How do vets heal so much? space not ground
I just dipped my toe into pvp and was killed a lot whereas vets just seemed to take damage and barely have their shields hit yellow. I've gone from levelling and pve so have a balanced skill set not space combat all the way, and have decent consoles mk11 rare+, and decent weapons mk12 borg. I realise a science ship is not the best platform, I like the holding abilities.
My shields are at about 15000( Maco with consoles) and I was running 2 parts of the borg set.
In the second game some guys just sat there and it became 3 vs 5, including noob me - total whitewash.
First off sci ships are great in pvp I fly sci/sci or sciscort so trust me when I say that. Okay first you need a tact team and a secondary heal to go with it so you have some shields for tact team to work with only use TT1 next it's cheesy but will keep you alive is reverse shield polarity if times right an used right its almost like god mode. Also the brace for impact doff has some crazy shield heal bonuses. Um EPtS is good if used with the warp core doff will boost all power lvls so in turn increases its own heal and HoT. Umm lets see HE for hull about all you will need if your a shield tank unless you have room for an eng team. Other then that its all I got for ya. P.S. FBP3 is your best damage dealing ablity in a sci ship so use it right when a BoP uses an alpha strike and watch him pop himself.
They're using their spacebar.
Hi, and welcome to PvP! Hope you stick around.
Well, to begin with, it would be nice if you could post your current setup and ship. We tend to take more of a troubleshooting role here unless you want a cookie-cutter build. Science ships are perfectly fine in PvP, but they are admittedly slightly less easy to use than escorts.
Also, no offence to you, but PvE and leveling are much, much lest challenging than PvP usually is. Hence, it is quite likely that your build needs some work.
The second poster does have a pretty good list of healing abilities, which I will repeat here:
Tactical Team (essential)
Emergency Power to Shields (essential)
Reverse Shield Polarity (emergency ability, generally considered as a beginner ability)
Auxiliary Power to SIF (good if you have room, give small hull heal and resistance)
Hazard Emitters (Essential to me for giving a heal over time, along with clearing warp plasma, theta radiation and hargh'peng radiation)
Shield Distribution Officers + Brace for Impact (pretty big heal, nice to have)
Feedback Pulse 3 is decent, but only good if you are constantly alert for being alpha striked. It is a very situational ability. Since you like holds, a better choice may be Grav. Well 3.
As for consoles and weapons, the type of weapon matters much more than the mark/level at which they are. Therefore, it would be better for you to tell us what you already have, then we can work from there.
Furthermore, there are many occasions where vets may have healers on their team. Believe me, a good healer can make a lot of difference, and can render an escort practically invulnerable to anything but subnuked alpha strikes.
In PvP, teamwork is often the key to success. So, don't get too discouraged if you take our advice and still get facerolled. Just keep learning, and one day you'll be one of those vets tanking like crazy.
And yeah, AFKers are currently a problem in all aspects of the game. We don't really have a way to solve that.
As for the spacebar, what he means is the use of keybinds. High-level PvP mandates keybind usage, as timing is very important, but I believe that it's best to get your basic setup right first before thinking about control setups.
Read my siglink, dude. Good info on PvP.
You should try to digest most of that information. Take your time, you're cramming for years or months of experience really.
If you want more detailed help you should post your entire build: Ship, weapons, boff configuration, doffs.
That way we know what kind of build to suggest. A good build can make or break your ship.
Also, if you haven't done it yet, I suggest creating a bind to allow you to distribute shields through your spacebar.
Try this link for a great thread on bind creation.
The "drunk" link in my siglink also has a link to a tool that allows you to automate config creation.
The skills listed are good in depth list.
Match quality will very wildly from match to match. That is of course also part of what makes PvP fun. Sometimes you can't help the random draw of teammates you get... sometimes it works out well. Of course any team that has 2 or more people working together you will do much better.
Many Vets don't play alone. Meaning they are likely to get clutch heals from teammates when they are needed. If you play long enough you also get wise enough to know when a teammate can use that heal or that tac team more then you can. Many new players don't share there heals often. That is simply experience. At some point you become more aware of when you can afford to share... and when keeping a teammate in the fight even for an extra few seconds is the right choice.
At the end of the day its about being aware of whats going on around you... and how best you can move the match forward in your teams direction. Sometimes that means switching targets to the guy beating on a teammate... sometimes it means healing them... and a ton of other little things that are all just a matter of timing.
