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.
interesting but i should point out that red matter cap is something i think may be hard for some players to get, hell i dont even know how to get it.
"It appears we have lost our sex appeal, captain."- Tuvok
.. and that is the bottom line. Tactical is by far the easiest class to master and also the easiest to TRIBBLE up. A good tac can take a lot of punishment due to one thing: speed tanking.
However most tactical players mistakenly think that DPS is everything and ignore any sort of defense.
I rarely fail in advanced/elite queued content while PUG with my engineer main and that is because i have made it 2nd nature to check the composition of the team at the start.
If i notice multiple tacs then i'll tank and get every hostile to focus on me so that tacs can do their thing.
If during that period i notice that the tacs are not set up properly then i disengage and switch to a more DPS oriented boff setup.
LOL, what game are you playing, because it ain't STO....
As mentioned above advanced and elite queued, primarily with PUG
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.
A Tactical can overcharge damage numbers and can actually hold its ground if on a solid ship/escort.
A science can do literally everything, in a premade environment you want to have a science healer for the magic "SNB" button. Otherwise particle generator stuff, draining, crowd control are always great choices for them.
Engineers can do only one thing better, tanking. Yes they're great healers in a pug as you don't need to coordinate much, but underpowered for the biggest part.
The irony here, is that Tactical is the only class that I don't like playing; I've had Tactical characters before, and I just can't get on with them. They're fun (for a while at least) in Space, but on Ground? I couldn't work with them.
I have four characters, two are Engineers (a FED and a KDF), and the other two are Science (one is FED, the other is a FED-aligned Romulan). My main is my FED Engineer, merely because he's the first character I created, and he's had the most effort put into him. He's currently flying the Galaxy Dreadnought and it's build as a DPS Cruiser - I'm hitting between 12k and 15k DPS on a good day, and I'm quite content with that.
My Science Officers are more for fun, but I still enjoy playing SCI more than TAC.
The irony here, is that Tactical is the only class that I don't like playing; I've had Tactical characters before, and I just can't get on with them. They're fun (for a while at least) in Space, but on Ground? I couldn't work with them.
I have four characters, two are Engineers (a FED and a KDF), and the other two are Science (one is FED, the other is a FED-aligned Romulan). My main is my FED Engineer, merely because he's the first character I created, and he's had the most effort put into him. He's currently flying the Galaxy Dreadnought and it's build as a DPS Cruiser - I'm hitting between 12k and 15k DPS on a good day, and I'm quite content with that.
My Science Officers are more for fun, but I still enjoy playing SCI more than TAC.
On Ground ,I think the classes are really differnent, and I also think that Tact is the least fun of them there.
It seems that most of the discussion is about Space, however.
But if we take into consideration Space and Ground equally, I think Science is best. It has useful abilities in space and ground, and it's fun to use.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
As a "Tactical" Engineer, my weapons and shields are never low on power.
As previously pointed out, this class also allows me to pump several "mediocre" T1 powers that make sure I'm still fighting long after the "true" glass cannons have popped.
So: Tactical is worst.
Science is way too much Space Magic/ cheating.
Engineer is best being able to power through enemies and self heal.
I think of it it this way but could be wrong. Yeah tac has some dps boost and attack patterns but lack in the healing department. The eng can get close to tac in dps but can stay in battle longer because of hull and resistance. The sci can do decent dps but for me a sci is there to help put the enemy in one spot and drain them and watch the others destroy them and heal other if needed.
But there are some players out there who set their ship up for damage only and don't think about healing themselves. I have seen plenty of them lol yeah they can do damage but when the enemy hits them poof gone. Then hear them yell why didn't anyone heal me there are eng and sci here do your jobs. I had to tell him yeah I have heals for you but not going out of my way to heal you if you are near me yeah. Yeah my main is a engineer and love him but also have sci and tac toons. When I play I think of not getting killed in a mission. You are not doing the team any help dying evey time you get hit. Tactiacal can heal himself too I know mine do and others.
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.
I'm not sure what captain power you are talking about there.
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.
Yes, eng captains innate abilities help them, which makes room for abilities like aux2sif, eng team, extend shields, and actually I think EPS can be used on allies. And with the right setup, almost everything I just mentioned is available every 15 seconds. Tac captains, sure, they can use pets and eng team, but with their dps dependent setups, those won't be available nearly as often.
