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-   -   Klingons, PVP, Science, Cruisers, Beams, and You! (http://sto-forum.perfectworld.com/showthread.php?t=91271)

Archived Post 01-30-2010 02:54 PM

Klingons, PVP, Science, Cruisers, Beams, and You!
 
Ok, so the general assumption I have gained from all the forums is that Small Escort type ships should use frontal heavy cannons. All big ships should use beam weapons with wide firing arcs.

So in end game.... are the bigger Klingon ships the better route for Science Captains looking to offer solid support to their teams? If so, then wouldn't it make sense for Science officers looking to be in big ships to focus on beam weapons through T2? Any advice, theories, assumptions, or facts would be greatly appreciated!

I am thinking Beam Overload I and Torpedo High Yield 2 could do some good damage in pvp setting... making sure we fly around at max speed circling our enemies. Once we get to bigger ships, use those as healing command vessels... am I on the right path here? Since skills have a cap, we should only focus on either beams or cannons..... so I guess the main point to sort out first is if science captains belong primarily in larger ships, and should the larger ships mainly aim for being "beam-boats"?

Archived Post 01-30-2010 03:02 PM

I'm not sure what science captain has to do with anything, but yes the cruisers are better for support, in general. Extend shields, engineering team, science team, hazard emitters, transfer shield strength, and maybe a few others are good BO powers to assist your team. However keep in mind only the BOP has universal slots, so the BOP is the only Klingon ship that can use commander ranked science BOs, if you wanted to focus more on science skills.

Personally I did both support and DD in beta in a battle cruiser, I slapped in 2 25% turn rate modules into my Vor'Cha and I could keep rapid firing heavy cannons on target very reliably, while loading up on other support BO skills.

Archived Post 01-30-2010 03:05 PM

Klingons should not use beams exclusively untill T5, Nagh'Var warship is the first ship that must use all around beams for Klins. Everything below that is better off with cannons and an occasional double beam bank as the turn rate allows Klins to get an upper hand over the Feds.

Archived Post 01-30-2010 03:09 PM

Quote:

Originally Posted by GnawLF
Klingons should not use beams exclusively untill T5, Nagh'Var warship is the first ship that must use all around beams for Klins. Everything below that is better off with cannons and an occasional double beam bank as the turn rate allows Klins to get an upper hand over the Feds.

I found it worked fairly well on the Negh'var with one heavy cannon and beam banks, it's nowhere near as slow turning as the fed cruisers. The only ship that i'd say you must have all beams on is the carrier.

Archived Post 01-30-2010 03:12 PM

Quote:

Originally Posted by KabaalGen
I found it worked fairly well on the Negh'var with one heavy cannon and beam banks, it's nowhere near as slow turning as the fed cruisers. The only ship that i'd say you must have all beams on is the carrier.

I'm going to agree about the Vo'Quv and the turn rate issue, but one thing that I think people need to understand is that you can make cannons or beams work on nearly any ship if you know what you are doing and have a plan. Heck Meat had an all turret ship, so with careful planning and some research pretty much anything can work, you just need to make sure the build you choose matches the role you play.

Archived Post 01-30-2010 03:15 PM

Quote:

Originally Posted by Mojokujo
Ok, so the general assumption I have gained from all the forums is that Small Escort type ships should use frontal heavy cannons. All big ships should use beam weapons with wide firing arcs.

So in end game.... are the bigger Klingon ships the better route for Science Captains looking to offer solid support to their teams? If so, then wouldn't it make sense for Science officers looking to be in big ships to focus on beam weapons through T2? Any advice, theories, assumptions, or facts would be greatly appreciated!

I am thinking Beam Overload I and Torpedo High Yield 2 could do some good damage in pvp setting... making sure we fly around at max speed circling our enemies. Once we get to bigger ships, use those as healing command vessels... am I on the right path here? Since skills have a cap, we should only focus on either beams or cannons..... so I guess the main point to sort out first is if science captains belong primarily in larger ships, and should the larger ships mainly aim for being "beam-boats"?

If you want to be a true science captain then you're going to want to go down the carrier route for the extra sci boff slot and sci being the 4 skill one on carrier. The t5 battlecruiser only has one lieut sci boff if i remember right and is more offensive based than the previous tier ones with console slots.

The reason people use BoP's until t5 is simply because of the options you have concerning your boffs, you can arrange and rearrange as you please due to universal slots which offers you much moreflexibility when trying to play the buff/debuff/mezz role on the route to t5.

Beam overload is apparently being changed so will be more of a viable option in future and until respecs appear yes it would make more sense for endgame to build around beams, but also to place points in the begininng battlecruiser skill and omitt any in boP.

Archived Post 01-30-2010 03:31 PM

The only right answer is what best fits your play style and focusing on that. Trying to be a carbon copy of someone else's play style, no matter how effective and fun it is for them, will do neither for you. Sure you might get close to their effectiveness, but since it goes against what you like your heart won't really be in it, so you won't do your best and will not have as much fun.

I happen to like beams and was very effective with dual beam banks and a torpedo launcher in the front and a beam array in the aft. I didn't match what the cannon folks did, but I also wasn't focused purely on beams (no fire at will nor beam overload), instead I had more of the cc / healing abilities on my BOffs and I trained my captain skills in both beams and cannons, instead of focusing on the skills that would boost my BOffs' powers. In other words I was trying to do too much. Because of this my total damage didn't match the pure cannon folks (it was fairly close though), my total healing was usually the highest overall and I tended to have fewer deaths. If both numbers were combined I would have at least matched their pure damage numbers.

Archived Post 01-30-2010 06:05 PM

I'll say this again - cannons, and especially heavy cannons are only good until your opponent realizes a way to eliminate your damage positionally.

Archived Post 01-30-2010 06:44 PM

I know this is a dead horse, but I only bring it up because we don't know if respecs will be in this game.


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