So we all know that STO is an all dps oriented game, so is an tactics game, even more since DR, but then the dilema is, which one is the most useless of the two pariah clases?
Tactical. They go boom without an engineer or science guy to support them.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I mostly play Sci and don't find them useless at all, engineer is just slow in space but they can tank for a team to do the dps thing. I don't find either class useless, it's how you use it.
Engineer in space. Near useless skills, and a few of them can be found elsewhere. Miracle worker is not that bad, granted.
Sci is great everywhere, engineer is great on the ground.
So we all know that STO is an all dps oriented game, so is an tactics game, even more since DR, but then the dilema is, which one is the most useless of the two pariah clases?
Neither. They're both very capable of high DPS, talking 50k+ DPS. It mainly depends on builds, skills, traits, etc. also the ship counts for a lot.
So we all know that STO is an all dps oriented game, so is an tactics game, even more since DR, but then the dilema is, which one is the most useless of the two pariah clases?
You must be someone with 100k dps Scimitter with 4 recluses behind his back...Hmm.
I would like to see you in a pug or any advanced/elite STF without a good super engineer taking all the aggro for you and surviving, so you can land your 1 Milion tons of damage without being targeted even once.
I would also like to see you desperately trying to run from 10-15 spheres focusing you and not letting you turn and use your dps, when no good super science is around to lock them, drain them to 0 power levels and remove their shields so you can land your 1 Milion tons of damage without being targeted even once.
Is that an answer to your, obviously provoking and definitely rude question towards the Engi/Sci Community??? Aww please dont start writing how good you are and not needing any heals nor CC ...wait you are right your 100k dps kills all in front of you and ofc nobody should assist ya Are you doing solo STF elites? Yes?
my mostest favourite character that has good all around everything is an engineer he does well in space and often tops the dps race stuff and does well on the ground and he is not paper thin
the class I like the least is tactical. I enjoy science but since I prefer the klingon faction my science officer doesnt get much opportunity to fly in a science ship. I do have one federation guy who is science just because I wanted to have a science officer with a science ship that is truly belonging to a faction (not some wierd dyson ship or something).
there is really no useless class and to be honest engineers are the awesome
L2P before calling any class useless. While the impression might arise in space -though some elite missions will teach otherwise, as advanced has been severly nerfed- especially on ground both of them stand at least on equal ground to tacticians, imo engineers are topdogs on ground. In an optimized team, tacticians are supporters, sci are debuffers (carrying 1, maybe 2 heals, though 2 limit the options for offense quite a bit) and engineers are DD. A good sci can hold his ground in a lengthy mission against a tac.
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rattler2Member, Star Trek Online ModeratorPosts: 58,667Community Moderator
edited November 2014
Stick an Engie in an Escort and you now have a Tanky Escort that can dish it out, and handle power drain better due to EPS Power Transfer.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
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Its been said once, its been said a thousand times. If your dps sucks on Sci, you're doing it wrong. Particle Manipulator + the amount of particle generators you can now get in game (max is north of 600, avg atm is 420~ for a built pvp sci) + Isokinetic cannons insanely low cool down + the scryer now being the god-ship that it is. If you have access to all this and a tbr pull doff and still suck at Sci dps... I'm sorry stick to faw.
Eng is and will always be near useless in anything besides an "overwatch" style playstyle in pvp to heal with. There are engineers in this game that are unkillable and its not because of selfish builds, its because theyre built to keep their team alive. Unfortuantly scis can do this too and have subnuke. This is really what killed engineers. EPS/Nadeon need reworking to make eng useful again or be able to send Miracle Worker to a teammate, because at the moment, neither skill has the effect of APA in pve/pvp or SNB in pvp, and miracle worker requires you to be the focused target to become useful where in pve your dps is likely too low to hold majority threat and in pvp ships like this are better CC'd to remove their healing and get kills elsewhere.
Ground....well this gets flip reveresed which is amusing. The ideal pve ground team to me is 2 demo eng + 2 grav well/exo sci + a tac to spam group buffs + tac init. Odd how when you go to ground, suddenly tac becomes the least desirable of the three to stack in groups.... Cryptics strange balance logic at work.
