View Full Version : explain to me evasive maneuvers and escape
Archived Post
11-08-2010, 09:41 PM
Fight after fight a BoP will unstealth and try to alpha strike me on (I play tac/cruiser tac/escort and sci/sci in PvP). Often they fail and evasive maneuver away, speed burst. It seems before I can evenn begin matching their speed, they restealth.
So here is what I do to try and catch "runners":
Evasive Maneuvers, Engine Battery, Full Engine Qbind, Aux to Dampeners (on cruiser only)... yet they still pull away.
I'm leveling up a BoP myself and I've never once managed to 'flee' a fight without getting run down by the Feds. I seem to never get to the point where I can hit full impulse and stealth as a long trail of torpedoes continue to hit me 15 seconds later.
Am I missing an ability here? I must be doing something wrong.
Archived Post
11-08-2010, 10:16 PM
Fight after fight a BoP will unstealth and try to alpha strike me on (I play tac/cruiser tac/escort and sci/sci in PvP). Often they fail and evasive maneuver away, speed burst. It seems before I can evenn begin matching their speed, they restealth.
So here is what I do to try and catch "runners":
Evasive Maneuvers, Engine Battery, Full Engine Qbind, Aux to Dampeners (on cruiser only)... yet they still pull away.
I'm leveling up a BoP myself and I've never once managed to 'flee' a fight without getting run down by the Feds. I seem to never get to the point where I can hit full impulse and stealth as a long trail of torpedoes continue to hit me 15 seconds later.
Am I missing an ability here? I must be doing something wrong.
It's all based on the Engines you run. If you use Hyper impulse with Speed or Full you will be able to get those bursts of speed you seem to want.
Archived Post
11-08-2010, 10:35 PM
Yeah it mostly gets down to the Hyper Impulse Engine (with bonus to Speed as bonus to Full Impulse doesnt apply if you dont use Full Impulse which you dont on Red Alert). I dont see many Cruisers moving fast enough ,and my own Cruiser on Fed side is running the old MK 4 Efficient Engine for its Power-bonus ...i suspect many others using that one too so they dont even stand a chance to catch a BoP.
I also would recommend you switch your Buffcycle a bit:
Engine Battery
Aux to Dampeners
Evasive Maneuvers
(while chasing you can switch power to Engines now as the Battery should give enough powerboost to have enginepower at 125 till end of Evasive Maneuvers anyway)
Why did i change your Buffcycle? Well thats easy ...Evasive Maneuvers multiplies your Current Speed ...so the higher your current Speed when activating it the higher the output will be ...so increase your Speed as much as possible before using Evasive Maneuvers. (for excample im reaching ,in my BoP ,something ~250 with only Battery+Evasive >sorry cant try it currently to give ecaxt numbers<)
One more thing about catching running BoPs ,the usual BoP pilot will try to get out of the 10km range to you and then engage Cloak anyway even if you are chasing them (getting another speedbonus while engaging cloak too) so even if you would chase me i most probably will still be able to evade you. Though ive talked about the *usual* BoP pilot there are more and more silly ones out that will just hit cloakbutton while circling the fedball ,and even while they are under focus (stressing the healer's nerves by alot ...thats usually me healing and at the same time shouting at them ;) ) So if you watch who is just using that stupid "tactic" ...go for them and you got some nice explosions because they expose their hulls pretty often.
Archived Post
11-09-2010, 09:07 AM
Ok, that does make sense to me. Hyper-impulse for PvP ~ efficient for all other. I'll admit running the efficient on my cruiser. On the science and escort I'm using the standard impulse as my engine power is typically 50 while in combat. I didn't really think through the benefit of the [full] trait.
On my BoP I can get over 10k away when fleeing; but it seems torpedoes will still lag chase me and keep me in combat well long after 10 seconds so I'm never able to recloack before an escort catches up to me.
Archived Post
11-09-2010, 09:56 AM
As said (Full) is bad for running ...it only makes you faster whiel out of combat and running Full Impulse.
You gotta choose (SPD) and (Turn) ...the MK X Purple one has also as third bonus (Aux) ...doesnt matter much but the first two are the important ones anyway.
Even at 50 Power the Hyper Impulse Engines are faster then the Standard Impulse Engines so i havent seen any real benefit from using Standard ones except for the Efficient one with Energy Bonus ...its either Combat or Hyper Impulse for me ...Combat is a lot slower if you need to run so i still prefer the Hyper Impulse anyway.
