The entire career is based upon stacking damage upon damage upon damage and there are no real interesting abilities that require you to think. Effectively this means that to make the most out of a Tactical Captain, you really have to be in some kind of Escort and it just makes the game so dull and boring...
So what can be done to make this class more interesting and possibly make it balanced to Science and Engineer... Serious suggestions please.
All my mains (Fed, KDF and Romulan) are tactical melee specialists. The Fed flies a science vessel, the Klingon a battle cruiser and the Romulan a light warbird. So only one in an escort. And still they are great fun for me.:D
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Playing a tac adds damage. It adds damage to whatever you are doing, so if you want do do damage, play a tac class. Your ship determines the flavor of that damage. You'll find a lot of inertia to change tac powers (look what happened when they made Go Down Fighting only usable when you were actually "going down"- oh the whining)
If you want to not die, play an engineer. It will keep you alive longer and let you do different things with your ships power.
If you want flashy space magic, play a science character. Use whatever ship you please.
We should encourage more cross class/ship combos!
Off-Topic:
If REDALERT is for everything, why did I get cussed out and told "wrong channel" when I tried to get people together for Crystalline.
Look, the game doesn't profoundly change between the types of captain. You swap out a few abilities, otherwise the game is identical. There's no rule saying you can't fly a Science ship as a Tactical captain, or an Escort as an Engineer. If you think the Tac is that boring, try doing something different with it.
Every so often, a newb asks in zone chat what ship type to fly and the answers are always the same... "tac = escort, engi = cruiser, sci = sci vessal". And I always facepalm after that.
There is no ship type that prefers a specific captain type in the game, and there is no ship type that prefers a specific captain type on the shows. Picard and Kirk are tac captains that fly cruisers. Sisko is an engi captain that flies the Defiant.
I swear a significant portion of complaint threads would disappear if they got it through their heads that captain does not equal ship.
My tactical officer actually uses tactics :gasp: to kill enemies in space and on the ground - there's a lot more to it than cannonizing everything in your path (which doesn't work as well as you may think) and over-buffed one-shot sniper kills. I adapt my tactics (and my ships) depending on the type of enemy I want to fight - and I could be in anything from an Andorian Escort to a Sci Ody. Usually I'm in my Army HEC which tanks, heals, spams elite scorpions and puts out unholy DPS all at once.
My engineer is built as a survivor-destroyer. His Bortasqu' out-DPSs many tacscorts and he can kill you in an impressive number of ways on the ground, my favorite being to bite you in the face then walking away and letting you bleed to death. He soaks damage and spits it back at you with interest.
My Romulan Sci is actually more effective of an escort driver than my Fed Tac. Sensor scan, scramble sensors, a grav well, CSV and TS3 used all at once makes me feel all tingly. Don't ask for a heal.
So, yeah, you could pick any career and either bore yourself to tears or adapt your playstyle to fit and have fun with it. It's up to you.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Every so often, a newb asks in zone chat what ship type to fly and the answers are always the same... "tac = escort, engi = cruiser, sci = sci vessal". And I always facepalm after that.
There is no ship type that prefers a specific captain type in the game, and there is no ship type that prefers a specific captain type on the shows. Picard and Kirk are tac captains that fly cruisers. Sisko is an engi captain that flies the Defiant.
I swear a significant portion of complaint threads would disappear if they got it through their heads that captain does not equal ship.
I pick the ships that look the best and make them work the way I want them to.
When people ask what ship they should get I tell them "The pretty one." You're gonna be staring at its rear end a lot while ships explode in the background. So pick the one that makes the best wallpaper and run with it.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Picard would have been more science, no? Wasn't he the big archaeology buff? I could swear he at one point said he would have pursued a career in that field were he not a starship Captain.
Sorry for the nerd nitpick.
Maybe, maybe not.
The only thing I remember about Picard, before he became captain, was that he came up with his very own tactical manuever. So I pegged him as a tac captain.
Edit: My inner nerd got curious so I checked memory alpha for what he was doing before he became captain. Turns out he was the conn officer... so yea, tac captain.
Picard was a science officer. He loved archaeology, and in the episode where Q showed him what his life would have been like without getting stabbed by a Nausicaan, he had a blue uniform.
Playing a tac adds damage. It adds damage to whatever you are doing, so if you want do do damage, play a tac class. Your ship determines the flavor of that damage. You'll find a lot of inertia to change tac powers (look what happened when they made Go Down Fighting only usable when you were actually "going down"- oh the whining)
If you want to not die, play an engineer. It will keep you alive longer and let you do different things with your ships power.
If you want flashy space magic, play a science character. Use whatever ship you please.
We should encourage more cross class/ship combos!
Off-Topic:
If REDALERT is for everything, why did I get cussed out and told "wrong channel" when I tried to get people together for Crystalline.
