Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-08-2010, 02:16 PM
Good read. Very well done. Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-08-2010, 03:36 PM
So, I just got the game yesterday (and I love it). I'm a Tactical Offcer, but lets say I really like a few of the science ships

Would I be stupid to get one? How would a Tac officer in a science ship play differently than an escort? Is my question stupid? Am I just too damn new to to be smart? Ha, but yeah I'm curious. I'm at Lieutenant 10 and I'm trying to decide what ship to get next
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-08-2010, 03:46 PM
Quote:
Originally Posted by Desdenova View Post
So, I just got the game yesterday (and I love it). I'm a Tactical Offcer, but lets say I really like a few of the science ships

Would I be stupid to get one? How would a Tac officer in a science ship play differently than an escort? Is my question stupid? Am I just too damn new to to be smart? Ha, but yeah I'm curious. I'm at Lieutenant 10 and I'm trying to decide what ship to get next
No, your question is not stupid. Not at all.

There are MANY tactical officers that fly science ships. There are threads about Science Ships being very similar to Escorts. A Science ship has slightly less turn capability but it has stronger shields.

Using a tactical officer makes a lot of sense if you are going for the gun boat role. You can use the science BO powers to lock down enemy ships and keep them in front of you, then use your Tactical powers to improve the weapons and blow the hell out of them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14 So ....
02-08-2010, 04:43 PM
Thx for the great info. Really appreciate you taking the time to set it all down. One thing I was wondering is whether you get more slots for BO's as you rank up?

This will tell me whether to save some of the BO's that are waiting assignemnt or to replace one I already have. Don't want to loose those points if I don't have to!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-08-2010, 04:48 PM
Quote:
Originally Posted by stalkingpuma View Post
Thx for the great info. Really appreciate you taking the time to set it all down. One thing I was wondering is whether you get more slots for BO's as you rank up?

This will tell me whether to save some of the BO's that are waiting assignemnt or to replace one I already have. Don't want to loose those points if I don't have to!
You absolutely do get more slots as you rank up. Without being in the game my bad memory is failing me but I'm pretty sure you go from 3 slots as Lt. up to 5 or 6 as Lt. Commander. The rub in this is that the Tier II ship that you get at Lt. Commander has positions for four bridge officers, one of which you make a Lt.

This gives you the ability to pick and choose your Away Team and if you hire more than one Bridge Officer for any given role: Engineer, Tactical or Science.. you can switch in your ship as well. This allows you to not only have a weapons loadout but a bridge officer power loadout as well based upon which power you want for any given situation or role that you want to play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16 Cooooool
02-08-2010, 05:04 PM
I was hopeing it could work like that
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-10-2010, 08:24 AM
Would anyone like to add some information about post-Lt. Cmdr and how the roles play?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-18-2010, 10:49 AM
Just a quick note to refresh this topic.

I now have Lt. Commanders in all three roles: Tactical, Engineer and Science. What an amazing job the DEVs have done giving each role something unique and special while maintaining the "You are important" and "You are valuable to a team" feeling. (applause)

The Science Officer in a Science Ship is a blast to play and that's who is getting the game time right now. While not a big grouper, nor joiner, I have to admit that I get a huge kick out of saving my teammates from being blown into a million pieces.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-06-2010, 03:12 PM
Hi Branix,

I found this post via the big help topic. Thanks for putting all this information together. In beta I only got to Lt. 8 or so and I know that the rolls start to come into their own more once you get to Lt. Cmd.

That said, what your thoughts are on an Engineer in an Escort?

I just got the game today thanks to a sale at GameStop. In beta I mainly messed around with an Engineer character and, looking at the wiki, the Engineer kits look fun (turrets and drones and mines, oh my!) but I like the speed and maneuverability of the Escort ships.

Do you think I would be at an disadvantage by going this route?

Thanks,
-Ifandbut
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-08-2010, 08:54 AM
Some thoughts, the "What character should you play" at the start. I just think that information is far too generic. It's like the useless descriptions you see for the characters in game. My suggestion would be a Pro's/Con's sort of thing for each Class, and take out the "Do you like the color...", I mean really?

From my experience with a level 51 as each Class:

Tactical
Best Role: Damage
Pros: Big Damage! Tactical Officers focus primarily on buffing damage and manuverability. If you like big numbers, a Tactical officer is a great choice. The best Burst DPS class.
Cons: A Tactical officer in an Escort can be rather fragile. A glass cannon. Also, Tactical officers are bad in prolonged fights, or when outnumbered, without support.
Notes: Not the best class for starting the game with, but they offer the best buffs for damage and maneuverability. They also benefit greatly with a team supporting them. The Tactical Officer excels at ground combat simply because they can tear through a crowd while Bridge Officers offer support and exposes.
Ideal Ship: If you want to start with a Tactical officer you may want to stick to a Cruiser until you are comfortable enough with the game to fly something with better damage, but less survivability. The turn rate buff from Attack Pattern Alpha can help with the Cruisers slow base turn rate.

Engineer
Best Role: Tank
Pros: Great choice for survivability. With Rotate Shield Frequency, Miracle Worker and Engineering Fleet, have added survivability that just isn't available to the other classes.
Cons: You sacrifice damage for survivability. They take the slow and steady approach to damage, great for long fights, but no inherent bonuses to damage.
Notes: Average for ground combat. Lots of survivability, but slow and steady. Ground combat skills are for shield healing and deployables, like turrets.
Ideal Ship: Engineers can buff power levels and reduce weapon power drain, allowing them to use more energy weapons more effectively at once, and Cruisers are great for loading up a mean broadside. However, Engineer Captains add durability to any ship, so you could do stuff as an Engineer in an Escort that a Tactical officer wouldn't be able to survive.

Science
Best Role: Support/Buffs/Debuffs
Pros: The most versatile class. You can debuff enemies, increasing your damage, as well as your teams damage, and buff your team, increasing their durability. A great class if your a Team Player, and a great class even if you're not.
Cons: Jack of all trades is unfortunately, the master of none. Your damage and survivability are middle of the road, but that isn't a bad place to be either.
Notes: With a Science Officer you really have a chance to do the impossible, save your team from a defeat, or use abilities to take down an opponent that was giving Engineers and Tactical officers a hard time. Science officers are the Rogues of Star Trek Online. No they don't sneak around backstabbing people, but they do expose their enemies making them very vulnerable. Ground combat focuses mainly on healing and buffs/debuffs.
Ideal Ship: A Science ship works great. You can definitely blind your enemies with Science.
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