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Career Officer
Join Date: Oct 2012
Posts: 152
Hi STO community,

I'm a dedicated Tactical Capt, and mainly PvP in an escort. I seen and heard talk about tact capts who have used cruisers and, to some degree, carriers in PvP.

My thoughts fall specifically on cruisers such as D'Kora, Galor, and the Fleet Assault Cruiser. For carriers, Jemmy Dread and the Jemmy Heavy Escort Carrier.

What are your thoughts? How effectively can you implement these ships for PvP use as a tact capt?

Thank You
THE POWER OF KRATOS!!!
Captain
Join Date: Jun 2012
Posts: 1,764
# 2
02-26-2013, 09:50 PM
Personally, I felt a tac in a sci vessel with lots of tac consoles the ideal for PVP.
Quote:
Originally Posted by Lt. Comm. Pion
What should I wish upon the endless universe;
To be able to smile and forgive everything;
That's right, if we light up the dream in our hearts without averting our eyes;
We should be able to walk whatever tomorrow comes...

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Career Officer
Join Date: Jun 2012
Posts: 883
# 3
02-26-2013, 09:51 PM
People are going to come in telling you that tacticals can be a good fit in science vessels, but they are wrong. Stick to your escort.

Edit: lol, one of them already beat me to it
Captain
Join Date: Aug 2012
Posts: 14,021
# 4
02-26-2013, 10:07 PM
I have two Tacs. One flies an Ambassador Retrofit. One flies a Mirror Vo'Quv. I wish I could tell you that I fly either of them seriously, but uh - I don't.

I have gotten a giggle (manly giggle that is) out of using GDF while in the Vo'Quv - who expects GDF from a carrier, right? But I wouldn't take it into any sort of serious PvP.

Likewise, the Ambassador with 3x Phased Polaron SCs, 3x Polaron Turrets, and a Chron Torp fore/aft... well, it's named Grape Punch. How could you take that seriously? And yep, I run the Jem set on the Ambassador - man, I tell you - the Jem shields on the Ambassador are the most OP thing in the game. Folks take one look at you and they're either laughing their tushie off or they're grabbing for their wastebasket to puke. It allows you to get off some shots before they realize what's going on...

Ahem, yeah - like I said, I don't take either of them seriously.

If you wanted some serious ideas about Tacs in something other than Escorts, you might want to check out Drunk's stickied thread of ship builds up at the top of the forums... there's some good information there.

Still though, I like thinking that folks avert their eyes to the Jem shields on the Ambassador and nobody expects the GDF from a Vo'Quv (not saying they notice it, but they don't expect it)...

...er yeah, maybe just check out the stickied thread for some good ideas.

Willard the Rat, Klingon Science Officer

Swordsman Tip: You are your own biggest hurdle to becoming a better player.
Captain
Join Date: Nov 2012
Posts: 4,112
# 5
02-26-2013, 10:35 PM
Every combo in this game is doable... and can have success. If you Build to the combos strengths... and if you have the skill to pull it off.

HB and others will tell you tacs must be in escorts... and sci must be in sci ships... and engies don't belong anywhere but a cruiser... ect.

They are right if you are of average skill... and/or if you are uncreative.

Of course the easiest combo to do well is Tac Escort... like most things a small handful of the really skilled will be just that little bit better at it. However almost anyone can pull of capable tac scort.

Tac Cruiser... I think is perhaps easier to play... however it takes a bit more creativity as far as building your ship to suit your play style goes. There are many ways to make a capable tactical cruiser... and I think with cruisers you will find what works for others may or may not work for you. I think I have seen more then a few good ideas in Don'ts sticky thread at the top of the section.

Tac Sci... this one is going to take the most skill and the most creativity. As I said people like HB will say its a no go... they are wrong completely. Its a great combo, it is however a very high skill combo. You will be dealing with skills with longer cool downs and in general less burst ability. So timing becomes super important, skill combos matter, and frankly if you mess up there is very little correction room. Having said that people don't expect it to work... I have out dmged and out killed capable fleet mates escorts in my tac scis. I will say this however if the other team has the right counters it can almost neuter your damage, which isn't possible to completely do if you bring a tac scort.

