loot table.
    Research Science Vessel Retrofit
    Boffs:
    TSS1, HE2, ST3, GW3
    TB1, TB2
    PH1

    EPtS1, EPtS2, RSP2
    FAW1, APD1

    The meat and potatoes of your powers look pretty good. You might want to consider slipping a Tactical Team in there if you find yourself having difficulty keeping your shield facings intact. If you do, don't worry to much about losing FAW, with your BOff layout and powers, you can get quite a bit of AoE out of them without it.

    Try swapping TSS 1 and TB 2 around to TB 1 and TSS 2, as the extra Shield DR will go a long ways when combined with dropping ST3 on yourself or an ally.

    You can probably drop RSP for an ENG Debuff (highly recommend Eject Warp Plasma, you'll understand in a second why).
    Tac consoles: 2x Polaron Phase Modulator XI
    Eng consoles: RCS Accelerator XI, Neutronium XI,Monotanium XI - Add EPS with 'Fleet' upgrade?

    These are okay the way they are. You don't have a whole lot of need for an EPS console, even with swapping power levels around. It doesn't affect weapon power drain anymore as they aren't a drain but a debuff applied for the duration of that weapon's firing cycle.
    Sci consoles: Field Generator XIShield Emitter Amplifier XI, Emitter Array XI, Particle Generator XIII

    You don't need the Field Generator. I know the extra shield cap is nice, especially with the Jem Shields, but I promise you, you don't need it. Since you're using Gravity Well both to reel in targets and hurt them, I'd highly recommend using Graviton Gens, Particle Gens, or a mix of the two. The Graviton Gens will increase the pull-in radius of the Grav Well, the Particle Gens the damage, naturally. Plus sided, if you do use Eject Warp Plasma 1, the Particle Generators will increase the damage of that, too.
    Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
    Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI

    Looks decent to me. If you don't have much trouble with pointability, you might want to consider a 5th array in place of the aft Hargh'peng.
    Engines: Jem'Hadar Combat Impulse Engines XI - very slow Lobi collecting may eventually pay for an upgrade
    Shields: Jem'Hadar Resilient Shields XI
    Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em] - some great boosts, not sure if overall better than using Jem'Hadar deflector

    The Jem Deflector would give you a respectable bump to Graviton Generators, other than that, no great reason to take it over your current Deflector. The 3-piece Jem Set power relies on Flow Caps to get the most out of it and is more at home in a shield-peeler setup.
    Devices: Shield Batteries, Heavy Satellite Turrets, Subspace Field Modulator

    I'd suggest dropping the Satellite Turrets for a stack of Weapons or Engine batteries. The latter lets you boogie in a pinch while the former allows you to spike your weapon power up while running Aux bias for Sci powers so when you swap to full weapon power with little downtime during the change over.
    Doffs:
    Security Officer: Extra threat control from APD - I assume getting hit a lot improves my rating in Fleet Events
    Energy Weapons Officer
    Gravimetric Scientist: chances of cascading GW

    2x Development Lab Scientist

    As stated above, for Fleet events where you are ranked, the only thing that matters is damage dealt to hull. You could put AP: D on other people to get them focus fired (slowing down how fast they deal damage) but that's kind of mean-spirited. I'd recommend losing the Security Officer and Energy Weapons officers in favor of, and I know it gets recommended a lot, Shield Distribution Duty Officers. Turning BFI into a handy panic button, especially with your shield heals, would allow it to nearly make up for not having RSP all by itself.
    Skills:
    S.Attack Patterns 9; S.Energy Weapons 9; S.Maneuvers 6; S.Energy Wep Spec 9
    S. Weapons Training 6; S.Projectile Weapons 9; S.Targeting Systems 6; S.Projectile Wewapon Spec 6

    Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 1; S.Engine Performance 3; S.Armor Reinforcements 6
    S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 6
    S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 6; S.Weapon Performance 3

    S.Flow Capacitors 6; S.Power Insulators 3; S.Graviton Generators 6; S.Inertial Dampeners 3
    S.Shield Emitters 6; S.Shield Systems 6; S.Particle Generators 9; S.Sensors 1

    Real quick, the point into Sensors is wasted, and you're really, really leaving yourself open to drains by not maxing out Power Insulators. Most importantly, though, not maxing out Electro-Plasma Systems cripples your EPtX powers (as it's the only thing that affects them) and greatly hamstrings your ability to shunt power around. As long as you're relying on Grav Well's pull, I'd also recommend you max out Graviton Gens.

    That's my @handle up there, so if you have any questions (that I don't catch here), don't be afraid to look me up in-game, too.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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    milandaremilandare Member Posts: 194 Arc User
    edited February 2013
    Wow! Every bit of that advice makes perfect sense. It's unfortunate that taking damage doesn't affect ranking, but good to know. I will try almost everything you've suggested (perhaps just keeping the second torp to stay quirky) and see if I can play that way. The result should be a far more offensive ship, but equally solid as you've spotted a lot of ways to improve shielding (in ways other than cap). A Graviton Gen console should also help my TBs.

    Thanks a heap grimcorsair. I'll update this thread later with how it all went :)
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    thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited February 2013
    milandare wrote: »
    Wow! Every bit of that advice makes perfect sense. It's unfortunate that taking damage doesn't affect ranking, but good to know. I will try almost everything you've suggested (perhaps just keeping the second torp to stay quirky) and see if I can play that way. The result should be a far more offensive ship, but equally solid as you've spotted a lot of ways to improve shielding (in ways other than cap). A Graviton Gen console should also help my TBs.

    Thanks a heap grimcorsair. I'll update this thread later with how it all went :)

    No sweat, I hope it works out for ya and look forward to hearing of your exploits with the ship. :)
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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    dan6526dan6526 Member Posts: 3 Arc User
    edited February 2013
    katanic123 wrote: »
    I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)

    That's funny, my USS Solstice (Fleet Nova) never gets that... though I do wonder if ppl freak out for a second.

    The Science Vessels in the fleet shipyard seem to have been brought up to T5.5 better than the Escorts and Cruisers honestly. Plus we aren't supposed to have aggro so we can use our science to mess with the NPCs/Players.
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    milandaremilandare Member Posts: 194 Arc User
    edited February 2013
    I'm not sure improved shields make the small Sci ships OP. My ResSVR isn't 'Fleet' (but it is T5). It has hugely limited Eng and Tac consoles and powers, and fewer weapons than escorts. Sci gives some great alpha attacks, but I expect when the smoke (and debuffs) are cleared the Sci is a bit of a sitting duck. But that's just running numbers in my head, I haven't gotten to PvP yet. Assuming every other player is really just a clone of me, then my ship is only good enough for (PvE) third place.

