Lt. Commander
Join Date: Dec 2007
Posts: 120
Ok I want to like this game but I feel like I am adrift in a sea of not knowing exactly WHAT my role is. I play an engineer but fly a cruiser.

I like to construct turrets and such in ground combat missions but I feel like I dont know what exactly my role will be later on or if I group (which is rare in this game as it really doesnt support grouping that much. The interface is terrible)

I mean how are other people playing? Just stumbling along and doing missions and hoping for the best?

Who are the tanks? Who Heals? I know that escorts DPS but I guess I am confused as to why people really make alts

It seems to me if you are a science officer you will be gimped on missions because you just stand in back and use a tricorder.

Arent the science vessels weaker? Do science officers have to fly science ships?

All of this confuses me. I guess not having structure is throwing me off as I do not have a defined path.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-02-2010, 06:20 PM
Well mate, here's my thoughts. I've been playing off and on since launch.

It seems to me that the ground combat system was designed so that you really need to have at least 2 of every class in a successful team. Possibly as much as 4 of each class, since there are 4 different kits for each class (that I know of).

Example:

1 Engineer takes a turret fabrication kit
1 Engineer takes a turret repair kit

1 Scientist takes a medic's kit
1 Scientist takes a shield nerf/stun kit

1 Tactical takes a grenades kit
1 Tactical takes a martial arts kit

If you look at the above loadout, you can probably imagine the possibilities for epic battles, if only the game had a large enough subscriber base (I'm talking WoW numbers)

Problem is of course, maximum team size is 5. That's 1 place where the game doesn't seem to know what it is capable of. I'm sure other people will know of more, but I focus mainly on ground combat so that's where I've noticed the most "quirks" for want of a better term.

Science captains don't have to fly science ships anymore than Engineers have to fly cruisers. It's all down to your skills and your crew as to how well you fly and survive in the ship you're in. A bit like Eve, except you learn skills with xp in this game, and obviously there's nowhere near the variety of ships and skills that exist in Eve. Yet.

Basically, anyone can fulfill any role in space, because it's down to the ship and crew as to what skills you get (ie heals or mega pew pew). As a general rule of thumb though, Tactical ships are DPS, Cruisers are tanks and Science ships are crowd control. On the ground it's a different story. But the game needs a hell of a lot more thriving community (imo) before ground combat in STO can be fully realised.

I'd advise spending a lot of time in the shipyard's ship requisition area, look at the different types of ships at different tiers. You'll soon get an idea for what the ship classes do, and then you can choose your skill set based on what you want to fly/what role you want to fill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-02-2010, 11:27 PM
Quote:
Originally Posted by angry_gamer View Post
Ok I want to like this game but I feel like I am adrift in a sea of not knowing exactly WHAT my role is. I play an engineer but fly a cruiser.

That's what you are supposed to fly, by a generic idea of classes. You are not limited to that though, and could do well in science ships or Escorts.

I like to construct turrets and such in ground combat missions but I feel like I dont know what exactly my role will be later on or if I group (which is rare in this game as it really doesnt support grouping that much. The interface is terrible)

BS. You default in a grouping option. Having "Raids" does not make a game team orientated. Really, like I've said in other games, only you hold yourself back from grouping.

I mean how are other people playing? Just stumbling along and doing missions and hoping for the best?

Lol. You posted on the forums, have you read them? There are sections for each class of character AND each class of ship. Information is out there.

Who are the tanks? Who Heals? I know that escorts DPS but I guess I am confused as to why people really make alts

Play some more and you'll understand. It's not that hard. Though escort DPS to why alts, doesn't make sense. People make alts to try a new class, or for RP, or just to do the game with a new build and ship combo.

It seems to me if you are a science officer you will be gimped on missions because you just stand in back and use a tricorder.

I have been science since, well beta and such. I don't stand back with a tricorder. I carry two sniper rifles that I switch back and forth on, and all my powers are holds and debuffs. No heal from this kitty, meow.

Arent the science vessels weaker? Do science officers have to fly science ships?

All of this confuses me. I guess not having structure is throwing me off as I do not have a defined path.

Structure is here, I mean really. I know you have questions but also help yourself. You posted here, read here.
Make some friends, join a fleet. That's the generic response. What you might need to be later on depends on who and what you do later on. PvP, PvE, STF's, etc. Any total post explaining all your questions would take longer to write than for you to just read a few posts.

Don't get me wrong, I'm not trying to belittle you or insult. If you've never play'd a MMO before, just look and read in the forums you posted. If you have play'd some before, sigh, just do the same.

I don't really know what the post after yours is saying or even means, so I suggest looking around the forums and learning more.

PM me here or ingame I'll answer questions and even join you for some missions.

The fun is you can fly what you want, and do what you want as a class. You don't have to sit in back and use a tricorder.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-03-2010, 01:08 AM
The space and ground roles of classes are not necesarily the same. Tactical Captains are pretty much always DPS classes. On ground, Science tends to be the healer, but they also have crowd control options that "expose" enemies which enables others to inflict heavy damage.

Science, Tactical and Engineering Captains can fly the different ship classes, and this tends to create different playstyles.

No matter who flies an Escort, it will be burst-damage* focused. No matter who flies a Cruiser, it will be capable of tanking and healing, and Science Vessels will always focus on crowd control abiltiies with a secondary element of healing/support.

