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-   -   Runabout lockdown (http://sto-forum.perfectworld.com/showthread.php?t=289071)

dassemsto 06-29-2012 02:23 PM

Runabout lockdown
 
So, I took a cruiser to a C&H map today... And in a quiet corner of the map, i was attacked by a Escort-carrier.

My cruiser is set up with 4 turrets and 3 single cannons, running scatter volley, with a TAC captain. It turned out, that the turrets alone could not pop the escort. The lone escort, ofc, could not pop me either.. me being in a cruiser after all. If I could just turn/reverse to get the escort in arc, but nooo...

At all times, he had 6 advanced runabouts out, and they took turns in tractoring me. This lead to me being locked in place, with the escort behind me, and no way of breaking the stalemate. And before you say so, yes, I tried killing the runabouts... but he just kept spamming new ones, and the new ones were popping out with TB off CD, and grabbed me.

Sure, I could have sacrificed one of my two sci slots for PH wich MAY have helped me a little, but sacrificing one heal would have lead to my death. I was a TAC captain after all.

Is this really intended? That one escort can disable another ship from any movement, indefinately.

This is so broken... :(

EDIT: and scatter volley was completley useless. The runabouts held 0.0 distance, so my turrets only fired at one runabout at a time, because of the narrov firing arc at 0 distance.

webdeath 06-29-2012 02:34 PM

It is intended with how the runabouts were designed. Even after the Bandaid. It is why the Heavy Escort Carrier is considered OP in some situations, like the one you described. Add in the new flight Deck recharge Doffs and you might as well hope you can out tank the escort at that point and wait for help to arrive. :(

mavairo 06-29-2012 02:37 PM

This is also exactly why I put warp plasma on my Main Cruisers. It slows the spam down considerably.

Also this is why I try very hard not to run single barrels on anything anymore.

FAW3+Tac Buffs and warp plasma are your friends in that situation.

tgebhardt 06-29-2012 03:06 PM

First, you do have teammates, calling them to help you might work.

Second, you have a cruiser, so a ensign level sci heal should not be missed that much.

Third, you might have the wrong weapons on your ship. Turrets on a cruiser ... are not that useful. Using beam arrays is more helpful, especially if you add a fire at will boff power in the mix. That escort carrier can spawn 3 shuttles every 30 seconds with a good flight deck doff (45 seconds with out a doff), you can clear any and all of his pets every 30 seconds even with just fire at will 1. Do the math.

talzerotwo 06-29-2012 03:19 PM

@op Why not aux to damp instead of ph? has a shorter cooldown time and max you more maneuverable?

in regards to the warp plasma, not sure how well that would work on a sci odd healboat due to bo slots. would perhaps tbr or maybe some other spam clearing ability work? suggestions?

shelev 06-29-2012 03:52 PM

Quote:

Originally Posted by dassemsto (Post 4497921)
At all times, he had 6 advanced runabouts out, and they took turns in tractoring me. This lead to me being locked in place, with the escort behind me, and no way of breaking the stalemate. And before you say so, yes, I tried killing the runabouts... but he just kept spamming new ones, and the new ones were popping out with TB off CD, and grabbed me.

and scatter volley was completley useless. The runabouts held 0.0 distance, so my turrets only fired at one runabout at a time, because of the narrov firing arc at 0 distance.


First up afew things.

An escort carrier can only have FOUR(4) runabouts out a single time, max, period, end of story. Each hangar is limited to 2 launches, and each launch only launches 2 ships. Simple maths lead us to 2+2=4

Next up, crank your engine power, use a battery, and hit evasive. I'd suggest batt+evasive. Then hit CSV as you put distance on the runabouts.

Oh yeah runabouts generally orbit a stationary target at about 1-3k usually right around 2k with abit of variance either direction.

With both of the previous two mentioned things, you can combine this to CSV with all your turrets and either really damage or completely remove the runabouts.

Runabouts will only have chrons + single TB active outside of rare circumstances, simply have afew points of dampeners and high engine power will let you continue to move.

I'd really suggest EWP or a Theta console if you have serious issues with carriers. Use it proactively and run over the carrier with it asap the fighters will follow you through and the carriers redeploys will be stuck in it.

If you are getting fully locked down from a SINGLE hangar of runabouts, you have some serious issues or the runabouts had some amazing luck with chron procs.

mavairo 06-29-2012 03:55 PM

Quote:

Originally Posted by talzerotwo (Post 4499181)
@op Why not aux to damp instead of ph? has a shorter cooldown time and max you more maneuverable?

in regards to the warp plasma, not sure how well that would work on a sci odd healboat due to bo slots. would perhaps tbr or maybe some other spam clearing ability work? suggestions?

TBR2 can do a pretty decent job. (as can GW1. actually imo GW1 is a little better at spam clearing on average for engies, and sci captains)

dassemsto 06-29-2012 04:29 PM

Quote:

Originally Posted by tgebhardt (Post 4498871)
Second, you have a cruiser, so a ensign level sci heal should not be missed that much.

give up TSS and be left with EPtoS as the only shield heal? That wouldn't do.
give up HE? I'd be left useless, bleed to death from plasma and pengs, and get acetoned out of dps against the karfis. I'm a tac captain, so no captain abilities.

Quote:

Originally Posted by shelev (Post 4499651)
First up afew things.

An escort carrier can only have FOUR(4) runabouts out a single time, max, period, end of story. Each hangar is limited to 2 launches, and each launch only launches 2 ships. Simple maths lead us to 2+2=4
(...)

Runabouts will only have chrons + single TB active outside of rare circumstances, simply have afew points of dampeners and high engine power will let you continue to move.

/notendofstory. He had 6 out, i had 15 minutes to count and recount, so i'm very sure about this... and there were noone else around... but they DID launch 2 at a time.

The advanced runabouts (i assume blue variety) have TB2, so it takes quite a bit to break out of it. I was not able to break out with my ship abilities...

Being a tac officer, I admit i use a lot of engi stations for damage purpose... may have to check out a teta console. Or just stay away from cruisers.

matteo716maikai 06-29-2012 07:47 PM

charged partical burst 1 and a heavy hitting photonic shockwave 3 will take care of pets.

dassemsto 06-30-2012 04:43 AM

Quote:

Originally Posted by matteo716maikai (Post 4503741)
charged partical burst 1 and a heavy hitting photonic shockwave 3 will take care of pets.

If I could get the cruiser to do that, I would own PvP! :D


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