    Meanwhile, the Grimcorsair-inspired modifications went well!

    I really didn't want to use EWP. Its causes friendly fire, and besides, it's unsanitary. But I did promise to try everything... and I got hooked. In Starbase24 I now easily outlast the second wave, sometimes fighting alone in the mass behind the base. In Starbase Defense phases my team is usually one of the first to finish. Yet I still always finish 3rd when there are rewards to be had. It seems everything gets very squishy sitting in an EWP, but I'm helping my team mates as much as myself. I also manage to set fire to myself often, whenever an EWP fly-by turns into an EWP fly-into. I now have my HE2 button next to EWP1. But I'm definitely not going back, unless my upcoming forays into PvP turn out short-lived, in which case I could revert EWP1 to RSP1. The latest build is below. The macros are perhaps a tad too much automation, but for now I have more powers than I can remember to use, so this helps.

    It's early days for this build but I'm enjoying the extra dimensions. Next up - PvP! (Or maybe just Elite STFs).

    Research Science Vessel Retrofit
    Boffs:
    Human: TB1, HE2, ST3, GW3, Human: EPtS1, EPtS2, EWP1, Jem'Hadar: TT1, APD1
    Human: TB1, TSS2
    Reman: PH1

    Sci consoles: Graviton Generator XI, Shield Emitter Amplifier XI, Emitter Array XI, Particle Generator XII
    Eng consoles: Neutronium XI, RCS Accelerator XI, Monotanium XI - maybe Assimilated Module or Graviton Pulse Generator (?!) after 'Fleet' upgrade
    Tac consoles: 2x Polaron Phase Modulator XI
    Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
    Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
    Engines: Jem'Hadar Combat Impulse Engines XI ? collecting Lobi for an upgrade
    Shields: Jem'Hadar Resilient Shields XI ? as above
    Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em] ? later Jem?Hadar Deflector XII
    Devices: Engine Batteries, Shield Batteries, Subspace Field Modulator

    Doffs:
    Development Lab Scientist: chance to reduce cool down for ST3 and buff
    Development Lab Scientist: chance to reduce cool down for ST3 and buff
    2x Shield Distribution Officer: chance to heal from hits after BFI3
    Gravimetric Scientist: chances of cascading GW3


    Skills:
    S.Attack Patterns 6; S.Energy Weapons 6; S.Maneuvers 6; S.Energy Weapon Spec 9
    S. Weapons Training 9; S.Projectile Weapons 6; S.Targeting Systems 6; S.Projectile Weapon Spec 9

    Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 9; S.Engine Performance 3; S.Armor Reinforcements 3
    S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 3; S.Auxiliary Performance 3
    S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 3

    S.Flow Capacitors 3; S.Power Insulators 9; S.Graviton Generators 9; S.Inertial Dampeners 3
    S.Shield Emitters 9; S.Shield Systems 9; S.Particle Generators 9


    Attack: Gather and crush for warp core breach cascade. High-Aux power setting to alpha strike with GW3/TB1/SNB3/Sensor Scan/TS:E1, fly through for EWP1 then High-Wep power setting and TB1/APD1/TS:S1/beam during cool down. Use PhotonicFleet3, FleetSupport2 as available.
    Defend: <macro> Fire-beams-and-torps <else> EPtS1 <else> EPtS1 for continuous cover; Circle to spread damage; <macro> ST3 <else> SFM <else> ScatteringField3 <else> Science Fleet2 for heal/counter/buff; HE2 to clear plasma (often my own); BFI3 panic button; PH1 vs tractors; TB1 or Full Impulse vs borg plasma torps.
    Heal Other options: HE2; TSS2; APD2; ST3
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    milandaremilandare Member Posts: 194 Arc User
    edited February 2013
    katanic123 wrote:
    I fly the the Sci Vessel Refit (rhode island, equinox ect) with the mk XII borg set an borg weapon set an its awesome in stfs with TR 2 and GW3 it gives me the addition exotic weapon dmg i need to make up for the lack of weapons an tac, I love it an no one has ever complained, you do get the occasional /tell from people asking "what the hell are you flying." ;-)

    I've not tried Tractor Repulsors. I use Tractor Beams to cause things to be sucked into the Gravity Well, I wonder how TR works with GW. But you're right, having an oddball ship is important :)
    reyan01 wrote:
    I fly the Fleet Rhode Island - as per the 'ship you always return to' thread I posted, it's the one ship I just can't 'mothball'.

    Granted, as you say, it is lacking in weapons a little, but imaginative use of what one does have can make up for that. I mean, I KNOW that my DPS isn't going to be huge so I concentrate on sub-system targeting. And since I have Lt-Cmdr tac and Cmdr Sci I can throw a GWIII at the enemy, dump tric mines on top of the enemy ships once they're bunched together and fire a transphasic cluster torpedo into the whole mess for added measure. It's a pretty potent combo, and irrespective of first impressions, I've never had anyone complain about my choice of ship either.

    Which is just as well, because so far as my sci toon is concerned, I just can't bring myself to fly anything else.

    Mines... they make sense with a cluster-and-immobilize strategy. I should try that in place of the rear Hargh'peng. I need to find your Sci ship thread. Great to hear from another happy Sci! I do appreciate Tacs as well though, they suck up aggro.

    As I write another update on my ship I am reminded of those people who put photos of their breakfast on Facebook. Apologies if this feels like that :) This is a brief intro to Normal STFs using the ship described above. The epic thread on Elite STF disasters inspired me to start in the Normal end of the pool.

    The Cure Found: My first run suffered from lack of research. The pop-ups suggested I could protect the Kang, although I knew there were other tasks. I ended up being one of two protecting the Kang, which meant insufficient DPS on the nanite probes. We missed the Optional (too slow) but finished soon after. Subsequent runs through the STF went much faster. My ship's DPS does not compare with an Escort, but the debuffs make their job much faster and immobilizing Borged Klingons close to their origin shortens the distances for everyone. Plastering the Borg Carrier with a Sci alpha strike also makes for a very fast finale.