I have a perfect example, from today. Borg stf, think it was kitomer vortex. A scimitar was dishing out dps, but getting his shields drained in seconds and going boom shortly after. This happened 3 times in a matter of a couple of minutes. So, I decided to be his crutch. As long as I was within 10k of him, he never died again. Throwing out aux2sif, eng team, sci team, and hazard emitters for him, while using RSP, miracle worker, epts, and rotate shield frequency to keep myself alive was a far more effective use of my ship than trying to beat down Borg after Borg and hoping I wouldn't die first. It doesn't matter how much damage you can throw out if you are floating around in a few hundred pieces. Simply put, he was the sword, I was the shield. And that's exactly how it should be. That's the whole concept behind the 3 classes. If you're a tac, able to tank, then you're seriously limiting the dps you can dish out. If you're an eng, and do major dps, then you're seriously limiting your tanking and healing ability.
I think the biggest issue with the engineer in space, an issue others classes haven't, is the bad space skills they have. I'm looking at Nadion inversion and EPS. They are not bad by themselves, but we have either better now (for nadion) and available for everyone, or it's not that needed. Not to mention a long CD.
Between the fleet am/singularity core, various consoles, set, Marion,.... who need nadion ? As for EPS, just bring batteries, emergency power skill and the proper DOFF, and you'll have the same, if not better.
As for rotate shield frequency, it's not a bad skill. But it's far from being unique. And the cd is really long.
All that's left is miracle worker, which is, unique and powerful (especially with the trait).
On the other hand, APA, sensor scan or photonic fleet are still powerful, and somewhat unique.
Explain this then he is a enginer and got first place :P..
Being first place in CCE is not difficult. Just remember, heal are as important than DPS, if not even more. Changes everything. I was first in my sci, piloting a wells, and you can believe me when I tell you that was not thanks to my DPS.
I never did try a sci toon. Not when a tac boosts things like Grav Well with APA I never saw a need. lol
Engineer I love on the ground, but dont care much for ground. I play this for ship combat.
And recently thought an Engie was only good if I stuck them in a carrier. But, now my Engie in the Eclipse is my favorite to play. Not useless at all. Puts out good damage. Upping crit chance is a big help with SS. And has no problem staying alive. DR made me like an Engie more then a tac. So there you go. I don't agree.
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?
Obvious troll is sooo obvious. :rolleyes:
A six year old boy and his starship. Living the dream.
Yeah. Other than that 45-50M EC console that every average player has access to.
Plasmonic Leech is also the 1st stop newer players make. It's quite mandatory to go out and get it. And I did acknowledge in my post that it was the priciest thing in that build I quickly made. But again, it's a primary goal for most. To the point that you rarely see builds without that console on there unless the build is coming from the newest of the newbies.
But nice try there, and the point I made still stands. You can do respectable damage out of practically anything out there.
Plasmonic Leech is also the 1st stop newer players make.
Should make, perhaps, but I doubt that it's standard. If it was, the supply on the Exchange should have long gone, or everyone would be playing KDF. Just think about how many lockboxes you'd need to open to get one for every player.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Explain this then he is a enginer and got first place :P..
I've gotten the 1st place accolade with 14 characters including one with common Mk IX weapons. Just keep taking damage (ram those shards) and healing yourself and you will likely get it.
Lets just say yes tac is great for dps but if he doesn't work on his defense in space is a waste to me. The eng and sci are not there to follow tac around and heal them because they are not smart enough to have decent defense. If you have a low defense don't tank it is simple. If I'm in a ship that has a low defense I do not tank at all. I do hit and runs seeing I know I won't last long if they start pounding me. The normal team should consist a eng, sci, and around 3 tac's in escorts. The tac's escort (hense the name of ship) group in and get the enemies attention (agro)and the rest hit enemy as hard as they can to take it out and heal tac if he needs it. But if that tac is not near group when he needs help it is his fault not the other players.
The tac in escort has great burst dps but most cruisers and sci ships don't do burst dps they do constant dps. They are different in that one hits target in burst and the other constant. Cannons do burst dps and beams constant dps. The idea of a team is them working together and yes heal each other if they can but you should not depend on them to heal you to stay alive in battle. If you can't keep yourself alive. How do you think they can do that for you. To me your letting the team down.
oops in wrong post lol but still it works here lol
I don't know where people get the idea that Tacs are faceroll mode. If I look away to sneeze, she explodes. It's like a lemming with dynamite attached. Gotta keep a eye on it at all times.
Engineer?
