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-   -   Ok PvPers, let's talk tactics and stratagies (http://sto-forum.perfectworld.com/showthread.php?t=263484)

Archived Post 03-28-2012 04:59 PM

Ok PvPers, let's talk tactics and stratagies
 
I had the pleasure of pugging with an experienced player who called out targets and almost brought us back from losing (despite there being two noobs in there - me being one of them). What I'm curious about is what are the best targets and how will you know they are? What is my place on the team as an escort (tac being my main PvP captain for now) and what should I work on?

My strengths: Changing targets on the fly, dealing decent damage (need to work on this but I understand the mechanics), and following directions. I'm not the leader of the team, but I am the the type to be the soldier of the team (if that makes sense).

My weaknesses: Reading my targets buffs/debuffs and working off that. Leading the team. Knowing who to target.

I know that some of this will come with time, but for now I would love to hear some tips on what I can do now to play into my strengths and make myself a viable member of the team. I imagine just listening to the target calls was a good start but I would love to hear how others got their start and over came their weaknesses. Thanks in advance.

Archived Post 03-28-2012 05:10 PM

Quote:

Originally Posted by hasafras
I had the pleasure of pugging with an experienced player who called out targets and almost brought us back from losing (despite there being two noobs in there - me being one of them). What I'm curious about is what are the best targets and how will you know they are? What is my place on the team as an escort (tac being my main PvP captain for now) and what should I work on?

My strengths: Changing targets on the fly, dealing decent damage (need to work on this but I understand the mechanics), and following directions. I'm not the leader of the team, but I am the the type to be the soldier of the team (if that makes sense).

My weaknesses: Reading my targets buffs/debuffs and working off that. Leading the team. Knowing who to target.

I know that some of this will come with time, but for now I would love to hear some tips on what I can do now to play into my strengths and make myself a viable member of the team. I imagine just listening to the target calls was a good start but I would love to hear how others got their start and over came their weaknesses. Thanks in advance.

you are on the right track already by identifying your weakness. in fact the tacscort is most likely to be the shot caller/gameplan guy in the group. this means you have to get good at not only switching targets fast, but knowing what buffs/debuffs they are running, and what the cooldowns are. spend time getting to know the icons, and cooldowns of every power.

then understand what powers combat/interrupt/neutralize other powers.

you are the tacscort. the finisher. your job is to line up your team's powers to get you to land the finishing blow. you do most of your damage in a 2-10 second window, but can extend that window with good timing and teamwork.

not saying there are not other cruisers and sci caps who can be great shot callers or finishers, we know those guys are out there. but lets face it, tacscort guys arent realliy healing or crowd controlling much at all. best to focus on the spike finish in my opinion.

have fun kill bad guys

-horizon

Archived Post 03-28-2012 06:16 PM

Generally in a PUG, as a tactical escort I try not to hammer science vessels and engineering tanks, unless they go down really easy. It's just not worth it tying up all that DPS by hammering the few guys who can blunt your alpha strike. You'll notice soon enough which ones go down easy and which don't. Generally anything that doesn't do what it's supposed to dies, unless it's an experienced player trying something wacky and succeeding. Boarding parties, cruisers with cannons, rainbow-cruisers, skittles; generally there are a lot of indicators that tell you someone isn't up to par and, however unfair it is, will and should become a priority target. Next to those, I mainly target other escorts. 1) Because they're fun to play against. 2) Because they can kill your weaker party members. 3) Because they are, if everything else is equal, squishier than the other classes.

A skills you really need to watch out for is feedback pulse, generally on science guys. It basically feeds back a part of the damage you do and you'll thus damage yourselves while firing at them. It lasts 15 seconds. I'm a bit colourblind so I've no idea whether the 'balls' that get send back are light purple or blue, but in any case, they are either light blue or purple, and you'll get used to recognizing the effect and switching to another target pretty quick.

Same goes for guys using Reverse Shield Polarity. It's a green self-buff that makes someone immune for a while and they'll gain shield HP if you fire at them. So don't fire at them. It only lasts 6 seconds. Generally I find it hard to recognize correctly because other shield heals look very similar (the same?) and once you notice you're healing someone by firing at them they usually have full shields on that side already anyway.

Archived Post 03-28-2012 06:22 PM

Quote:

Originally Posted by fleve
Generally in a PUG, as a tactical escort I try not to hammer science vessels and engineering tanks, unless they go down really easy. It's just not worth it tying up all that DPS by hammering the few guys who can blunt your alpha strike. You'll notice soon enough which ones go down easy and which don't. Generally anything that doesn't do what it's supposed to dies, unless it's an experienced player trying something wacky and succeeding. Boarding parties, cruisers with cannons, rainbow-cruisers, skittles; generally there are a lot of indicators that tell you someone isn't up to par and, however unfair it is, will and should become a priority target. Next to those, I mainly target other escorts. 1) Because they're fun to play against. 2) Because they can kill your weaker party members. 3) Because they are, if everything else is equal, squishier than the other classes.

A skills you really need to watch out for is feedback pulse, generally on science guys. It basically feeds back a part of the damage you do and you'll thus damage yourselves while firing at them. It lasts 15 seconds. I'm a bit colourblind so I've no idea whether the 'balls' that get send back are light purple or blue, but in any case, they are either light blue or purple, and you'll get used to recognizing the effect and switching to another target pretty quick.

Same goes for guys using Reverse Shield Polarity. It's a green self-buff that makes someone immune for a while and they'll gain shield HP if you fire at them. So don't fire at them. It only lasts 6 seconds. Generally I find it hard to recognize correctly because other shield heals look very similar (the same?) and once you notice you're healing someone by firing at them they usually have full shields on that side already anyway.

