test content
What is the Arc Client?
Install Arc

What's wrong with tac captain in cruiser?

s1ckbeards1ckbeard Member Posts: 0 Arc User
edited February 2013 in Federation Discussion
I see so many threads of people bashing this combo but I see no actual reasons... can anyone fill me in?

The only thing I see is something along the lines of people who make tactical characters automatically want ships that turn quickly and do deeps.

Does my tac captain offer any specific skills or boosts in an escort? I'm about to ding 50 and am going to go cruiser instead of escort unless there is some actual handicap..

Thanks!
Post edited by s1ckbeard on
«1

Comments

  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited February 2013
    Might as well point out, you don't get a free ship at 50, unless you have a veteran token. Remember that you can get cheap mirror versions of all 6 rear admiral level ships, so it doesn't matter too much what you picked.
    EnYn9p9.jpg
  • edited February 2013
    This content has been removed.
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    There is nothing inherently wrong with the combination. The largest complaint comes from people who feel that the only role of a Tactical Captain should be heavy amounts of DPS. However they are ignoring the fact that a Tactical Captain riding a Cruiser can dish out respectable amounts of DPS consistently, as opposed to massive amounts of DPS in the short term the way that Tactical Captains in Escorts do. Also of note is that a tactical captain in a Cruiser survives far longer than a Tactical Captain in an Escort, thus they can do DPS for a longer period of time and thereby gain more hate consistently and tank better than an Escort is able to do.
  • s1ckbeards1ckbeard Member Posts: 0 Arc User
    edited February 2013
    There is nothing inherently wrong with the combination. The largest complaint comes from people who feel that the only role of a Tactical Captain should be heavy amounts of DPS. However they are ignoring the fact that a Tactical Captain riding a Cruiser can dish out respectable amounts of DPS consistently, as opposed to massive amounts of DPS in the short term the way that Tactical Captains in Escorts do. Also of note is that a tactical captain in a Cruiser survives far longer than a Tactical Captain in an Escort, thus they can do DPS for a longer period of time and thereby gain more hate consistently and tank better than an Escort is able to do.



    So I guess my underlying question is:

    Wouldn't a captain of any type do equal DPS in the same ship if they are the same level, discounting skill and experience....


    In regards to ship, I've been doing Earn free zen stuff for sometime and have more than I need for a ship, though not enough for Ody pack
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    s1ckbeard wrote: »
    So I guess my underlying question is:

    Wouldn't a captain of any type do equal DPS in the same ship if they are the same level, discounting skill and experience....


    In regards to ship, I've been doing Earn free zen stuff for sometime and have more than I need for a ship, though not enough for Ody pack

    no not really. The thing you have to understand is that a Tactical Captain learns certain skills that operate in the same way as Bridge Officer skills that assist the Tactical Captain in doing more DPS than the other classes. These skills include but are not limited to "Attack Pattern Alpha III" which when activated gives +47.1% to All Damage, +4.7% Critical Chance, +47.1% Critical Severity, and +113.6% Flight Turn Rate, all for 30 seconds. That is in addition to any bridge officer skills, and not counting the other tactical captain abilities.

    Please note that the Tactical Captain specific abilities are unique to Tactical Captains and thus are not available to Science or Engineering Captains for the most part (with the exception of a few universal Captain abilities such as Evasive Maneuvers and Abandon Ship). So it really is only the Tactical Captain who is designed for high amounts of DPS.

    Now thats not to say the other two classes can't DPS. They just have a harder time of it.
  • edited February 2013
    This content has been removed.
  • s1ckbeards1ckbeard Member Posts: 0 Arc User
    edited February 2013
    no not really. The thing you have to understand is that a Tactical Captain learns certain skills that operate in the same way as Bridge Officer skills that assist the Tactical Captain in doing more DPS than the other classes. These skills include but are not limited to "Attack Pattern Alpha III" which when activated gives +47.1% to All Damage, +4.7% Critical Chance, +47.1% Critical Severity, and +113.6% Flight Turn Rate, all for 30 seconds. That is in addition to any bridge officer skills, and not counting the other tactical captain abilities.

