Captain
Join Date: Jul 2012
Posts: 2,079
# 1 Role Rethink
02-23-2013, 02:39 PM
To start I am one of those firmly in the camp that effective DPS from warships is the best way to play, even in groups, but I noticed that in most PvP tournaments they have some rules to encourage a variety of captain types.

I wanted to see what type of role(s) the community could come up with for an STF group following these restrictions.

1) Token ships only
2) At least one of each ship type (escort/cruiser/sci vessel) and captain type (sci/tac/eng)

I figured I'd go first to get it started.

Sci/Cruiser(support): Focused on healing and keeping others alive, not tanking. I firmly believe thanks to extend shields this is a much better role for a good cruiser than tank.

Tac/Sci(disable): Focused on holds and stuns. Gravity Well, Chrono torps, tractor beam, PSW, thinks that give enemies negative defense scores. Torpedo boat most likely.

Eng/Escort(tank): Heavy AoE abilities likely using a BO to get initial agro from big mobs with nadion to keep solid DPS.

2x Tac/Escort(damage): Obvious.

I'm just wondering if anyone else has a good 'force multiplier' role for the sci vessels and cruisers that might be a bit more outside the box so to speak.
STO's F2P is basically an inferior experience for the masses at no cost being subsidized by a handful of whales seeking whatever it is that motivates them to spend hundreds if not thousands on a game.
Captain
Join Date: Jul 2012
Posts: 658
# 2
02-23-2013, 03:06 PM
The problem is that, at least on the sci side, the only really useful force multiplier ability is GW, the others are either too small to notice (all drains and PSW), too situational for much use (TBR), or just not that useful even in principle (Tractor Beam and VM). The end result of that is that, as I often quip, the best sci ship for PvE is a FAE. It can run the GW that's the only one you really want, and still has most of the firepower of an escort. Even the Vesta hasn't really changed that, it just comes close. Without the FAE or MVAE you might be willing to take one sci ship for ISE, but most of the time you're better off without.

It's a little different for cruisers, which have both better firepower and more useful abilities (in large part because they can be chained more effectively). A well built cruiser can definitely be valid, putting out significant DPS while tossing out powerful heals to teammates or taking all the damage itself. For that you want an Assault Cruiser, probably with either an AtB or Dragon Flagship core build, and most of the other slots taken up by heals.
Lt. Commander
Join Date: Oct 2012
Posts: 158
# 3
02-24-2013, 11:31 PM
Quote:
Originally Posted by jadensecura View Post
The problem is that, at least on the sci side, the only really useful force multiplier ability is GW, the others are either too small to notice (all drains and PSW), too situational for much use (TBR), or just not that useful even in principle (Tractor Beam and VM). The end result of that is that, as I often quip, the best sci ship for PvE is a FAE. It can run the GW that's the only one you really want, and still has most of the firepower of an escort. Even the Vesta hasn't really changed that, it just comes close. Without the FAE or MVAE you might be willing to take one sci ship for ISE, but most of the time you're better off without.
I second that - as a Science captain, the FAE is the best "sci" ship you can get for PvE gameplay (or the Breen Chel Grett, although its damage output is a little lower) - CC and high AoE damage in one...and you can tank anything within a certain time frame - that is if you need to. I also have a Fleet RSV and unfortunately it's rotting in my inventory currently equipped with cannons...it didn't turn out very good idea, but it can hold 4 probes at KASE.

The problem of the "free" ships is that they aren't flexible enough, so making such constraints is not a very good idea against the borg.

Last edited by satanailofhwbg; 02-24-2013 at 11:33 PM.
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