*clicks Rotate Shield Frequency*
*eats a sandwich, makes some tea, comes back*
*clicks miracle worker*
Neither Science or Engineering is "useless" in fact I think Science is probably the most balanced of the three character classes. They are good on the ground possessing a wide variety of skills choices which make for a lot of build possibilities. They are also good in space with a balance of offensive and defensive abilities.
Engineering captains, like science captains, have a good mix of offensive and defensive abilities which can make them absolute beasts on the ground. In space their defensive abilities enable them to use more fragile ships with a lot of offensive capabilities and make them more survivable.
There simply is no useless class. It is all about personal playstyle. I play mostly scientist, because I love to do the "space magic", I m a passionate ground player -> more magic (and I m a scientist in real life). I have engineer and tac captains as well, but I do not enjoy playing them. Engineer simply gets boring. Keeping up power and pressing space bar. Some healing here and there, but otherwise flying circles and shooting. It works very well, but it is not very exciting (for me). Tac on the other hand is stressfull for me. Buffing weapons damage, buffing weapon damage, buffing weapon damage and desperately trying to keep the target in front. That is just not mine. Of course I assume here a "conservative" way of flying ships, i.e. tac in a tac heavy vessel, eng in a cruiser-like vessel and scientist sitting at a table calculating the damage of space anomlies
I tried also to put tacs in science vessel etc., but for me the captain must be enjoyable on ground and in space. As others mentioned above, yes, engineer on ground is awesome, indeed.
Now with DR and the alt-dilemma I focus on two of my Scis as mains. I simply choose the profession that I have fun with.
I don't know where people get the idea that Tacs are faceroll mode. If I look away to sneeze, she explodes. It's like a lemming with dynamite attached. Gotta keep a eye on it at all times.
Engineer?
*clicks Rotate Shield Frequency*
*eats a sandwich, makes some tea, comes back*
*clicks miracle worker*
The tac doen't have time to make a sandwich or tea - the mission is already completed before either could finish.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
The tac doen't have time to make a sandwich or tea - the mission is already completed before either could finish.
..or at least they keep telling that to themselves while they're staring at the respawn timer.
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.
Best example of a STF where the presence of the science ship can deliver huge impact to the team and allow everything to be smooth is CE.
When I am doing CE with my tactical, I want to scream to all those people flying around with science ships and dont even bother using Gravity Well or anything to prevent shards and tholians kill the sitting Autofire/AFK ppl at 5km from the CE.
Most of these people are so much focused on "energy fire" dps that they forgot their role...
When I am doing CE with my science, we end the mission at 5th minute or less, nearly nobody dies (exceptions are those who love to give a long kiss to CE's neck and end up rejected by the envious 10-15 bursting shards )
Good Sci and Engi would never be useless. Some may even out dps a tactical but these examples are only in scenarios where either one of them both is not doing its job aka tac with fail build...sci with full dps build (0 science) and etc.
Example of Good and Balanced DPS meter would be:
1/2/3 place - three tacicals with ~20-30-40k dps (average between these numbers)
4 place - sci with ~18k dps (nonstop controlling and doing exotic damage/drain/debuff etc)
5 place - engi with ~15k dps (nonstop keeping mobs on him)
Anything else different from the "basic" example of balanced dps is ...strange? If engi beats a tac in dps...then the tac cant play. My example was with very very good players where the last place for the Engi means nothing if he did his job and no damage landed on his allies.
Explain this then he is a enginer and got first place :P..
although this is one of the easiest stf's my engineer always takes first place in there and is floating in purple things. My science officer dude usually gets 3rd place he is not as well beefed up yet to take the first place slot but eventually he will.
I was collecting the purples to upgrade and then sell on the exchange for fun and kicks and giggles, but I havent upgraded any yet cause I am busy saving up to upgrade my stuff on my characters.
Best example of a STF where the presence of the science ship can deliver huge impact to the team and allow everything to be smooth is CE.
This thread is about captains, not ships though. I don't know why people keep mixing them up. Tactical doesn't have to fly an escort. Engineer doesn't have to fly a cruiser. Science doesn't... well, you get the point.
This thread is about captains, not ships though. I don't know why people keep mixing them up. Tactical doesn't have to fly an escort. Engineer doesn't have to fly a cruiser. Science doesn't... well, you get the point.
True but it seems that a tact flying the same cruiser as a engi still can do far better than a engi.
I think the problem lies in both the captain and the ship, a engi should be best suited in a cruiser.
"It appears we have lost our sex appeal, captain."- Tuvok
Comments
"It appears we have lost our sex appeal, captain."- Tuvok
Try galaxy vs galaxy or better Scimitar vs Scimitar. Galaxy has enough natural bulk to do some tanking while the Scimitar has no such thing.
