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.
Engineering captain adds survivability to an escort. Tactical captain adds damage potential to a cruiser. Cruisers don't really need more survivability these days.
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 one.
All three classes bring strengths to the table. And all three have their disadvantages.
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.
IT's the player for sure, But when your previous post talked of the 40k Galaxy, it was the team.lol
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.
.
I wish every "STF" had a rank at the end. still confused on CCA. My tac can get first all the time, like everytime I pug it in the Phantom DHC Single Target Build.
My Engie gets 1-3 everytime I pug it in the Eclipse Single Target SS build.
My KDF Engie gets 1-2 eveytime in a carrier, Grav wells and FAW spam, etc.
Evey "STF" should rank at the end in the same way so people can let go of ISA and parsing a map where the goal is hit as many targets at once as you can in a couple minute mission.
Evey "STF" should rank at the end in the same way so people can let go of ISA and parsing a map where the goal is hit as many targets at once as you can in a couple minute mission.
They'd have to fix the scoring first. Self healing shouldn't award so much points that having the Valdore console almost guarantees the first place if you just keep taking damage.
Ground: On ground maps the most useless class is Tact, hands down. They bring nothing to the table that Engi or Sci can't bring, and Engi and Sci bring survivability with their dps. tacts bring nothing but dps.
But lets be honest, no one... or very few... play STO for ground combat.
Space: The most useless is a 9 out of 10 Science Players. It's not the class, it's the player.
Sci brings debuffs to the table, and properly run they can be devestating, especially in science ships. Unfortunatly most people don't understand the proper use of science captains nor science ships, and try to run them like escorts and cruiser ships, and engie and tactical captains and can't figure out why they suck... and due to the 3rd grade mentality of most games... anything they can't figure out it must be the class... and not their own limitations.
Tacts bring burst damage, which is great for the first 30 seconds... then they begin to slow down behind engies due to a lack of energy management. Still that burst damage is nothing to sneeze at and is damn useful against those capital ships.
Engies bring consistant dps, due to their abilities to cycle through innate energy management skills... as well as survivability due to innate survivability skills. Which means in a long drawn out skirmish and engie will probably have a higher dps then an tac due to the fact of less deaths and a constant managed 125 in all or many energy areas.
But space is less on the captain and more on the ship, gear, and BOffs... sure Captain abilities bring as certain usefullness to the team, but the ship and it's build is much more important.
As a player that prefers Tactical, I can't say any career path is worse than another. While my playstyle is generally best suited as a Tac, I've had great success with the other careers, and there are times when yes, I die simply because all I had was pew pew power and nothing to keep me afloat.
I have 3 engineers and a Tac. I like my engineers for their survivability. My tac really doesn't seem to administer much more damage to the enemy than my engineers do.
I fit well in any team, because I'm self sufficient. I won't be needing heals, so whoever is doing that sort of thing can heal someone else. That's a great thing in a team..a member you can just forget is there. My builds are focused on self survivability, and DPS secondary. I don't slot gravity well or other debuffs as I'm not a Sci, and those universal holes are being used for BFAW/tac team..the few remaining sci holes are holding sci team/transfer shield strength for self cleanse/heal. Whatever engi holes my ship has will be filled with EPTW, EPTS, hull heal etc.
Frankly, for soloability, it's damn tough to beat an engi
I have 3 engineers and a Tac. I like my engineers for their survivability. My tac really doesn't seem to administer much more damage to the enemy than my engineers do.
I fit well in any team, because I'm self sufficient. I won't be needing heals, so whoever is doing that sort of thing can heal someone else. That's a great thing in a team..a member you can just forget is there. My builds are focused on self survivability, and DPS secondary. I don't slot gravity well or other debuffs as I'm not a Sci, and those universal holes are being used for BFAW/tac team..the few remaining sci holes are holding sci team/transfer shield strength for self cleanse/heal. Whatever engi holes my ship has will be filled with EPTW, EPTS, hull heal etc.
Frankly, for soloability, it's damn tough to beat an engi
My mains are a FED ENG and a ROM TAC.
MY Tac shreds through enemies. My initial run on my Scim with 2 HDC (CRFIII), 1 BA + 1 DBB (FAWIII) all (PLAS) and a thoron-quantum torp (TSIII) usually means whatevers on my 12 is already half dead before I get too close. When they get around/behind me I have my aft BAs and OMNIBEAM as well as the Romulan RF plasma torp array. Throw in my adv rom drones and I am all teeth but I do need ot monitor my shield and hull a bit, even with my sci boff abilities
Adversely, my Eng is great at taking massive amounts of damage and, if they stay on my nose, my DPS is ok (not great) but when they get on my flanks it turns into a long, slow fight. The bright side is my hull rarely if ever drops below 75%, between ETIII and MWIII, as well as my sci boff skills. For my flank and aft, I have more Bas (all phaser), the Vaadwaur cluster torp and, of course, my advanced delta flyers.
Two COMPLETELY different play styles as it should be. Although I would like to max my engs dps
This is what happens when you go full Tactical. NEVER GO FULL TACTICAL (unless you got a known healer to cover your butt). Each class (players and boffs) bring something grand to the fight and the way STO is now you have two choices. Play hard or play smart.