    Please note that the Tactical Captain specific abilities are unique to Tactical Captains and thus are not available to Science or Engineering Captains for the most part (with the exception of a few universal Captain abilities such as Evasive Maneuvers and Abandon Ship). So it really is only the Tactical Captain who is designed for high amounts of DPS.

    Now thats not to say the other two classes can't DPS. They just have a harder time of it.

    This makes sense, for some reason I thought the only abilities I could use were from BOFFs
  • s1ckbeards1ckbeard Member Posts: 0 Arc User
    edited February 2013
    Just so I can hijack my own thread,


    Why are people recommending admiral cruisers over vice admiral cruisers? Can a

    http://www.stowiki.org/Advanced_Heavy_Cruiser_Retrofit

    really keep up with an Ody?
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    s1ckbeard wrote: »
    Just so I can hijack my own thread,


    Why are people recommending admiral cruisers over vice admiral cruisers? Can a

    http://www.stowiki.org/Advanced_Heavy_Cruiser_Retrofit

    really keep up with an Ody?

    yes, if only because of the turn rate. However that ship cannot keep up with the Fleet Excelsior due to the fact that they are essentially the same ship, except the fleet excelsior has higher hull and better consoles.
  • s1ckbeards1ckbeard Member Posts: 0 Arc User
    edited February 2013
    yes, if only because of the turn rate. However that ship cannot keep up with the Fleet Excelsior due to the fact that they are essentially the same ship, except the fleet excelsior has higher hull and better consoles.

    Yah fleet ships look nice but I dont want to spend the epic long time going from 0 fleet marks to like 200,000
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited February 2013
    I always thought the main issue was as a Tac in a cruiser you can't take advantage of Dual Cannons and Dual Heavies, which unless something has changed recently(I've been away for a bit), were the bread and butter advantage of the Escorts.

    The way I look at it for PVE you can do whatever the heck you feel like. PVE in this game is laughably easy, even at end game so do a Tac in a cruiser/science ship, do a Sci in a Cruiser/Escort, etc. Hell I've even leveled up an Eng in nothing but Escorts, which was kind of fun.

    Where the real complaints are going to come are when you start running STFs and such where the roles are more strictly enforced/called for. If you are a Science captain not running a sci ship you are seriously gimping yourself on BO abilities for debuffing and healing. Same with a Tac, if you aren't in an Escort with your dual cannons you are gimping yourself in DPS and thus hurting the team. Now I know there are exceptions to this and some talented players can do some amazing things with different builds in different ships, but I would think logic applies to 95% of us and for group content you should probably be filling your role as a Tac in an escort.

    I TRIBBLE around with different ships for the different careers all the time in PVE, but for STFs I always have my career specified ship so I can take advantage of my specific captain skills and the increased amount of BO powers for my bridge officer slots for doing what my role calls for.
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    s1ckbeard wrote: »
    Yah fleet ships look nice but I dont want to spend the epic long time going from 0 fleet marks to like 200,000

    you only need 20,000 Fleet Credits (roughly 8 Fleet Marks) to get one of the actual Fleet Ships. That is essentially the equivalent to one of the Fleet Starbase or Embassy Daily Missions which take all of 5 minutes to complete. (assuming I am doing my math right and the exchange rate actually is 1 Fleet Mark to 2,500 Fleet Credits).

    The only things you need 200,000 Fleet Credits for are the Original Odyssey that came out as a gift for the 2nd Year Anniversary, the Heavy Cruiser Retrofit, the Escort Retrofit, the base Aquarius Destroyer, the Research Science Vessel Retrofit, and the Science Vessel Retrofit. All the ships with the "Fleet" Moniker only require 20,000 Fleet Credits and the equivalent of between 5 and 25 US Dollars in order to purchase the requisite Fleet Modules. Though you can buy the Fleet Modules on the Exchange.

    Though it should be noted that in order to obtain a "Fleet" ship using only 1 Fleet Module, you do have to purchase the original Retrofit off of the Cash Shop. But that saves you money in the long term assuming you want to use that Fleet Ship across multiple characters.
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    dashuk2381 wrote: »
    I always thought the main issue was as a Tac in a cruiser you can't take advantage of Dual Cannons and Dual Heavies, which unless something has changed recently(I've been away for a bit), were the bread and butter advantage of the Escorts.

