Okay nothing about actually uniting but still.
I've got my first escort, love the fire-power but jesus, even with decent shields fitted and power re-routed to sheilds it gets pounded.
Any other Escort Captains out there with any tips on making these 'Glass Cannons' survive some of the harder battles? (The one I'm refering to specifically is the one to save Lt. Paris after going back in time and saving the Enterprise)
Suppose I should mention my loadout!
Up front I've got one Phaser, a Torp, and a Cannon
Rear facing a Disruptor for picking down the shields as I pull away from the target.
I never die on solo missions tbh, a big part of being an escort is properly managing your abilities. In general I tend to throw caution to the wind at the beginning of a fight and whipe out a couple targets very quickly with a lot of powers, then I'll settle in and take on the others at close range. In fights with friends on occasion I'll get targeted by the whole batch of ships and go down, normally this happens right at the beginning of a fight. Whenever possibe I'll combat this by letting a cruiser or science ship get into weapons range first, then go in and **** off af ew of them to keep that ship from getting destroyed.
I'm running a dual heavy cannon and two quantum torps on the front with a turret on the rear.
what do you have your energy levels set to? Do you have any skill put into escorts? Use torps whenever you can, tacheon beam or jam sensors are awesome. Weapon and Shield batteries should be on your x-mas list.
You really just need to understand your role better. You can't full impulse right up to the baddies and expect to do any damage....get within 15m and then let your weapons charge up, make sure you are keeping full power to front shields and pound pound pound. Your best attack angle is at 45 degrees, to bring all weapons to bare.
At the moment all powers on Shields, which after reading: http://forums.startrekonline.com/sho...t=95723&page=2 - seems to be my problem. That threads got some excellent advice on actually so when the Servers come back I'm headed straight to earth to sort my weapons/skills out! Should note that I didn't play in CB or OB so I'm still learning!
I agree with everything Lunatec said. I've noticed a lot of people go full impulse 'till you're getting pounded on by 4 ships then you are already screwed because you're not doing any damage and your shields are fragged. Drop out early, charge up, tear through the frigates/corvettes/BoPs early, then settle in and blow cooldowns on cap ships.
If I may also suggest the Tractor Beam. I have one juiced up with consoles and a Positron Deflector Array Mk III and after 1 quick pass of tearing down a cap ships shields, I'll just lock it in place with a tractor beam....charge up all cooldowns and tear it to shreds. I'm running Phaser Mk III, DD Heavy Cannons Mk III, Quantum Launcher Mk IV up front, and a Phaser Mk III in the back.
Maybe also if you're in a hurry to tear down a bigger ship's shields, go with Phasers over Disruptors. Whilst Disruptors do more damage overall, Phasers are designed for taking out shields quickly. This works very well with the Beam Overload I ability, then you can pop a Weapon Battery and then tear their face off.
Possibly of interest. I've never flown an Escort, but if you go for broadsides, you'll have three shield facings to work with, instead of just the one.
Here's what I'm doing and it seems to work for me:
I prime my alpha. Basically I pop powers before I'm in range because I have a 30 second grace period. I can get off typically 2 high yield torp II volleys in a pass. That's 2 ships down in the initial strike pretty much.
Second I use Science Team I and Emergency power to shields for defense. The second is nice as it boosts shield regen, gives some shields, and gives shield power +10 or so. The Science Team when you have science team leader skill at 9 and the boff skill at 9 is clutch. You can use it on yourself or an ally. It really buffs up those shields.
Lastly I use shield batteries, since I end up with most power on my weapons anyway, I'm going to load up on shield batteries and use them as a health booster.
Weapons and Shields trumps engine and aux in a fight. Shields engine and aux trumps weapons when you're withdrawing. I keep two settings, one for get the heck outa dodge, and the other for attacking.
the rest in shields.
With my skills it'll sit around 95 weapons, 50-60 shields (can't remember exactly), 32 aux and engine.
most in shields, some in engine, a little in aux, and minimum in weapons.
At this point I'm not attacking so much as trying to live and get out of range to repair. Engine batteries can help here and so can evasive action skill.
My balanced power I boosted aux all the way to assist in faster repairs. The rest went into engines to stay ahead of the pack while I repair.
I agree with most of what was said. Thus far, I have never been killed on solo space missions either. Here are some of my thoughts.
Be mindful of when to drop out of full impulse when approaching the enemy. The general advice is 15 km, but I find that a little close due to the speed, so I drop speed at about 17-18 km.
Try to maneuver behind the enemy and stay on his butt. This keeps you out of the arcs of his more damaging weapons.
I distribute max power to weapons.
Personally, I prefer a phaser array on the rear slot, gives me a wider arc when manuevering. Usually by the time I maneuver around, the enemy's facing shields are down for me to use torps. When you go to T3, use the additional slot for a torp or turret (I prefer torp).
High yield torps are your friend.
When you see a group of torpedoes headed your way, boost the facing shields before they impact. Don't wait for the shield to drop into yellow or read. I find that my shields hold up better when they are impacted while they are reinforced.
I have Front: Phaser array, duo phaser cannons, quantum torps, (all Mk III). Rear: Mk III phaser array.
Your best survival tools are:
1. Kill the bad guys as quick as possible. I run with two dual cannons up front and a quantum launcher, and a turret in back. This is with the T2 Escort that I'm currently in. In OB I made it up to Rear Admiral and in my Prometheus I used two cannons and two quantum launchers up front, two turrets and a beam array in back. Rapid Fire is your friend, as are all the various Attack Patterns, Tactical Team and Torpedo: High Yield. Note that Rapid Fire also effects your turrets and your turrets fire a full 360 degrees. If you use all of your offensive abilities, you'll usually kill most ships in the first pass. Even in my T2 Escort I can take down a flight of three BoPs in one pass at full speed, maybe having to turn and hit the last one and I can take down anything short of a battleship on the first pass too. I rarely, VERY rarely die in PvE.
2. Defense- Use the shield with the highest capacity you can get. Don't worry about the other stats. Make use of Emergency Power to Shields and Science Team as they will both regen your shields. Jam Sensors is also very nice, but only works for a single target. Make use of Shield Batteries. If you're closing with a really tough target like a battleship, or a group of lesser targets, use Emergency Power to Shields proactively BEFORE your shields go down so when they start getting pounded they'll already be getting power dumped into them.
3. Power Management- I usually stay in attack configuration to kill things as quick as I can, but I'll switch to defense if I'm about to run away or end up in a huge fur ball. Take your time coming up to a target. DO NOT close the gap with less then maximum weapon/shield power. Stand off and wait for your power to build up.
4. Skills- get all the Lt. level space skills since they ALL help. For T2+ get skills you know will modify the abilities you use, like Cannon Weapons, Escort Captain, Heavy Escort Captain. Also power management skills make a big difference.
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