Tactical Ship Selection
I have to admit Alex you raise good points but i still tend to agree with Aikune on this.
Yes FAW leads to more DPS numbers when fighting groups but in reality this is just minor damage across lots of enemies which when all combined gives really nice DPS figures.
I am increasingly seeing people seeing their parse as a measure of how good their ship is and this heavily favours AOE builds always. The single target builds are somewhat left behind in this area. However, these build are incredibly effective i play cruisers with FAW and see them slowly whittle down the enemies at the same time. In an escort with cannons though i take out the enemy i choose in a few seconds on average.
This is something i have seen in other games there is a difference between people's raw DPS figures and their effective DPS. The raw DPS can be really really high but if it doesnt lead to the death of any enemies then frankly it isnt very valuable. In other games you would see damage over time casters put their spells on many many enemies which added up to huge DPS numbers but in reality they were doing very little useful damage on killing the enemies efficiently.
This is how i see the FAW meta that has developed in STO, at its most fundamental level it is alot of stat padding to get the highest numbers in ISA and then the logic on how to build ships is determined by this scenario.
Also fundamentally i think the point Aikune is making that in general the synergies when a captain flies the ship type that traditionally goes with that career makes life easier for players. A science captain who gets into a cruiser quite simply wont be as effective as an engineer, their power levels are likely to suffer or they are forced into the A2B route. The people who come here for advice are usually the less experienced players who and the advice is geared more towards that. When people are more familiar with the game and the mechanics it is much easier to make the decision to fly other types of ships, knowing the strengths and weaknesses of your class and what it can bring to a ship. But if people are flying around in ships that doesnt necessarily synergise well early on and find themselves ineffectual they tend to quit the game early, myself and Aikune have seen that alot over the years and it is what posts like this are hoping to avoid.
Yes FAW leads to more DPS numbers when fighting groups but in reality this is just minor damage across lots of enemies which when all combined gives really nice DPS figures.
I am increasingly seeing people seeing their parse as a measure of how good their ship is and this heavily favours AOE builds always. The single target builds are somewhat left behind in this area. However, these build are incredibly effective i play cruisers with FAW and see them slowly whittle down the enemies at the same time. In an escort with cannons though i take out the enemy i choose in a few seconds on average.
This is something i have seen in other games there is a difference between people's raw DPS figures and their effective DPS. The raw DPS can be really really high but if it doesnt lead to the death of any enemies then frankly it isnt very valuable. In other games you would see damage over time casters put their spells on many many enemies which added up to huge DPS numbers but in reality they were doing very little useful damage on killing the enemies efficiently.
This is how i see the FAW meta that has developed in STO, at its most fundamental level it is alot of stat padding to get the highest numbers in ISA and then the logic on how to build ships is determined by this scenario.
Also fundamentally i think the point Aikune is making that in general the synergies when a captain flies the ship type that traditionally goes with that career makes life easier for players. A science captain who gets into a cruiser quite simply wont be as effective as an engineer, their power levels are likely to suffer or they are forced into the A2B route. The people who come here for advice are usually the less experienced players who and the advice is geared more towards that. When people are more familiar with the game and the mechanics it is much easier to make the decision to fly other types of ships, knowing the strengths and weaknesses of your class and what it can bring to a ship. But if people are flying around in ships that doesnt necessarily synergise well early on and find themselves ineffectual they tend to quit the game early, myself and Aikune have seen that alot over the years and it is what posts like this are hoping to avoid.