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Tac in a Science Ship

houseofkahlesshouseofkahless Member Posts: 0 Arc User
Quite simple question really......Are Tac Captains viable in science ships?

Answers on a postcard please? :D
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Post edited by houseofkahless on

Comments

  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    It works tacs can fly anything.
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  • tenkaritenkari Member Posts: 2,906 Arc User
    edited November 2012
    tacs can work in sci ships, as their personal captain skills would boost the damage of any ship they fly. though because sci ships have the least amount of weapon slots and very few sci ships can use cannons, they would do a lot less dps.


    now if your looking into flying the vesta as a tac, it sounds completely doable as they can use dual cannons, which means overall DPS wouldn't be lost as much if you use the more offensive of the trio.
  • houseofkahlesshouseofkahless Member Posts: 0 Arc User
    edited November 2012
    Strangely enough, i was actually considering the vesta for my Tac......Nice to know im not nuts! lol :D
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  • rrincyrrincy Member Posts: 1,023
    edited November 2012
    well the aventine class version of it with 4 tac slots will work fine
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  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited November 2012
    Tac captain abilities boost the damage of any Science abilities that do damage.

    GW, FBP, TBR, Tyken's, PSW.
  • houseofkahlesshouseofkahless Member Posts: 0 Arc User
    edited November 2012
    oooohhhh - This Vesta is going to be one Flexible Ship! Cant wait to get my hands on her and see what i can come up with! :D
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  • kirschtkirscht Member Posts: 95 Arc User
    edited December 2012
    What about mixing other careers and ships? Like an engineer on an excort or a science cap on a cruiser? And what are the benefits one misses out on by not matching career with ship type? Right now I play a tac captain on a sci ship, but want to get another character to play with escorts and one to play with cruisers? should I match those?
  • twamtwam Member Posts: 0 Arc User
    edited December 2012
    As far as I'm aware there are no particular inherent benefits to matching types.

    A tac in an escort will do most dps, through stacking damage buffs.
    An eng/cruiser combo will be very durable, because of the combination of healing/resistance-buffing captain and boff skills.
    A sci/sci combination will generally be great at the combination crowd control+(crowd) debuffing, leaving enemies vulnerable.

    But:


    An engineer in an escort will be much more durable than a tactical captain, but do less dps.
    A sci in an escort tends to do well in the debuffing department, taking advantage of the sensor scan and subnuc debuffs.
    A tac in a cruiser will do more dps than an engineer, but be less durable.
    A sci in a cruiser will take advantage of the scattering field for more tankability, and could spread debuffs like mad.
    An engineer in a science vessel will be more durable, but have less direct debuffs available.
    A tac in a science vessel will do more damage with both weapons and science abilities, but have less debuffs available.

    And then there are some carriers and KDF ships than add even more variables...

    Really, it just depends on your playstyle and preferences :)
  • kirschtkirscht Member Posts: 95 Arc User
    edited December 2012
    Ok. that's pretty helpful, thanks!
  • red01999red01999 Member Posts: 0 Arc User
    edited December 2012
    There is one caveat to running a science ship with a non-science character.

    To have high effectiveness, you're going to need to spec into several fairly expensive science skills. In order to avoid having to pay for this you're going to have to do it relatively early on, too.

    This is because all the science skills most tacs and engineers ignore (e.g. subspace decompiler) are necessary to leverage the nastier science skills, and on a science ship you're going to have those out the wazoo.

    Cruisers and escorts don't really suffer from this so much, since most of their skills are fairly applicable to one another - both can benefit from extra weapons power, for instance.

    Just keep this in mind.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited December 2012
    You also needs a very clear idea of what Science powers you will be using with your Captain.

    Subspace Decompiler doesn't need to be skilled if you aren't using VM's or Disables with long durations. Graviton Generators doesn't need to be skills if you're going to use Tractor Beam Repulsors.

    The only two [Offensive] Science Skills most any Tactical Captain will pretty much always put ranks into are Particle Generators and Flow Capacitors and Tactical Captain skills increase the damage and Drain Magnitude of quite a few Science powers.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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