    Hive Onslaught: My first trip in, there's a nasty looking Octagon in the rear. I overcomplicated it by avoiding LOS from the octagon, instead dying twice too close to exploding Borg. The next phase began with a cut scene suggesting fighting close-in to avoid ship-eating lance beams. That made it truly epic. I dodged lances, crawled over massive bodyguard ships, dive-alphaed the the octagon, ran to heal, immobilized, grouped, smoked, fighting like a mad mosquito that was among my favorite experiences of STO. I think I died only 2 more times, cheating death repeatedly.

    A Tac PUGmate who spent time at range cleaning up plasma torps also provided guidance against the final boss ("run away!") which I learned in later reruns was extremely good advice. He was kind enough to comment that he liked my build afterwards - I'd made an impact! This STF is still hugely fun to play even without the excitement of figuring out things on the fly. In a quick map check during another bodyguard battle I saw all my PUG mates returning from the spawn point. Another defining moment for my bubble bus!

    Infected Conduit: I botched my first and only attempt at this, my modem crashed. Apologies to my PUG mates.

    I bought the four Fleet Ship Modules to upgrade this ship to celebrate my enjoying the game. It is just 10% more shields and an Eng console, but it is really payment for services rendered (sic). The "Fleet Research Science Vessel Retrofit" ("Fleet Olympic"?) also comes with a "Fleet" skin, a subtle patchy effect that makes it look like it is made of papier-m?ch?. Awesome! The exploding pic was die-on-exit, which left me stuck in my death throes animation. More awesome.
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    milandaremilandare Member Posts: 194 Arc User
    edited March 2013
    Here's a brief update on my ship. The Fleet upgrade meant more shields so I tried replacing shield boost consoles with Particle Generators. However the extra aggro was overwhelming so I reverted to just a second Particle Generator in place of the Graviton Generator, getting my graviton boost from an Assimilated Module instead (replacing my Neutronium Armor). I also put a Graviton Pulse Generator in the extra Eng console slot, which makes every second GW extremely powerful. But I wonder if it's the most effective choice, with a 3 minute cool down. Boffs, Doffs, skills and strategy remain the same. I get slightly more 2nd places in Starbase 24 Defense.

    Fleet Research Science Vessel Retrofit

    Sci consoles: Emitter Array Amplifier XI, Emitter Array XI, Particle Generator XI, Particle Generator XII
    Eng consoles: Assimilated Module X, RCS Accelerator XI, Monotanium XI, Graviton Pulse Generator ∞
    Tac consoles: 2x Polaron Phase Modulator XI
    Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
    Rear weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
    Engines: Jem'Hadar Combat Impulse Engines XI ? still collecting Lobi for an upgrade
    Shields: Jem'Hadar Resilient Shields XI ? as above
    Deflector: Positron Deflector Array XII [PrtG] [ShdS] [Em]
    Devices: Engine Batteries, Weapon Batteries, Subspace Field Modulator
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    wifflecondomwifflecondom Member Posts: 0 Arc User
    edited March 2013
    Hey Milandare,

    I roll with my Fed Sci captain alot (my KDF Sci BoP has a completely different purpose), and I have a few thoughts on your build and how I'd alter it for my playstyle. (Read: subjective enjoyment of being more aggressive with my abilities.)

    Firstly, I'd slap on the full Jem'Hadar set. Anti-proton sweep AoE is pretty fantastic to open up with and synergizes well with other science abilities. (Even if you don't have too much into Flow Capacitors.) Assimilated Borg set is another good alternative because of its power bonuses and built-in tractor beam, allowing you to use that ability slot for something else (or double up if you have a TB fetish. =])

    Secondly and most importantly, there are few skills where it pays off mathematically to max 9 points (this includes using consoles to boost them that high). This chart saves alot of frustration: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    On a Sci vessel like yours, I'd focus a bit more on offense/debuffs. Front two energy weapons should be Dual Beam Banks or 1x Dual Beam 1x Beam Array or 1x Dual Beam 1x Cannon depending on your firing arc preferences. As the other gentleman said, Breen Cluster Transphasic is a cheap way of not having to spec Torpedo Spread, but I also like Plasma Torpedoes (with High Yield) alot on Sci Vessels. Rear weapons should be 2x Turrets 1x Mine for DPS/power efficiency. Aft Beam arrays not needed on a vessel that wants to keep itself facing forward.

    Consoles: Science--I'd swap out 1 of the shield buff consoles and 1 of the particle generators for 2x Power Insulator consoles. Resisting power drain is king. Your other consoles are pretty much how I'd do it.

    To sum it up, a more even skill distribution benefits you more because of rapidly diminshing skill point returns at 6+ points (especially tier 5 skills). You could try a few alternate abilities like Tyken's Rift, Viral Matrix, and Charged Particle Burst to mix things up since they're pretty fun. But that's just my take since I tend to think of a Sci captain/Sci vessel as a good jack of all trades dmg/debuffing/armadillo of vengeful returned dmg class.
    "Nihil aliud scit necessitas quam vincere." -Syrus
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    lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited March 2013
    **Marked for reference**
    Note to self: Alot of this info adaptable to the Kamarag project beamboat. Check stats- jem set more desired over breen ?
    (yay !!, another phased polaron user)
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
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    generator88generator88 Member Posts: 698 Arc User
    edited March 2013
    Lots of useful information in this thread, but unfortunately I find the RSVs to be some of the most tragically unappealing-looking ships in Starfleet (just my two cents, YMMV). I'm going to see how many lessons from this thread I can apply to a Recon or a Fleet Quasar (the most obvious takeaway is that I can't do EWP since I won't have the LC Eng slot).

    Later on,
    Gen
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
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    wifflecondomwifflecondom Member Posts: 0 Arc User
    edited March 2013
    lordmalak1 wrote: »
    **Marked for reference**
    Note to self: Alot of this info adaptable to the Kamarag project beamboat. Check stats- jem set more desired over breen ?
    (yay !!, another phased polaron user)

    I just prefer Jem'Hadar set over Breen in general because of its better defensive buffs (individual pieces and set bonuses). Breen is pretty decent for Sci, though.
    Lots of useful information in this thread, but unfortunately I find the RSVs to be some of the most tragically unappealing-looking ships in Starfleet (just my two cents, YMMV). I'm going to see how many lessons from this thread I can apply to a Recon or a Fleet Quasar (the most obvious takeaway is that I can't do EWP since I won't have the LC Eng slot).