The problem with the GDF change was this: Not everyone is able to fly the seemingly invincible escorts that people love to complain about. If you're in a BoP, you certainly don't want to have to wait until you're at 50% of your already low hull to activate a power that has a long cooldown.
There's a bit of a difference using GDF on a nice, fat cruiser with plenty of crunchiness to it as opposed to an escort/raptor/destroyer/BoP. Especially when it comes to the ones that are a little light on healing or tanking.
In PvP, for example: As soon as I decloak my Fleet Norgh in battle, I essentially have to treat the following combat as a 'Going down fighting' situation. I could get pinned down and subsequently shredded by a barrage of cannons and torpedoes, or I could manage to escape and re-cloak after blowing all my cooldowns trying to damage the enemy as much as possible. Having the blasted GDF trigger at 50% of health has made it essentially useless, as it is VERY rare that I'll be in a situation where I'll reach 50% health and still have time to activate the power and use it to full effect.
Effectively this means that to make the most out of a Tactical Captain, you really have to be in some kind of Escort
I'm a tac captain, and i fly cruisers.
My fleet excelsior with single cannons can hold its own damage wise against tac's in escorts. Anyone who has flown with me or against me in team arenas can vouch for the damage certain cruisers (but not ALL cruisers) can do if kitted out correctly.
"You know when that shark bites, with its teeth dear... scarlet billows start to spread..."
The entire career is based upon stacking damage upon damage upon damage and there are no real interesting abilities that require you to think. Effectively this means that to make the most out of a Tactical Captain, you really have to be in some kind of Escort and it just makes the game so dull and boring...
So what can be done to make this class more interesting and possibly make it balanced to Science and Engineer... Serious suggestions please.
I find that Tac captain is the only class that really feels canon and is most fun. Kirk, Sisko, Picard, and even Janeway can be seen as more Tactical then anything else. Janeway started out as a Sci officer, but you don't ever see her trying to use Voyager to create anomalies to suck the enemy in or anything like that, no you see Voyager darting around in attack patterns launching torpedo spreads and firing all phasers full blast. Sisko too, how many times do you always here him say Attack Pattern Omega or something like that? Did Picard ever try to just tank the Borg and send damage control teams to other ships instead of just blowing them away himself? He is Tac also.
All the Captains are tactical. Eng and Sci classes were just added to the game to try to make it like other MMOs that have multiple classes, but they aren't canon.
I have eng that I play somewhat regularly too and is fun in a carrier, but my sci captains mostly gather dust. Only time I use my sci is when there are people in kerrat spawn camping or all abusing cheese then its fun to follow them around in a B'rel and subnuc and sci spam them from cloak. Sci captain only useful for trolling in kerrat or as debuffer on premade pvp team, no point to it in pve.
The entire career is based upon stacking damage upon damage upon damage and there are no real interesting abilities that require you to think. Effectively this means that to make the most out of a Tactical Captain, you really have to be in some kind of Escort and it just makes the game so dull and boring...
So what can be done to make this class more interesting and possibly make it balanced to Science and Engineer... Serious suggestions please.
Apparently, someone doesn't know how to play STO.
STO isn't a typical fantasy mmo which is class based equipment. STO doesn't restrict players flying different ship types or equipping different armors/weapons. Each captain class has a based set of abilities. The only other class based item in STO is the ground kit. Everything else is user choice. Imo, it's the best mmo concept ever because it offers players a vast of playing styles.
So, if you're a tac and bored for only flying an escort, it's totally the fault of your narrow mind. Hence, do not blame your boringness on the game but yourself.
I find that Tac captain is the only class that really feels canon and is most fun. Kirk, Sisko, Picard, and even Janeway can be seen as more Tactical then anything else. Janeway started out as a Sci officer, but you don't ever see her trying to use Voyager to create anomalies to suck the enemy in or anything like that, no you see Voyager darting around in attack patterns launching torpedo spreads and firing all phasers full blast. Sisko too, how many times do you always here him say Attack Pattern Omega or something like that? Did Picard ever try to just tank the Borg and send damage control teams to other ships instead of just blowing them away himself? He is Tac also.
I don't know what game you're playing, but there isn't a single sci captain ability that creates an anomaly that sucks the enemy in. I know what ability in game is similar to what you described, but thats not a captain ability.
And, because I use attack patterns, that means my sci captain is really a tac captain? Yea... no.
The entire career is based upon stacking damage upon damage upon damage and there are no real interesting abilities that require you to think. Effectively this means that to make the most out of a Tactical Captain, you really have to be in some kind of Escort and it just makes the game so dull and boring...
So what can be done to make this class more interesting and possibly make it balanced to Science and Engineer... Serious suggestions please.
Dude what? Tactical is SO much fun on ground. You basically become a Terminator and it is DELIGHTFUL! With the shooter mode, tactical, and dual pistols this game's ground is better than Mass Effects.