Its been said once, its been said a thousand times. If your dps sucks on Sci, you're doing it wrong. Particle Manipulator + the amount of particle generators you can now get in game (max is north of 600, avg atm is 420~ for a built pvp sci) + Isokinetic cannons insanely low cool down + the scryer now being the god-ship that it is. If you have access to all this and a tbr pull doff and still suck at Sci dps... I'm sorry stick to faw.
Eng is and will always be near useless in anything besides an "overwatch" style playstyle in pvp to heal with. There are engineers in this game that are unkillable and its not because of selfish builds, its because theyre built to keep their team alive. Unfortuantly scis can do this too and have subnuke. This is really what killed engineers. EPS/Nadeon need reworking to make eng useful again or be able to send Miracle Worker to a teammate, because at the moment, neither skill has the effect of APA in pve/pvp or SNB in pvp, and miracle worker requires you to be the focused target to become useful where in pve your dps is likely too low to hold majority threat and in pvp ships like this are better CC'd to remove their healing and get kills elsewhere.
Ground....well this gets flip reveresed which is amusing. The ideal pve ground team to me is 2 demo eng + 2 grav well/exo sci + a tac to spam group buffs + tac init. Odd how when you go to ground, suddenly tac becomes the least desirable of the three to stack in groups.... Cryptics strange balance logic at work.
And you got it, thats is a very good reasoning, but then you said it by yourself, you simply can stick to FaW, i meant a Scientis can (with lot o work) make a good ship and get decent or good dps, a tactic only need a2b and spam spacebar and do better dps, and the game is a grind fest that force players to kill dumb ships with insane hulls, of course there is areas like pvp where the features like subnuke make a sci a very interesting class, but pvp... well is pretty dead, and then Engis can make decent a2b too, but any tact get more dps, now if a sci or a engi is getting better dps that a tactic well, that tactic must l2p and fast.
So we all know that STO is an all dps oriented game, so is an tactics game, even more since DR, but then the dilema is, which one is the most useless of the two pariah clases?
None of them are useless.
It's the player that makes a character, a ship, a build useless.
there is no point in tanking, even elite content, if your party's tacs are dying, that's because they suck.
IMO cryptic REALLY needs to adapt some of the engineering skills to have more utility in PvE, such as causing a debuff into everyone that shoots you while you have RSF up(like an inbuilt APD or something), that would help create an actual point to tanking in PvE.
i suppose engineer can be good if you're rolling a pub with bad players, and tanking for them, but then again, who is crazy enough to pub at the moment.
Ignoring the OPs obvious cry for attention, why is there yet another of these TRIBBLE threads? Its obvious to any semi-competent player that there is no useless class in this game. Just because you're small mind can't wrap itself around the thought that there are other elements to the game besides having a crazy amount of damage output doesn't mean they don't exist. You just refuse to see them. Tactical is probably the easiest setup to use in this game. Its based solely on maxing out damage. Sure, how you do it is different for some players, but most of the time its the same build on a different ship. Meanwhile, sci and eng classes are hard at work, trying to find their own sweet spot between dps, tanking, healing, and debuffing/crowd control. You can put any single eng or sci in the .middle of a group of voth ships circling a tower and they'll run around all day taking down one after the other. Tac captains will kill one or two, then die, then come back and kill a few more, then die again. I've watched it happen so many times. But with a good tank/healer backing you up, you won't ever have to respawn.
Tactical. They go boom without an engineer or science guy to support them.
That is the smartest answer I've seen.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
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Engineering Captains. Extra power sounds nice, until you realize that you need to worry mostly about Weapon power anyway, and you can't afford to rely on a power that is only available every few minutes. Nadion Inversion has basically the same problem.
What is left are self-healing abilities you don't need in STO if you can bring some DPS, or if you can afford Tactical Team and/or Emergency Power to Shields.
Science on the other hand has Sensor Scan that helps every team member, and Subnucleonic Beam is extremely useful in PvP and can be somewhat useful in PvE. Dampening Field and Science Fleet are at least team buff abilities, with Science Fleet being superior to Engineering Fleet because it grants shield resistances.