Remember that you cannot dps if you're waiting to respawn.
.. and that is the bottom line. Tactical is by far the easiest class to master and also the easiest to TRIBBLE up. A good tac can take a lot of punishment due to one thing: speed tanking.
However most tactical players mistakenly think that DPS is everything and ignore any sort of defense.
I rarely fail in advanced/elite queued content while PUG with my engineer main and that is because i have made it 2nd nature to check the composition of the team at the start.
If i notice multiple tacs then i'll tank and get every hostile to focus on me so that tacs can do their thing.
If during that period i notice that the tacs are not set up properly then i disengage and switch to a more DPS oriented boff setup.
As mentioned above advanced and elite queued, primarily with PUG
A science can do literally everything, in a premade environment you want to have a science healer for the magic "SNB" button. Otherwise particle generator stuff, draining, crowd control are always great choices for them.
Engineers can do only one thing better, tanking. Yes they're great healers in a pug as you don't need to coordinate much, but underpowered for the biggest part.
I have four characters, two are Engineers (a FED and a KDF), and the other two are Science (one is FED, the other is a FED-aligned Romulan). My main is my FED Engineer, merely because he's the first character I created, and he's had the most effort put into him. He's currently flying the Galaxy Dreadnought and it's build as a DPS Cruiser - I'm hitting between 12k and 15k DPS on a good day, and I'm quite content with that.
My Science Officers are more for fun, but I still enjoy playing SCI more than TAC.
It seems that most of the discussion is about Space, however.
But if we take into consideration Space and Ground equally, I think Science is best. It has useful abilities in space and ground, and it's fun to use.
Tac is kinda boring, sorry. :P
As previously pointed out, this class also allows me to pump several "mediocre" T1 powers that make sure I'm still fighting long after the "true" glass cannons have popped.
So: Tactical is worst.
Science is way too much Space Magic/ cheating.
Engineer is best being able to power through enemies and self heal.
But there are some players out there who set their ship up for damage only and don't think about healing themselves. I have seen plenty of them lol yeah they can do damage but when the enemy hits them poof gone. Then hear them yell why didn't anyone heal me there are eng and sci here do your jobs. I had to tell him yeah I have heals for you but not going out of my way to heal you if you are near me yeah. Yeah my main is a engineer and love him but also have sci and tac toons. When I play I think of not getting killed in a mission. You are not doing the team any help dying evey time you get hit. Tactiacal can heal himself too I know mine do and others.
I'm not sure what captain power you are talking about there.
Yeah. Other than that 45-50M EC console that every average player has access to.
Yes, eng captains innate abilities help them, which makes room for abilities like aux2sif, eng team, extend shields, and actually I think EPS can be used on allies. And with the right setup, almost everything I just mentioned is available every 15 seconds. Tac captains, sure, they can use pets and eng team, but with their dps dependent setups, those won't be available nearly as often.
I have a perfect example, from today. Borg stf, think it was kitomer vortex. A scimitar was dishing out dps, but getting his shields drained in seconds and going boom shortly after. This happened 3 times in a matter of a couple of minutes. So, I decided to be his crutch. As long as I was within 10k of him, he never died again. Throwing out aux2sif, eng team, sci team, and hazard emitters for him, while using RSP, miracle worker, epts, and rotate shield frequency to keep myself alive was a far more effective use of my ship than trying to beat down Borg after Borg and hoping I wouldn't die first. It doesn't matter how much damage you can throw out if you are floating around in a few hundred pieces. Simply put, he was the sword, I was the shield. And that's exactly how it should be. That's the whole concept behind the 3 classes. If you're a tac, able to tank, then you're seriously limiting the dps you can dish out. If you're an eng, and do major dps, then you're seriously limiting your tanking and healing ability.
The others were worse. :P
Between the fleet am/singularity core, various consoles, set, Marion,.... who need nadion ? As for EPS, just bring batteries, emergency power skill and the proper DOFF, and you'll have the same, if not better.
As for rotate shield frequency, it's not a bad skill. But it's far from being unique. And the cd is really long.
All that's left is miracle worker, which is, unique and powerful (especially with the trait).
On the other hand, APA, sensor scan or photonic fleet are still powerful, and somewhat unique. Being first place in CCE is not difficult. Just remember, heal are as important than DPS, if not even more. Changes everything. I was first in my sci, piloting a wells, and you can believe me when I tell you that was not thanks to my DPS.
