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Archived Post
07-28-2011, 04:20 AM
I tried pvp for the first time the other day and was "handed my hat" in a matter of seconds. Could anyone help me with a good setup to at least not be so embarrassed. My toon is a Tac. What type of weapons, consoles any tricks for a Tac officer. Thanks

Archived Post
07-28-2011, 04:57 AM
I tried pvp for the first time the other day and was "handed my hat" in a matter of seconds. Could anyone help me with a good setup to at least not be so embarrassed. My toon is a Tac. What type of weapons, consoles any tricks for a Tac officer. Thanks

I have a lot to learn about PvP and there are others here who can teach you far better than I. but here are a couple of tricks that have worked for me that I learned by reading the forums here.

Just a couple ideas, where I assume you are in an escort and that you are in a PUG, (Pick Up Group), where others do not help you much.

Set your engine power slider so that the green bar is at least at 50%. Do not stop or slow to "slug it out."

There was a challenge match where I used a tier 2 escort and everyone else was in a tier 5 ship one was a KDF carrier. Don't get me wrong I popped a lot but by maxing engine power I also maxed my movement defense bonus and avoided blowing up as often as I should have.

Besides maxing the engine power this is what else I did to not pop too often.

Keep moving. Hyper impulse engines are a big help for an escort. Dive through the out finge of a fur ball, pass them for a bit turn back toward them and repeat. Do not get in duels with single ships. During an attack run pound on something and switch to a new target after you blow by instead of focusing on only one. The idea is to weaken them so the "Kirks" in the PUG can finish up what you started.

Weapon load out: I like three heavy cannons with a quantum on the nose and turrets across the rear.

Consoles: For cannons; Prefire Chamber, Prefire Chamber, Prefire Chamber, Borg Tac Console.

Engineering has a plasma console that will boost weapons power too.

If your movement speed is high you get a get a nice defense bonus from your speed that will make it so you do not need armor consoles as much. This will allow you to run SIF consoles and shield boost consoles so you can regenerate and repair between attack runs.

Archived Post
07-28-2011, 05:41 AM
I tried pvp for the first time the other day and was "handed my hat" in a matter of seconds. Could anyone help me with a good setup to at least not be so embarrassed. My toon is a Tac. What type of weapons, consoles any tricks for a Tac officer. Thanks

LIfe for a newbie in PvP is harsh. PvE doesn't unfortunately really prepare as well for it.
You can do fine with suboptimal builds, and PvE is usually a solo gameplay affair, but PvP is a team-based effort.

One of the most important basic aspects: Bridge Officer and Captain Abilities determine more of your ship's capability than possibly anything else (except turn rate perhaps). You might even do fine with subpar gear, but if you select a suboptimal combination of powers or a few powers that are simply too weak ATM, you will probably suffer most.


Have 2 Emergency Power to Shields. If you have two, you can have one always running. The main benefit is that it gives you a significant damage resistance bonus. This is basically required to withstand focus fire and alpha strikes from ships. I know it's a little boring to always reserve 2 engineering slots for this, but it pays off. Maybe later you can try to go with only one, or otherwise experiment around. But as a basic, pick 2 EPtS. (Details: http://forums.startrekonline.com/showthread.php?t=224469)
Distribute Shields is useful. Tactical Team does the same even better. It's an excellent choice on Escorts that have trouble filling their Ensign Tac slots in the first place. (TT 1 is sufficient).
For an Escort, speed management is very important. You want to be fast, to outrun your enemies and to get a high defense value (causing more misses and thus less damage taken). But you need to slow down to keep your enemies in your limited firing arcs.
Don't mix energy types. It costs too much skill points. Best choices are Phasers, Anti-Protons and Disruptors (pick only one).
You probably want to use Dual Heavy Cannons in your front, and one other weapon type. Either a Dual Beam Bank (for Beam Overload) or a Quantum Torpedo (with High Yield Torpedo). Aft weapons should probably be turrets. Some pick only 2 DHCs, 1 Bank and 1 Torp, and some pick 4 DHCs. Feel free to experiment with either, notice that you might have trouble filling out all your power choices if you have only 1, and that cannon boosting powers help you less the less (Dual Heavy) cannons you use.
Get the Aegis or the Borg set as soon as possible. I am currently recommendingthe Borg set more, as it provides free healing powers (you can't contorl the, but they come often enough that it doesn't matter much.) The Aegis set has the better impulse engine and shield, though. (Deflector makes little difference for you, you don't have that many science powers anyway.)
Watch the buffs displayed on your enemy, and try to figure out when they make a good target and when not. (General Hint: If there is along line of buffs on them, you don't want to bother - unless a friend of you can use subnucleonic beam to remove all of them.)


As an Escort, your role is to deliver spike damage. That means you try as much damage as possible in a short amount of time. If you don't deal much damage in between, that's fine. Your task is to inflict so much damage that the enemies resistances and healing is overcome and he cannot compensate for it.

