Gorn are very much worth playing, my main KDF alt is a Gorn tac, and he's the best. They're devastating in ground melee, which means they're great against Borg. They're also the coolest-looking race in STO IMHO, nobody rocks the Klingon Honor Guard armor better than the Gorn do. They also look quite fetching in tuxedos. I'll have to get some screenshots.
A tactical captain is a viable choice for a science ship, since your captain skills can buff certain sci powers. I've always found DDIS's advice on captain type vs. ship type to be very useful when considering possible matchups: http://sto-forum.perfectworld.com/sh...&postcount=599
Strangely, all my Science Bridge Officers are Gorn, though they don't look that intellectual
I had a good time playing a KDF Sci in melee: Heals and AOE stuns attacks (though I'm Alien, not Gorn). I don't plan to pilot a science ship either so it all comes out on how you want to play it. I made an Asari-looking Alien with the telekinesis skill, which is rather crap but it gives life to my character.
Theres a Tac kit that gives a Steath skill is that right? That would be pretty weird to stealth a 10 foot Gorn.
EDIT: Can't wait for your screenshots variant37!
"Starship captains are like children. They want everything right now and they want it their way. The secret is to give them what they need, not what they want."
- Scotty, to La Forge
Is going tac and getting a science ship viable or should I just suck it up and go engineer?
Also what is best for melee? Tac? Science? Engineer?
If used and played properly, a Tac. Captain in a science ship can be one of the deadliest combinations.
Anyway, this is ofcourse my personal opinion, but I wouldn't overwhelm myself with every single piece of stat. In fact I don't.
If you like playing as a Gorn in a Gorn ship because you like the sepcies and want to remain thematically in character, then by all means - go for it. The unique racial stats/traits are more of a novelty, especially nowdays when there are 10 char. traits we can choose from. Well except the obviously OP Romulan space traits, but they do no good unless you're in a cloaking vessel. And once you get stuff done and start ripping the benefits of all the reputation passives and uber-equipment, the influence of your basic racial trait will be so minor that it'll become negligible. But as a Gorn, you'll still have that awesome "bite" move, just for fun!
So to conclude - if you feel like playing a Gorn, play a Gorn. In games it boils down to having fun and nothing is better for fun than playing your favourite species.
I have a Nausicaan pirate captain in a Guramba Siege Destroyer with a crew of only Nausicaan pirates, Orion raiders and Lethean mercenaries to keep the pirating theme. Tons of fun playing that char!
Yes, play a Gorn. We need more eggmatesss for our eventual rebellion. Freeing oursselvesss from the Klingonss will come at a high price and we need as many sssoldierss as we can get.
The only downside to playing a Gorn is that 95% of all weapons are too small to even be one-handed, let alone 2-handed. Bite is an excellent trait. I regularly bite Voth for 500+ damage and can cut down a pack of drones with ease with my Tholian lightsab...uh... sword-thing. The close combat kit can be devastating if properly applied.
Honestly, the only "optimal" choice right now is to play a Romulan, they overshadow pretty much all other racial choices. All other choices are "fun" choices. Go with what you want to do. Gorn used to be locked into three required ground traits and one of your choice. With the new trait system, you aren't so restricted.
My suggestion for a Gorn is : Sci officer in any KDF tac-leaning ship. Some people think it's junk but I like the tactical Bortasqu'. Pick your space traits, boff, doff carefully and use a good build. Gorn have no real deficits in space.
On the ground, Gorn are unbelievable, imo, almost an exploit if equipped properly. Sci Gorn with med kit, ground traits, creative, aggressive or soldier (I don't like 'bite' even though it has 50% shield penetration), peak health and maybe 1 more ground trait of your choosing ( I would suggest lucky) but if you want, you might use that trait slot for space but I don't.
Next, use physical augmentation armor and the best batleth or other melee weapon you can find. You now have a captain that hits terrifyingly hard, heals himself with his med kit (I throw in a hypo for when med kit might be in cooldown) and against borg in close quarters, never has to remodulate. (carry one of those nanite suppressor hypos or whatever they are to neutralize borg nanite contamination too) Give him a split beam rifle (I like plasma) to use while he closes for melee and watch any borg puddle himself when they see him approach, with melee weapon gleaming. Even Armek has wet himself and been beaten handily on the first run.
I haven't tried to do defera hard ground yet (I doubt I could win it) but I might sometime, just to see how far he gets. Remember, a Gorn pounded the stuffing out of TOS Kirk, threw boulders and didn't even die when hit by Kirk's makeshift "hand-cannon".
I am not going to look it up for you but think on this:
science in a tac ship works because its a dps ship and you use universal or ltc slot for a science BO to get a bit of the power, and you use the ship's firepower, the combination works.
Tac in a sci ship is going to be 1 weapon down, maybe 2. Most sci ships (again, did not look this specific one up) have 3 weapons compared to 4 or 5 for the tacticals. So your tac skills like alpha strike fall flat as you have low tac consoles and low weapons. While you can make anything work well enough for all but the toughest content or pvp battles, a tac in a sci ship seems very weak to me. I do not see GW3 making up for this.