If you put a Tactical Captain into a Cruiser, he will be focusing more on the tank & damage side, usually, since that's what he's best at.

*) I make this distinction and do not say DPS, since it's not just about dealing tons of damage over time. Escort powers and weaponry enables them to deal concentrated bursts of damage, "spikes", that can overcome the enemies abillity to react with heals. Cruisers also inflict a lot of DPS, but they cannot create the same bursts that Escorts can do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-03-2010, 01:49 AM
Stop thinking of this like as being like almost every other MMO. There aren't really strict tank/healer/dps roles in STO like in WoW (or whatever other game you want to compare it to.)

In space, anyone can do whichever role they want to some degree, but go about it different ways with different strengths. On ground, that's almost true, with the exception being tactical officers not being able to heal others so well, short of Rally Cry.

On the ground, everyone does some dps. Tactical officers have a lot of things to help in that department, Engineers have their turrets and such to supplement their damage, and Science officers have all sorts of debuffs and exposes. Engineers can also put down beneficial generators, shield heal, and create combat supplies for people, and Science officers can also do buffs and straight heals. But that doesn't mean they have to. On easier missions, everyone can just dps and self heal (take some hyposprays with you).

In space, again, everyone can dps, with any officer/ship combination they have the most fun with. Anyone in a cruiser can 'tank' but there are ways of ''tanking' in a science vessel too, it all depends on specs, gear, and BO abilities. Each class will do it a little differently, but they can do it. Ditto with healing. While you'll most commonly see cruisers touted as best for healers, there are science vessel healer variants - the Nebula retrofit can be especially good at that. Even escorts can put out some pretty good healing numbers (albeit almost entirely self-healing).

In short, each class can do a little bit everything, and have the potential to be really good in any one aspect if they gear/spec for it right, which is one reason I really like the way STO plays.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-03-2010, 02:03 AM
Quote:
Originally Posted by angry_gamer View Post
Ok I want to like this game but I feel like I am adrift in a sea of not knowing exactly WHAT my role is. I play an engineer but fly a cruiser.

I like to construct turrets and such in ground combat missions but I feel like I dont know what exactly my role will be later on or if I group (which is rare in this game as it really doesnt support grouping that much. The interface is terrible)

I mean how are other people playing? Just stumbling along and doing missions and hoping for the best?

Who are the tanks? Who Heals? I know that escorts DPS but I guess I am confused as to why people really make alts

It seems to me if you are a science officer you will be gimped on missions because you just stand in back and use a tricorder.

Arent the science vessels weaker? Do science officers have to fly science ships?

All of this confuses me. I guess not having structure is throwing me off as I do not have a defined path.
It would take a small book to cover these questions.

When it comes to a tank you, as an engineer, are pretty much it. Look at the Bunker Fabrication kits for the ranks above yours and you will see they have cover barriers, turrets for buffing shields, health and drones. On the ground these goodies are there to get fire off you and allow you to use some of your innate shield regen capability and shields are what make you tanky.

God I hate engie/cruiser. They are so good at survival, (read tanking), that it takes me forever to wear them down. They are so effective at survival in the hands of a versed player that I have a couple to be honest. When it comes to staying power in space that combo is hands down the best, get the right balance of BO skills and you can even deal good sustained damage, while you repair your ship and others around you. Look up Faithborn Teaches Healing to get an idea of what I mean and how you can fit in a group in a classic sense.

I have tried many "fail builds." These are build combos that others swear are a good way to get killed. I have found that this is not always the case. In STO it really comes down to the player to make a particular build work. The only times I have had problems with a fail build was in PvP, and that was only about 20% of the time. Engie/sci vessel, tac/sci vessel, cannons on a light cruiser, single cannons on a science vessel, Fire at Will Beamer boat cruisers, turret boat cruisers, regen shielded escorts, Beamer escorts these can all be viable in PvE and I have even seen many of them work in PvP when I could not make them work there.

Even an escort can be tanky with a engineer captain. Lots of fun in cap and holds as escorts are always the first targeted. Learn to tank an Escort and you can buy a little precious time for your team to capture control points.

That underscores the real difference between STO and most any other MMO. While the classic trinity is represented you do not have to stick to that schema to be a happy player or to be effective in a group.

Because engineers have the best shield regens they are the natural tanks. Tacs deal DPS the best but are total fireflys as they do not heal and most of their skills that do not deal DPS mitigate some incoming damage instead. Of course that means the for the most part science heals. This is on the ground though. In space the line between science vessel and cruiser blurs just a bit as both have BOs who come with shield regens and ship repairs, and both engineer BOs and science BOs offer some of each.

Science officers are in no way gimped on the ground. As a matter of fact they can be very brutal with a Science Analyst kit and a couple of sniper rifles. Sniper rifles are good as they will draw less agro than a area of effect weapon, why I use them on my tacs as well. Because many of the skills that come with the Analyst kit are exposes the sniper rifle's exploit damage compliments that kit very well.

Once you get used to the lack of structure you should get a sense of how nice it is to have a degree of freedom of expression. welcome to the game and I hope you have allot of fun.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-03-2010, 04:29 AM
Quote:
Originally Posted by piwright42 View Post
I

Once you get used to the lack of structure you should get a sense of how nice it is to have a degree of freedom of expression. welcome to the game and I hope you have allot of fun.

Thats probably the thing right there. Thanks all
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