BigRedJedi has compiled a list of the avaialble powers and their benefit here:
http://forums.startrekonline.com/showthread.php?t=216315
http://forums.startrekonline.com/showthread.php?t=216213
http://forums.startrekonline.com/showthread.php?t=217065
Alendiak just created a thread for some PvP tips as well: http://forums.startrekonline.com/showthread.php?t=225886

I have also a link to an overview of background information to various game mechanics in my sig.

---

In addition, going back to the team based aspect:

PvP in Startrek Online is not about 1v1. It's about teams vs teams, usually teams around 5 members on either side. The better these team members work together, the more likely they will see success.

Since the Queues usually throw people together in random groups, a big challenge is making the team work together.
It is helpful to find friends that you can queue with as a team, so you stay and fight together and learn how to cooperate with each other. It's not strictly a must, but you will see far more success that way. (And if you take a particularly harsh beating, you probably fought such a team, typically members of the same fleet. Their trick is usually not that they have the most twinked out builds - it's that they know how to work together.)

As a PuGger (PuG = PIck-up-Group, random groups), it's hard to do this, but if no one else does it, you should try to organize the team yourself. Call targets (this was made fiendishly difficult with breaking the "$target" command in chat, that was normally replaced by your currently selected target in any text you wrote in (team) chat). Figure out who does what. Who will deliver the spike damage, who plays the healer, who uses crowd control (and, most important part of that often, Subnucleonic Beam).

Archived Post
07-29-2011, 02:15 AM
[LIST]
Have 2 Emergency Power to Shields. If you have two, you can have one always running. The main benefit is that it gives you a significant damage resistance bonus. This is basically required to withstand focus fire and alpha strikes from ships. I know it's a little boring to always reserve 2 engineering slots for this, but it pays off. Maybe later you can try to go with only one, or otherwise experiment around. But as a basic, pick 2 EPtS. (Details: http://forums.startrekonline.com/showthread.php?t=224469)


Du you really think 2 Emergency to shelds is better then 1 and the good old RSP (Reverse save-my-a** Polarity)?

Well that actually WOULD save some skillpoints, too... may be I should give that a try...

Archived Post
07-29-2011, 02:18 AM
doubble-post, sry

Archived Post
07-29-2011, 02:49 AM
Du you really think 2 Emergency to shelds is better then 1 and the good old RSP (Reverse save-my-a** Polarity)?

Well that actually WOULD save some skillpoints, too... may be I should give that a try...

Try it you'll like it. While RSP still has it's uses it still lets some damage bleed through to your hull even when it manages to fully recharge the face that is getting hit. I have been blown up and forced others to blow up despite RSP.

EPtS can go a long way to saving an escorts booty especially when you pop attack patterns like Beta and Omega with it. Cycle your two copies of EPtS and you get near literal constant up time, (the only limit is how fast you can push the button for the other one when the shared cool down ends). Most of the engineering BO configs on escorts will force you to pack EPtS I and EPtS II but it is still viable.

Couple that with Hazards and you can afford to "linger" on an attack run just a little bit longer. If you can massage in Transfer Shield Strength and Polarize Hull you will be that much better off. Though if you are running very high engine power and time Evasive Maneuvers right PH becomes more of an option against all but the best speced Tractor Beam users. I still carry a copy of PH though as, like a shark, movement is life, speed is your friend and getting locked down by a Tractor Beam is doom for an escort.

Archived Post
07-29-2011, 03:46 AM
Try it you'll like it. While RSP still has it's uses it still lets some damage bleed through to your hull even when it manages to fully recharge the face that is getting hit. I have been blown up and forced others to blow up despite RSP.

EPtS can go a long way to saving an escorts booty especially when you pop attack patterns like Beta and Omega with it. Cycle your two copies of EPtS and you get near literal constant up time, (the only limit is how fast you can push the button for the other one when the shared cool down ends). Most of the engineering BO configs on escorts will force you to pack EPtS I and EPtS II but it is still viable.

Couple that with Hazards and you can afford to "linger" on an attack run just a little bit longer. If you can massage in Transfer Shield Strength and Polarize Hull you will be that much better off. Though if you are running very high engine power and time Evasive Maneuvers right PH becomes more of an option against all but the best speced Tractor Beam users. I still carry a copy of PH though as, like a shark, movement is life, speed is your friend and getting locked down by a Tractor Beam is doom for an escort.

For a while I used Polarize Hull instead of Hazard emitres, Hoping that preventing damage would work better then healing.... that one COULD be coupled with hazards.... the problem is that I wouldnt have any sci abilitys left (on my Defaint) and I happen to like my Tractor beam repulsor.

But... well that could, of course, work for the BoP too... he has both anyway...

But how about the shields? If we CAN keep up ets almost permanently... wouldnt that make regenerative shields more udefull? Especially the ones from the borg-set... that tractor beam COULD become very usefull in PVP on a cloaked ship...

Archived Post
07-29-2011, 04:20 AM
May the better PvP gurus correct me if I am wrong. Seriously I do not want to give bad advice.

As far as I know this rule of thumb has not changed in a very long time, covarient is the shield to go with especially on an escort. Regenerative is good on a science ship but regenerative shields have a hard time surviving the alpha strike of a decloaking ship so even science pilots tend to favor covarient as well.

