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An Observation

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I do not know if for fact this is true, but from my observations, mixing class/ships is not optimal. I think new players in game should be made aware, that though any combination is possible, these combos seem to be the most powerfull and have the most survivabiltiy.

Tactical/Escort
Science/Science Ship
Engineering/ Cruiser

I'm sure other will say not true, But I have rerolled RA-5's to test combinations. Have had tactical/cruiser combo, not a bad build, but rest assured a tact/escort is better by leaps and bounds if you want to be a dps machine. A Engineer/Cruiser combo does as much damage as a Tact/Cruiser combo and can actually take massive damage. You can tank or you can go pew pew pew. Engineer has innate abilites to buff eps, power level ect ect that a tact officer can only get by using consoles. and the consoles pale in camparison to the engineer abitities.

Science ships with off combo's. A engineer/sci ship. works pretty good during the low and mid levels, but if your trying to make it a tank it fails at end game, doesnt have enough hull, and when you meet the borg you need hull to tank. This combo is a lousy support ship at high levels. engineer skills are pretty much all for your self, you loose all the sci skills that allow you to help your fleet mates, not to mention you have to nerf your sci skills to take engineering skills. A Tact/Sci? the question that begs to be asked is why would you bother?

Escort ships with off combo's. Make no mistake about it, the Tact/Escort is the biggest dps machine in the game, it has good surviveability if you learn to play to is strenghts. It's fast and its deadly and the only ship that can utilize quickly all four shield facings at any time. Fly it like a fighter jet, not like a tank. Engineer/Escort, if you cant fly this is for you, better surviveability at the cost of alot of dps and attack abilities. A total waste imo, its a support atack craft, depend on your tanks to tank and you peel off the enemy from them one at a time and vaporize. Sci/Escort, what you cant live without scramble and jam sensors, that's what science ships are for, learn to play with others and group with them.

Now I'm sure I am going to be told I have no clue or something around that area. But if your a new player to the game, try to stick with main combo's, you will be less frustrated, fights will be easier for you, and the total aspect of the game will be more enjoyable for you.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Not going to tell you you have no clue but I do disagree with you. in T5 pvp as a Tac/Cruiser I do VERY well and can consistantly stay in the top 3 damage and can tank. Hybrids do wok well in this game and add alot of flavor.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Leonwulf wrote:
    Not going to tell you you have no clue but I do disagree with you. in T5 pvp as a Tac/Cruiser I do VERY well and can consistantly stay in the top 3 damage and can tank. Hybrids do wok well in this game and add alot of flavor.

    I did say a tact/Cruiser is not a bad combo. What I also said was an engineer/cruiser was a better tank, and could do as much dps. If you have the time, try leveling one up, and see if you notice any drop in dps, i guarentee you will notice it is a better tank.

    I also dont mean to tell everyone to change their combo's. If your happy with what you have that all that is important. But new players in this game get very frustrated and its not hard to understand when looking at some of the combo's. No one is trying to help these new players out with what works or does not work. Lord knows the manual gives them no clue. these peole need some kind of generic list as to what works better, what shield to use where, ect. Some combo's are very bad, some are so so, others are decent, and some are very good. The more specialized the combo i guess, the more limited the things you can do well. But matching up your skill set with the max amount of available consoles and bo's means you do that one thing very well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    For klingons, you can go BOP or Raptor and do equally well.
    I know you are thinking "Um, I didn't ask the klingons" but you didn't NOT ask the klingons.


    :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Actually, if your going hybrid. You shouldnt be looking to outclass someone that is obviously specialized. What you gain on the other hand is a better build all around. Look at SCI in an Escort. They dont hit like I a TAC would. But They survive a hell of alot longer which means they are stacking up alot more hits and alot more kills.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I personally believe that an engineer in a Science ship is the best space healer in the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Staran wrote: »
    For klingons, you can go BOP or Raptor and do equally well.
    I know you are thinking "Um, I didn't ask the klingons" but you didn't NOT ask the klingons.


    :p

    Actually, I havnt played a klingon except on OB. So I am more than happy to hear what works well for them. Not that i would ever dream of using it against them mind you:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I personally believe that an engineer in a Science ship is the best space healer in the game.

