Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > Star Trek Online

Reply
 
Thread Tools Display Modes
Old 03-01-2012, 01:55 PM   #1
Teufel Eldritch
 
Join Date: Oct 2007
Reputation: 14
Posts: 759
Science Ship Build?

When I first dl'ed STO I chose Science as I tend to play support classes in other games.. Medic, Engineer, etc. Now that I'm max level I realised I need help in building a Science support ship. I bought the Advanced Research Vessel Retrofit ship from the Cstore just for this very purpose. I want it to be a healer, a buffer of teammies, with not as much emphasis on dealing damage as a Tactical ship. However, if Science isn't a good field to be a healer/buffer, if the Advanced Research Vessel Retrofit is not a good healer/buffer I can go the route of damage dealer. Soooo...can anyone help me out with building a Science support ship? I may be lvl 50 but I'm still newb.
Teufel Eldritch is offline  
Reply With Quote
Old 03-01-2012, 03:17 PM   #2
Mawgy
 
 
 
Join Date: Jul 2011
Reputation: 26
Posts: 176
Unfortunately, Healing/Buffing is not nearly as important as dealing damage in this game. Your main goal in space STF's is to deal as much damage as possible. It certainly will help if you can throw out the occasional heal on a teammate, but the main priority is dealing as much damage as you can while keeping yourself alive.

However if you want to use the Science vessel, there are a few tricks that can help. You will want to use Gravity well, to slow down ships so that they can't reach their goal. Maybe tractor beam for this reason as well. You will want enough heals to keep yourself alive, On my sci ship, i use 2x Transfer shield Strength, 2x Hazard Emitters, and 1x Emergency power to shields. It keeps me alive and lets me occasionaly heal teammates.

As for weapons, I run 6 of the best beam arrays I can find. Just make sure you are running all the same type, with the appropriate tactical consoles.
Mawgy is offline   Reply With Quote
Old 03-02-2012, 12:56 AM   #3
grazr
 
Join Date: Jun 2008
Reputation: 3
Posts: 88
I've been reading a little about the specs and it appears science is better suited to exploration and outreach missions??? Or at least heavily restricted to PvE.

As far as healing and buffing goes i'm finding engineer actually has a bunch of strong heals and buffs. Extend Shields, Engineer team etc.

I really fancied speccing science until i read this. Science seems to have more uses in ground battles and unfortunately the space battles give far superior gameplay i feel.
grazr is offline   Reply With Quote
Old 03-02-2012, 08:01 AM   #4
Asphe
 
Join Date: Apr 2010
Reputation: 232
Posts: 1,792
Quote:
Originally Posted by Teufel Eldritch View Post
When I first dl'ed STO I chose Science as I tend to play support classes in other games.. Medic, Engineer, etc. Now that I'm max level I realised I need help in building a Science support ship. I bought the Advanced Research Vessel Retrofit ship from the Cstore just for this very purpose. I want it to be a healer, a buffer of teammies, with not as much emphasis on dealing damage as a Tactical ship. However, if Science isn't a good field to be a healer/buffer, if the Advanced Research Vessel Retrofit is not a good healer/buffer I can go the route of damage dealer. Soooo...can anyone help me out with building a Science support ship? I may be lvl 50 but I'm still newb.
Just get a 'science' ship. Then the relevant BOffs. As a level 50, you already know the captain abilities between each class don't matter that much, it's the skills of your BOffs.

Here's a 'short' list of skills I use for PvE
#1
- Transfer Shield Strength I
- Hazard Emitters II
- Gravity Well I
- Viral Matrix III [boff]
#2
- Polarize Hull I
- Scramble Sensors I
- Tractor Beam Repulsors II
- Tractor Beam Repulsors III [boff]
#3
- Jam targeting Sensors I
- Energy Siphon I
- Tachyon Beam III [capt]
- Tyken's RIft III [boff]

I don't use nor plan to ever use Science or Engineering Team due to my using Tactical Team as often as I can. And that's the problem with my 'short' list, without including the other Tactical and Engineering BOffs, it's a small glimpse into my BOffs' skills.

If you are really that much into the Science BOff skills, you might want to consider the Long Range Science Vessel Retrofit instead.