With the speed of an escort and the power buff EPtS gives to the shields subsystems power you should be able to get away from trouble and maintain enough distance for your shields to recharge if your bash and dash, (hit and run), leaves you ugly.

The idea of an escort is to A: maximize forward fire power, B: maximize time on target(s), C: Get the heck out of Dodge when your shields get low and your hull starts to stop looking pretty, (seriously when you get down to about 80% hull remaining you should start to think about running away at 50% you tarried too long). Let the science ships and cruisers deal with pushing space spam, (mines, torps, fighters or whatever what-have-you), out of the way, plan your run accordingly.

If you want to be able to deal with spam pack a copy of Cannon Rapid Fire or if you are in a beamer-scort Fire At Will. Heck even put that copy of CRF/FAW on another BO that you can swap out to then if you find yourself wanting for that ability you can run out of combat wait till your ship drops to condition green and make the swap then dash back in for some critter mayhem.

That is the advantage of speed in the battle space. You can decide when to fight or not fight as long as you are the fastest. In that vein of advice get used to the notion of changing your engine power setting in combat.

Archived Post
07-29-2011, 07:17 AM
A lot of peeps these days are running either the Aegis or Borg sets, so standard covariants aren't as popular as they once were. I run the Aegis shields on my defiant, not because they are the best, just because of the set bonus'. I'd be happier if they had the stats of the Cov capx3 though :D

Archived Post
07-29-2011, 07:47 AM
Du you really think 2 Emergency to shelds is better then 1 and the good old RSP (Reverse save-my-a** Polarity)?

Well that actually WOULD save some skillpoints, too... may be I should give that a try...

RSP has a very long cooldown. Half the time you will be effectively entirely unprotected from damage if you don't have other sources for significant resistance. RSP might work, though, if you know when you just have to run because the next heal is too far off - and you will have to run more often, as every time you don't have neither EPtS or RSP available, even more or less "casual" damage from single players or area effects can become a threat - and a sudden damage spike can easily take you down then. I would expect an enemy team looking for such defense gaps - and just because you yourself can survive if you run doesn't mean your team can with one man less. But as I said - always be wiling to experiment. Maybe you'll find RSP work better for you, I could be wrong, or just not as good at using it then others, or you might have additional options at your disposal I didn't consider or at least mention.

I use RSP occasionally on my Healing Cruiser. It tends to make the ship last very long, coupled with Engineering Heals and all that, and gives me time to use most of my heals on my allies.

Archived Post
07-31-2011, 01:17 AM
Unfortunately there is no better way of getting good at PvP than to do some On The Job Training with a good group of players or join up with one of STO's Federation PvP fleets, namely TSI, SOB, 7th CORE and 528th. There's many more, but these are just the four teams to beat and can teach you a lot. Vent/TS is typically required by all plus a willingness to learn and change/tweak your build to be successful.

Another complication with trying to learn by guides on the forum is that the game is constantly changing and the combat mechanics aren't the same from one Season to the next. Anywho, I started out PUG'ing in the ques at launch and eventually befriended the people I kept playing well with, joined a decent casual fleet for advancement and eventually found my current fleet that helped me step up my game with like minded individuals who have a great sense of teamwork.

Playing PVP alone is hit or miss, often you wont enjoy it. Jump on a team with a good group and learn everything you can from them.

Archived Post
07-31-2011, 02:31 AM
I tried pvp for the first time the other day and was "handed my hat" in a matter of seconds. Could anyone help me with a good setup to at least not be so embarrassed. My toon is a Tac. What type of weapons, consoles any tricks for a Tac officer. Thanks

Trust me it happen don’t give up and don’t scream OP. When I first started pvping man was it a bad couple weeks. OK first or sign up for Organized chat channel great pvper and they will help with any question you may have. We need to know what you fly what your style is so go ahead and write out you current ship type and boff layout as well as what weapons and console your using. Also big one a lot of people forget is distribute your shields when under attack bind it to something or like I do place it on the first slot of your ability bar and use the num pad 1 to repeatedly distribute your shield while under attack this will make a dig diff. So get that layout post and ill be back and hit me up in game @Akfourtyseven and ill have no problem fly with you.

Archived Post
08-01-2011, 02:07 AM
May the better PvP gurus correct me if I am wrong. Seriously I do not want to give bad advice.

As far as I know this rule of thumb has not changed in a very long time, covarient is the shield to go with especially on an escort. Regenerative is good on a science ship but regenerative shields have a hard time surviving the alpha strike of a decloaking ship so even science pilots tend to favor covarient as well.

With the speed of an escort and the power buff EPtS gives to the shields subsystems power you should be able to get away from trouble and maintain enough distance for your shields to recharge if your bash and dash, (hit and run), leaves you ugly.

The idea of an escort is to A: maximize forward fire power, B: maximize time on target(s), C: Get the heck out of Dodge when your shields get low and your hull starts to stop looking pretty, (seriously when you get down to about 80% hull remaining you should start to think about running away at 50% you tarried too long). Let the science ships and cruisers deal with pushing space spam, (mines, torps, fighters or whatever what-have-you), out of the way, plan your run accordingly.