    The Galaxy Dreadnought can use Dual Cannons and Dual Heavy Cannons. As can all Klingon Battle Cruisers.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited February 2013
    A tac cruiser can put out impressive damage from a pretty stable platform, the problem with tac cruisers isn't what it really is, the problem is what people think they are going to be. And that is Kirk.

    Look around the game and you'll find nearly every tac cruiser trying to be another Kirk, and doing it badly. For a cruiser to DPS on par with an escort you are going to have to give up nearly every defense, you'll be an escort with more hp that can't turn, which is generally a dead escort. If you can accept that you'll do moderately good damage with the ability to take a lot of hits you can be useful, but that doesn't go over well with the Kirk Jrs
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • squatsaucesquatsauce Member Posts: 0 Arc User
    edited February 2013
    dashuk2381 wrote: »
    cogent, well-written stuff that I simply happen to disagree with in part

    Career/ship alignment doesn't necessarily equate to the optimal combination to perform a specific role. As often as not, mixing things up will produce comparable or even preferable results. It really depends upon the player understanding what role they've chosen and taking the time to understand the tools they have at their disposal to fill it.

    A cruiser that cannot draw aggro from high dps escorts is not a tank. Boosting it's DPS by having a tactical captain at the helm can help it do so.

    An escort that cannot stay alive is not really a DPS-dealer. Lowering it's DPS some to prevent drawing aggro away from tanks and increasing overall survivability is sometimes preferable to raw damage output. You can do this by having an engineer at the helm.

    You get the idea.
  • f9thaceshighf9thaceshigh Member Posts: 1 Arc User
    edited February 2013
    s1ckbeard wrote: »
    Just so I can hijack my own thread,


    Why are people recommending admiral cruisers over vice admiral cruisers? Can a

    http://www.stowiki.org/Advanced_Heavy_Cruiser_Retrofit

    really keep up with an Ody?

    all RA and VA ships are Tier 5, so they really are comparable to one another, the only major difference between the ranks is that the VA ships each have a special ability console that isn't necessarily available to RA ships.
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    all RA and VA ships are Tier 5, so they really are comparable to one another, the only major difference between the ranks is that the VA ships each have a special ability console that isn't necessarily available to RA ships.

    Not true. All of the ships with the moniker of "Fleet" on them are considered Vice Admiral rank vessels. But not a single one of those ships comes with a "Special Ability" console. Rather they come with an extra console slot so that they have 10 Console Slots instead of the normal 9 Console Slots that most Tier 5 ships have. Additionally to further increase their superiority over their Rear Admiral and normal Vice Admiral counterparts, the "Fleet" ships also have an additional 10% Hull Strength and usually have additional shielding on top of their normal counterparts. In a lot of ways the "Fleet" ships can be considered Tier 6 ships instead of just Tier 5. As can some of the Lock Box vessels, and Lobi Store Vessels.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    dashuk2381 wrote: »
    I always thought the main issue was as a Tac in a cruiser you can't take advantage of Dual Cannons and Dual Heavies, which unless something has changed recently(I've been away for a bit), were the bread and butter advantage of the Escorts.

    The way I look at it for PVE you can do whatever the heck you feel like. PVE in this game is laughably easy, even at end game so do a Tac in a cruiser/science ship, do a Sci in a Cruiser/Escort, etc. Hell I've even leveled up an Eng in nothing but Escorts, which was kind of fun.

    Where the real complaints are going to come are when you start running STFs and such where the roles are more strictly enforced/called for. If you are a Science captain not running a sci ship you are seriously gimping yourself on BO abilities for debuffing and healing. Same with a Tac, if you aren't in an Escort with your dual cannons you are gimping yourself in DPS and thus hurting the team. Now I know there are exceptions to this and some talented players can do some amazing things with different builds in different ships, but I would think logic applies to 95% of us and for group content you should probably be filling your role as a Tac in an escort.

    I TRIBBLE around with different ships for the different careers all the time in PVE, but for STFs I always have my career specified ship so I can take advantage of my specific captain skills and the increased amount of BO powers for my bridge officer slots for doing what my role calls for.