    I run a Recon Sci on my Fed Sci captain, so it's basically the same build concept. Let me know how your build goes.
    "Nihil aliud scit necessitas quam vincere." -Syrus
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    milandaremilandare Member Posts: 194 Arc User
    edited April 2013
    Thanks everyone for more fantastic input! Sorry I didn't reply earlier, I was too daft to notice this had run to two pages.

    Hi Lord Malak, you bet - Phased Polarons for the crits!

    Hi Generator88 - if you think the ship is ugly check out my Alien Captain in my sig below. But you're right on, the Eng slot for EWP makes a huge difference. Think of the ship as a wrecking ball if it helps :)

    Hi wiffle,

    I have to agree with you on the full Jem'Hadar. I haven't found anything, even among the T5 Fleet goodies, to encourage me to do anything else. I guess I already have two TBs, I assume the Assimilated Borg TB has linked cooldown? Otherwise it'd be great fun to have 3.

    The skills chart is incredible. I will mini-max my skills when I can afford my next respec (might be a little while). But very happy to know about this. Your consoles suggestion is also something I'll keep in mind perhaps for PvP. For now I just need more damage. Other suggestions are potentially good fun power and shield draining powers but for now I want to see how far I can go with movement control and hull damage.

    I haven't even thought of the Breen set. Now I need to go learn some more. Thanks Wiffle!

    Glass Cannon Science (Beaker Cannon)

    The further offense/debuff focus you suggest is where I'm headed. Not with the weapons yet. I tend to be broadsiding a lot (spinning), due to the amount of aggro I generate, so beams are nice, but as with every suggestion in this thread I will try that out. Meanwhile I created an aggressive BOFF layout (easy switch of Commander and Ensign Sci boffs):

    "Safe" Boffs:
    Human: TB1, TSS2, ST3, GW3, Human: EPtS1, EPtS2, EWP1, Jem'Hadar: TT1, APD1
    Human: PH1, HE2
    Reman: TB1

    "Starbase 24" Boffs:
    Reman: TB1, ST2, PS1, GW3, Human: EPtS1, EPtS2, EWP1, Jem'Hadar: TT1, APD1
    Human: PH1, HE2
    Human: TB1

    Photonic Shockwave doesn't seem all that popular, but I get extra AoE damage after I've GW'd the stunned mob and flown through dropping EWP. With larger mobs in SB24 the cascade damage is amazing. Shockwave also stuns the opponent for a brief time which can save me if I get too much aggro on my way into the mob (if I fire GW early, or if delayed by opponent sci powers). Clustering and Shockwave might seem a contradiction, but with GW in place the stunned opponents scatter and re-bundle for a spectacular implosion. The shockwave can poke a hole in a shield making EWP much more effective. When it works (situational) it clears the field. I've downgraded my Science Team and dropped TSS2 to fit it all in. Further tweaks to improve defense will be critical. In SB24 I kamikaze into the thickest parts, cause massive pileups then return to the fray after my frequent demise. With practice I outlast more of these frays. With this tactic, finishing the enermies off is critical. This build has no problems in Cure Space Normal and Fleet Mark events, but mostly I'm in SB24 tuning tactics. It is definitely a BOFF layout for PvE.

    Fleet Afoot

    I filled out a budding fleet of 5 folks to begin with. They then failed to login for a while, so I took over. It was a lot of fun designing the fleet emblem and costuming my BOFFs and ship with it. I got to Tier 1 quickly and bought my Fleet Olympic, not dependent on anyone else. It is good to be king. But the insane effort required to improve the fleet further made the grind meaningless. Then the old fleeties came back and demanded to know who gave me authority to change anything (uh, wait, who are you?) which was all the excuse I needed to try something else. Half an hour later I joined a great T5 fleet. The only negative is that I can't change my main costumes ever again as I'll lose my custom fleet emblems. Developers please consider making this cool tool available to more than the small number of Fleet owners! Badges for units within a fleet perhaps. But my new Fleet channel is far nicer than Zone chat, making the grind more bearable, and I don't miss having control as I already have my fleet ship. Once I've proven my commitment by gathering 400,000 Fleet Credits I'll also get access to T5 Fleet gear. I haven't seen anything I need yet (I can browse the shops) but ideas are welcome.
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    wifflecondomwifflecondom Member Posts: 0 Arc User
    edited April 2013
    I dig your testing layout, Milandare. It's inspiring me to try something similar to see how it feels. And yes, Photonic Shockwave is an underrated skill, mostly because you have to be judicious with its timing when combined with skills like Gravity Well/Tyken's Rift/Eject Warp Plasma or when using Tricobalt devices. Sounds like you're taking advantage of more exotic damage than I do on my Sci captain (especially because I don't have the eng slot for EWP on my Recon Sci vessel).

    Something I've been messing with on No Win Scenario: hit a pack of ships with GW, close distance, hit Polarize Hull/Brace for Impact as necessary, fire in a High Yield Tricobalt torpedo. Fly into the pack, drop Tricobalt mines, then position myself on their backside to where my Photonic Shockwave will push them back into the well and Tricobalt rift. It's super fun. Then I have the rest of my layout for healing.

    I'm very interested to know of other PvE strats with Tractor Beam/Photonic Shockwave because I rarely use TB in PvE except on my KDF BoP.

    One more thing: I've also been experimenting with Feedback Pulse on my Sci and Eng. In the right situation, that skill can WRECK. I've had the best results with it on my Negh'Var tank/healer build.

    Science is fun, kids. Long live the Beaker Cannon! :)
    "Nihil aliud scit necessitas quam vincere." -Syrus
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    milandaremilandare Member Posts: 194 Arc User
    edited April 2013
    So much overkill I was missing.

    1. I had to have wiffle's extra AoE from Feedback Pulse (FBP1). I mostly use HE2 to clear plasma, which HE1 does just as well so I use HE1 instead replacing a tractor beam. TB is not scalable. If I have one target worth my time then maybe it will hit itself harder with Feedback.

    2. I had to have mines. Tricobalt of course, now very exciting at point blank range. The mines replace a rear beam.

    3. I must have a Borg TB (set). Maybe later when I can afford it.

    "Kamikaze" Boffs:
    Reman: TB1, ST2, PS1, GW3, Human: EPtS1, EPtS2, EWP1, Jem'Hadar: TT1, APD1
    Human: PH1, FBP1
    Human: HE1

    The result is pyrrhic in SB24, but if I hit hard and fast with everything I survive, and the event goes very quickly. No picking at the edges, just dive right in. I have also started elite STFs with my fleet. I am the most fragile but I'm improving as my T5 team mates keep the aggro under control. Crowd control and AoE are very versatile.