If you want to be able to deal with spam pack a copy of Cannon Rapid Fire or if you are in a beamer-scort Fire At Will. Heck even put that copy of CRF/FAW on another BO that you can swap out to then if you find yourself wanting for that ability you can run out of combat wait till your ship drops to condition green and make the swap then dash back in for some critter mayhem.

That is the advantage of speed in the battle space. You can decide when to fight or not fight as long as you are the fastest. In that vein of advice get used to the notion of changing your engine power setting in combat.

Well I did some testing this weekend...
I admit I didnt "really" go into pvp, just a few 1vs1, but I did a lot of elite pve-missions.
First I tried the 2 Emergency power to shields.... the results were kind of all right... the basicly I survived much longer and did take much less damage...
Then I changed my Aegis-shields for the Borg-shields (already used the rest of the set) and at least in PVE the results were simply amazing: I just do not take damage anymore... at all. Did all the Breen and neutral zone dailys on elite (especially the Trealus-satalite repair, wich I consider the hardest singel-player pve mission ingame) and it worked really good.

Most likley pvp-alpha-strikes would kill me with that build, yes. But I'm using the Defaint-R, so honestly, to survive those alpha strikes already gives me a hard time...
I also made a few smaller matches against cruisers.... in one of them i fought 1vs1 over 30 minutes without break and without any of us EVER killing the other one (well my damage could be better I guess, but the guy I fought with is a prety good tank... and he was more often close to 0% then I was).

Pitifully the same build doesnt work on the BOP, although, there I dont have the Borg-shield yet.

Archived Post
08-01-2011, 03:18 AM
Well I did some testing this weekend...
I admit I didnt "really" go into pvp, just a few 1vs1, but I did a lot of elite pve-missions.
First I tried the 2 Emergency power to shields.... the results were kind of all right... the basicly I survived much longer and did take much less damage...
Then I changed my Aegis-shields for the Borg-shields (already used the rest of the set) and at least in PVE the results were simply amazing: I just do not take damage anymore... at all. Did all the Breen and neutral zone dailys on elite (especially the Trealus-satalite repair, wich I consider the hardest singel-player pve mission ingame) and it worked really good.

Most likley pvp-alpha-strikes would kill me with that build, yes. But I'm using the Defaint-R, so honestly, to survive those alpha strikes already gives me a hard time...
I also made a few smaller matches against cruisers.... in one of them i fought 1vs1 over 30 minutes without break and without any of us EVER killing the other one (well my damage could be better I guess, but the guy I fought with is a prety good tank... and he was more often close to 0% then I was).

Pitifully the same build doesnt work on the BOP, although, there I dont have the Borg-shield yet.

Escorts, raptors and BoPs are so squishy that in PvP they tend to target themselves first. I would not be surprised that they can tear though your defenses, they tear through mine too. Keep your sped up and that should help reduce some of the damage.

In arena play a quick dash out to repair you hull and recharge your shields or wait a cool down out a bit more is not, in my opinion, a bad thing as it denys them a kill and gives the shield and hull tanks a chance to wear the opposition down a bit. Plus the perspective can allow you to to target the same ships that most of the rest of your team is shooting. Focus fire wins matches

Do try to stay in the mosh pit though as even if you are not slinging much DPS you can still harass, distract, and wear down the opposition while you give the little support you can to your team.

To be honest I got the dual EPtS trick from reading posts by PvP players like BigRedJedi, MustrumRidcully, MelineAdele, Killawpillath and more. So your any appreciation is best directed toward them. Hanging in the PvP forums with an open mind really shortens up the learning curve in PvP and gives you an idea of why they say PvE is so easy.

I know it is not my place to put words in the mouths of others but I would like to make a couple of observations about the PvP community in general. I personally feel that we as PvEers and PvP dabblers are lucky to have a community that is spearheaded by an elite corps of players who actually give hard earned advice and care about the game we share.

It's not that they have anything against PvEers, I am one and they tolerate me fine. Heck many are not elitist. It's that they are passionate about their style of play and relish a challenge, which is why they PvP and why they give advice to the rest of the players when asked right. Better stronger n00bs make for better, closer matches with more challenge.

That out of the way...

Glad to hear you had fun and I hope to see you in the battle space.

Archived Post
08-02-2011, 05:44 AM
Escorts, raptors and BoPs are so squishy that in PvP they tend to target themselves first. I would not be surprised that they can tear though your defenses, they tear through mine too. Keep your sped up and that should help reduce some of the damage.

In arena play a quick dash out to repair you hull and recharge your shields or wait a cool down out a bit more is not, in my opinion, a bad thing as it denys them a kill and gives the shield and hull tanks a chance to wear the opposition down a bit. Plus the perspective can allow you to to target the same ships that most of the rest of your team is shooting. Focus fire wins matches

Do try to stay in the mosh pit though as even if you are not slinging much DPS you can still harass, distract, and wear down the opposition while you give the little support you can to your team.