    Cannons aren't the be all and end all in stfs getting the optional is

    For instance can a tac in an escort drop inbetween the gate and the spheres on ISE drop a trail of ewp or a grav well or both hold them there and tank them all no

    However He could probablys take down the transformer fast enough not to need that but many times you need that stopper due to noobs or fools

    Any captain can run any ship they want that's one part of the game the devs haven't messed up yet an sometimes if built right can be deadly
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    Two answers here:
    1) Why are tac captains in cruisers bashed? They are being inefficient in the eyes of many. You have access to APA3 and FOMM3, and you can use a ship with the ability to add on APO3, CRF2/CSV2, blah blah blah, and yet you choose to use a ship that uses beams? Tactical captains and DHCs are the highest possible DPS in the game, and as such are the most efficient way to go in ESTFs. That is why they are constantly attacked. As for the can tank better and last longer? Um... yeah. My tac in a fleet defiant can sit on top of a tac cube all day, and is perfectly fine without ANY stf gear, simply because I cycle EPtS1 and TSS2. Combine that with 66% uptime on TT1, and you can tank almost ANY PvE damage with impunity. So the tank better argument is null.

    Added note: "everyone expects tactical captains to deal high DPS as their only job". Yes. That is true. Because tactical captains are this game's damage dealing class. So... we want our damage dealers to deal damage. What a novel concept.

    2) Fleet marks are only 50 creds per mark. So you need 400 FMs to get 20k fleet creds.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • helixsunbringerhelixsunbringer Member Posts: 249 Arc User
    edited February 2013
    2) Fleet marks are only 50 creds per mark. So you need 400 FMs to get 20k fleet creds.

    thats still not that much in the grand scheme of things. That was 8 runs of the Foundry Missions before they nerfed that. And it is probably around the same amount of runs of the PvE Queues that offer Fleet Marks.

    As for Tactical Captains in Cruisers being inefficient... that is simply a matter of subjective opinion. And it is something that you aren't likely to get a universal consensus on anytime soon.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    Two answers here:
    1) Why are tac captains in cruisers bashed? They are being inefficient in the eyes of many. You have access to APA3 and FOMM3, and you can use a ship with the ability to add on APO3, CRF2/CSV2, blah blah blah, and yet you choose to use a ship that uses beams? Tactical captains and DHCs are the highest possible DPS in the game, and as such are the most efficient way to go in ESTFs. That is why they are constantly attacked. As for the can tank better and last longer? Um... yeah. My tac in a fleet defiant can sit on top of a tac cube all day, and is perfectly fine without ANY stf gear, simply because I cycle EPtS1 and TSS2. Combine that with 66% uptime on TT1, and you can tank almost ANY PvE damage with impunity. So the tank better argument is null.

    Added note: "everyone expects tactical captains to deal high DPS as their only job". Yes. That is true. Because tactical captains are this game's damage dealing class. So... we want our damage dealers to deal damage. What a novel concept.

    2) Fleet marks are only 50 creds per mark. So you need 400 FMs to get 20k fleet creds.

    People know your full of bs when you come on and you opening statement is my defiant can take on a tactical cube with uncommon shields all day

    Plus cycling those too wouldn't get you far TSS should be used as and when needed not cycled

    It's exactly those utility's you have apa fomm tac fleet why your beams do more damage let people play how they want its a game not real life we play for FUN remember...
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • red01999red01999 Member Posts: 0 Arc User
    edited February 2013
    Depends.

    First of all you have to take into account that tac captains are specialized towards DPS. The simple fact of the matter is that with +15 weapon power and dual cannon/dual heavy cannon abilities, the escort has the most raw DPS per any generalized ship type, in general, although there may be some hyper-specialist builds with other ship types that can give it a run for its money (and the Vesta's pretty up there, too).

    Second, there's a general mentality towards minmaxing for a lot of people. This is somewhat unfortunate, but understandable - why have balance when you can be super-explosive and melt away the competition with raw firepower? Given the contention that DPS is #1 most important in this game it's pretty understandable.

    Third, one Tac ability - Go Down Fighting. This is one that actually makes the flimsiness of the escort into an advantage. If you're torn to bits but not down yet this can give you enough firepower to possibly win - and if you die anyway you at least take a good chunk out of the enemy with you. This is usable on a cruiser, but for various reasons it just isn't nearly as helpful.