    Pros and cons. Escorts still do more damage. The Beaker Cannon is a fun and close second place. So many powers in a short time takes practice to produce improvement after each little reconfiguration. Graphics cause lag when flying through special effects, especially trailing warp plasma, and timing is everything in the eye of the storm. I need to find the right parameter to reduce this issue without losing the pretty pictures.
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    milandaremilandare Member Posts: 194 Arc User
    edited May 2013
    Further news from the bubble bus,

    Now with Fleet upgrades! 10% faster Science cool downs, extra Threat, Fleet shields. Further overhaul of this ship is pending LoR and PvP lessons; PvP also awaits T5 rep bonuses.

    I installed the ACT parser. I seem to get good value from Science; Photonic Shockwave underachieves, but still has some tactical uses and may benefit from a Doff upgrade. I can do 13K peak DPS in SB24 but usually peak around 6K as cool downs clash. I also do far less DPS without a crowd, timing is everything for this attention seeker. It scores very well at "damage taken", tanking so that top-spec escorts can focus on doing 50% more damage. Science abilities produce half my damage, torps do a quarter, a bit more than the beams, and explosions do the rest. I suspect crits are low-ish around 7% (+2% with EWP, -2% with torps).

    I revisited my ship options. For 3 Science Boffs and an EWP Engineer I could consider the D'Kyr (weaker, albeit prettier) or the Fleet Nebula. The latter boosts hull but lacks turn, so while I shield tank I stick with what I have until RCS changes with the LoR patch. I can trial DPB in place of APD and see how it parses, although I fear I will be very squishy. 2xEPtA may also be an option after the patch, but on paper it doesn?t seem great. I still have some XI modules to upgrade when I win the lottery. Meanwhile this is my current build:

    Fleet Research Science Vessel Retrofit

    Equipment:
    Sci consoles: 2x Emitter Array XII [ShH][+Th], 2x Particle Generators XII [+Th][Pla] ? Have not confirmed if plasma helps
    Eng consoles: Assimilated Module, RCS Accelerator XI, Monotanium XI, Graviton Pulse Generator ∞
    Tac consoles: 2x Polaron Phase Modulator XI - XII is so expensive!
    Front weapons: 2x Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI
    Rear weapons: Phased Polaron XII [Acc][CrtH], Hargh'peng Torpedo Launcher XI, Tricobalt Mine Launcher XII [CrtD][CrtH]x2
    Engines: Elite Fleet Efficient Combat Impulse Engines Mk XII [Spd]x2[Turn][Pow] - cheaper than Lobi Shop Jem?Hadar
    Shields: Elite Fleet Adaptive Resilient Shield Array Mk XII [Cap]x2[ResB][Adapt]
    Deflector: Elite Fleet Axion Deflector Array MK XII [PartG][CoSys][SsD][SciCdr]
    Devices: Engine Batteries, Weapon Batteries, Subspace Field Modulator

    Boffs:
    Reman: TB1, ST2, PSW1, GW3, Human: EPtS1, EPtS2, EWP1, Jem?Hadar: TT1, APD1
    Human: TB1, HE1
    Human: PH1

    Doffs:
    2x Development Lab Scientist: chance to reduce cool down for ST3 and buff
    2x Shield Distribution Officer: chance to heal from hits after BFI3
    Photonic Scientist: cascading PSW1 30% per victim - Faster effect than cascading GW3

    Skills:
    S.Attack Patterns 6; S.Energy Weapons 6; S.Maneuvers 6; S.Energy Weapon Spec 9
    S. Weapons Training 9; S.Projectile Weapons 6; S.Targeting Systems 6; S.Projectile Weapon Spec 9

    Driver Coil 3; Structural Integrity 6; S.Electro-Plasma Systems 9; S.Engine Performance 3; S.Armor Reinforcements 3
    S.Subsystem Repair 3; S.Impulse Thrusters 6; S.Hull Plating 3; S.Auxiliary Performance 3
    S.Hull Repair 6; S.Warp Core Efficiency 3; S.Warp Core Potential 6; S.Shield Performance 3

    S.Flow Capacitors 3; S.Power Insulators 9; S.Graviton Generators 9; S.Inertial Dampeners 3
    S.Shield Emitters 9; S.Shield Systems 9; S.Particle Generators 9


    Strategy: Kamikaze.
    Gather and dive bomb for cascading warp core breaches.
    10 to 8 km: Aux power maxxed, alpha strike with GW3/SNB3/Sensor Scan/Target Subsystems:Engines/Beams
    8 to 3 km: APD1 to buff/debuff, ScatteringField3 to buff, FBP1 when getting hit. Option to EM for speed. Heal as required: TT1 if all damage is front, ST2 for overall heal/clear/buff, BFI3 panic button (some hits then heal), PH1 to clear tractors, HE2 to clear plasma (including your own if you get stuck). Optional TB1 inside 5km or save it for clean-up.
    If you?re late and multiple ships are already exploding then you might avoid them.
    3 to -1 km: fly-through running EWP1, drop Trico Mine on entry and PSW1 on exit.
    Cooling down: TB1, Beam/Torp, Mines; circle to spread shield damage, ScienceFleet to circle faster. PhotonicFleet3, FleetSupport2 when available. TB1 (or else EM) against Borg Torps. Heal others with HE1, APD1, ST2, TT1 if you can live without the heals.

    Macros:
    Fire-beams-and-torps <else> EPtS2 (in tray 10, slot 3) <else> EPtS1 (in tray 10, slot 4)
    /bind ` "FirePhasersTorps$$ +TrayExecByTray 9 2$$ +TrayExecByTray 9 3$$"
    ST3 (in tray 10, slot 5)<else> Subspace Field Modulator (in tray 10, slot 6)<else> ScatteringField3 (in tray 10, slot 7)
    /bind 1 "+TrayExecByTray 9 4$$ +TrayExecByTray 9 5$$ +TrayExecByTray 9 6"
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    cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited May 2013
    Hargh'peng Torpedo Launcher?

    Really ... now THAT's an interesting option.