Join Organized PvP chat channel if you haven't yet... its sticked at the top of this section. Try to team up with someone in the channel for a few matches of you can... make some friends blow some people up get blowed up a few times... and have fun. :)
I had most of those defenses already, it was good for tanking stf cubes. I think the big issue is the game speed in pvp is way faster and mousing clicking + a few ability keys just isn't going to get it done, also a disorganised bunch versus an in-formation team is a total disaster.
Weapons: Polaron turrets x 3 Borg Mk12 on rear; 2 dual polaron beams and quantum on front, all borg mk12. Tac consoles three 26.2% polaron. Got various spare borg torps, Breen transphasics, tric min, two single polaron canon to experiment with. Have the Breen and Jemmy sets, Borg but no complete omega or maco, Borg + Maco shield still the way to go?
Sci consoles 3 shield 17.5%ers and assimilated borg console
Tac Boff skills Tac1, Torp Spread 1, Beta 1
Engineeering EPS1, et2
Science: Jam Sensors( probably no use pvp); ST1; PH2 and tractor beam 2; siphon 1( bad one?) and FP2; gravity well 3
Eng consoles neutronium, ablative rare mk11
Borg engine and deflector
DOFFs energey weapon, projectile, crew 75% nurse, gravimetric, hazard - all purple. My KDF has the shield dist and my fed got neglected.
But if you really want to optimize your ability usage, you should check that keybinds thread in my other post. It is a great source of information if you want to create keybinds.
You should also go here:
It has good build templates for what you can use for different ships.
It also has good game mechanics information.
1) splitting Energy weapons and Torpedo weapons is a bit wasteful right now... having said that I would suggest a Sci Sci go with FULL Kinetic with 1 beam on back for sub system disables.
2) you have far to many team skills... you will be tripping on cool downs.
3) Tractor beam 1 is as good in PvP as version 2 and 3 and much cheaper to install.
4) Polarized Hull for PvP is going to be used for tractor breaks and again Version 1 is all you need.
5) Feedback pulse is mostly junk for both PvE and PvP.... the pve enemies don't do enough dmg to really hurt themselves and PvP enemies will either Subnuke you... put up there Hot Heals and keep shooting you... or just switch targets for 10 seconds.
6) Jam sensors is great in kerrat... as its a good 1v1 skill ... in a team match though ya its not really very useful.
Here is what I would suggest.
3 Torpedoes up front... Either Plasma torpedos... or Transphaic
1 Mine launcher in back... 1 harpang (if you use plasma)... 1 breen cluster (if you use transphasic)... 1 Beam of ANY type (its only there for sub disables.
Tac team 1, Torp Spread 2
Torp Spread 1
EPS1, Aux to Sif 1 (OR Rsp 1)
PH 1 - Hazard Emitters 2 - Viral Matrix 1 - Viral Matrix 3
Tractor 1 - Sci Team 2 (or Transfer Shield S 2) - Transfer Shield S 3 (or Sci team 3)
Borg Engine and Deflector are fine... combo them with Maco is likely still the way to go.
Engi Slots.... Put ALL neutronium armours in there.
Sci Slots... Field Gens as many as you can slot.
Dmg units... All Torpedo type... Plasma or phasic.
Power setttings.... Swap between these 2 settings. Go full aux for the TSS and hazards, as well as sensor scans and nukes... the rest of the time go full shield. (this is the advantage of not caring about weapon power anymore... you will have better shield regen and resist.... and full aux heals and sci skills.)
25 / 40 / 35 / 100 (Full aux setting)
25 / 100 / 35 / 40 (Full shield setting)
For Doffs... One purple System Engi and One blue (for the Viral Matrix)
2-3 Torpedo doffs are a MUST if you are going to be running a torp boat... this will keep them flying every cycle.
Note on Phasic vs plasma torps... I keep a set of both on my torp boat toons.
Phasic will give you some more burst dmg... but alone you are not likely going to kill anyone... you will finish ALOT of people though that are down to 20% and your spread hits them.
Plasma are perhaps a bit harder to use... they DO out dmg phasics no matter what some other people say... the thing is you have to Choose your targets more wisely. When the whole team is focus firing you should NOT be... I know that is contrary to what people say to do. The advantage of a plasma torp sci ship is that it keeps the other teams healers (and really everyone else) burning at least some of there heals on themselves wiping dots ect.... if you do this well it will make the other teams job much harder. Switch to the focus target when you get the healer to burn a few heals on themselves and you will see those focus targets go down much quicker as there teammates won't have heals for them. :)
Hey there, I recommend you give this thread a good read:
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