It has a Cmdr, Lt.Cmdr and Ensign science stations. Your current ship can do Cmdr, Lt and Ensign for science stations, so you 'lose' one Tier 3 science skill in comparison. That's a Tachyon Beam 3 or a Transfer Shield Strength 3 skill. This is the part most often missed by newbies. Until they can't 'fit' the ship with the skills they want to use.

The D'Kyr Science Vessel is another choice. It's similar to your current version in terms of BOff stations. Slightly more agile but like yours, extremely easy to recognize as a 'science' ship. But hey, it looks good ^-^, has a 'pet' that's usable during combat. Which sometimes is even useful. On the other paw, your ship's 'third' science station is actually a universal one. You can see why there is such a thing as 'additional ship slots' in the C-Store.

For what YOU should take, that's up to you. You can read the official forums for suggestions (and to see what others have done too). My short list above is actually for my KDF Escort. The first BOff is for combat with my Escort. The latter two are for use with my Bird of Prey for events like the Crystalline Entity. The KDF doesn't have 'science vessels' like Starfleet's. But BOPs have universal stations... so when you see a BOP... you don't know what to expect until later.


Quote:
Originally Posted by grazr View Post
I've been reading a little about the specs and it appears science is better suited to exploration and outreach missions??? Or at least heavily restricted to PvE.

As far as healing and buffing goes i'm finding engineer actually has a bunch of strong heals and buffs. Extend Shields, Engineer team etc.

I really fancied speccing science until i read this. Science seems to have more uses in ground battles and unfortunately the space battles give far superior gameplay i feel.
Your 'class' as in Brains, Beauty or Brawn means little. Here's a list of player abilities by class. That is the only difference between Science, Tactical and Mop Handler.

So in space, it means very little. It matters more on the ground, primarily because each class can only use certain types of kits, which in turn limits the number and type of abilities you can use. Even here, it matters only if you're in a team with other players (i.e. PvP). In PvE, you're still shooting more than you're 'healing'.

If you're more into the 'space' part, then go Tactical. Most newbies who like the space combat portion eventually go here. If you like doing the missions in PvE, definitely go Tactical. You will HAVE to do some ground missions and Tactical Kits give you abilities that you can't get anywhere else, like Security Team (additional, disposable Red Shirts beam down on your command.) Simply easier with Tactical. But some swear by Engineer (Turrets... got to love turrets)
Asphe is offline   Reply With Quote
Old 03-02-2012, 04:34 PM   #5
devo2
 
Join Date: Jul 2010
Reputation: 5
Posts: 81
If youre going to do STFs, then science is very useful, moreso than cruisers. Youll want skills that control crowds or help your escort teammates make borg bits. Things like Grav Well and Tykens Rift are very effective for STFs. Heals are for the most part worthless. Normal STFs are easy enough without heals, so more DPS is better, and with elite STFs heals are useless because youre either have no aggro and are taking no damage, or you are taking too much damage to keep pace with healing, or are instapopped by the infamous invsible 300k plasma torpedo.

Also remember with science ships that if you are in for a penny, you are in for a pound. What they do well is their control skills, not energy weapon damage. Adjust your engine power and console choices accordingly.
devo2 is offline   Reply With Quote
Old 03-04-2012, 08:40 AM   #6
Bacfe
 
Join Date: Oct 2010
Reputation: 3
Posts: 94
Quote:
Originally Posted by devo2 View Post
If youre going to do STFs, then science is very useful, moreso than cruisers. Youll want skills that control crowds or help your escort teammates make borg bits. Things like Grav Well and Tykens Rift are very effective for STFs. Heals are for the most part worthless. Normal STFs are easy enough without heals, so more DPS is better, and with elite STFs heals are useless because youre either have no aggro and are taking no damage, or you are taking too much damage to keep pace with healing, or are instapopped by the infamous invsible 300k plasma torpedo.

Also remember with science ships that if you are in for a penny, you are in for a pound. What they do well is their control skills, not energy weapon damage. Adjust your engine power and console choices accordingly.
Yes. Heals are meh. Buff/Debuff are good.