    I may have missed it above but I'm curious on your thoughts for the GPGen console.
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    milandaremilandare Member Posts: 194 Arc User
    edited May 2013
    I find Hargh'pengs do 80% more damage with the secondary detonation (and a little bit of DoT) than the primary impact. Other torps might give better spike damage by exploding all at once, but the delay means my opponents can be more tightly bundled at explosion time. By then I am pointing in another direction. Secondary detonation can also be triggered to clear spam by destroying the victim. I don't get nearly as much value out of my Tricobalt mine but I suspect I'm using that wrong.

    The Graviton Pulse Generator's area of effect stun ensures more opponents fall into the Gravity Well. On this forum I often see the GPG described as "cheese". That just means it is effective but requires a counter ability that PvP players prefer not to carry. It lasts quite a while if not countered. It takes twice as long as Gravity Well to cool down so it is important to have a lot of opponents in front of you (within 10km) when using it. Opponents lose most of their mobility but can still shoot. I hope to measure its impact by capturing a lot of dive bomb runs with and without GPG and compare AoE damage. It feels very effective.
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    cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited May 2013
    Thank you for replying!

    I tried the Hargh'peng given as a reward - is that the one you use or do you use the crafted one (is there even a difference?) I liked using it because it was unique, but I wasn't watching it work - you know, fire and forget :P I have the impression that Photon Torpedoes have a higher DPS because the Hargh'peng's RoF is longer. But your not talking about DPS per se, but overall damage output - I hope I said that right, it makes sense to me.

    Since I do not play PvP then I'm considering using the GPG because I perceive the ability to slow a target, thus lowering defense, is actually a viable tactic (besides, it's an extra attack option). I had not considered using it in conjunction with GW and somehow that just makes sense.

    I am really enjoying this thread :)
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    milandaremilandare Member Posts: 194 Arc User
    edited July 2013
    Thanks for watching Commander Scarlet! I am enjoying your build log too. Hopefully I answered the question above in that thread. My Hargh'pengs are rewards from the mission replayed at level 50. I haven't tried Photon torpedoes, one more week and I can test Fleet Elite versions.

    Once more into the swarm... my torpedo build. Torpedos don't need Weapons power so I can boost Shields alongside maximum Auxiliary. Some posts suggest high power across the board is possible with Warp Cores but I'm not quite there. I am trying a motley bunch of torpedoes. My wells-torp-tank strategy ('hit everything') means I'm usually hitting shields; the Transphasics produce the best results. Timing the torpedo boosts is important. I had too many powers to manage so I doubled up Feedback Pulse (dropping PSW) and automated them to my fire key. These changes were more gradual than I am describing here, I also tried and abandoned a dual-GW concept.

    I just ran a 12-minute SB24 (!), just two of us contributing half the total damage. A quarter of my damage was done by each of: Torpedoes; Warp Plasma; Feedback Pulse; Gravity Well+Breaches. I got first place with 3,225 average DPS and peaks of 15-20,000 (using ACT). Second place was a beam boat and the rest did not yet have all their BOFF powers...

    Nadeon-boosted Romulan plasma torps add green shockwaves to my purple Hargh'peng and regular golden Nadeon shockwaves. It isn't completely compatible with EWP (pushing targets out) but assists if there is a GW. There are also some situations where a push helps. I'm not convinced it adds much to my damage but Nadeon Detonator adds style to crowd control. There is positive interaction between almost all of my powers so bad timing can cost a lot.

    Fleet Research Science Vessel Retrofit

    Equipment:
    Sci consoles: Emitter Array XII [ShH][+Th], 3x Particle Generators XII [+Th][ShH] - dare I use 4 PGs?
    Eng consoles: Assimilated Module, RCS Accelerator XI, Monotanium XII, Graviton Pulse Generator ∞
    Tac consoles: Warhead Yield Chamber XI, Nadeon Detonator ∞ - the latter stripped from a Belerophon
    Front weapons: Transphasic Torpedo Launcher XI [CrtH]x2, Hargh'peng Torpedo Launcher XI, Experimental Romulan Plasma Beam Array
    Rear weapons: Omega plasma Torpedo Launcher Mk XII [Dmg]x2[CrtH], Romulan Hyper-Plasma Torpedo Launcher, Hargh'peng Torpedo Launcher XI
    Warp Engine: Overcharged Warp Core XI [EPS][W->A][Trans] - Aux is nice, Trans helps doffing
    Engines, Shields, Deflector, Devices: No change.

    Boffs:
    Reman: HE1, FBP1, FBP2, GW3, Human: EPtS1, EPtS2, EWP1, Jem?Hadar: TT1, T:S2
    Human: PH1, ST2
    Human: TB1

    Doffs:
    2x Development Lab Scientist: chance to reduce cool down for ST3 and buff
    Shield Distribution Officer: chance to heal from hits after BFI3
    Projectile Weapons Officer: chance to reduce torpedo reload time
    Research Scientist: Reduce resistance after Feedback Pulse
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    milandaremilandare Member Posts: 194 Arc User
    edited August 2013
    Playability upgrades for my well-torpedo-tank.

    ARC analysis of my torpedo spreads showed spread transphasics got the most aggro. Elite Fleet photon torpedoes for unshielded hard targets will have to wait. That led to Breen gear, replacing T5 Omega and Romulan rep gear. Breen engines and shields boost my torpedoes, with bonus frosty engine exhaust and dodgy jury-rigged shield-hull texture. Breen torpedoes fire fastest, fast enough to drop my projectile doff since I am spinning around. I restored a second BFI doff to make that tactic dependable. I added a Fleet Elite Phaser (for the minor shield boost), Fleet Elite Warp Core and Fleet Elite neutronium. The second neutronium replaced the Nadeon Detonator.

    I swapped my Tactical Team for a second torpedo spread, obsoleting the Nadeon Detonator. I no longer have to make judgement calls whether to use Science Team or TT. Linking both spreads to my fire key eliminates another decision. Tactical debuffs are more threatening, sometimes I have to flee, but overall I spend more time thinking about the bigger picture even while tanking everything at point blank. I purchased a Precise trait since I can now react to Borg torps. I heal others more and I detour to engagements where I am needed the most. I even got a Chel Grett holo emitter.