Anyway, like I was sayin', shrimp is the fruit of the sea. You can barbecue it, boil it, broil it, bake it, saute it. Dey's uh, shrimp-kabobs, shrimp creole, shrimp gumbo. Pan fried, deep fried, stir-fried. There's pineapple shrimp, lemon shrimp, coconut shrimp, pepper shrimp, shrimp soup, shrimp stew, shrimp salad, shrimp and potatoes, shrimp burger, shrimp sandwich. That- that's about it. - Bubba
I don't know what game you're playing, but there isn't a single sci captain ability that creates an anomaly that sucks the enemy in. I know what ability in game is similar to what you described, but thats not a captain ability.
And, because I use attack patterns, that means my sci captain is really a tac captain? Yea... no.
You are getting the words anomaly and singularity confused I belive. Quantum singularities in Star Trek are black holes, sometimes artificial, all of them count as anomalies because it is a very broad generic term used to describe many space phenomena.
Gravity Well is also an anomaly. So is Tykens rift, it doesn't draw ships towards it in game like grav well does, but in TNG it does. However not drawing objects into it would not disqualify it as an anomaly.
I was using attack patterns as an example of tactical skills since TV won't distinguish between boff and captain skills. So I was giving examples of the captains doing stuff tactical in nature while in combat, but can't see many examples of them doing stuff of a more sci or eng nature while in combat.
You are getting the words anomaly and singularity confused I belive. Quantum singularities in Star Trek are black holes, sometimes artificial, all of them count as anomalies because it is a very broad generic term used to describe many space phenomena.
Gravity Well is also an anomaly. So is Tykens rift, it doesn't draw ships towards it in game like grav well does, but in TNG it does. However not drawing objects into it would not disqualify it as an anomaly.
I was using attack patterns as an example of tactical skills since TV won't distinguish between boff and captain skills. So I was giving examples of the captains doing stuff tactical in nature while in combat, but can't see many examples of them doing stuff of a more sci or eng nature while in combat.
I'm not getting anything confused. I'll say it one more time, "thats not a captain ability"
I love my tactical in space combat, but I prefer my engineer on ground combat (using mines and bomb, no the cappyturret). I usually find myself to stack buffs over buffs as a tac on ground, while I can just rush the enemies, drop mines, see them die, then kill the next spawn with an orbital strike with my engineer.
I really wish I could mix them
I'm not getting anything confused. I'll say it one more time, "thats not a captain ability"
Does Star Trek on TV distinguish between captain and boff abilities? no, so the only way to tell whether they are tac or sci is if they are using sci or tac abilities in general. Sci captains tend to be specced into and slot sci abilities more so are more likely to use grav well and tykens rift.
Does Star Trek on TV distinguish between captain and boff abilities? no, so the only way to tell whether they are tac or sci is if they are using sci or tac abilities in general. Sci captains tend to be specced into and slot sci abilities more so are more likely to use grav well and tykens rift.
The captains don't do anything except issue orders on TV. The only way we can figure out what career they are is by looking at their... y'know... career.
Comments
Don't mess with my gameplay. >.>
Just spam a load of debuff's and suck the life out of them...
I have great fun with my tac.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Playing a tac adds damage. It adds damage to whatever you are doing, so if you want do do damage, play a tac class. Your ship determines the flavor of that damage. You'll find a lot of inertia to change tac powers (look what happened when they made Go Down Fighting only usable when you were actually "going down"- oh the whining)
If you want to not die, play an engineer. It will keep you alive longer and let you do different things with your ships power.
If you want flashy space magic, play a science character. Use whatever ship you please.
We should encourage more cross class/ship combos!
Off-Topic:
If REDALERT is for everything, why did I get cussed out and told "wrong channel" when I tried to get people together for Crystalline.
Perhaps tactical isn't for you. Try another.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
There is no ship type that prefers a specific captain type in the game, and there is no ship type that prefers a specific captain type on the shows. Picard and Kirk are tac captains that fly cruisers. Sisko is an engi captain that flies the Defiant.
I swear a significant portion of complaint threads would disappear if they got it through their heads that captain does not equal ship.
My tactical officer actually uses tactics :gasp: to kill enemies in space and on the ground - there's a lot more to it than cannonizing everything in your path (which doesn't work as well as you may think) and over-buffed one-shot sniper kills. I adapt my tactics (and my ships) depending on the type of enemy I want to fight - and I could be in anything from an Andorian Escort to a Sci Ody. Usually I'm in my Army HEC which tanks, heals, spams elite scorpions and puts out unholy DPS all at once.
My engineer is built as a survivor-destroyer. His Bortasqu' out-DPSs many tacscorts and he can kill you in an impressive number of ways on the ground, my favorite being to bite you in the face then walking away and letting you bleed to death. He soaks damage and spits it back at you with interest.
