Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
06-09-2011, 12:42 PM
Quote:
Originally Posted by kirby20x6 View Post
Sounds good, but what offensive sci powers are there? I haven't found any that are give as much utility as science team and HE II.
Scramble Sensors, Tachyon Beam, Tractor Beam (Repulsors), and Charged Particle Burst are the offensive Sci abilities at Lt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
06-09-2011, 12:42 PM
Heard people talking about leveling up i n a cruiser... I honestly think you may need to rethink that one. Slow turn rates/lower overall dps means it takes longer to kill opponents, thus longer to complete missions.

Not at all saying tac+cruiser isn't viable. It is, even fearsome if done right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
06-09-2011, 12:42 PM
It's a good combo for PvE.

I always keep an escort for PvP.

You need awesome BO skills to run a Tac Cru. in PvP.

Woot!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
06-09-2011, 12:42 PM
In my opinion, it's simply a matter of personal preference. I'm Tac in a Cruiser primarily and have tried an escort and like both, with slight leanings to the cruiser due to the engineering slots, extra power to subsystems and large hull hp.

*Edit: the only time you may not want to fly a cruiser is at Captain Rank: Galaxy, like the design, but is just a HOG, similar to a mini starbase.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
06-09-2011, 12:42 PM
I personally fly a Tac/Cruiser combo. Every PVP queue I've done I have been second on damage below only decent Tac/Escort pilots.

Survivability wise I take escort spikes like a champ and return in kind with Tetryon/Quantum's. It's all in Bridge Officers.

EPTS (Emergency Power to Shields III) on both of your engineering bridge officers makes or breaks a Tac/Cruiser. With Engineering teams on both of them. Followed by Hazard Emitters and Transfer Shield Strength II on your science officer. to pickup any slack left behind EPTS and ET. Then whatever skills you feel you want in leftover slots.

Tactical Officers should run Beam Overload I, Torpedo: High Yield, and Beam: Target Shields

All this on an assault cruiser running Tetryon Pulse Generator, Zero Point Quantum Chamber, and Directed Energy Distribution Manifold tac consoles, with 2x Field Emitters, EPS Flow Requlator, and Field Generators.

I compared after respeccing and a full broadside from a Tac cruiser matches, possibly exceeds a tac escorts spike. Each of my beam array's push 700 dps unmodified by Attack Pattern Alpha, Tactical Fleet, and Go down fighting, not to mention Emergency Power to Weapons if I'm not getting targeted.

Mathematically each beam array spiking with all abilities can push roughly 1300 DPS each, times 6 equals about 7800 DPS from your broadside alone. Coupled with Beam overload and a weapon battery with a quick turn for a torp high yield can bring a tactical to less than half hull.

The only forseeable reason a Tac Escorts spike can be higher is Commander level tac officer with Attack Pattern Omega III, and Torpedo High Yield III.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
06-09-2011, 12:42 PM
Hey guys. I'm a new starter looking at my LCDR promotion in the next day or so.

I've had a read of this thread because I've chosen the tactical route, and I'm looking at a possible cruiser or science vessel command. I'm probably not going to go the science route as I'd like to spend as much time on the Cruiser path as I can on the way to a Sovereign or Noble.

Reading replies on the first and last pages, is it fair to say that opinions on the Tac/Cruiser specification have reversed since the game came out? I'm getting two very different opinions... One of which is that the Tac/Cruiser is 'squishy' in PVP (which I have not yet ventured in to, but likely will when I hit a decent rank) and the other opinion being that it could well be a wolf in sheep's clothing, and will outplay a Tac/Escort on many ocassions.

This said, I'm not a fan of any of the full CDR-level cruisers, so I'll probably (briefly) slip back to an Escort in the Akira class before I advance to the Sovereign.

