Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Tac Captain + Science Ship = ?
02-20-2012, 06:12 AM
Well, since I can't find anything here about this except some general comments about every combination could work.... I think back to earlier work of Cryptic (Okay, not anymore for a while now, but still), how you could relatively easy build awesome chars that combined support traits and damage.... And since every ship/combination is apparently viable.... could it work here, too? So:

Anyone around who has some experience with the combination?
How is the playstyle?
What are the skills used?
Weapon choices maybe?
Thoughts about the different science vessel types in combination with the tac captain?

Oh and: I DON'T need any comments about PvP (don't care about it) or that tac captains always should fly escorts (in STFs), since i already have a nice little escort is use frequently (but everybody needs some change here and there^^).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-20-2012, 08:43 AM
I cant say I've flown a full tactical captain in a science ship yet, but if I were....

Personally i'd use the Recon ship since it has the extra tactical slots. It's also pretty quick and turning isn't much of a problem. I have a Joined Trill Science captain in one and typically play it offensively. Add in the Attack Pattern Alpha it could work out alright. I use Photonic Shockwave and Charged Particle Burst as my two primary Science skills. It probably wouldn't hurt to put in Tachyon Beam II just for the extra shield stripping power.Tactical i'd go with Beam Overload, Torp High Yield, and Tactical Team. Get the shields down then pop off the Beam Overload or High Yield and it's pretty much game over.

The other science ships could work, but my first recommendation would be the Recon. You could also do the Nebula but that's more of a Engineering science ship. The Vulcan and Intrepid's are pretty hard core science.

I could give you a few more pointers if you like just PM me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-20-2012, 01:18 PM
when i fly science i fly Nebula Retrofit, due to the universal lt slot, I find she works very well as a light cruiser for me anyway rather than a science ship.

torp spread 1 & 2
tact teams 1 & 2

once one ends i then have the other to use.

Engineer Engineer team 1 EPS 2 and reverse shield pol 2

Science polarize hull transfer shield 2 GW 3

Nebula can be a very good with the right setup. If she had the 4 weapons fore and aft like a cruiser she would be a total beast and make the Sovvie/Galaxy obsolete for my use. but he doesn't but is very good for what she does have
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-20-2012, 03:40 PM
Any captain is viable in any ship. You can play to your strengths or mitigate your weaknesses. Either way anything is entirely viable. Pick what you want to do with it and go do it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-20-2012, 03:57 PM
My primary character is a Tactical officer and, while I have at least one of each ship type (science, escort and cruiser), since the new skill set build before christmas, I find that the escort is by far the vessel of choice for a Tactical officer.
The trick with using a science vessel with a Tactical officer is to ensure you have a fairly powerful weapon loadout (generally this would mean potent torpedoes and dual beam arrays forward regardless the limited firing arc) balanced with impulse engines with a high speed and turn rate, topped off with a shield array of high capacity.
With the impulse engines, you make best use of the evasive maneuvers skill and the attack pattern alpha ability and that is important if you wish to be nimble. Being nimble in a science vessel is pramount because even with power distribution set to offensive, weapon power and damage is significantly lower than that of an escort so your fights will generally be longer. I think that's really the key with escorts, high speed, heavy damage in order to end a fight quickly since your shields wont stand up to prolonged engagements. Remember that the opposite is true of science vessels, moderate turning and speed, average damage.
As a rule I either use my science vessel in offensive setting or balanced.
the best advice I can really offer is to ensure you have a science officer with science team I or II skill coupled with transfer shield strength, as well as an engneer with emergency power to shields I or II skill. Alternate between the three in combat or when your shields start facings turn green hit all three at once and you will find you can last in almost any fight, but be prepared to be in it for the long haul.
Tactical Captains can work in science vessels, but I suspect once you try it you'll find yourself sticking mostly to escort vessels.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-20-2012, 05:09 PM
Quote:
Originally Posted by Doylematt4 View Post
when i fly science i fly Nebula Retrofit, due to the universal lt slot, I find she works very well as a light cruiser for me anyway rather than a science ship.

torp spread 1 & 2
tact teams 1 & 2

once one ends i then have the other to use.