Engineer I love on the ground, but dont care much for ground. I play this for ship combat.
And recently thought an Engie was only good if I stuck them in a carrier. But, now my Engie in the Eclipse is my favorite to play. Not useless at all. Puts out good damage. Upping crit chance is a big help with SS. And has no problem staying alive. DR made me like an Engie more then a tac. So there you go. I don't agree.
You got me on the RMC. It's a STO Preorder bonus and it's something so natural for me to stuff on that I forgot about others' access to it. Good catch
Plasmonic Leech is also the 1st stop newer players make. It's quite mandatory to go out and get it. And I did acknowledge in my post that it was the priciest thing in that build I quickly made. But again, it's a primary goal for most. To the point that you rarely see builds without that console on there unless the build is coming from the newest of the newbies.
But nice try there, and the point I made still stands. You can do respectable damage out of practically anything out there.
It's the player.
No one lives longer than "not dying".
Should make, perhaps, but I doubt that it's standard. If it was, the supply on the Exchange should have long gone, or everyone would be playing KDF. Just think about how many lockboxes you'd need to open to get one for every player.
I've gotten the 1st place accolade with 14 characters including one with common Mk IX weapons. Just keep taking damage (ram those shards) and healing yourself and you will likely get it.
You could try going to the ESD zone chat and asking how many have bought it. Most likely the average player hasn't even paid to remove the EC cap.
The tac in escort has great burst dps but most cruisers and sci ships don't do burst dps they do constant dps. They are different in that one hits target in burst and the other constant. Cannons do burst dps and beams constant dps. The idea of a team is them working together and yes heal each other if they can but you should not depend on them to heal you to stay alive in battle. If you can't keep yourself alive. How do you think they can do that for you. To me your letting the team down.
oops in wrong post lol but still it works here lol
Engineer?
*clicks Rotate Shield Frequency*
*eats a sandwich, makes some tea, comes back*
*clicks miracle worker*
Engineering captains, like science captains, have a good mix of offensive and defensive abilities which can make them absolute beasts on the ground. In space their defensive abilities enable them to use more fragile ships with a lot of offensive capabilities and make them more survivable.
I tried also to put tacs in science vessel etc., but for me the captain must be enjoyable on ground and in space. As others mentioned above, yes, engineer on ground is awesome, indeed.
Now with DR and the alt-dilemma I focus on two of my Scis as mains. I simply choose the profession that I have fun with.
The tac doen't have time to make a sandwich or tea - the mission is already completed before either could finish.
..or at least they keep telling that to themselves while they're staring at the respawn timer.
When I am doing CE with my tactical, I want to scream to all those people flying around with science ships and dont even bother using Gravity Well or anything to prevent shards and tholians kill the sitting Autofire/AFK ppl at 5km from the CE.
Most of these people are so much focused on "energy fire" dps that they forgot their role...
When I am doing CE with my science, we end the mission at 5th minute or less, nearly nobody dies (exceptions are those who love to give a long kiss to CE's neck and end up rejected by the envious 10-15 bursting shards )
Good Sci and Engi would never be useless. Some may even out dps a tactical but these examples are only in scenarios where either one of them both is not doing its job aka tac with fail build...sci with full dps build (0 science) and etc.
Example of Good and Balanced DPS meter would be:
1/2/3 place - three tacicals with ~20-30-40k dps (average between these numbers)
4 place - sci with ~18k dps (nonstop controlling and doing exotic damage/drain/debuff etc)
5 place - engi with ~15k dps (nonstop keeping mobs on him)
Anything else different from the "basic" example of balanced dps is ...strange? If engi beats a tac in dps...then the tac cant play. My example was with very very good players where the last place for the Engi means nothing if he did his job and no damage landed on his allies.
although this is one of the easiest stf's my engineer always takes first place in there and is floating in purple things. My science officer dude usually gets 3rd place he is not as well beefed up yet to take the first place slot but eventually he will.
I was collecting the purples to upgrade and then sell on the exchange for fun and kicks and giggles, but I havent upgraded any yet cause I am busy saving up to upgrade my stuff on my characters.
point being there is no useless class
This thread is about captains, not ships though. I don't know why people keep mixing them up. Tactical doesn't have to fly an escort. Engineer doesn't have to fly a cruiser. Science doesn't... well, you get the point.
True but it seems that a tact flying the same cruiser as a engi still can do far better than a engi.
I think the problem lies in both the captain and the ship, a engi should be best suited in a cruiser.
"It appears we have lost our sex appeal, captain."- Tuvok