    Unfortunately I have found the arrogant attitude of 'tacs should ONLY be in escorts' to be utterly repugnant, and I usually try to avoid associating with those people, at least if they carry themselves as though anyone who disagrees with them is a fool (and some of them do, very loudly). This has likely hurt the 'debate,' as it makes people sound like proselytizers - which is unfortunate because at least a few of them advocate the position that it shouldn't be that way and use it as an example of how the game is broken. Perhaps they're right, and things need to be adjusted.

    However, part of the attitude ignores one thing - it's a different playstyle.

    An escort is more like a fighter; a cruiser is more like a battleship. The cruiser does bring durability to the table at an expense of DPS, but it's the difference between flying a fighter as opposed to commanding a battleship, in a lot of ways. IMO, the experience is generally more fulfilling in a cruiser and as such I vye strongly towards cruisers for most alts - in fact, tac/cruiser seems to be by a considerable margin the most popular combination in the game. Which isn't surprising - for all the people who attempt to be derogatory with trying to "Kirk" through missions, most people who come to STO likely want to pretend to be Captain Kirk for a little while. In some ways it's the entire point of STO's existence. I do, at least to some extent, and it's why I bother to come here instead of heading over to DC Online or some other game. And the Hero ships in most cases were what are classed as cruisers.

    Myself, I just paid a fortune to get access to a T5 shipyard to get myself a Fleet Assault Cruiser last night on one of my tacs, and I'm loving it.

    And of course some people just make a religion out of their position and like superiority, which I suspect is behind many cases, as well as the perception that if you aren't using their personal One True Build then your very presence dooms any and all STFs you may grace with your presence and invalidates any participation of theirs.

    Long story short - a combination of different playstyle, some unfortunate mathematical truths about the game, and arrogance/religious devotion, as well as minmaxing.

    If you want a tac in a cruiser, by all means, but if you can afford it I strongly suggest you get one of the cruisers optimized for battling - namely the AC-R, the Excelsior-R, or the Odyssey Tactical (preferably with saucer sep). It is not the be-all, end-all of your success as a captain but it will most definitely help you out. And if you can't afford that, go with an Assault Cruiser; if you don't know what you're doing it will likely be frustrating to try a Star Cruiser/tac combo. If you love the Star Cruiser visuals pick up a Mirror Assault Cruiser on the Exchange - they're pretty cheap. In fact, you might want to do that /anyway/ because the mirror ship is slightly superior to the stock Assault Cruiser (identical stats plus 200 extra crew, for what little good it does).
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    People know your full of bs when you come on and you opening statement is my defiant can take on a tactical cube with uncommon shields all day

    Plus cycling those too wouldn't get you far TSS should be used as and when needed not cycled

    It's exactly those utility's you have apa fomm tac fleet why your beams do more damage let people play how they want its a game not real life we play for FUN remember...

    It's actually rather easy. Resilient Shield Array mk XII [Pla] [Cap] [Reg]. Has plasma reduction so the cube hits with less force, has added capacity in case I get hit by a torp, has added regen because it's useful overall, and it's a resilient, so far less bleedthrough damage.

    Also you keep on moving, and with 7 points in maneuvers, you are dodging TRIBBLE left and right. Add on the Positron Deflector Array mk XII [SIF] [Stl], I can tank whatever it hits me with. Oh... and one more thing... you SHOOT DOWN THE HEAVY PLASMAS.

    And in the event I lose a shield facing, I either 1) Divert more power to shields, or 2) hit TSS. Cycling was probably the wrong word, since I do use it only when needed, but I had 2 mk XI blue emitter arrays, so my TSS was quite... powerful. Now I just pump power to aux, hit TSS, then back to weapons.

    Rule #1 with tanking a tac cube: never do it solo unless you have a full build designed to do it. Or if you're an engi in a FPE.

    Rule #2 with tanking a tac cube: MOVE YOUR POWER AROUND.