The biggest problem with STFs is that unless you have a group set up, you're never sure what you'll get.

A properly set-up Sci/Sci with Gravity Well or Tyken's Rift supported by a good Escort often tears things apart. Never saw any Escort that complained about a Borg Tac Cube that didn't have much shields, or shot back.

Problem is when there's about 3 more of them.

Sci is a trollship. Troll.
Bacfe is offline   Reply With Quote
Old 03-04-2012, 10:28 PM   #7
Asphe
 
Join Date: Apr 2010
Reputation: 232
Posts: 1,792
Here's my trollship ^-^. D'Kyr with AP Cannon, AP Beam Array, Quantum Torp & triple AP Turrets. People just don't expect the sci-ship to be a DPS one, and a decent one at that.

In Elite STFs, it's ok as long as the targets are 'soft' like Elite BOPs & Probes. Raptors and bigger targets will require GW/TK or since this is a D'Kyr, Eject Plasma I. It's a better shortstop than my Fed Escorts. Higher DPS than some cruisers and my forward 'all-weapons' arc is 180 degrees. Throw in an APO1 and some fancy flying and it's relatively easy to keep most people in the forward arc.

PvP? Well what would you think if you see some newbie mixing beams and cannon/turrets... in a slow, recognizable sci-ship?

If only Cryptic allowed us to save power tray templates, it'll be so much faster to switch out skills.

-----

Heals in combat. It's more like an out-of-combat thing right? Once you're free and clear, you 'heal' up and go on. Or you have a designated tank (i.e. the overly aggressive escort) that by being kept alive, means less plasma headed your way. I'd go for resist/buff over a straight heal. Like you implied, if you need a heal in combat... you're probably dead already.

----

Forget about Elite PuGs, join one of the channels and make a team for Elite. Normal PuGs are for playing around with your 8 beam cruiser or your all-torpedo D'Kyr. Or just farming for EDCs, quick and dirty.
Asphe is offline   Reply With Quote
Old 03-05-2012, 02:15 AM   #8
devo2
 
Join Date: Jul 2010
Reputation: 5
Posts: 81
I was playing with this build just yesterday. I know you spend good money for the D'Kyr, but given that weapon DPS is a big part of your build, I think the Luna with its 3rd Tac Console and better turn rate might be a better fit. Even still, I switched back to 2xDBB and a quantum fore. It seems to do more damage than the cannon setup. On paper, 1 beam, 1 cannon, and 3 turrets has a little more dps, but with the power drain of 5 weapons factored in... BfaW II with 2 Dual Beams pretty much only fires at the targets you intend it to, and hits hard.

I also run (on a different character) a LRSV-R with 2 torps front and 2 torps back, 2 Torp consoles, Torp Spread II, and full aux with Tykens III, Charged Particle Burst II and Tachyon beam III. That thing does great in STFs as well. A fully specced Tykens III drops shields, disables engines, and basically does what Grav Well does with a little less clumping and a little more use on tac cubes.

The issue with science is captain skills. People want to pour points into all the pretty weapon skills, and neglect the ones that boost science powers. Or run several BO powers that use wildly different sci skillsets so that they cant possibly spec into all of them. Or take the jobs in STFs that science isnt suited for (generators). Sci ships are best in:

Infected: Disabling Whatever the tac is targeting, taking out nanite probes, and debuffing tac cube.
Cure: BoP/Raptor duty, and debuffing cruiser. The science skills dont do much to generators
KA: Covering Probes and debuffng cubes. Again, not so much on the generators unless theres nothing left.

Last edited by devo2: 03-05-2012 at 02:27 AM.
devo2 is offline   Reply With Quote
Old 03-05-2012, 08:12 AM   #9
Asphe
 
Join Date: Apr 2010
Reputation: 232
Posts: 1,792
It's mainly for PvP but I almost never use FAW anyway. In STFs, CRF1/SV1 and/or TS1. The beam is there simply to take advantage of sub-system targeting. Typically, a sci-ship would have 4-6 beams + torp/mine. Going with the cannon/turret/beam though, I have more DPS* than with 4 beams/torp/mine and it tends to surprise people. That and it's a lot easier to keep weapons on target than with DBBs. If I need to bring a sci-ship, I might as well make it a bit surprising.