    Fleet Research Science Vessel Retrofit

    Equipment:
    Sci consoles: Emitter Array XII [+Th][ShH], 3x Particle Generators XII [+Th][ShH]
    Eng consoles: Assimilated Module, 2x Enhanced Neutronium Alloy XII [+Turn], Graviton Pulse Generator ∞ Armour now X, will upgrade
    Tac consoles: 2x Warhead Yield Chamber XII purple is expensive!
    Front weapons: Transphasic Torpedo XII [Dmg]x3[Acc], Rapid Reload Transphasic Torpedo XI, Hargh'peng Torpedo XI
    Rear weapons: Phaser Beam Array XII[Dmg][Acc]x2, Rapid Reload Transphasic Torpedo XI, Hargh'peng Torpedo XI
    Warp Engine: Hyper-charged Warp Core XII [W->A][Trans] Now X, will upgrade
    Impulse Engine: Supercooled Combat Impulse Engine XI
    Shields: Dielectric Oscillation Resilient Shields Mk XI
    Deflector: Axion Deflector Array XII [PartG][CoSys][SsD][SciCdr]
    Devices: Shields Battery, Deuterium Surplus, Subspace Modulator

    Boffs:
    Ferengi: TB1, FBP1, FBP2, GW3, Human: EPtS1, EPtS2, EWP1, Alien: T:S1, T:S2
    Human: PH, ST2
    Human: TB1

    Doffs:
    2x Development Lab Scientist: chance to reduce cool down for ST3 and buff
    2x Shield Distribution Officer: chance to heal from hits after BFI3
    Research Scientist: Reduce resistance after Feedback Pulse

    Hm. Okay, so why a holo emitter? I have 4x[+Threat]. Perhaps I'm really a Chel Grett that looks like a hospital ship!
    Why would a hospital ship want aggro? To draw attacks away from those escape pods.
    Why is my Commander Sci a Ferengi? Because Ferengi used Feedback Pulse on a Voyager episode.
    Why is my Lieutenant Tac so ugly? He's a Lethean who used to be my KDF toon.
    Why does my Telsian Captain look human? The Ferengi convinced him that plastic surgery would aid with diplomacy. Telsians are gullible.
    What's with the roleplay? It's free. Well, aside from the holo emitter.
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    paragonexileparagonexile Member Posts: 49 Arc User
    edited January 2014
    I realize this is an older thread, but a great one. I just picked up my fleet Olympic, focusing on pinning down groups of targets with Gravity Well, venting plasma, etc. I hope to use it in team support. I was wondering if any of you would recommend any power combos to make the fleet Olympic viable for PVP. I'd appreciate any suggestions.
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    milandaremilandare Member Posts: 194 Arc User
    edited September 2016
    Sorry for the delay Paragonexile. If you’re still here, I never got into PVP.

    After a number of experiential years* away I am back. In 2012 the game was threatening to “nerf” science in preference for tactical. At the very least the science abilities I had so carefully benchmarked were going to change significantly. So I left my optimizing behind. The break was good, my ship still works. I am enjoying learning to play again. SB24 is no longer popular so I may not bother with metrics again. Instead I am relearning my cropduster tactics to see if the bubble bus is still among the greatest ships ever created (ie. those ships greater than shuttles).

    The hardest part was recreating my hotkeys. They were messed up in a crew change years ago. I highly recommend getting a screen capture of your boff power trays for such emergencies.

    The new (since 2012) episodes are a lot of fun. I ran a Solanae episode twice as the rewards can be Upgraded and Mark doesn’t need to match according to the wiki.

    So how does this ship really stack up? In a Thorian Red Alert my first missiles hadn’t even reached targets before all the beam-boat Tac ships cleared the field. That’s GRIM. So please, advice has always been welcome in this thread. Maybe EWP-GW3 and/or hospital ships are proving workable for someone! Or my return may be brief.

    I guess my main concern now is whether, with all my boosts, I am adding boosts that have already hit a hard cap. Perhaps I am boosting Particles, Threat or something else too much. I’ve included my skills and traits below.

    I have not yet Upgraded my ship, still grinding for Zen. My logs show Dilithium has inflated four-fold in my absence. I have a long way to go with the new R&D to upgrade my gear. I’m only an Admiral [55]. And I want a Deflector Visual. And of course I need to play with my fleet to gauge just where I am.

    * Experiential years: Include REM, NREM and hibernation sleep, coma, Trill host years, hyper-acceleration, local time spent on tachyon core planets and double time spent by reabsorbed future selves. Subtract cryo and temporal stasis. Do not adjust for absolute stardate, progeria, segmental progerias, chroniton particle damage, Barclay's Protomorphosis, adsorbed Collective experience, reverse universe de-aging or reboot. From this page.

    Equipment
    Sci consoles: 2x Shield-Repairing Weapon Signature Amplifier [EPG], Plasma-Generating Weapon Signature Amplifier [EPG], Hull-Repairing Weapon Signature Amplifier [EPG]
    Tac consoles: Warhead Yield Chamber XII, Warhead Yield Chamber XI
    Eng consoles: Assimilated Module, 2x Enhanced Neutronium Alloy XII [Turn], Graviton Pulse Generator
    Front weapons: Advanced Fleet Transphasic Torpedo Launcher XII [Acc][Dmg]x3, Rapid Reload Transphasic Torpedo Launcher XI [Acc][CrtD], Hargh'peng Torpedo Launcher XI
    Rear weapons: Elite Fleet Phaser Beam Array XII[Dmg][Acc]x2, Rapid Reload Transphasic Torpedo Launcher XI [Acc][CrtD], Hargh'peng Torpedo Launcher XI
    Warp Engine: Elite Fleet Hyper-Charged Warp Core XII [Amp][ECap][Eff][Trans][W->A]
    Impulse Engine: Solanae Hyper-Efficient Impulse Engines XII
    Shields: Solanae Resilient Shield Array XII
    Deflector: Elite Fleet Axion Deflector Array XII [CtrlX]x2[EPG][SciCD]
    Secondary Deflector: Strategic Inhibiting Secondary Deflector XII[-Recharge][Acc][EPG]
    Devices: Prototype Ablative Jevonite Hardpoints, Deuterium Surplus, Subspace Field Modulator
    Visuals: Supercooled Combat Impulse Engines XI, Dielectric Oscillation Resilient Shields XI

    Skills and Traits
    Lieutenant Skills: Hull Capacity I, Advanced Shield Restoration III, Advanced Shield Capacity III, Advanced Projectile Weapon Training III
    Lt. Commander Skills: Improved EPS Flow II, Full Impulse Energy Shunt, Advanced Impulse Expertise III, Improved Control Expertise II, Control Amplification, Drain Expertise I
    Commander Skills: Ablative Hull Plating II, Advanced Shield Regeneration III, Advanced Shield Hardness III, Advanced Weapon Amplification III, Advanced Weapon Specialization III
    Captain Skills: Defensive Subsystem Tuning, Shield Subsystem Performance, Advanced Exotic Particle Generator III, Advanced Scientific Readiness III, Shield Absorption II, Shield Reflection II, Tactical Readiness I
    Space Traits: Astrophysicist [EPG][Drain][Per], Imposing Presence [Threat][HHeal], Thrill-seeker [Speed], Precise [+25%Smalls], Operative [CritH][CritS], Projectile Training [+5%Dam].