If you have never left a Scort... I would suggest if you want to try something different to try out the cruiser first. I enjoy taking my galor out from time to time... Klingon side we have great ships like the Fleet K and the Fleet V... fed side I believe there are a few good options for tacs.
When the messenger comes to appropriate your profits ... kill the messenger.
Career Officer
Join Date: Jun 2012
Posts: 883
# 6
02-26-2013, 10:44 PM
Quote:
Originally Posted by antoniosalieri View Post
Tac Sci... this one is going to take the most skill and the most creativity. As I said people like HB will say its a no go... they are wrong completely.
The problem with Tac/Sci isn't that it's bad, it's that it isn't as good as the Sci/Sci you've given up for it. Tac buffed sci powers will never make up for one less nuke, scattering field, science fleet, and scan.
Captain
Join Date: Nov 2012
Posts: 4,112
# 7
02-26-2013, 10:58 PM
Quote:
Originally Posted by hurleybird View Post
The problem with Tac/Sci isn't that it's bad, it's that it isn't as good as the Sci/Sci you've given up for it. Tac buffed sci powers will never make up for one less nuke, scattering field, science fleet, and scan.
Like I said it takes some creativity.... is it harder to pull off yes it is. Are 95% o the tactical players in this game going to be worth having in that ship over a competent sci/sci NO. Which is why I suggested he try a cruiser if hes board.

Really though... the first time I did a tac repulsor ship, ya it caught plenty of people of guard and I smacked around plenty of good teams with it till I got board and moved on.

These days I could show you how to burst more in a fed fleet sci refit then any escort could hope to pull off... and I won't mention the combo here... cause anytime I fly the BS builds or talk about them here they get done to death for awhile.

Bottom line yes its doable... you are right though its beyond most players... and there best off in an Escort or perhaps a cruiser if they do it right.
When the messenger comes to appropriate your profits ... kill the messenger.
Captain
Join Date: Jun 2012
Posts: 1,410
# 8
02-26-2013, 11:54 PM
It's best to think of the classes as just a set of extra BOff skills in STO. In that sense, STO is quite restrictive (in that the 'classes' are really only good at one or two things at most) and at the same time there's a lot of fluid wiggle room, since the captain skills don't really have anything to do with your ship or your BOffs other than what you make of them.

When it comes to choosing a ship type for a captain class, a good thing to do is to ask what you intend to use your captain skills for and whether it's an effective strategy, with preparations for contingencies if things don't go to plan. This goes especially for Tacticals, the most rigid and narrow of the classes. If you put a Tac into a ship, escort or no, you're basically expecting to ramp up whatever your source of damage is, since that's all they're good for. This should give you some perspective for making the decision as to whether your ship is suitable or not.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Captain
Join Date: Jun 2012
Posts: 1,410
# 9
02-27-2013, 12:07 AM
Oh, I should also probably add that, in my opinion, Sci is by a large margin the most flexible class in STO... I've even heard it described as STO's "true endgame profession". You have a very strong complement of offensive and defensive abilities, you can strip buffs, AoE buff all your outgoing damage or keep your team's shields stable, and all of your skills are scalable.

The only limitation for Sci used to be that you had to consider how feasible your ship was for getting a subnuke off, but since the Jumper was brought Fedside this is no longer a problem. There's no ship that a Sci can't perform very well in, really. I really love my Sciscort for example.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Career Officer
Join Date: Jun 2012
Posts: 883
# 10
02-27-2013, 12:11 AM
Quote:
Originally Posted by shimmerless View Post
I really love my Sciscort for example.
For sure. I think the reason you don't very many sciscorts anymore isn't because they aren't good, but because the "max 3 science captains" rule most tournaments adopt. Three sci/sci, one sciscort, and one tacscort is a very powerful team-comp as you can brute force your way through almost anything with chained nukes or completely shut down the other side's offensive by saving a couple of nukes to blunt alphas.

Last edited by hurleybird; 02-27-2013 at 12:13 AM.
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