Torps will follow you yes ,BUT: they will do damage to you after some time even if they never hit you visually ,the visual torps will also follow you till they hit you even if their damage part already "reached" you so only the visual will follow you not doing any damage a second time (or get destroyed after time runs out like Tricobalt/Plasma). Hope thats understandable how i wrote it since im not a native english speaker. ;)
As BoP you CAN cloak anytime you want ...Battlecloak works also on Red Alert ,just not good to use it while within range to enemy team and beeing focused. Only BoP unable to Battlecloak is T1 BoP all others can Cloak while on Red Alert ...so let them chase you and jsut engage cloak once you feel safe enough that you live through the Shields Down but not fully cloaked phase (3sec).
Edit:
Even if the "visual" Torps chase you after their damage part is done ...they wont keep you in red alert state and also wont get you into red alert again if they hit you after their damage part has been done so its somethign else keeping you on red alert like a Fed chasing you and using weapons on you ...also red alert needs some seconds (dont know how long exactly but i think its ~15sec without someone firing/healing at you or you firing/healing at someone) to stop.
Archived Post
11-09-2010, 10:22 AM
Ok, that does make sense to me. Hyper-impulse for PvP ~ efficient for all other. I'll admit running the efficient on my cruiser. On the science and escort I'm using the standard impulse as my engine power is typically 50 while in combat. I didn't really think through the benefit of the [full] trait.
On my BoP I can get over 10k away when fleeing; but it seems torpedoes will still lag chase me and keep me in combat well long after 10 seconds so I'm never able to recloack before an escort catches up to me.
When breaking off from an attack you need to buff up for kinetic damage that will be from the incoming torps. And you will get them - every FED worth his salt will unload them when they see you start to cloak.
Aux to Damp, Aux to SIF and/or Brace for impact should be a part of your escape plan. Armor consoles for kinetic damage are also a good investment.
Archived Post
11-09-2010, 10:38 AM
Aux to Damp, Aux to SIF and/or Brace for impact should be a part of your escape plan. Armor consoles for kinetic damage are also a good investment.
Its either Aux to Damp OR Aux to SIF since both share the same CD and i doubt many BoPs field Aux to SIF.
Brace for impact though is something that will help though i still recommend getting at highest possible speed out of the firingarc and range before engaging cloak and using shieldstrenghtreallocation for getting incomming damage from torps reduced.
Archived Post
11-09-2010, 11:02 AM
Let me say that I'm not General rank yet. When will I get access to the battle cloak??
By bad, I confused [spd] with [full] there. I meant [spd].
On Fed during combat I run my cruiser at 69/50 speed, escort 59/50 and science 59/50 (going from memory here). So, you'd suggest hyper-impulse for all these builds, too??
Turning rates on Fed ships are just brutal, so I've opted to tank auxillary to 25 to boost engine - except on the science ship where I power cycle from combat to full axuillary power situationally.
Archived Post
11-09-2010, 11:37 AM
If you have time, and have recognized that your attack run has failed to finish off the enemy and you're facing superior fire power in return, then you might also want to consider dumping power into engines as well before hitting the EM button.
It's best to have a plan beforehand on how to escape, especially in arena matches and players aren't helping each other. Since you're in an escort you're going to be first to be burned down and every death is a detriment to your team and therefore the greater good.
Archived Post
11-09-2010, 12:15 PM
[...]
On Fed during combat I run my cruiser at 69/50 speed, escort 59/50 and science 59/50 (going from memory here). So, you'd suggest hyper-impulse for all these builds, too??
[...]
Yeah they'll all be a lot faster with hyper-impulse engines. Even as a cruiser you might want to run sometimes and without proper engines you can just forget about that.
Archived Post
11-09-2010, 01:35 PM
Let me say that I'm not General rank yet. When will I get access to the battle cloak??
By bad, I confused [spd] with [full] there. I meant [spd].
On Fed during combat I run my cruiser at 69/50 speed, escort 59/50 and science 59/50 (going from memory here). So, you'd suggest hyper-impulse for all these builds, too??
Turning rates on Fed ships are just brutal, so I've opted to tank auxillary to 25 to boost engine - except on the science ship where I power cycle from combat to full axuillary power situationally.
Battlecloak has every BoP from T2 upwards ...only the very first ship at T1 ,where there is only the BoP ,doesnt have Battlecloak.
Your Powerlevels are pretty low i have to say. You either dont have the Rank to invest points into your Captainskills or you have the wrong skills set.