To be honest I got the dual EPtS trick from reading posts by PvP players like BigRedJedi, MustrumRidcully, MelineAdele, Killawpillath and more. So your any appreciation is best directed toward them. Hanging in the PvP forums with an open mind really shortens up the learning curve in PvP and gives you an idea of why they say PvE is so easy.

I know it is not my place to put words in the mouths of others but I would like to make a couple of observations about the PvP community in general. I personally feel that we as PvEers and PvP dabblers are lucky to have a community that is spearheaded by an elite corps of players who actually give hard earned advice and care about the game we share.

It's not that they have anything against PvEers, I am one and they tolerate me fine. Heck many are not elitist. It's that they are passionate about their style of play and relish a challenge, which is why they PvP and why they give advice to the rest of the players when asked right. Better stronger n00bs make for better, closer matches with more challenge.

That out of the way...

Glad to hear you had fun and I hope to see you in the battle space.

Yeah there, for sure a weaknesses in this build... But usually as a Defaint I tend to stay cloaked when the battle begins for a few seconds so the others have already picked their targerts (hopefully cruisers) when I attack.... Also I have deuterium surples and attack pattern omega to buff my base defense.... and a tractor beam repulsor to keep my targerts infront of me without having to lower speed, all of that worked prety well before that dobble epts-build.
Also as I said, I managed to keep up shields for almost half an hour against a cruiser without any break... sure that is not an escort and especuially not multible escorts.
Well I'll see how it works out in a "real" pvp mach as soon as I do those again (there are some issues regarding pvp in my fleet right now and I hate going into pvp matches alone... and on KDF side... where I'd prefer to make pvp I dont really have a Fleet that does any pvp...^^)
Well speaking of the KDF, any additional advice how to make a BoP (especially the Hegh'ta) a little more long-living?

Archived Post
08-02-2011, 06:23 AM
TBR? On a Defiant? That sounds wrong to me. I mean sure you CAN spec it, but considering you only have 2 sci slots.....I'd be running something else...personally. It is a great skill, I love using it on my sci's, but I'd never dream of it on an escort with only 2 slots.

There is also a "problem" associated with TBR in that in many cases it can move your enemy from an unfavourable firing position to great one. I cannot count the times I have been TBR'd while at 90 degrees to my foe, only to end up facing them dead on.

Regarding other escorts. All I can say, is wait. I am finding myself becoming more and more patient as time goes by. If you are in a 5v5 and you only see 4 enemies. Rest assured, there is a cloaked ship out there, and YOU will become prime target when you decloak. Wait for them instead, or be prepared for their inevitable attack.

I have had a few very fun hide and seek matches against defiant pilots recently, when there are 2 of you, and 2 cruisers going at it for example. You both know the other is out there, but you don't want to tip your hand, yet you need to help your team-mate. Oh it's a fun game :D

Archived Post
08-02-2011, 07:08 AM
TBR? On a Defiant? That sounds wrong to me. I mean sure you CAN spec it, but considering you only have 2 sci slots.....I'd be running something else...personally. It is a great skill, I love using it on my sci's, but I'd never dream of it on an escort with only 2 slots.

There is also a "problem" associated with TBR in that in many cases it can move your enemy from an unfavourable firing position to great one. I cannot count the times I have been TBR'd while at 90 degrees to my foe, only to end up facing them dead on.

Regarding other escorts. All I can say, is wait. I am finding myself becoming more and more patient as time goes by. If you are in a 5v5 and you only see 4 enemies. Rest assured, there is a cloaked ship out there, and YOU will become prime target when you decloak. Wait for them instead, or be prepared for their inevitable attack.

I have had a few very fun hide and seek matches against defiant pilots recently, when there are 2 of you, and 2 cruisers going at it for example. You both know the other is out there, but you don't want to tip your hand, yet you need to help your team-mate. Oh it's a fun game :D

Since we in LF was kinda notorious for using TBR on our Defiants (and I was kinda the reason for that), I think I can safely say that, if used right, TBR is amazing on a Defiant.. Yes, you burn a Sci Lt slot on it, and yes, its nessecary to use evasive if you use it in an attack.. But, it *is* a very effective tool for breaking up a Fedball, or pushing that enemy escort out of extend or healingrange :)

Archived Post
08-02-2011, 07:28 AM
Yes I have encountered and played alongside LF many times, especially in CnH. To be frank though, it is generally a minor, at best annoyance.

I can recall one event, although I cannot recall whom, when I was paired with a member of LF in a CnH and the pair of us were running TBR and taking turns to bash enemys around. It was highly amusing to having them evasive and tbr the guy, only for me to follow up with the same immediately. I think on at least one occasion, they TBRd someone across the field one way, for me to come and do the same in the opposite direction. It was indeed, mighty amusing, especially since we didn't even arrange it, it just worked out that way and a synergy developed.

HOWEVER. I believe we were both flying Intrepids in that instances. I do honestly believe it is a GREAT skill, just on a science ship running max aux.

