Unless you PVP it realy doesn't matter in the end.
I'm a tac and been playing for 270+ days with a Star Cruiser and I don't PVP. It all comes down to the type of gameplay you like. If you like zipping around and working on your attack angles; select and escort. If you like broadsiding with phasers and tanking, select a cruiser. In the end it's going to be a personal preference. Try out a few different options on Tribble?
cruisers are indeed - an illogical choice for a tactical captain -or, to be more accurate - an engineer will always be more effective in a cruiser then the tactical officer.
Let us compare the skills, cruiser related:
- EPS Transfer vs attack pattern alpha
A cruiser captain will find himself having trouble keeping his weapon power up, especialy when you use a lot of energy weapons - which actuualy is a good idea to do. EPS transfer, its stabilizing effect in weapon power will lead to even more damage then attack pattern alpha would.
APA is not just a damage buff. It boosts damage, crit change, crit severity and turn rate. Significantly. So while its true EPS can keep your guns charged longer. APA lets those same guns hit harder. And power levels can be controlled by player skill, equipment, and captains skills. Large boots to direct damage are harder to get.
Originally Posted by doublefrag
- Miracle Worker vs go down fighting
go down fighting gives a damage bonus when hull is low - cruisers are the best healers, especialy hull healers in the game. So your hull is usualy not low, so there is little occasion of making use of this skill.
A second life on the other hand makes a hard opponent even twice as hard.
It can easily be argued that GDF is perfect skill for cruisers. Escorts dont have the hull health or the healing skills to use GDF as anything other then a last ditch ability. Cruisers on the other hand can safely let their hulls dip into the yellow with out as much concern. And they have the healing skills to restore their hull when needed. Giving cruisers the ability to use GDF tactically for burst damage rather then just as a last ditch move. Its not the smartest move available. but if you are already recovering from a burst and in the process of damage control. Having the ability to recover AND return high powered retribution is a plus.
Originally Posted by doublefrag
- tactical initiative vs nadion inversion
lets compare the useless skills: nadion inversion might come in handy when you fire a lot of energy wepons enhancing your DAMAGE! since it prevents you from draining your weapon power. tactical initiative is pretty useless if you just have a tac lt - ltcdr at best.
While we can agree these are both the boobie prize for skills. We still come back to the issue that power can be managed and controlled by player action. So while a power ability is handy. might not be as useful as being able to get off another high yield shot from your torp launcher or a beam overload attack before the other guy.
Originally Posted by doublefrag
dont forget "rotate shield freq"...
did i forget a tac skill? I think not ...
Actually you did, a little skill called Fire on my mark. And while Rotate shields is a very nice skill to buff your shield resistance, its not the only skill that dose so. And it has no effect on hull resistance. FOM on the other hand is a direct resistance debuff, that effects both hull and shields, and benefits everyone on the team as well.
For myself having picked for my tactical officer an escort ship, most probably because of me looking at the Akira with envious eyes, I'm sort of glad I have, but I'm very interested in how it effects one ships performance differently. I naturally as you would wanted a cruiser though, so I'm give. Hope with my net character whatever skill path he'll have. Not science though.
And one more gushing from me also. As someone who is returning after a protracted period away from this game so soon after starting it, not really getting the game, this thread is truly enlightening.
Oh and furthermore Geordi laforge was a captain of a galaxy class vessel in a voyager episode. If you cruiser captains want an engineer rolemodel who is naturally not going to be Picard.
People fly Sci Escorts, Tac Cruisers, Eng escorts.. And theyre often better off in the different ships.
Tactical in a Cruiser is awesome.. You can do as much damage as nearly every escort.. You are much more resilient.
Just yesterday I was in a C&H match where the two ships doing most damage on my side (both 1mil+) were cruisers.. The other side had 3 ships with 1mil+ damage, 1 cruiser and 2 escorts.. Of those 5 ships, the escorts had (not surprisingly) less healing, more deaths and around the same number of kills (between 40 and 60 IIRC)
Tactical Cruisers are devastating when flown right.
I have a Tac/escort captain and working on a Tac/cruiser captain. True the escort deals a high amount of damage but without RSP, HE, ENG1, and EmPtS I would be a goner aganist a few ships at once. The cruiser has more options to heal my ship both shields and hull. APA with Fire on my mark, and directed energy modulation can put out some High DPS. Torpedo's are also enhanced thanks to APA. Most escort ships won't run a torpedo up front. I had a single quantum MKVIII hit critical for 16k on its own.
I've been a Tac/Cruiser captain since Day 1 and its just fine. The difference with a Tac/Cruiser and a Eng/Cruiser is that the Tac/Cruiser can dish out a little more damage whereas an Eng/Cruiser can take a little more damage. On paper it's pretty much a push in a head to head matchup.
In the end, both PVP and PVE wise, it just depends on what you want to be. Let me use football analogies. The Eng/Cruiser is the equivalent of an offensive lineman, he will take all the damage and keeps the game-changers safe and gets minimal glory for it. The Tac/Cruiser is a defensive lineman, he can get to the QB and dish out some pain but he can also be effectively taken out of the gameplan with some proper enemy tactics.
In my opinion the Tac/Cruiser is a little more risky than the Eng/Cruiser, but the risk/reward for being a Tac Cruiser is viable and with the right BOff layout you can be one angry S.O.B. Obviously if you get ganked by 5 Klinks in PVP you'll go down if you dont haul it out of there immediately, but really not much is going to survive that scenario anyway so don't worry about it that much and if you're roaming alone or away from your fleet in PVP you deserve that happening to you.
If you're a Tac/Cruiser captain I'd recommend grabbing a Sovereign or the Excelsior-R, and probably steer clear of the Star Cruisers unless you REALLY want some extra science buffs. While you're technically a support craft, you're gearing yourself to be a support craft that can be an offensive beast when the word is given. Just learn your craft and plan accordingly and a supporting cast you can be a good game-changer.
I love being a Tac/Cruiser. I have tremendous amounts of power for both my weapons and my shields, plus I have a way bigger hull and more crew than I'd get on an escort. You lose out on a LOT of maneuverability but you get used to it and learn to compensate. I consistently deal the highest amounts of damage in fleet actions and can soak up one hell of a beating, ie: where escorts cannot go.
Any build can work as long as you have a clear idea of what you are trying to do with it. If you want to be a Sci/Escort, you can. But you have to look at what you gain and what you lose, and most importantly you have to be able to maximize those strengths and mitigate the weaknesses. A lot of escorts end up being glass cannons, but they can deal incredible amounts of damage. You just have to decide what works for you.
ive been flying an assault cruiser since march of last year, in pve i out last escorts on eilte at a ratio of id say 5:1. thats 5 of thier deaths to my 1. im not much of a pvper but i took on a very seasoned escort pilot and wiped the floor with him, and on a 1v1 with an engineer/cruiser we stood toe to toe leaning more in my favor. I feel its not so much what you are and what you fly but how you fly it and use your tactics