The Engineering (Space part) skilltree ,that every captain gets not only engineering toons ,has lots of skills improving your powerlevels. Usually ,if in Healmode im running 25 Weapons (thats ~60 though here i dont have skilled the weapon performance out ,only at 3 but the BoP gets +15Weaponpower as shipbonus buildin like escorts) 50Shields (thats ~70) 25Engines (thats ~50) 100Aux (thats ~110) on my BoP. Thats without any Buffs just the modified Output through the Engineering Skilltree (Shield/Weapon/Aux/Engine-Efficiency/Performance).
About Engines i would suggest ,the Healcruiser doesnt need speed he needs power so go for mk 4 efficient on it and let your little escorts deal with running BoPs thats their job not yours. If youre running offensive cruiser you still can choose if you want more power or speedits still escorts job to catch running BoPs ...if youre running an escort yourself go for the Hyper Impulse ones as your life depends on your Healer and your ability to avoid being killed by either outmaneuvering the enemy or outrunning them if focused and damaged.
Archived Post
11-09-2010, 04:02 PM
About Engines i would suggest ,the Healcruiser doesnt need speed he needs power so go for mk 4 efficient on it and let your little escorts deal with running BoPs thats their job not yours. If youre running offensive cruiser you still can choose if you want more power or speedits still escorts job to catch running BoPs ...if youre running an escort yourself go for the Hyper Impulse ones as your life depends on your Healer and your ability to avoid being killed by either outmaneuvering the enemy or outrunning them if focused and damaged.
I'm very fond of Hyper Impulse engines on a DPS cruiser. In a lot of ways a DPS cruiser is better for running down BoPs and escorts than an escort is. The problem with giving chase in an escort is that if the prey turns and hits you hard enough, they might turn the tables, and if they have a buddy follow them out you will get double-teamed and killed. In a DPS cruiser a lone BoP or escort is no threat at all, and even if they have a buddy join them you can still probably kill a weak ship and almost certainly make it back to your allies safely.
Archived Post
11-09-2010, 04:07 PM
I'm very fond of Hyper Impulse engines on a DPS cruiser. In a lot of ways a DPS cruiser is better for running down BoPs and escorts than an escort is. The problem with giving chase in an escort is that if the prey turns and hits you hard enough, they might turn the tables, and if they have a buddy follow them out you will get double-teamed and killed. In a DPS cruiser a lone BoP or escort is no threat at all, and even if they have a buddy join them you can still probably kill a weak ship and almost certainly make it back to your allies safely.
Yeah might be true about the survival part though you need to be aligned the way the Escort/BoP is running away or your Cruiser will have a hard time following if he needs to turn around first ...even with evasive maneuvers you will loose 1/2-2sec depending on how much you need to turn around. While the Escort most probably wont be able to evade you this way (because it needs to get out of Combat) the BoP with battlecloak doesnt need more then that to get into cloak.
Archived Post
11-09-2010, 06:47 PM
Your cruiser has a capped speed. This means that if youre using hyperimpulse engines mk xi, and im using hyperimpulse engines mk xi, your speed is going to something like 12, whereas the bird will have a speed of 16.
So considering I have the fastest engines in the game (as far as I know there are no mk xii blues), you better hope you have another method of stopping me before i get away. I do enjoy it when the cruisers chase me though :)
Archived Post
11-10-2010, 03:20 AM
Your cruiser has a capped speed. This means that if youre using hyperimpulse engines mk xi, and im using hyperimpulse engines mk xi, your speed is going to something like 12, whereas the bird will have a speed of 16.
So considering I have the fastest engines in the game (as far as I know there are no mk xii blues), you better hope you have another method of stopping me before i get away. I do enjoy it when the cruisers chase me though :)
So, all Cruiser Pilots, don't go hunting Beagles. (What would Archer think?!)
I am almost certain you'll find players that are not that focused on their speed. But powers like Beam Target Subsystem Engines and the like might also be helpful in this endeavor.
Archived Post
11-10-2010, 03:54 AM
[...]
About Engines i would suggest ,the Healcruiser doesnt need speed he needs power so go for mk 4 efficient on it and let your little escorts deal with running BoPs thats their job not yours.[...]