Engineering Captains could probaly be made more useful if Miracle Worker and Rotate Shield Frequency could be applied to allies, as that would free up allies from the need to bring self-heals or allows you to cover unlucky or bad players that need a quick heal.
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All have there strengths and weaknesses. What is a career anyway? The only unique things about them is some choice dialogue or actions in certain missions, some career specific abilities and traits and that's it.
It has a much bigger effect on the ground, since it determines all your abilities.
Tactically focused Engineer or Science ships can be every bit as lethal as a tactical. And the problem with 'pure' Engineer or Science builds aren't the builds themselves, it's the lack of content that requires them.
Tactical is popular because it's the most user friendly option.
ah, the old cliche "everyone and everything works, nothing is useless, it's all the player."
i wanna see you do more DPS in a galaxy compared to a scimitar, go on i'll wait.
Very hard to top a Scimitar with a Galaxy, but you can make the Galaxy do something if you build for it :rolleyes:
Matter of fact, I'll use the Tier 4 Galaxy Refit to help you out!... Here you go!
With an Engineer, to boot. Matter of fact, done without using exotic gear, DOFFs, nor overly expensive stuff that the average player does not have access to due to resources. Priciest thing is the Plasmonic Leech there. No epic gear, just the Plasmonic Leech which is by default Epic.
Not all things are equal, but you can make things work if you put yourself to it :rolleyes: Or do you let yourself get stumped after very little, TRIBBLE-poor effort, quit at the first sign of trouble?
If a ship, build fails, it's because of the player. The fact that not long ago there was someone who put up a video with a what? 40k-something DPS Galaxy-class shows what you can do. I'm pretty sure that dude out DPSed a bunch of actual Scimitar players out there using that Galaxy.
So we all know that STO is an all dps oriented game, so is an tactics game, even more since DR, but then the dilema is, which one is the most useless of the two pariah clases?
i think people believe that eng and sci are useless because as someone who has a few tact, they both require planning and thinking.
a tact can just go in and shoot thats all they need to do to be useful and people who may be used to that probably find eng and sci "useless" cause they dont plan their build or boff out.
"It appears we have lost our sex appeal, captain."- Tuvok
Comments
Sci is great everywhere, engineer is great on the ground.
Neither. They're both very capable of high DPS, talking 50k+ DPS. It mainly depends on builds, skills, traits, etc. also the ship counts for a lot.
They each require an understanding of the class and a smart ship build.. just like Tactical Officers.
All three paths are viable, it just depends on the player.
You must be someone with 100k dps Scimitter with 4 recluses behind his back...Hmm.
I would like to see you in a pug or any advanced/elite STF without a good super engineer taking all the aggro for you and surviving, so you can land your 1 Milion tons of damage without being targeted even once.
I would also like to see you desperately trying to run from 10-15 spheres focusing you and not letting you turn and use your dps, when no good super science is around to lock them, drain them to 0 power levels and remove their shields so you can land your 1 Milion tons of damage without being targeted even once.
Is that an answer to your, obviously provoking and definitely rude question towards the Engi/Sci Community??? Aww please dont start writing how good you are and not needing any heals nor CC ...wait you are right your 100k dps kills all in front of you and ofc nobody should assist ya Are you doing solo STF elites? Yes?
Just for fun, I decided to see how my DPS was compared to everyone else (been pugging it)
I out DPS everyone... BY A LOT.
I was shocked because I didn't even try. I specced for pets and the combination of all my pets, plus me = a TON of DPS
I'm pretty good at tanking in space but my space DPS is low.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
the class I like the least is tactical. I enjoy science but since I prefer the klingon faction my science officer doesnt get much opportunity to fly in a science ship. I do have one federation guy who is science just because I wanted to have a science officer with a science ship that is truly belonging to a faction (not some wierd dyson ship or something).
there is really no useless class and to be honest engineers are the awesome
normal text = me speaking as fellow formite
colored text = mod mode
Eng is and will always be near useless in anything besides an "overwatch" style playstyle in pvp to heal with. There are engineers in this game that are unkillable and its not because of selfish builds, its because theyre built to keep their team alive. Unfortuantly scis can do this too and have subnuke. This is really what killed engineers. EPS/Nadeon need reworking to make eng useful again or be able to send Miracle Worker to a teammate, because at the moment, neither skill has the effect of APA in pve/pvp or SNB in pvp, and miracle worker requires you to be the focused target to become useful where in pve your dps is likely too low to hold majority threat and in pvp ships like this are better CC'd to remove their healing and get kills elsewhere.
