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-   -   Klingon Battle Cruiser PVP (http://sto-forum.perfectworld.com/showthread.php?t=244453)

Archived Post 12-12-2011 08:04 AM

Klingon Battle Cruiser PVP
 
So I am a recent convert to klingon, and I am currently leveling an engineer. Absolutely loving it so far. My questions regard battle cruiser pvp. What should be my role in pvp? What type of weapons should I be using?(cannon/dual beam/turret/etc) Mostly so far I have been using a mix of dual cannons and dual beams, but as a "Captain" rank I am just not seeing enough regular pvp to really test it out.(queue takes forever, and I only ever see 1 or 2 feds in Ker'rat) Any and all suggestions are greatly appreciated.


Thnx!
Rygoth

Archived Post 12-12-2011 08:21 AM

Cannons on a cruiser even KDF is hard, go beams and torps.

Archived Post 12-12-2011 08:26 AM

I like the Klink battlecruisers. Their maneuverability is excellent, especially when you add a RCS console. My only gripe is that there isn't an Excelsior equivalent. A LC Tac slot combined with that nice turn radius would make a great attack cruiser.

Archived Post 12-12-2011 11:43 AM

I had a Neghy and later vor'cha with cannons, as a tac. Deadly.

But as an engi klink i started in BoP, was playing with heg'ta for some time, tilI later on decided to spec that char for healing only and marauder cruiser.

Archived Post 12-12-2011 11:50 AM

I tried a Vor refit with cannons... couldn't get the DPS I wanted out of it.

Archived Post 12-12-2011 12:07 PM

If you want to use cannons, (for the procs maybe) use regular cannons not duals. IMO you're far better off using beams though. I typically run 1 quant, 2 DBB & 1 BA front, & 4 BA rear on my Vor'cha. I put 1 Tac team, a BO2 & hy1 in my tac slots. Although, I sometimes run 4 DBB up front just for fun. Using Aux 2 ID makes this ship almost as maneuverable as a Raptor.

Archived Post 12-12-2011 12:53 PM

Quote:

Originally Posted by amidoinitright (Post 3903638)
If you want to use cannons, (for the procs maybe) use regular cannons not duals. IMO you're far better off using beams though. I typically run 1 quant, 2 DBB & 1 BA front, & 4 BA rear on my Vor'cha. I put 1 Tac team, a BO2 & hy1 in my tac slots. Although, I sometimes run 4 DBB up front just for fun. Using Aux 2 ID makes this ship almost as maneuverable as a Raptor.

Yes Aux2ID can help but if you run Aux2SIF they share CDs

Archived Post 12-12-2011 02:24 PM

Quote:

Originally Posted by amidoinitright (Post 3903638)
If you want to use cannons, (for the procs maybe) use regular cannons not duals. IMO you're far better off using beams though. I typically run 1 quant, 2 DBB & 1 BA front, & 4 BA rear on my Vor'cha. I put 1 Tac team, a BO2 & hy1 in my tac slots. Although, I sometimes run 4 DBB up front just for fun. Using Aux 2 ID makes this ship almost as maneuverable as a Raptor.

I've been running 1 DBB and 3 DHCs up front on my Vor'cha-R and doing fine. I'm using 2x Aux to ID to pick up the maneuverability a little. Like others have said it's a little hard keeping the DHCs on-target, but I generally keep them on enough.

The big punch on that boat comes from the DBB, combined with 2 copies of BOv. An engineer can often use their captain abilities to counter the massive power drain from BOv, so they can get a major punch out of it. My preferred tactic is to start up one copy of BOv while I'm cloaked, and just wait until the GCD is nearly up. With a second or two left on GCD, I activate EPS transfer, decloak, fire, activate the second BOv, and fire again.

Dogfighting with an escort can be a problem with that ship, because it's very hard to line up the DHCs -- almost all of my damage will come from BOv then. I keep a copy of EWP on that ship, which seems to be enough to keep escorts off my 6, given how maneuverable that ship is anyway. It's still possible to hit escorts with DHCs a bit, but if they are actively evading you, then single cannons would be better.

My basic role with that ship is DPS, but I'm usually better off tanking through incoming damage rather than running, and I can often spare an ET, HE or TSS to help heal team-mates. My DPS is enough that I can't be ignored, so I can actually tank effectively. And if I am ignored, then I can move very slowly and just keep my DHCs on target.

The main thing is that if you want to load a battlecruiser for offense, especially as an engineer, you should still help on healing a little, and still be prepared to tank.

Archived Post 12-12-2011 03:03 PM

If you actually want to be of help run beam arrays. Try to keep your weapon power as high as possible but focus on healing and supporting your team. You should be able to help keep some pressure on the opposition with decent sustained damage. If the team is getting into a position to where they need more healing then change your pre-set energy levels if need be to help keep them alive. Make sure to include at least one version of Extend Shields.

In my opinion flying around with cannons as an engineer in a KDF cruiser simply not of much benefit. You end up spending to much time worrying about lining up targets when you should be paying attention to health bars and incomming attacks not only on yourself but on more vulnerable allies. If you really want to load up on cannons switch to a different ship.

Archived Post 12-12-2011 04:41 PM

Quote:

Originally Posted by MajorFury (Post 3903994)
If you actually want to be of help run beam arrays. Try to keep your weapon power as high as possible but focus on healing and supporting your team. You should be able to help keep some pressure on the opposition with decent sustained damage. If the team is getting into a position to where they need more healing then change your pre-set energy levels if need be to help keep them alive. Make sure to include at least one version of Extend Shields.

In my opinion flying around with cannons as an engineer in a KDF cruiser simply not of much benefit. You end up spending to much time worrying about lining up targets when you should be paying attention to health bars and incomming attacks not only on yourself but on more vulnerable allies. If you really want to load up on cannons switch to a different ship.

That style of play is better suited to a flight-deck cruiser IMO.

The other thing is that dedicating yourself to healing doesn't always work with PUGs -- especially not on the KDF side.

The big risk PUGing with a healing spec is that you'll end up on a team with no heavy DPSers (and that seems to happen every time I roll out in my Marauder) I usually see at least 1 carrier and one science ship In KDF PUGs, so that 2 our of 5 non-DPSers. Add 1 healing-focussed cruiser, and you're at 3 out of 5. So you've got to hope that none of the other 2 are beam cruisers, science ships, or carriers.

The second issue is that the cloaking ships almost always start too spread out to receive heals. generally a healing boat works best if it stays near any uncloaked ships, but the Raptors and BoPs usually start their attack runs on the opposite side of the fedball.

The third issue is that light ships tend to break contact the second they are threatened. There are a couple of players who tank pretty well in a Raptor or BoP, and they make great targets for heals, but most zip 20km away as soon as they get in trouble, which even if you manage to land the heal before they run is a waste. I'm *much* happier healing on the Fed side than KDF side because of it, the Feds tend towards tankier ships (and lower DPS) so there's usually someone sticking in the fight who needs healing.

I like switching over to a healing beam-bot when I'm on a premade, but it's really miserable to PUG with. But running a DPS cruiser with cannons is a lot of fun, as long as I keep a few heals and share them whenever I can. Lining up shots in a Vor'cha isn't awful.


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