    Why is that Jedi? I know the engineer has extend shields and engineering team, but how can that be greater than all of the science heals, their ability to reduce group wide damage and to remove debuffs. A good sci/sci will have those abilities too though not at the same level.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Actually, I havnt played a klingon except on OB. So I am more than happy to hear what works well for them. Not that i would ever dream of using it against them mind you:rolleyes:

    You could against a BOP if you wish. But we will just cloak. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Why is that Jedi? I know the engineer has extend shields and engineering team, but how can that be greater than all of the science heals, their ability to reduce group wide damage and to remove debuffs. A good sci/sci will have those abilities too though not at the same level.

    It's those levels i'm talking about. Again, just a personal notice. I'm sure a sci/sci can be built to do just as good, but I haven't ran into one yet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I did say a tact/Cruiser is not a bad combo. What I also said was an engineer/cruiser was a better tank, and could do as much dps. If you have the time, try leveling one up, and see if you notice any drop in dps, i guarentee you will notice it is a better tank.

    I also dont mean to tell everyone to change their combo's. If your happy with what you have that all that is important. But new players in this game get very frustrated and its not hard to understand when looking at some of the combo's. No one is trying to help these new players out with what works or does not work. Lord knows the manual gives them no clue. these peole need some kind of generic list as to what works better, what shield to use where, ect. Some combo's are very bad, some are so so, others are decent, and some are very good. The more specialized the combo i guess, the more limited the things you can do well. But matching up your skill set with the max amount of available consoles and bo's means you do that one thing very well.

    Since their is no Tanking mechanic in PVE all we really have are people that can DPS debuffers and healers

    PVP it's all about DPS or survive.

    I don't think it's the combos TRIBBLE them up as the learning curve with power, boffs etc... I jsut sat down with a fleet mate of mine who was getting very flustered as a tac in an escort. Once I explained how things worked he did alot better and was much happier.

    BTw which combos do you think don't work?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Science officer in an Assault cruiser here, I like to think I do quite well, Its fun too :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Actually, if your going hybrid. You shouldnt be looking to outclass someone that is obviously specialized. What you gain on the other hand is a better build all around. Look at SCI in an Escort. They dont hit like I a TAC would. But They survive a hell of alot longer which means they are stacking up alot more hits and alot more kills.

    But in a group, a escort should only have agro on one target, if he gets in trouble a simple jam sensors dumps his agro to give him time to regen shields. If a escort has agro on more than one target in a group, he either flew in before his tank, or is dumping mines all over the place. Both should be a no no. Now solo play of course that all changes, your using sci abilites to scramble sensors, heal and what not to survive, where i use my speed and turn rate to get in out of range, or hide behind a rock for a second or whatever else i can think of at the time. You should also know that i use all 3 of the team abilites on my escort, and I have all the skills maxed to make them as effective as they can be. Like full skill points in deflectors and deflector field to get the most out of science team. Fulll skill in emitters to get the most out of polarize hull if i loose a shield. Some things new people arnt aware of that you can do to increase a powers effectivness untill they have played for awhile
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Leonwulf wrote:
    Since their is no Tanking mechanic in PVE all we really have are people that can DPS debuffers and healers

    PVP it's all about DPS or survive.

    I don't think it's the combos TRIBBLE them up as the learning curve with power, boffs etc... I jsut sat down with a fleet mate of mine who was getting very flustered as a tac in an escort. Once I explained how things worked he did alot better and was much happier.

    BTw which combos do you think don't work?

    But there is a tanking mechanic in pve, and it is quite simple. Tank goes in and engages the enemy, he gets initial agro on all the targets, unless some one pulls that agro off of him, the tank will not loose it. Once tank gets that initial agro, then the dps moves in, targets the tank and begins to pew pew pew his target. things that ruin this mechanic, people targeting something besides the tanks main target, Mines, Aoe volly's, people engaging the mobs before the tank. But the mechanice is there, people just dont take advantage of it or understand it. And for those out their that dont understand why a tank doesnt fly into a pack of 6 plus mobs out of full impulse, it is because he is waiting for his cd's to reset and his power levels to get back to max. Im not going to get vaporized because some one is to impatient to wait 30 seconds to engage the enemy.

    And your right, in pvp its all about survive, no way to tank at all.

    Oh, combos that dont work out well. worse I think is sci/escort. not enough bo or console slots to even begin to make it real effective. I know there are some who love it, but instead of trying to keep youself alive you could have just killed your enemy and have been done with it. Next would be tact/Sci. I know sci ship inate abilites are fun, but you never going to get alot of dps out of them.

    and your right, the learning curve on the bof's and the powers and all that is killer to new players
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