    The NPCs aren't smart enough to focus you down properly, nor do they do enough damage anymore to make them really dangerous. They don't time their HYs or even their regular torp shots. A plasma torp comes out of a tac cube every 5 seconds almost on the dot, a HY every 15 seconds. They shoot a beam at you once every 2 seconds almost on the dot. They tractor you for 10 seconds every 20 seconds, and they use a cutting beam on you for 5 seconds every 20 seconds. You just time your defenses to compensate. Even their movement patterns are practically scripted.

    So yes, I will come in here and say that my fleet defiant (fleet mind you, that extra console hull and shields matter) can tank a tac cube with ease, because it's true. Try it with a properly built one, and you will see it's TRIBBLE easy.

    (Hint: Monotanium and Electroceramic are your friends)
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    Ok that's fine but my opinion is a tac in a cruiser can be just as deadly as a tac in an escort in pve/stfs because of the point you made in that end game is that easy it doesn't matter what you do(except rainbow)

    But again that's my opinion and I personally like nothing more than flying a fed cruiser because for me that's why I log on everyday and the best way to do that is with a tac
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    Ok that's fine but my opinion is a tac in a cruiser can be just as deadly as a tac in an escort in pve/stfs because of the point you made in that end game is that easy it doesn't matter what you do(except rainbow)

    But again that's my opinion and I personally like nothing more than flying a fed cruiser because for me that's why I log on everyday and the best way to do that is with a tac

    Just as deadly yes. Just as effective? Probably. Just as efficient? Never. But as long as you don't mind taking twice as long to get the job done, it's all g. And tbh, I fly an Engi cruiser. Takes me 3x as long. But I don't mind.

    Was just answering the post, didn't mean it was how I felt.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • millimidgetmillimidget Member Posts: 0 Arc User
    edited February 2013
    If you feel you really need the extra DPS in order to tank, go for it. But don't be like that guy I watched last night think he was a tank and end up getting wiped constantly in his tac cruiser combo, while my Tac captain in his FTER did all the work.

    Out of curiosity, which cruiser were you looking at?
    "Tolerance and apathy are the last virtues of a dying society." - Aristotle
  • orondisorondis Member Posts: 1,447 Arc User
    edited February 2013
    As long as you're not PvPing as a Tac/cruiser and have a decent build, there's zero problem. In an STF I'd certainly prefer a tac/cruiser to a eng/cruiser or sci/cruiser.

    If you are PvPing as one and trying to do decent DPS, expect to pop like an overripe zit.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    orondis wrote: »
    As long as you're not PvPing as a Tac/cruiser and have a decent build, there's zero problem. In an STF I'd certainly prefer a tac in any ship to any other class in the game in that same ship.

    If you are PvPing as one and trying to do decent DPS, expect to pop like an overripe zit.

    Edited for accuracy.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • bpharmabpharma Member Posts: 2,022
    edited February 2013
    I will say that there's nothing wrong with it if you want to do more damage in a cruiser than the other classes and take more hits than an escort.

    However you will find it harder to tank as the captain abilities for engineering and science captains bolster shields and repairs. I would recommend not heavily investing in threat control as if a gateway or tactical cube (KASE or ISE) hits you hard you will pop easier than the other captains would have.

    I also think some of the stick is due to how most people in general are unable to build cruisers that can keep up in an elite STF. I for one hate seeing a cruiser in an elite not because they don't have a function but because 98% of the time they either have rainbows, barely break 2000 dps (averaged over the whole STF), don't help heal anyone taking damage and/or can't slow or stop probes/BoPs/nanite spheres.

    I have an engineer in a tactical ody and have seen it out DPS escorts. Is it because it can be better than a similarily specced escort? No. Is it because my engineer makes it last longer? Partly. The main reason is because bad players are just bad and they are far too common in higher difficulties.

    If you want to know if your build is OK for the end game higher difficulty settings you can use a combat parser like ACT or STOIC. I also tend to say as a rule of thumb on KASE if you can't kill 4 probes before they get to the portal on your own then you need to up your damage. Which I and most people on the forums would be happy to help with =)

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • bi9tbi9t Member Posts: 0 Arc User
    edited February 2013
    Considering you only need a handful of abilities to tank anything in PvE, none of which are captain abilities. Anybody who complains about a tac in anything, are probably not worth listening to.
Sign In or Register to comment.