Honestly, I don't really associate you guys with the use of TBR. I might see it more often with you all, but rarely on more than 1 ship.
TBR is the least of my concerns when I see LF on the field :D Survival tends to trump it.

Archived Post
08-02-2011, 08:23 AM
Yeah there, for sure a weaknesses in this build... But usually as a Defaint I tend to stay cloaked when the battle begins for a few seconds so the others have already picked their targerts (hopefully cruisers) when I attack.... Also I have deuterium surples and attack pattern omega to buff my base defense.... and a tractor beam repulsor to keep my targerts infront of me without having to lower speed, all of that worked prety well before that dobble epts-build.
Also as I said, I managed to keep up shields for almost half an hour against a cruiser without any break... sure that is not an escort and especuially not multible escorts.
Well I'll see how it works out in a "real" pvp mach as soon as I do those again (there are some issues regarding pvp in my fleet right now and I hate going into pvp matches alone... and on KDF side... where I'd prefer to make pvp I dont really have a Fleet that does any pvp...^^)
Well speaking of the KDF, any additional advice how to make a BoP (especially the Hegh'ta) a little more long-living?

I say play to your captain's strength but still pack the repairs and regens you can share. That would be things like Hazard Emitters, (I pack two now), Tac Team, Sci Team, and Transfer Shield Strength. This way you can goofy foot from extending your time in the furball to tossing about a little luv to your teamies.

Still carry two EPtS though. I found that I could often get by in EPtS for a good bit if a teamie needed my copies of TSS, ST even TT or HE.

My first BoP to show any signs of success is a sci capt, (now MG5 so yes this is a Heg'tah), I tried a tac in the commander slot but that was not working too well, I swapped the tac to a Lt slot where her CRF1 would still help to wear down defenses. Then I moved a sci to the commander slot so I now have a copy of Hazard Emitters III, Tachyon Beam III (on my LtC Slot), and Photonic Shockwave III. This has proved to be hella fun in combat. Wish I had room for that copy of Tykens Rift III I can train but this is not Sto'Vo'Kor I'm flying in.

If I was a tac in a bop you know that commander slot would go to a tac BO, goes without saying the same is true of an engineer toon, (engie BO in the commander slot). This makes it easier to use the skills I can train in and allow me to play to the strength of my toon's career.

Archived Post
08-02-2011, 10:00 AM
TBR? On a Defiant? That sounds wrong to me. I mean sure you CAN spec it, but considering you only have 2 sci slots.....I'd be running something else...personally. It is a great skill, I love using it on my sci's, but I'd never dream of it on an escort with only 2 slots.

There is also a "problem" associated with TBR in that in many cases it can move your enemy from an unfavourable firing position to great one. I cannot count the times I have been TBR'd while at 90 degrees to my foe, only to end up facing them dead on.

Regarding other escorts. All I can say, is wait. I am finding myself becoming more and more patient as time goes by. If you are in a 5v5 and you only see 4 enemies. Rest assured, there is a cloaked ship out there, and YOU will become prime target when you decloak. Wait for them instead, or be prepared for their inevitable attack.

I have had a few very fun hide and seek matches against defiant pilots recently, when there are 2 of you, and 2 cruisers going at it for example. You both know the other is out there, but you don't want to tip your hand, yet you need to help your team-mate. Oh it's a fun game :D

Well alot of people react that way, but it works prety well.
As an escort I ALWAYS have the problem that I pass ships with full buffs... that means I eighter have to slow down to keep the enemy infront and loose defense or make another run but loosing the buffs. With TBR I just can keep flying and fireing.
Of course there are problems; to keep them actually INFRONT of you needs good timing (wich needs a little practise), also using it on other escorts gives them the exact same advantage you gain.
But I thing its worth the risk. Also its prety usefull against spam like mines (especially tractor beam mines), Fighters, Tricobalt and Plasma Torpedos or exploding ships that are to close.

I say play to your captain's strength but still pack the repairs and regens you can share. That would be things like Hazard Emitters, (I pack two now), Tac Team, Sci Team, and Transfer Shield Strength. This way you can goofy foot from extending your time in the furball to tossing about a little luv to your teamies.

Still carry two EPtS though. I found that I could often get by in EPtS for a good bit if a teamie needed my copies of TSS, ST even TT or HE.

Well did that before in my old build, but it costs a lot of skillpoints to use all that heals. I use Hazard emiters and Polarize Hull (since both use the same Skills) and keep up eighter Resistence or healing all the time. I happen to find Tranfer Shield strenth not that great and Sci Team simply to expensive in Skillpoints (yes I know both use the same skills).
Althogh I admit it was better to be able to heal other too, may be I switch polarize for another emitter... But I wouldnt have anything left against tractor beams....



My first BoP to show any signs of success is a sci capt, (now MG5 so yes this is a Heg'tah), I tried a tac in the commander slot but that was not working too well, I swapped the tac to a Lt slot where her CRF1 would still help to wear down defenses. Then I moved a sci to the commander slot so I now have a copy of Hazard Emitters III, Tachyon Beam III (on my LtC Slot), and Photonic Shockwave III. This has proved to be hella fun in combat. Wish I had room for that copy of Tykens Rift III I can train but this is not Sto'Vo'Kor I'm flying in.