My Romulan Sci is actually more effective of an escort driver than my Fed Tac. Sensor scan, scramble sensors, a grav well, CSV and TS3 used all at once makes me feel all tingly. Don't ask for a heal.
So, yeah, you could pick any career and either bore yourself to tears or adapt your playstyle to fit and have fun with it. It's up to you.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
I pick the ships that look the best and make them work the way I want them to.
When people ask what ship they should get I tell them "The pretty one." You're gonna be staring at its rear end a lot while ships explode in the background. So pick the one that makes the best wallpaper and run with it.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Maybe, maybe not.
The only thing I remember about Picard, before he became captain, was that he came up with his very own tactical manuever. So I pegged him as a tac captain.
Edit: My inner nerd got curious so I checked memory alpha for what he was doing before he became captain. Turns out he was the conn officer... so yea, tac captain.
The problem with the GDF change was this: Not everyone is able to fly the seemingly invincible escorts that people love to complain about. If you're in a BoP, you certainly don't want to have to wait until you're at 50% of your already low hull to activate a power that has a long cooldown.
There's a bit of a difference using GDF on a nice, fat cruiser with plenty of crunchiness to it as opposed to an escort/raptor/destroyer/BoP. Especially when it comes to the ones that are a little light on healing or tanking.
In PvP, for example: As soon as I decloak my Fleet Norgh in battle, I essentially have to treat the following combat as a 'Going down fighting' situation. I could get pinned down and subsequently shredded by a barrage of cannons and torpedoes, or I could manage to escape and re-cloak after blowing all my cooldowns trying to damage the enemy as much as possible. Having the blasted GDF trigger at 50% of health has made it essentially useless, as it is VERY rare that I'll be in a situation where I'll reach 50% health and still have time to activate the power and use it to full effect.
I'm a tac captain, and i fly cruisers.
My fleet excelsior with single cannons can hold its own damage wise against tac's in escorts. Anyone who has flown with me or against me in team arenas can vouch for the damage certain cruisers (but not ALL cruisers) can do if kitted out correctly.
Why don't you just speak for your selve.
It's not a fact your statement.
All the Captains are tactical. Eng and Sci classes were just added to the game to try to make it like other MMOs that have multiple classes, but they aren't canon.
I have eng that I play somewhat regularly too and is fun in a carrier, but my sci captains mostly gather dust. Only time I use my sci is when there are people in kerrat spawn camping or all abusing cheese then its fun to follow them around in a B'rel and subnuc and sci spam them from cloak. Sci captain only useful for trolling in kerrat or as debuffer on premade pvp team, no point to it in pve.
Apparently, someone doesn't know how to play STO.
STO isn't a typical fantasy mmo which is class based equipment. STO doesn't restrict players flying different ship types or equipping different armors/weapons. Each captain class has a based set of abilities. The only other class based item in STO is the ground kit. Everything else is user choice. Imo, it's the best mmo concept ever because it offers players a vast of playing styles.
So, if you're a tac and bored for only flying an escort, it's totally the fault of your narrow mind. Hence, do not blame your boringness on the game but yourself.
I don't know what game you're playing, but there isn't a single sci captain ability that creates an anomaly that sucks the enemy in. I know what ability in game is similar to what you described, but thats not a captain ability.
And, because I use attack patterns, that means my sci captain is really a tac captain? Yea... no.
The two things are unrelated.
You find tactical boring. That doesn't mean the game has to change, that means YOU HAVE TO NOT PLAY TACTICAL.
Kirk's Protege.
Dude what? Tactical is SO much fun on ground. You basically become a Terminator and it is DELIGHTFUL! With the shooter mode, tactical, and dual pistols this game's ground is better than Mass Effects.
You are getting the words anomaly and singularity confused I belive. Quantum singularities in Star Trek are black holes, sometimes artificial, all of them count as anomalies because it is a very broad generic term used to describe many space phenomena.
Gravity Well is also an anomaly. So is Tykens rift, it doesn't draw ships towards it in game like grav well does, but in TNG it does. However not drawing objects into it would not disqualify it as an anomaly.
I was using attack patterns as an example of tactical skills since TV won't distinguish between boff and captain skills. So I was giving examples of the captains doing stuff tactical in nature while in combat, but can't see many examples of them doing stuff of a more sci or eng nature while in combat.
I'm not getting anything confused. I'll say it one more time, "thats not a captain ability"
I really wish I could mix them
Does Star Trek on TV distinguish between captain and boff abilities? no, so the only way to tell whether they are tac or sci is if they are using sci or tac abilities in general. Sci captains tend to be specced into and slot sci abilities more so are more likely to use grav well and tykens rift.
The captains don't do anything except issue orders on TV. The only way we can figure out what career they are is by looking at their... y'know... career.