Pah, the premade spoiled players! In fed PuGs you will want to run.. not to hunt BoPs or to escape, but to catch your targets to heal :P
Archived Post
11-10-2010, 07:03 AM
Your cruiser has a capped speed. This means that if youre using hyperimpulse engines mk xi, and im using hyperimpulse engines mk xi, your speed is going to something like 12, whereas the bird will have a speed of 16.
So considering I have the fastest engines in the game (as far as I know there are no mk xii blues), you better hope you have another method of stopping me before i get away. I do enjoy it when the cruisers chase me though :)
It's not a capped speed, its just a predetermined standard. The same engines that produce 16 (example) speed in an escort will produce 12 (again, number out of my ***) in a cruiser. It's not capped (because I've rocketed from one end of a cap and hold to another with efficient engines on a cruiser), its just different.
Archived Post
11-10-2010, 07:06 AM
Pah, the premade spoiled players! In fed PuGs you will want to run.. not to hunt BoPs or to escape, but to catch your targets to heal :P
Nothing says "**** you" like using evasive maneuvers to hold someone inside the 5km range of a tractor beam. Sure, that person may move 5km as the engines push them out, but when the battery dies they sure stop fast :p
Archived Post
11-10-2010, 07:44 AM
It's not a capped speed, its just a predetermined standard.
Tomatoe, To-mat-o, Same difference. I think he got the point, thanks though.
Archived Post
11-10-2010, 07:54 AM
Pah, the premade spoiled players! In fed PuGs you will want to run.. not to hunt BoPs or to escape, but to catch your targets to heal :P
If 1 of the 4 to be healed teammembers splits off im not gonna go chase this one leaving the other 3 behind ,if all go chasing then MK 4 efficient engine is more then enough to stay with them ...might take you 2-3 sec longer to catch up but thats it. And about the "premade spoiled players!" ,you dont know me really so you shouldnt talk about me as if you would know me ...im actually pugging 90% of the time on either side.
Archived Post
11-10-2010, 07:59 AM
If 1 of the 4 to be healed teammembers splits off im not gonna go chase this one leaving the other 3 behind ,if all go chasing then MK 4 efficient engine is more then enough to stay with them ...might take you 2-3 sec longer to catch up but thats it. And about the "premade spoiled players!" ,you dont know me really so you shouldnt talk about me as if you would know me ...im actually pugging 90% of the time on either side.
Pew, that was just a joke. A little touchy, aren't we? Well then, my humble apologies, dear Sir.
Archived Post
11-10-2010, 08:29 AM
Evasive maneuvers is not for escape, it is for closing in on that running feddie
The only escape maneuver for Klingons is RAMMING SPEED! Straight into the heart of that crippled galaxy class cruiser that's trying to limp away after reeling from the barrage of torpedo and disruptor volley you gave him!
:D
Archived Post
11-10-2010, 12:27 PM
Evasive maneuvers is not for escape, it is for closing in on that running feddie
The only escape maneuver for Klingons is RAMMING SPEED! Straight into the heart of that crippled galaxy class cruiser that's trying to limp away after reeling from the barrage of torpedo and disruptor volley you gave him!
:D
Bwahahahah! It makes me sad to see just how many people use Ramming Speed to escape in the wrong direction. It's meant to aim at someone, not away from then!
Archived Post
11-10-2010, 02:06 PM
The key to a good escape is getting ready early. Shift power to engines when you still have a little time. Then hit evasive. Evasive modifies your speed, so if its already higher because you've been dumping more power to engines, you'll go much farther. But if you're going slow and hit evasive it won't take you far at all.
And in the same vein, a cruiser sure as heck can catch up with you if you don't shift power to engines early. I love to run down fleeing escorts in my Sovereign. I usually overshoot them.
Archived Post
11-10-2010, 02:09 PM
I found out the best way to escape and get 100% heal is to get hull to 0% make pretty colors and you get new stuff, ready to full impulse back in and start shooting.
Archived Post
11-10-2010, 04:22 PM
I found out the best way to escape and get 100% heal is to get hull to 0% make pretty colors and you get new stuff, ready to full impulse back in and start shooting.I am available to help you "escape" anytime zorena ^^
Archived Post
11-10-2010, 05:25 PM
Your cruiser has a capped speed. This means that if youre using hyperimpulse engines mk xi, and im using hyperimpulse engines mk xi, your speed is going to something like 12, whereas the bird will have a speed of 16.
So considering I have the fastest engines in the game (as far as I know there are no mk xii blues), you better hope you have another method of stopping me before i get away. I do enjoy it when the cruisers chase me though
No doubt, the little ships are faster. Where cruisers tend to make up the difference is in the ability to chain speed boosts. Most times players don't expect much speed out of a cruiser, so there is often a bit of player lag.