Ground....well this gets flip reveresed which is amusing. The ideal pve ground team to me is 2 demo eng + 2 grav well/exo sci + a tac to spam group buffs + tac init. Odd how when you go to ground, suddenly tac becomes the least desirable of the three to stack in groups.... Cryptics strange balance logic at work.
And you got it, thats is a very good reasoning, but then you said it by yourself, you simply can stick to FaW, i meant a Scientis can (with lot o work) make a good ship and get decent or good dps, a tactic only need a2b and spam spacebar and do better dps, and the game is a grind fest that force players to kill dumb ships with insane hulls, of course there is areas like pvp where the features like subnuke make a sci a very interesting class, but pvp... well is pretty dead, and then Engis can make decent a2b too, but any tact get more dps, now if a sci or a engi is getting better dps that a tactic well, that tactic must l2p and fast.
GG Cryptic.
dnirg eht nioj
None of them are useless.
It's the player that makes a character, a ship, a build useless.
Well thats its true, iv seen very lame players flying good ship and asking themself ¿why i cant make it?.
GG Cryptic.
dnirg eht nioj
there is no point in tanking, even elite content, if your party's tacs are dying, that's because they suck.
IMO cryptic REALLY needs to adapt some of the engineering skills to have more utility in PvE, such as causing a debuff into everyone that shoots you while you have RSF up(like an inbuilt APD or something), that would help create an actual point to tanking in PvE.
i suppose engineer can be good if you're rolling a pub with bad players, and tanking for them, but then again, who is crazy enough to pub at the moment.
ah, the old cliche "everyone and everything works, nothing is useless, it's all the player."
i wanna see you do more DPS in a galaxy compared to a scimitar, go on i'll wait.
That is the smartest answer I've seen.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
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The good ones don't
Tactical Capt.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
LOL, what game are you playing, because it ain't STO....
What is left are self-healing abilities you don't need in STO if you can bring some DPS, or if you can afford Tactical Team and/or Emergency Power to Shields.
Science on the other hand has Sensor Scan that helps every team member, and Subnucleonic Beam is extremely useful in PvP and can be somewhat useful in PvE. Dampening Field and Science Fleet are at least team buff abilities, with Science Fleet being superior to Engineering Fleet because it grants shield resistances.
Engineering Captains could probaly be made more useful if Miracle Worker and Rotate Shield Frequency could be applied to allies, as that would free up allies from the need to bring self-heals or allows you to cover unlucky or bad players that need a quick heal.
It has a much bigger effect on the ground, since it determines all your abilities.
Tactically focused Engineer or Science ships can be every bit as lethal as a tactical. And the problem with 'pure' Engineer or Science builds aren't the builds themselves, it's the lack of content that requires them.
Tactical is popular because it's the most user friendly option.
Very hard to top a Scimitar with a Galaxy, but you can make the Galaxy do something if you build for it :rolleyes:
Matter of fact, I'll use the Tier 4 Galaxy Refit to help you out!... Here you go!
With an Engineer, to boot. Matter of fact, done without using exotic gear, DOFFs, nor overly expensive stuff that the average player does not have access to due to resources. Priciest thing is the Plasmonic Leech there. No epic gear, just the Plasmonic Leech which is by default Epic.
Not all things are equal, but you can make things work if you put yourself to it :rolleyes: Or do you let yourself get stumped after very little, TRIBBLE-poor effort, quit at the first sign of trouble?
If a ship, build fails, it's because of the player. The fact that not long ago there was someone who put up a video with a what? 40k-something DPS Galaxy-class shows what you can do. I'm pretty sure that dude out DPSed a bunch of actual Scimitar players out there using that Galaxy.
It's the player.
Dam999 is that you?
a tact can just go in and shoot thats all they need to do to be useful and people who may be used to that probably find eng and sci "useless" cause they dont plan their build or boff out.
"It appears we have lost our sex appeal, captain."- Tuvok