If I was a tac in a bop you know that commander slot would go to a tac BO, goes without saying the same is true of an engineer toon, (engie BO in the commander slot). This makes it easier to use the skills I can train in and allow me to play to the strength of my toon's career.


Well my KDF is a tac... I use a (fix) Tac officer in the COmmander slot and 1 Eng and 2 Sci in the other ones... I use to change wich one of those 3 is in the LC slot ( when changing BETWEEN equiped BOs I just have to reassign 1 ability in my hotbar).
The Scis have, as I said, Hazard emitters, Polarize Hull, Jam sensors (still usefull if I have to much attention from an enemy I DONT want to fight right now...) and, like in my escort, Tractor beam repulsor. The LC abilitys I switch here are Scrambe sensors and Viral Matrix (since both use the same skill, broken or not VM is still more usefull if you just fight ONE enemy)
The ENG uses, now, 2 EPtS and Direct Energy Modulation as LC ability... althogh I didnt use it that much yet (had a boarding party for fun before)
Well I COULD Spare the Jam sensors (I'm just so much used to that ability from the time it was actually good^^), but the other ones I like somehow...

Archived Post
08-02-2011, 10:15 AM
I have made a few sacrifices to get proficient at the sci ship heals, and would like to be better on the ground again. From what I have heard though there will be a raise in the level cap possibly before the year is out so with luck and patience I will have my cake and eat it too.

Archived Post
08-03-2011, 04:13 PM
TBR? On a Defiant? That sounds wrong to me. I mean sure you CAN spec it, but considering you only have 2 sci slots.....I'd be running something else...personally. It is a great skill, I love using it on my sci's, but I'd never dream of it on an escort with only 2 slots.

There is also a "problem" associated with TBR in that in many cases it can move your enemy from an unfavourable firing position to great one. I cannot count the times I have been TBR'd while at 90 degrees to my foe, only to end up facing them dead on.

Regarding other escorts. All I can say, is wait. I am finding myself becoming more and more patient as time goes by. If you are in a 5v5 and you only see 4 enemies. Rest assured, there is a cloaked ship out there, and YOU will become prime target when you decloak. Wait for them instead, or be prepared for their inevitable attack.

I have had a few very fun hide and seek matches against defiant pilots recently, when there are 2 of you, and 2 cruisers going at it for example. You both know the other is out there, but you don't want to tip your hand, yet you need to help your team-mate. Oh it's a fun game :D

So speaking of TBR on an escort...

I put TBR on my Defiant at one point. I was going for a 'no heal' evasion type of thing.

I used 4 DHC, CRF3, and 2 Omegas in TAC. Also 3 arrays and some target beam powers (all cannons needed something else for TAC powers lol) and I think a TAC Team

In the engie slots I put in EptE1 and Aux2Damp 1. And in the Sci slots I put TBR and (yes I know) Jam Sensors

It was what I would call 'razorish' in combat (as in always on the edge lol). Used Deuterium and Engine bats too of course. Lot of running going on :)

It was pretty fun and different and I didn't die as much as I thought i would lol. And it was funny to see my healing numbers at the end of the match (big ole goose egg).

As for the TBR, it works great but I did have some trouble using it against escorts. A few times I pushed them away and they were pointing at me already so we were both in each others cannon arcs lol. Usually worked out because I had Tac buffs and TBR (and Jam Sensors too) but it got hairy especially because I had to let natural hull healing repair damage :)

Archived Post
08-04-2011, 03:12 AM
I use EPtoS1 and RSP1 on many of my escorts for PUG pvping.

With one copy, I only get a 15 second gap in the protection, and with 2 copies of TT1 I can usually live through that gap. My RSP is my "panic button" that I use when all my other heals, AND my run-away-skills are on CD, and I need to buy a few seconds to get them back, or get out of arc. I find that the cooldown is sufficiently short for it to serve this function. Also, popping RSP has the same function as running to 15km and turning around; those firing at you will very often switch target ;)

Archived Post
08-04-2011, 03:19 AM
I use EPtoS1 and RSP1 on many of my escorts for PUG pvping.

With one copy, I only get a 15 second gap in the protection, and with 2 copies of TT1 I can usually live through that gap. My RSP is my "panic button" that I use when all my other heals, AND my run-away-skills are on CD, and I need to buy a few seconds to get them back, or get out of arc. I find that the cooldown is sufficiently short for it to serve this function. Also, popping RSP has the same function as running to 15km and turning around; those firing at you will very often switch target ;)

Sounds interesting. I will have to try this on the raptor build I am gonna do soon. Thank you Dassem.

Archived Post
08-04-2011, 03:55 AM
So speaking of TBR on an escort....

I wouldn't advice it... For good damage, you'll want the target to be no further than 2.5km away from you.

Archived Post
08-04-2011, 05:41 AM
Also, popping RSP has the same function as running to 15km and turning around; those firing at you will very often switch target ;)

I just count to 6 :) , I don't use autofire...