Engineer Engineer team 1 EPS 2 and reverse shield pol 2

Science polarize hull transfer shield 2 GW 3

Nebula can be a very good with the right setup. If she had the 4 weapons fore and aft like a cruiser she would be a total beast and make the Sovvie/Galaxy obsolete for my use. but he doesn't but is very good for what she does have
that tactical setup is very simular to what i ahve on the Odyssey. HYT3, BOL2 tac1 and in the LT slot tac1 and HYT2. if Odyssey turned like a nebula it would be a serious workhorse. add a ENG skipper and RSF+ST1+EPtS is an instant shield regen. to the OP, a tac captian brings APA, which is useful, but not a game changer. your tac skipper is better off in escorts or the odyssey or excelsior
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-20-2012, 05:24 PM
I usually play cruiser as they tend to survive in a fight a bit longer, i find doing stf runs in a escort if i get isolated from the team or targeted and left to fend for myself i die rather quickly in an escort.
I find the Nebula a sturdy decent ship and prefer her over a defiant or Prommie whats being able to land a punch in a escort when it can't take can't take one back

Usually equip 18% beam and kinetic resist and 35% plasma resist as my engineer consoles on my ships or go with 35% kinetic damage resist
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-21-2012, 07:37 AM
See I find since the recent skill set update, having boosted my shield skills and evasive maneuver skills my sau paulo class can (with a good shield, I reccommend the paratrinic array) take much more of a beating and is fast and nimble enough to sustain less hits than it ever could before. Even taking on a Villa Battleship solo is not much of a challenge anymore.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-21-2012, 05:26 PM
Quote:
Originally Posted by Syyx View Post
Anyone around who has some experience with the combination?
How is the playstyle?
What are the skills used?
Weapon choices maybe?
Thoughts about the different science vessel types in combination with the tac captain?
My Fed toon is a tactical sci; it's a lot of fun.

It's a very tricky ship to play, I think: unlike an escort, you can get a lot more damage out of boosting science abilities than your limited ship weapons. And figuring out exactly what works well can be a challenge.

I use Tractor Beam Repulsors boosted with Tac skills to blast away hull while ignoring shields; it's fairly effective, but a very team unfriendly setup due to the knockback. Incoming spam dies like crazy though.

Gravity well and photonic shockwave are two other skills greatly enhanced by tac abilities; and tend to be a lot team friendlier. Gravity well also ignores shields, photonic shockwave doesn't.

Charged Particle Burst/Tachyon beam don't increase with attack patterns but are still very good skills; these allow you to winnow down shields to bring torps to bear.

Of course you want support powers; but you can get away generally with having these be level 1 /2 and your attacks being level 3 /2. You're a tac, you're not mainline support.

As far as weapons go, I've been having fun with torpedo spreading tricobolts. Science has a lot of shield stripping powers that make torpedos just... easier to use on a sci ship than trying to get dual beam banks to hit like an escort rapid firing cannons. A lot of the time I'm at full aux for heals & sci shenannigans; so phaser banks aren't hitting for much. (I do certainly switch to weapon power when damage is more important than healing. I'd recommend getting used to power switching and battery chewing.)

I'd second the recommendation of the recon sci ship; it's very manueverable, and I don't really have trouble bringing torps/dual beam banks to bear. The 90 degree science powers are also easier to target when you can turn well.

Particle Emitters is probably the most important science damage skill; you're a tac, damage is what you do, get as much of that as possible. I'd get as many of the +particle emitter consoles as possible. (Flow capacitors controls power/shield drains, also a reasonable choice.)

TL: DR: lots of okay and fun combos, try a bunch of powers to see what works for you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-26-2012, 04:56 AM
At first, thank you all for your answers, quite insightful.

Quote:
Originally Posted by Kahn View Post
I cant say I've flown a full tactical captain in a science ship yet, but if I were....

Personally i'd use the Recon ship since it has the extra tactical slots. It's also pretty quick and turning isn't much of a problem. I have a Joined Trill Science captain in one and typically play it offensively. Add in the Attack Pattern Alpha it could work out alright. I use Photonic Shockwave and Charged Particle Burst as my two primary Science skills. It probably wouldn't hurt to put in Tachyon Beam II just for the extra shield stripping power.Tactical i'd go with Beam Overload, Torp High Yield, and Tactical Team. Get the shields down then pop off the Beam Overload or High Yield and it's pretty much game over.

The other science ships could work, but my first recommendation would be the Recon. You could also do the Nebula but that's more of a Engineering science ship. The Vulcan and Intrepid's are pretty hard core science.

I could give you a few more pointers if you like just PM me.
That actually helped already to shape up a concept. Especially since my knowledge about science skills is basically only what tractor beam, science team and polarize hull does.^^