    Officers
    Sci Boffs: Ferengi: TB1, PhO, FBP2, GW3. Human: PH, ST2. Reman: TB1
    Eng Boff: Human: EPtA1, EPtS2, EWP1
    Tac Boff: Alien: T:S1, T:S2
    2x Shield Distribution Officers chance to restore shields while Brace for Impact active
    Photonic Studies Scientist Reduce recharge time of Photonic abilities
    Development Lab Scientist Recharge time reduced for ST3 and buff
    Development Lab Scientist Adds resistance debuff to Feedback pulse
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    milandare wrote: »
    Sorry for the delay Paragonexile. If you’re still here, I never got into PVP.

    After a number of experiential years* away I am back. In 2012 the game was threatening to “nerf” science in preference for tactical. At the very least the science abilities I had so carefully benchmarked were going to change significantly. So I left my optimizing behind. The break was good, my ship still works. I am enjoying learning to play again. SB24 is no longer popular so I may not bother with metrics again. Instead I am relearning my cropduster tactics to see if the bubble bus is still among the greatest ships ever created (ie. those ships greater than shuttles).

    The hardest part was recreating my hotkeys. They were messed up in a crew change years ago. I highly recommend getting a screen capture of your boff power trays for such emergencies.

    The new (since 2012) episodes are a lot of fun. I ran a Solanae episode twice as the rewards can be Upgraded and Mark doesn’t need to match according to the wiki.

    So how does this ship really stack up? In a Thorian Red Alert my first missiles hadn’t even reached targets before all the beam-boat Tac ships cleared the field. That’s GRIM. So please, advice has always been welcome in this thread. Maybe EWP-GW3 and/or hospital ships are proving workable for someone! Or my return may be brief.

    I guess my main concern now is whether, with all my boosts, I am adding boosts that have already hit a hard cap. Perhaps I am boosting Particles, Threat or something else too much. I’ve included my skills and traits below.

    I have not yet Upgraded my ship, still grinding for Zen. My logs show Dilithium has inflated four-fold in my absence. I have a long way to go with the new R&D to upgrade my gear. I’m only an Admiral [55]. And I want a Deflector Visual. And of course I need to play with my fleet to gauge just where I am.

    * Experiential years: Include REM, NREM and hibernation sleep, coma, Trill host years, hyper-acceleration, local time spent on tachyon core planets and double time spent by reabsorbed future selves. Subtract cryo and temporal stasis. Do not adjust for absolute stardate, progeria, segmental progerias, chroniton particle damage, Barclay's Protomorphosis, adsorbed Collective experience, reverse universe de-aging or reboot. From this page.

    Equipment
    Sci consoles: 2x Shield-Repairing Weapon Signature Amplifier [EPG], Plasma-Generating Weapon Signature Amplifier [EPG], Hull-Repairing Weapon Signature Amplifier [EPG]
    Tac consoles: Warhead Yield Chamber XII, Warhead Yield Chamber XI
    Eng consoles: Assimilated Module, 2x Enhanced Neutronium Alloy XII [Turn], Graviton Pulse Generator
    Front weapons: Advanced Fleet Transphasic Torpedo Launcher XII [Acc][Dmg]x3, Rapid Reload Transphasic Torpedo Launcher XI [Acc][CrtD], Hargh'peng Torpedo Launcher XI
    Rear weapons: Elite Fleet Phaser Beam Array XII[Dmg][Acc]x2, Rapid Reload Transphasic Torpedo Launcher XI [Acc][CrtD], Hargh'peng Torpedo Launcher XI
    Warp Engine: Elite Fleet Hyper-Charged Warp Core XII [Amp][ECap][Eff][Trans][W->A]
    Impulse Engine: Solanae Hyper-Efficient Impulse Engines XII
    Shields: Solanae Resilient Shield Array XII
    Deflector: Elite Fleet Axion Deflector Array XII [CtrlX]x2[EPG][SciCD]
    Secondary Deflector: Strategic Inhibiting Secondary Deflector XII[-Recharge][Acc][EPG]
    Devices: Prototype Ablative Jevonite Hardpoints, Deuterium Surplus, Subspace Field Modulator
    Visuals: Supercooled Combat Impulse Engines XI, Dielectric Oscillation Resilient Shields XI

    Skills and Traits
    Lieutenant Skills: Hull Capacity I, Advanced Shield Restoration III, Advanced Shield Capacity III, Advanced Projectile Weapon Training III
    Lt. Commander Skills: Improved EPS Flow II, Full Impulse Energy Shunt, Advanced Impulse Expertise III, Improved Control Expertise II, Control Amplification, Drain Expertise I
    Commander Skills: Ablative Hull Plating II, Advanced Shield Regeneration III, Advanced Shield Hardness III, Advanced Weapon Amplification III, Advanced Weapon Specialization III
    Captain Skills: Defensive Subsystem Tuning, Shield Subsystem Performance, Advanced Exotic Particle Generator III, Advanced Scientific Readiness III, Shield Absorption II, Shield Reflection II, Tactical Readiness I
    Space Traits: Astrophysicist [EPG][Drain][Per], Imposing Presence [Threat][HHeal], Thrill-seeker [Speed], Precise [+25%Smalls], Operative [CritH][CritS], Projectile Training [+5%Dam].

    Officers
    Sci Boffs: Ferengi: TB1, PhO, FBP2, GW3. Human: PH, ST2. Reman: TB1
    Eng Boff: Human: EPtA1, EPtS2, EWP1
    Tac Boff: Alien: T:S1, T:S2
    2x Shield Distribution Officers chance to restore shields while Brace for Impact active
    Photonic Studies Scientist Reduce recharge time of Photonic abilities
    Development Lab Scientist Recharge time reduced for ST3 and buff
    Development Lab Scientist Adds resistance debuff to Feedback pulse

    Necro thread? You know..theres an entire Channel dedicated to science ship builds. You can fine em at The Science Channel in sto chat..

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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