Bit of a zig-zagging career, I suppose, but I'm eager to hear opinions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57 Why not?
06-09-2011, 12:42 PM
I have the Excelsior on VA. While it is not as fast at taking down your enemies, the extra damage taking bonus keeps you in the fight longer. Also to Tac abilities help through extra damage and movement, allowing you to get that important kill shot in. A good advantage over the Engineer.

Personally I think Eng skills suit Escorts and Tac on Cruisers quite well.

Go for it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
06-09-2011, 12:42 PM
Quote:
Originally Posted by Sannank
I have the Excelsior on VA. While it is not as fast at taking down your enemies, the extra damage taking bonus keeps you in the fight longer. Also to Tac abilities help through extra damage and movement, allowing you to get that important kill shot in. A good advantage over the Engineer.

Personally I think Eng skills suit Escorts and Tac on Cruisers quite well.

Go for it.
I run a VA Tactical on the Excelsior as well, and it does some pretty sweet damage. I compensate for the drop in my engineering skills by respecing my engineer BOFF's and it works pretty well. I get some serious damage in and generally don't take too much damage (Till a Klink PVPer spots me hehe)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
06-09-2011, 12:42 PM
I have 2 VAs both are tac, both are fed and one is in a retrofit defiant and one is in an attack cruiser. I don't know what the heak is the matter with people that are saying tac officers can only be in escorts. TAC OFFICERS CAN WORK EXTREMELY WELL IN ASSAULT CRUISERS. They are NOT squishy in PVP at all! If you know what you are doing and know were to spend your skill points you can be a fantastic Tac officer in an assault cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
06-09-2011, 12:42 PM
I've been reading and re-reading this thread for many days now. I'm a newbie to the STO multiverse, but I'm a big fan of MMO's and an even bigger fan of RPG's - I've always played my RPG's with an emphasis on the RP.


I absolutely love the customization and the overall 'package' of building your character: from career choice, ship choice, bridge officer's, traits, etc. It's a much more layered approach to characterization than any MMO I've played - and I've been fortunate enough to have exposure to quite a handful.


The reason these comments/questions appear in this thread has to do with the character 'build' of Tactical Officer commanding a Cruiser. I absolutely love playing the support/tank/healer class in MMO's - I get no greater thrill than leading a group to success, or being a dutiful follower playing an essential, but unique, role in making the difference. The cruiser seems to fill this role perfectly. However, I also have a difficult time wanting to roll a Science Officer/Engineer because, in my RP mind, a Tactical Officer is more befitting of leadership, since tactics often refer to all resources and especially the human/humanoid kind. Science deals with the realm of ideas and concepts and theories; and Engineers deal with technology/systems and the practical exploitation/application of theoretical knowledge. Keep in mind, this is my belief of the philosophy or back-story any one of those 'professions' [Sci/Eng] would have going into starfleet academy. Thus, after deciding the cruiser was for me - the role of the cruiser appeard to suit my play style - I gravitate towards a Tactical Officer. The other careers are all well and good, just not my vibe.




Lemme shoot to the chase....



When you created your Tac's, did you have in mind they would be in Cruisers? If so, did that affect the traits you chose? Did you choose traits that would, perhaps, be more fitting for a cruiser than an escort? Say, Elusive versus Accurate? I will be taking a human for my race, primarily for RP reasons, thus certain traits are out of my element, donnie [elusive, efficient, come to mind]. Was thinking along the lines of picking Warp Theorist and either Accurate or Lucky.


Also, to what extend do Tac/Cruiser builds change anything a Tac/Escort build would do on the Ground? I understand you can have Bridge Officer load-outs for ground combat and space combat, but not so for Captain skill choice. Do Tac/Cruisers avoid - where possible - ground combat? One of the big pluses to rollin' a Tac is that I've felt a bit 'lost' on ground combat with an Engineer - albeit, I've not much experience in the game.


Any thoughts or comments would be lovingly embraced - I've been spending hours pouring over any information I can find regarding all of my comments/concerns. And I think it's time to start a dialogue about them. This thread seems perfect for that, since it concerns Tac/Cruisers.
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