Quote:
Originally Posted by Ultima_Prime
My primary character is a Tactical officer and, while I have at least one of each ship type (science, escort and cruiser), since the new skill set build before christmas, I find that the escort is by far the vessel of choice for a Tactical officer.
The trick with using a science vessel with a Tactical officer is to ensure you have a fairly powerful weapon loadout (generally this would mean potent torpedoes and dual beam arrays forward regardless the limited firing arc) balanced with impulse engines with a high speed and turn rate, topped off with a shield array of high capacity.
With the impulse engines, you make best use of the evasive maneuvers skill and the attack pattern alpha ability and that is important if you wish to be nimble. Being nimble in a science vessel is pramount because even with power distribution set to offensive, weapon power and damage is significantly lower than that of an escort so your fights will generally be longer. I think that's really the key with escorts, high speed, heavy damage in order to end a fight quickly since your shields wont stand up to prolonged engagements. Remember that the opposite is true of science vessels, moderate turning and speed, average damage.
As a rule I either use my science vessel in offensive setting or balanced.
the best advice I can really offer is to ensure you have a science officer with science team I or II skill coupled with transfer shield strength, as well as an engneer with emergency power to shields I or II skill. Alternate between the three in combat or when your shields start facings turn green hit all three at once and you will find you can last in almost any fight, but be prepared to be in it for the long haul.
Tactical Captains can work in science vessels, but I suspect once you try it you'll find yourself sticking mostly to escort vessels.
Interesting Strategy, but I look more for a way to combine the offensive nature of my tac with never-used(-by-me) offensive science abilities. To usethe CoH/CoV example once more: I look for "STOs Fire-Controller" if you know what I mean.
AndI already have a pretty powerful escort, and a cruiser as well. Getting a sci ship is about some change in gameplay from time to time.^^ I dont expect the sci ship doing "pew pew" as the escort, I look for the trek-way of dealing with enemies: You know the ones involving deflectors, emitters and a lot of technobabble and twisted neutrinobeams.

Quote:
Originally Posted by brainfacer View Post
My Fed toon is a tactical sci; it's a lot of fun.

It's a very tricky ship to play, I think: unlike an escort, you can get a lot more damage out of boosting science abilities than your limited ship weapons. And figuring out exactly what works well can be a challenge.

I use Tractor Beam Repulsors boosted with Tac skills to blast away hull while ignoring shields; it's fairly effective, but a very team unfriendly setup due to the knockback. Incoming spam dies like crazy though.

Gravity well and photonic shockwave are two other skills greatly enhanced by tac abilities; and tend to be a lot team friendlier. Gravity well also ignores shields, photonic shockwave doesn't.

Charged Particle Burst/Tachyon beam don't increase with attack patterns but are still very good skills; these allow you to winnow down shields to bring torps to bear.

Of course you want support powers; but you can get away generally with having these be level 1 /2 and your attacks being level 3 /2. You're a tac, you're not mainline support.

As far as weapons go, I've been having fun with torpedo spreading tricobolts. Science has a lot of shield stripping powers that make torpedos just... easier to use on a sci ship than trying to get dual beam banks to hit like an escort rapid firing cannons. A lot of the time I'm at full aux for heals & sci shenannigans; so phaser banks aren't hitting for much. (I do certainly switch to weapon power when damage is more important than healing. I'd recommend getting used to power switching and battery chewing.)

I'd second the recommendation of the recon sci ship; it's very manueverable, and I don't really have trouble bringing torps/dual beam banks to bear. The 90 degree science powers are also easier to target when you can turn well.

Particle Emitters is probably the most important science damage skill; you're a tac, damage is what you do, get as much of that as possible. I'd get as many of the +particle emitter consoles as possible. (Flow capacitors controls power/shield drains, also a reasonable choice.)

TL: DR: lots of okay and fun combos, try a bunch of powers to see what works for you.
Interesting read. I think you already play with a strategy somewhat similar to what I had in mind when I asked for advice. Don't mind if i "lend" an idea or two, okay?^^

Well, I think i'll go with the Recon Sci Vessel (Even if I like the Long Range Sci Vessels design better^^)

First idea would be:

BOs:
Lt. Tactical: Tactical Team, Torpedo: High Yield
Ens. Tactical: Beam Overload

Lt. Engineering: Auxiliary to Structural, Reverse Shield Polarity

Cmdr. Science: Science Team, Tykens Rift, Transfer Shield Strength, Gravity Well
Lt.Cmdr. Science: Polarize Hull, Tachyon Beam, Photonic Shock Wave

Consoles:
Tactical: 2x [Energy Damge of Choice], Torpedo Damage

Engineering: Booster Modulator, EPS Flow Regulator

Science: Field Generator, Assimilated Console, Particle Generator, Spatial Anomaly

Weapons:

Fore: 2x Dual Beam Banks, Torpedo Launcher
Aft: 2x Beam Banks, Torpedo Launcher

Im not yet sure about energy types, thought about tetryon, polaron or disruptors. Same for Torpedos. quants and tricobalts are usually my choice, but some change here would be nice, too. chronitons maybe, or plasma.

Or even a "escort-esque" like layout, with 3x turrets in the aft and a matching BO layout, of course.
(Lt.: High Yield, Cannon Rapid Fire. Ens.: Beam Overload) But I'm not quite sure if this even makes sense for either the ship or the skill-layout....

For Shield, Engine and Deflector I thought about the Borg Set. The full Set would be nice for the Borg Tractor Beam, but if the shield isnt viable, I think either go for Aegis or MACO Shields.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:01 PM.