Power drain is actually less with this setup, as a cannon skill only affects the low power triple turrets and one cannon. A beam skill only affects the single array/dual bank.

The biggest problem for me is forgetting why I brought a sci-vessel instead of an escort in the first place ^-^.

PvE though, DBB/Turrets mostly. Mostly for debuffs. I tried making this a torpedo boat but I'd just have Evasive Maneuvers to pull a quick 180 so I'd have to do something like park myself at 9km. Then I discovered the Borg torpedo specialists. So now I mount just the one Quantum torp and still shoot one every 3s**. I use Tachyon Beam 3, Tyken's Rift 3 and Grav Well 1. One Polarize Hull to get me out of tractors and Hazard Emitters.

Skill points wise, I'm kinda specced so as to be able to train all sci-skills. This leaves me a bit short on some skills but most are at least 'green' and the important ones up to 6 or yellow. Hardly anyone wants to do missions on Elite difficulty so I have to spec for survivability. Kinda screws it up for PvE/P but seems ok so far.

Of course, all that being said. An escort ship mounting the typical DHC/DBB is going to out DPS most sci-vessels anyway.



*Kinda easy to keep things in front in PvE. As a PvP rookie, I do better with a wider firing arc, and cannons kinda fit the bill. 180 arc doing more damage than an array plus a CRF3 affects it and the turrets as well.

**Using a calculator, I would 'proc' the reduced torpedo recharge delay 75% of the time. But it seems to be on a per torpedo basis, so if I use three torpedo skills, I hardly ever miss this. Tried with Photons too, doesn't seem to improve on the recharge speeds, so I stayed with Quantums. They should redo the description to read '20% chance to reduce torpedo reloading time by 5s, PER torpedo launched'

Last edited by Asphe: 03-05-2012 at 08:15 AM.
Asphe is offline   Reply With Quote
Old 03-05-2012, 11:49 AM   #10
devo2
 
Join Date: Jul 2010
Reputation: 5
Posts: 81
I cant blame you for not using BfaW in PvP. I would never do that either, unless I wanted to get some serious hate.
devo2 is offline   Reply With Quote
Old 03-14-2012, 08:24 AM   #11
annihilatron
 
 
 
Join Date: Aug 2010
Reputation: 4
Posts: 111
Science tends to have the better heals, but honestly Science excels at the controller role.

either specializing into
- positional control (enemies can't move or move where you tell them to)
This is probably least popular
- Sensor scans, buffs, and debuffs
These guys help tacs do silly amounts of damage and output pretty good damage themselves
- subsystem targeting
Fairly effective, but often people won't notice they're there, unless they only use target-shields

Science ships can tank in many cases. Science officers on the ground excel at it (as well as in their usual controller roles)

Only the positional control and the buff/debuff are really effective in EliteSTF. Tanking doesn't really happen.

In terms of heals
- typically science ships have good shield heals & good Hazard Emitters. But that relies on putting skillpoints in those areas - if an engineer or tac wanted to, they could have similar ability in those as well
- hull heals are usually engineer territory (same caveat as above)
- thus you have two kinds of tanks. tacs could be a third, although it ends up being more of a paper-cannon tank that drew aggro and is dodging out of firing arcs.
annihilatron is offline   Reply With Quote
Old 03-14-2012, 02:12 PM   #12
Asphe
 
Join Date: Apr 2010
Reputation: 232
Posts: 1,792
Whenever you say that so and so has better this and that, you're really saying that THIS ship has THAT number and TYPE of Bridge Officer stations.

I normally use a cannon escort in KASE for anti-Probe/anti-Generator work. I sail a beam cruiser for CSE, primarily to knock out the probes and the 'local' Neg and Raptor spawns. For ISE, I might bring a D'Kyr/B'Rel for crowd control.

Just need to swap in the right set of BOffs/Abilities. Cryptic really needs to put in some way to save power tray templates. I'm using keybinds but there is a lot of guesswork when it comes to PowerIDs.
Asphe is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > Star Trek Online


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 07:37 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2014, All Rights Reserved.