I'm not sure, but I think the Galaxy-R actually has the same speed multipliers as raiders and escorts. WIth more engineering consoles and more engineering powers, that seems to give it even better potential speed. Doing without Full Impulse is what trained me on building cruisers for speed. I do get outrun in my Excelsior, but almost never in the Galaxy-R.
Yeah might be true about the survival part though you need to be aligned the way the Escort/BoP is running away or your Cruiser will have a hard time following if he needs to turn around first ...even with evasive maneuvers you will loose 1/2-2sec depending on how much you need to turn around. While the Escort most probably wont be able to evade you this way (because it needs to get out of Combat) the BoP with battlecloak doesnt need more then that to get into cloak.Yeah, catching a fleeing BoP involves some luck. I can usually get back to the furball faster than them, so I'm happy enough just chasing them off.
I always visualize Clint Eastwood rushing out with an M1 rifle and telling them to get off his lawn.
I get accused of speed hacks on my cruisers a lot. I just get a kick out of making something that big move that fast. Most cruiser skippers don't seem to bother with more speed buffs than EM, so i guess it surprises people.
Archived Post
11-10-2010, 06:55 PM
I ran with hypers on my cruiser, science and escorts today. Immense immense difference, especially noticable on the escort. Thanks for the help there.
They weren't even particularly good ones, Mk XI greens I think. Will look into fully upgrading.
Also, for the record, I H8 my science ship. I never want to play it again.
Archived Post
11-10-2010, 08:16 PM
Also, for the record, I H8 my science ship. I never want to play it again.
I love my science ship, I definately want to play mine again <3
Archived Post
11-10-2010, 08:33 PM
Ugh. There are some cool tricks you can pull with the science... but, honestly, the cruiser is a better healer and has so much more utility. I think I'd rather play my SCI VA on a cruiser. :|
I was thinking more about the hyperimpulse as well. I do fiddle a lot with the power settings during fights, kinda a skill you learn leveling up a SCI ship. High auxillary to remove shields/CC, swap to high weapon for combat then.
I find myself in the escort and science vessel going back to the good old EPS console. In the escort to hammer the engines quickly (thanks for the tip of hitting evasive *after* it's nearing 100)... and in the Science for the reasons above. It's too bad they have so few engineering console slots.
If hull armour were it's own slot, or two, it would free up the possible builds substantially.
Archived Post
11-11-2010, 01:20 AM
I ran with hypers on my cruiser, science and escorts today. Immense immense difference, especially noticable on the escort. Thanks for the help there.
They weren't even particularly good ones, Mk XI greens I think. Will look into fully upgrading.
Also, for the record, I H8 my science ship. I never want to play it again.
Try the Recon with it's bugged turn rate. It's ... fun.
Archived Post
11-11-2010, 03:51 AM
Your cruiser has a capped speed. This means that if youre using hyperimpulse engines mk xi, and im using hyperimpulse engines mk xi, your speed is going to something like 12, whereas the bird will have a speed of 16.
So considering I have the fastest engines in the game (as far as I know there are no mk xii blues), you better hope you have another method of stopping me before i get away. I do enjoy it when the cruisers chase me though :)
17 (12.6 on the Cruiser IIRC) with a rare Hyperimpulse MK X [Spd x2] :) (assuming they have the same speedmod as a Escort/Raptor - I dont fly Birds)
Archived Post
11-12-2010, 12:07 PM
Fight after fight a BoP will unstealth and try to alpha strike me on (I play tac/cruiser tac/escort and sci/sci in PvP). Often they fail and evasive maneuver away, speed burst. It seems before I can evenn begin matching their speed, they restealth.
So here is what I do to try and catch "runners":
Evasive Maneuvers, Engine Battery, Full Engine Qbind, Aux to Dampeners (on cruiser only)... yet they still pull away.
I'm leveling up a BoP myself and I've never once managed to 'flee' a fight without getting run down by the Feds. I seem to never get to the point where I can hit full impulse and stealth as a long trail of torpedoes continue to hit me 15 seconds later.
Am I missing an ability here? I must be doing something wrong.
Cloaking under firer is not as easy as FEDs think it is you must save some hull resist for the cloak and a brace for impact trust me you don’t want to take 4-5 torp with no shield in a ship with 29K hull.