Feedback pulse is a pale blue in colour. I have seen one BoP pilot alpha strike himself to death no fewer than 3 times when I activated it and RSP simultaneously.

Archived Post 03-28-2012 06:31 PM

Quote:

Originally Posted by fleve
Generally in a PUG, as a tactical escort I try not to hammer science vessels and engineering tanks, unless they go down really easy. It's just not worth it tying up all that DPS by hammering the few guys who can blunt your alpha strike. You'll notice soon enough which ones go down easy and which don't. Generally anything that doesn't do what it's supposed to dies, unless it's an experienced player trying something wacky and succeeding. Boarding parties, cruisers with cannons, rainbow-cruisers, skittles; generally there are a lot of indicators that tell you someone isn't up to par and, however unfair it is, will and should become a priority target. Next to those, I mainly target other escorts. 1) Because they're fun to play against. 2) Because they can kill your weaker party members. 3) Because they are, if everything else is equal, squishier than the other classes.

A skills you really need to watch out for is feedback pulse, generally on science guys. It basically feeds back a part of the damage you do and you'll thus damage yourselves while firing at them. It lasts 15 seconds. I'm a bit colourblind so I've no idea whether the 'balls' that get send back are light purple or blue, but in any case, they are either light blue or purple, and you'll get used to recognizing the effect and switching to another target pretty quick.

Same goes for guys using Reverse Shield Polarity. It's a green self-buff that makes someone immune for a while and they'll gain shield HP if you fire at them. So don't fire at them. It only lasts 6 seconds. Generally I find it hard to recognize correctly because other shield heals look very similar (the same?) and once you notice you're healing someone by firing at them they usually have full shields on that side already anyway.

interesting.

even while pugging i ignore both rsp and feedback pulse.

if you watch closely, you will know when someone wastes their rsp. too many people wait until the last second to fire it. which usually means if i keep up the pressure its a sure fire kill. you really only need to worry about the engie captains that use their rsp to balance off of their miracle worker.

also i cant remember the last time i was hurt by even feeback pulse 3. i just harden my hull and go about business as usual.

Archived Post 03-28-2012 06:45 PM

RPS I've pretty much come to ignore because it's so short and I can't recognize it well enough anyway. I try not to fire if I see it, but it's only 6 secs anyway. Using it myself, I quite love it though. Often enough it gives another round of full shields so I can survive till the next brace for impact/evasive/EPtS becomes available again.

Feedback pulse can be very different depending on the person using it I've found. I've had people use it and do nothing. But against a few guys it's absolutely suicide if I just ignore it and continue my alpha strike. Probably depends on the right build and specs to be effective. I'll give buffing my hull a shot next time I meet an effective feedback pulse, but right now I don't like to target science vessels anyway what with a lot of them using field generators stacked up high. There's just no point in shooting them all the while when you could've killed 2-3 other guys in the same time.

Archived Post 03-28-2012 08:26 PM

This is really good information. I think the next pug I do I will spend some time attempting to read the players. I am still pointing and clicking at my powers, though, and I know this is going to make things more difficult for reading the board and actually watching the action. Once I get a little more experience in the game I will be messing around with keybinds. It makes a lot of sense that the tacscort would be the quarterback. I think once I understand who to target and when I will be able to call shots out.

So, I do have a few more questions (never ending haha). So formation wise, the escort should lead or stay a few clicks back at first to get a feel for the field? I am trying to break the habit of getting narrow sighted and rushing in to attack (my usual, single player game style). Also, what I am reading here seems to insinuate that it is best to leave support crafts alone. Is this accurate or am I misreading this? Actually, writing it sort of clicked it into place. Since they are support their DPS is low, which means they can be ignored while attacking the other players. At least, that is what is making sense in my brain....

Anyways, lots of great stuff here. Hopefully I can stop rubberbanding enough to jump into some more tonight before bed.

Archived Post 03-28-2012 09:11 PM

What the good captain said. Always be looking at what abilities your opponents are running. Don't ever stop doing that as that information is very important in exactly the way that he stated.

Understand that your most powerful strike window will be very small, and that the hold time on some of your abilities may be very short. So beyond seeing where your opponents are now and what they are doing in relation to you, you need to be able to predict where they will be ten to fifteen seconds out or you will not be lining up your best possible shots.

Don't waste your abilities on targets that you cannot harm is pretty much the long and short of these posts. The way to be able to tell the difference is pay attention, learn the buffs and debuffs, understand what all these powers mean and how they interact. Every ship class and captain class is capable of running at least some sort of defense almost constantly. You will learn to see when they slip up and fail, or when they are simply down to their weakest options. It may be a sci ship, it may be an escort. Could be any ship that is the weakest link of the moment.

Have fun shoot lazers pew pew!

Archived Post 03-28-2012 10:33 PM

Quote:

Originally Posted by Thissler
What the good captain said. Always be looking at what abilities your opponents are running. Don't ever stop doing that as that information is very important in exactly the way that he stated.

Understand that your most powerful strike window will be very small, and that the hold time on some of your abilities may be very short. So beyond seeing where your opponents are now and what they are doing in relation to you, you need to be able to predict where they will be ten to fifteen seconds out or you will not be lining up your best possible shots.

Don't waste your abilities on targets that you cannot harm is pretty much the long and short of these posts. The way to be able to tell the difference is pay attention, learn the buffs and debuffs, understand what all these powers mean and how they interact. Every ship class and captain class is capable of running at least some sort of defense almost constantly. You will learn to see when they slip up and fail, or when they are simply down to their weakest options. It may be a sci ship, it may be an escort. Could be any ship that is the weakest link of the moment.

Have fun shoot lazers pew pew!

:)

same to you bro.

Archived Post 03-29-2012 12:56 AM

When in doubt, aim for the little guy or whoever is suffering the most damage to their hull.


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