Tac/Sci is the highest damage combination of any ship/captain combo in the game. Ran properly, you have a beam escort with 15k shield facings and a monstrous tank at VA.
With buffs/debuffs, a tac in a sci ship can wipe off someone's shields (or at the very least, massively degrade their shield power), then add a total of up to 80% bonus damage. What it all means is that with BO2, you can routinely hit for 20-35k on crits and hi yield 1 torp crits for 18-25k. Tricobalt crits are above 45k with standard non-crit hits for 25k. I routinely get 5-8k crits on my PSW2. Now, combine this with the tac ability to reduce your cooldown timers on your BOFF skills... and you have a ship that can sling massive damage and also reuse tank skills twice as fast as anyone else. With proper engines, a sci ship is not too far behind escorts on maneuverability. With aux to dampeners, it maneuvers better.
The only down side is that you don't have subnucleonic beam. You do, however, have that nice skill that wipes a BoPs ability to battle cloak.
Now, you can do the exact same thing with an advanced escort (minus all the goody goody sci abilities). The kicker though, is that:
You're not an escort. You aren't usually primaried before escorts are
Your tank is on par with a cruiser's shield tank. You're infinitely more survivable than an escort or BoP
Escorts have to burn through enemy shields before they can kill something. Science ships, with proper BOFF loadouts and skill point choices, can remove an enemy's shields then blow their alpha directly into hull whenever they want
What the SCI ship lacks in an escort's burst potential, it makes up in crowd control/disabling that allows its already hi damage potential to supersede that of escort ships
Now, combine this with the tac ability to reduce your cooldown timers on your BOFF skills...
I think the reason we don't see many tac/sci and tac/eng (though the latter is becoming more popular with the Galaxy-X and the Excelsior) is partially because of that ability, Tactical Initiative. It is only really effective in escorts, because it only affects tactical BO powers, meaning that in every fed cruiser or science ship, you can only have 2 or 3 abilities affected by it, which is kind of a waste compared to the escort's 7 abilities.
Still, tac/sci is a very interesting combo. I think I have only seen it a few times, mainly with the intrepid. I guess part of it is psychological. You expect your opponent to heal, and hit you with annoying abilities, and then SNB you the moment you pop RSP, but a tac/sci can't actually do that. Instead, they hit you hard and with annoying abilities.
I personally like the sci/tac combo. My newest character is following that route now at RA.
Originally Posted by Ninjaboy
We are all aware of the old vets that excel at PvP.
It would be nice to put some of the newer players or up and coming PvP fleets in the spotlight instead.
Even if they're still learning the ropes a little encouragement isn't bad.
I would like to point out that I was pretty much trying to do that with newer members of my fleet that had never PvPed before when I faced you and we got in a bit of a /tell fight. Part of the problem is that the vets are so hardcore about PvP, that when they team up, any new player will just get shut out from PvP. I've had this happen to a few people in Kerrat, for example, when a Klingon fleet (not naming any of them *cough* Razor! *cough*) spawn-camps the Fed side and kills anyone trying to get XP/Emblems/Gear (or even just leave the system!). While it is a PvP zone, it is just evil to sit there and do that, especially when it is 5v1 (I believe the term might be griefing?). Of course, part of that falls under the fundamental issue that everyone spawns together at the start, and it seems as though you can never swap instances.