Edit:

Saying that many, many people just continue to shoot. You still get bleedthrough afterall. I've even had a 15-20k hit on hull through RSP from a BO strike. Boom, dead.

Usually though, I just load up my buffs, and wait for that green halo to vanish. Then boom! Pow right in the kisser!

Archived Post
08-04-2011, 05:59 AM
As for the TBR, it works great but I did have some trouble using it against escorts. A few times I pushed them away and they were pointing at me already so we were both in each others cannon arcs lol. Usually worked out because I had Tac buffs and TBR (and Jam Sensors too) but it got hairy especially because I had to let natural hull healing repair damage :)

Just like I said: using it against escorts is a weak point in that build, since it gives the other escort the same advatage you gain.
If ever, I just use it on escorts if they are already damaged (and I'm not) and I still have running damage buffs... or if they are obviously focussed on someone else.

I use EPtoS1 and RSP1 on many of my escorts for PUG pvping.

With one copy, I only get a 15 second gap in the protection, and with 2 copies of TT1 I can usually live through that gap. My RSP is my "panic button" that I use when all my other heals, AND my run-away-skills are on CD, and I need to buy a few seconds to get them back, or get out of arc. I find that the cooldown is sufficiently short for it to serve this function. Also, popping RSP has the same function as running to 15km and turning around; those firing at you will very often switch target ;)

Thats basicly the way I used it before I read the advices here... believe me (and the others, or at least TRY it) 2 EPtS work better.

I just count to 6 :) , I don't use autofire...

Edit:

Saying that many, many people just continue to shoot. You still get bleedthrough afterall. I've even had a 15-20k hit on hull through RSP from a BO strike. Boom, dead.

Usually though, I just load up my buffs, and wait for that green halo to vanish. Then boom! Pow right in the kisser!

Well not using autofire IMO doenst help here much, the weapons have long firesequences and the if the RSP pops up just weh you just STARTET to fire you'll fill his shields anyway.
I usually either keep fireing and hope for the bleedthrough (thats why I have Direct Energy Modulation on my BoP as an alternative) or simply chose - if there - a more attractive targert until its gone...

Archived Post
08-04-2011, 07:42 AM
I just count to 6 :) , I don't use autofire...

6 second of life, and another 6 seconds for you to wear down my freshly charged shields (that were refuled by all the pets and photonics) and these 12 seconds usually gets me some kind of fun ability off cooldown! :)

Archived Post
08-04-2011, 09:37 AM
Well not using autofire IMO doenst help here much, the weapons have long firesequences and the if the RSP pops up just weh you just STARTET to fire you'll fill his shields anyway.
I usually either keep fireing and hope for the bleedthrough (thats why I have Direct Energy Modulation on my BoP as an alternative) or simply chose - if there - a more attractive targert until its gone...

Sometimes it so happens that you fire just as they hit RPS, sometimes you don't. At worst I'm only adding 1 volleys worth of shields. If I kept firing I'd probably add another. Sometimes wait can make all the difference. They want your energy, deny them it. RSP is often a desperation power.
If they are low on hull, I will likely just keep firing, but I tend to play it as it comes.


6 second of life, and another 6 seconds for you to wear down my freshly charged shields (that were refuled by all the pets and photonics) and these 12 seconds usually gets me some kind of fun ability off cooldown! :)

At least I'm not wasting my shots and/or buffs on healing their shields if I pause. In situations where there are few other sources of weapons fire, it can be prudent to hold off. Anecdotally (which is often all we have) I was in said situation with a Nebula the other night. My one team-mate kept firing, I didn't, when his halo went down, he got CRF3'd in the shield and BO3'd in the hull, and *poof*. I'm not going to say I always hold off, my edit specifies such, but sometimes, it is the better choice. Again, RSP is often a sign they are getting desperate.

I say that as someone who has RSP on some ships. But I tend to use it as a first counter rather than a last ditch one. Nice for absorbing those nasty first 5s of an alpha and gives time to switch over to shield power setting.

Archived Post
08-04-2011, 05:40 PM
I wouldn't advice it... For good damage, you'll want the target to be no further than 2.5km away from you.

If a timed well and used w/evasive you can get that close between pulses, but generally you're right which is why I'll use 2 copies at times on my BoP if I'm fitted for beams.

But to the OP, Tactical Team (I'd suggest 2 to start as others have mentioned) w/high defense + w/e shield heals (many heals are Aux dependent, so fire off an Aux battery or swap to a high aux preset before you use) can be a life saver and keep you alive long enough to see what suits your playstyle. Try and have APO and/or PH alternating so you don't get pinned down and keep your speed up (learning to keep your speed up while under fire and still applying damage is something good to learn as an Escort pilot). Aegis would work well for this. FYI, turning will slow you down and might drop your defense. I will usually put as at least much into Engines as I need to reach my max defense, max weapons and spill over into shields. If you're focus fired (and not blown up) max power to shields + engine battery or evasive.

If you're fighting heavy penging team use H.E.s or just find another match.