I really like to use Science ships for each of my two Tactical characters, namely the Pathfinder science ship, it feels like it melt enemies pretty fast if you combine science and tactical abilities. Science ships have good maneuverability which helps when using cannons, and can have great science abilities, some like tractor beam repoulsors II or III, which can drain shields as well, but seems to be an extremely overlooked ability. There's also secondary deflectors (for science ships only), which some that you can find in the fleet store, can boost energy damage, plus boost censor analysis giving an extra 20% damage to enemies when used, and also give a little extra hull + shield, all in a single secondary deflector. Counter command space set is a great set for the ship as well, giving an extra boost to exotic damage, like gravity well and a few other abilities used mostly in science ships. I use disruptor energy damage for everything from turrets, cannons and torpedo, and it's pretty good, but my sisters say that polaron with the chronomatric set (the one from a mission reward) is even better. Anyway, very good and informative video, my main character, the first one I made is an engineer, than I made a science and then two tactical characters, I confess the science one seems more fun to play and the engineer the most boring if you don't use some specific ships for him.
@CounterYoloGaming6 жыл бұрын
Combining professions with ships outside of the game "suggested" professions is not a bad thing; I was just having the profession/ship as the recommended for simplicity in this video. It gets much more complicated comparing professions when they are in atypical ships. Basically any profession can work well in any starship; cruisers add survival, science ships add single-target DPS, and escorts add the most "overall" DPS to whatever profession you are using. Science ships will still get out-maneuvered by an escort of similar skill, but are still quite maneuverable compared to cruisers and can put out sufficient DPS as well. Tactical captains can make any ship deal great DPS -- while Science & Engineering captains provide more of a balance in damage & survivability to any ship. The Chronometric set is good for a Science DPS build if you are using beams and exotic damage torpedoes. If you position correctly, cannons & turrets will still outperform beams -- it is just that beams are a little easier to use than cannons. Engineering takes the most thought to use of the 3 professions and is definitely not for everyone. I used to prefer engineering until VIL and the level 65 increase; I now use Science mainly as a tank so that I can survive the insane critical hits from high-level NPC's in the game.
@isaacs10522 жыл бұрын
this checks out. I went straight for the colony scout ship with a science character and I fear nothing except an ambush from a hotshot pilot cutting through my shields.
@Nemoticon5 жыл бұрын
...being of Chinese decent, I had no idea Rock, Paper, Scissors a Chinese thing!!! That's a peice of education I didn't expect, lol
@regancollins14655 жыл бұрын
Of all the sto videos this is not only your best, it's the best explanation video for sto period! I've always wondered why I get my ass handed to me some times, and others I would own them. This explains it, Great job
@raijinmeister3 жыл бұрын
Science captains make the game be a mindless power fantasy. The classes need a serious balance.
@xontrax66104 жыл бұрын
For me Engineer in Science or Escort Ships is nice Tank or DPS :P
@FreeFragUK3 жыл бұрын
Hmm, I may have to re-role as a Science Officer. Admittedly I'm a fan of torpedoes so that isn't a huge issue. I've only recently come back to the game and to be honest I never really got that involved with it. This time around I'm really trying to wrap my head around career vs ship synergy and role capabilities. I was intending to try and complete the Anniversary event but I doubt this will happen as I think I'm too far behind the curve to successfully meet the requirements for the unlock.
@Cofe825 жыл бұрын
I play my Fed Joined Trill engineer in a T6 tac Vesta Class... that works for me.
@amircepic78836 жыл бұрын
Very informative and very good for beginners as well as newcomers
@amircepic78836 жыл бұрын
Oh Man, i love your vids. Another great Video. Keep the chan alive. Best regards.
@mikemillette49363 жыл бұрын
Just started following your channel. Great stuff!! BTW, what about Lizard and Spock ?!?! JK, keep up the great work!
@IanCote4 жыл бұрын
Good video. The analogy/metaphor would have worked better on a thematic level had you chosen: Scissor=Tactical, Engineering=Rock, Science=Paper. :) The trumping triangle doesn't change.
@adamwilder29436 жыл бұрын
Interesting analysis sir.. Also great video too.
@scipug30483 жыл бұрын
i think sci needs to be nerfed a litle bit... tac can do damage and eng can tank and sci should be like a debuff support thing. not be able to one shot stuff and then also take insane damage at the same time... not an insane nerf to the ground but something that is a little more balanced.
@Raussl4 жыл бұрын
once you bring in ship types this all falls more or less appart. a) nobody says you NEED to use cannons on escorts for example. b) Cruisers are not inherently good against escorts. Some are, some are not. Tank cruisers are also generally ignored in PVP. I honestly can't see any form of "Rock, Paper, Scissors" mechanic in STO. At least not more than in any other MMO, actually less than most I've played. What the classes do, is add abilities to add to your BOFF Powers. As an engi you have more power, more survivability. A tac has more dmg potential added to ship class they choose. And a sci adds versatility (a bit survival and offense and group support) Captain class and ship class should be seen completely separated. All combinations work...some have more synergy, some less. Science in Sci ship typically is best in groups though. My experience with this combo going solo was unsatisfying. So is engi in engi heavy cruisers. I typically prefer engi captain in sci ships for the absolutely incredible power output potential to enhance all sci powers. More Aux=better sci powers while still having ample power in the other 3 subsystems. Sci captain in escort is an unstoppable force...huge firepower and control abilities, can lead to insane burst without giving the opponent a way to defende themselves. Engi in escorts makes it a tough escort with ample power, good for beginners, imho. Tac in cruisers makes otherwise underperforming ships into enjoyable ships. Tac in escorts is obvious. and again, using wide arc weapons on escorts is absolutely viable and the choice of weapons only adds another layer of variety to ship builds, wich makes the concept of "Rock, Paper, Scissors" basically invalid for this game. For the Space Combat part definitely, and for the ground one to a degree, since only 5 abilities can be slotted to kits compared to 13 Boff abilities in space.
@zhugedai12794 жыл бұрын
should have chosen tactical as scissors and engineering as rock. just makes sense because rock is the tank
@CounterYoloGaming4 жыл бұрын
Good point, I can see it going that way. I chose tactical as rock from the premise that rock is generally the most commonly picked option of the 3 for "rock, paper, scissors," and is also the most picked and valued in STO.
@benx22304 жыл бұрын
Science space tanking? Yeah, ummm. no.
@CounterYoloGaming4 жыл бұрын
It exists, just not as prominently as other playstyles in this game. On the STO Builds Reddit you can find a few people with example builds for HSE that go into their various perspectives on making it workable.
@cwiggy345 жыл бұрын
Ummmmmm...........You do realize that mileage is going to very. Ie play style.......omg level has nothing to do with skill level......wont sub for that comment.