Playing hard is still thinking in the old ways. Yes you can you throw enough FaW spam to faceroll content but odds are you poured unholy levels of dil and ec into the game to do that. Playing smart allows to handle adv content without all gold mk xiv shinies. Have the eng/cruiser draw aggro while the faster ships save the borg. Have the science ships toss out trained gravity wells to slow down the spheres so you can take out what needs to die.
My mains are a Fed Kitty Engineer and a Rommie Tac.
I think engineering is fun to play, and I tend to make my engineering builds a jack of all trades, able to dish out damage, and at the same time, have enough healing on hand (engineering team and Aux2SIF) to heal other teammates in my avenger. (best ship ever)
Comments
Engineering captain adds survivability to an escort. Tactical captain adds damage potential to a cruiser. Cruisers don't really need more survivability these days.
Neither one.
All three classes bring strengths to the table. And all three have their disadvantages.
IT's the player for sure, But when your previous post talked of the 40k Galaxy, it was the team.lol
I wish every "STF" had a rank at the end. still confused on CCA. My tac can get first all the time, like everytime I pug it in the Phantom DHC Single Target Build.
My Engie gets 1-3 everytime I pug it in the Eclipse Single Target SS build.
My KDF Engie gets 1-2 eveytime in a carrier, Grav wells and FAW spam, etc.
Evey "STF" should rank at the end in the same way so people can let go of ISA and parsing a map where the goal is hit as many targets at once as you can in a couple minute mission.
They'd have to fix the scoring first. Self healing shouldn't award so much points that having the Valdore console almost guarantees the first place if you just keep taking damage.
Hamster 1.
Players 0.
http://stream1.gifsoup.com/view2/1312926/bart-vs-hamster-o.gif
GG Cryptic.
dnirg eht nioj
But lets be honest, no one... or very few... play STO for ground combat.
Space: The most useless is a 9 out of 10 Science Players. It's not the class, it's the player.
Sci brings debuffs to the table, and properly run they can be devestating, especially in science ships. Unfortunatly most people don't understand the proper use of science captains nor science ships, and try to run them like escorts and cruiser ships, and engie and tactical captains and can't figure out why they suck... and due to the 3rd grade mentality of most games... anything they can't figure out it must be the class... and not their own limitations.
Tacts bring burst damage, which is great for the first 30 seconds... then they begin to slow down behind engies due to a lack of energy management. Still that burst damage is nothing to sneeze at and is damn useful against those capital ships.
Engies bring consistant dps, due to their abilities to cycle through innate energy management skills... as well as survivability due to innate survivability skills. Which means in a long drawn out skirmish and engie will probably have a higher dps then an tac due to the fact of less deaths and a constant managed 125 in all or many energy areas.
But space is less on the captain and more on the ship, gear, and BOffs... sure Captain abilities bring as certain usefullness to the team, but the ship and it's build is much more important.
Heals? Not even a joke any more... CC? Nice, but not necessary.
If you can't pull in 15-20K dps get ready for a long and arduous game.
I fit well in any team, because I'm self sufficient. I won't be needing heals, so whoever is doing that sort of thing can heal someone else. That's a great thing in a team..a member you can just forget is there. My builds are focused on self survivability, and DPS secondary. I don't slot gravity well or other debuffs as I'm not a Sci, and those universal holes are being used for BFAW/tac team..the few remaining sci holes are holding sci team/transfer shield strength for self cleanse/heal. Whatever engi holes my ship has will be filled with EPTW, EPTS, hull heal etc.
Frankly, for soloability, it's damn tough to beat an engi
My mains are a FED ENG and a ROM TAC.
MY Tac shreds through enemies. My initial run on my Scim with 2 HDC (CRFIII), 1 BA + 1 DBB (FAWIII) all (PLAS) and a thoron-quantum torp (TSIII) usually means whatevers on my 12 is already half dead before I get too close. When they get around/behind me I have my aft BAs and OMNIBEAM as well as the Romulan RF plasma torp array. Throw in my adv rom drones and I am all teeth but I do need ot monitor my shield and hull a bit, even with my sci boff abilities
Adversely, my Eng is great at taking massive amounts of damage and, if they stay on my nose, my DPS is ok (not great) but when they get on my flanks it turns into a long, slow fight. The bright side is my hull rarely if ever drops below 75%, between ETIII and MWIII, as well as my sci boff skills. For my flank and aft, I have more Bas (all phaser), the Vaadwaur cluster torp and, of course, my advanced delta flyers.
Two COMPLETELY different play styles as it should be. Although I would like to max my engs dps
Playing hard is still thinking in the old ways. Yes you can you throw enough FaW spam to faceroll content but odds are you poured unholy levels of dil and ec into the game to do that. Playing smart allows to handle adv content without all gold mk xiv shinies. Have the eng/cruiser draw aggro while the faster ships save the borg. Have the science ships toss out trained gravity wells to slow down the spheres so you can take out what needs to die.
I think engineering is fun to play, and I tend to make my engineering builds a jack of all trades, able to dish out damage, and at the same time, have enough healing on hand (engineering team and Aux2SIF) to heal other teammates in my avenger. (best ship ever)
My rom has damage capabilities mixed in with CC.
Both play differently, and it should be that way.