Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 PvP tips and tricks.
10-22-2010, 03:27 PM
I dont know if this has been posted before but I thought it would be nice to have a post on various tips and tricks people use in pvp.

I see and have been in a lot of arguments(debates) about this game and I see a lot of people that love to say L2P.

Well here is a chance to share your knowledge to help people L2P. I am not the best pvper around but I have had a certain amount of success so I'll start with a couple things I do that seem to help me stay alive and I hope many of you good pilots will share some of your tips and tricks as well.




1. Know when to disengage. This is particularly important for escorts and bops but even a cruiser can escape if they need to. It takes longer but all power to engines and Evasive maneuvers can get even a cruiser out of range. Dieing because you refuse to admit your in over your head at the moment is not brave.

2. Related to tip one is to hot key powers and power level controls. Especially the divert shield power powers. I always have 2 shield faces and the all shields divert power skills hot keyed so I can make sure that the the shield that is taking the hits is getting the most power. For my escorts its the front and back that I keep hot keyed and for my cruiser I use the sides and back.

3. Control your speed. Sure its great to be able to just hit full speed and charge in but you sacrifice a lot of guns on target when you keep over running targets and having to turn to get on target again. This is more for escorts and Klingon's. If you can fly up the rear of any ship you will be facing at least half as many guns as you would charging in from the front or side. I love to fly up the rear of a cruiser then decloak at 2k range and hit them with every thing I have. Often they slow down hoping that I will pass them by but I just slow down to and keep firing. The whole time pumping all my shield energy into the front shield.

4. Pay attention to whose attacking you and how much damage they are doing. this seems obvious and it is but its also very important. Situational awareness is often the difference between a good pilot and a great one.

5. Timing is very important, knowing when and when not to use your powers can often mean the difference between living and dying. For instance when I attack cruisers I know they have a lot of buffs and defenses so I use SNB but if I just charge in and use SNB right away its wasted because they can just rebuff right away.

Instead I hold off on using it until they have had a chance to use those buffs. Often I will just fight through the buffs keeping a timer running in my head and watching what powers the enemy is using. Because a good pilot will keeps some powers in reserve I try to force them to use those before I actually SNB them leaving them buff-less and with no other defenses to run.



Im sure I could come up with more but I would really like to hear from the rest of you good pilots out there about the tips and tricks you use to keep alive and killing the enemy,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-22-2010, 03:42 PM
Gag this man! He knows too much for his own good!

On a second note, good advice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-22-2010, 03:50 PM
Quote:
Originally Posted by Andor View Post
4. Pay attention to whose attacking you and how much damage they are doing. this seems obvious and it is but its also very important. Situational awareness is often the difference between a good pilot and a great one.
Pay attention to who your teammates are attacking too. If their target is low on health then switch your target to help burn it down. This is one thing that Klingons do very well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-22-2010, 03:53 PM
All very excellent points and even though I know or am aware of most of them, I still struggle to execute. I've gotten better with time but I still fat finger smash the wrong abilities in a tough fight or am oblivious to the enemy who decloaked behind me until I pop (curse you situations awareness). As basic as these points are, they take some time to get a handle on (still working on them myself) but take them to heart!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-22-2010, 04:32 PM
http://forums.startrekonline.com/sho...t=master+class

With the changes to RSP some of the tips in that thread may make sense to a few more people now... the EPT rocking and the Aux bat doubling and such.

Some of that is out of date now I notice... but the theory is there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-22-2010, 04:46 PM
Quote:
Originally Posted by Husanak View Post
http://forums.startrekonline.com/sho...t=master+class

With the changes to RSP some of the tips in that thread may make sense to a few more people now... the EPT rocking and the Aux bat doubling and such.

Some of that is out of date now I notice... but the theory is there.
Great post Husanak thanks for posting it here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-23-2010, 01:48 AM
Quote:
Originally Posted by SteveHale View Post
All very excellent points and even though I know or am aware of most of them, I still struggle to execute. I've gotten better with time but I still fat finger smash the wrong abilities in a tough fight or am oblivious to the enemy who decloaked behind me until I pop (curse you situations awareness). As basic as these points are, they take some time to get a handle on (still working on them myself) but take them to heart!
One thing that helps situation awareness is zooming out far. You see less of your sweet and well designed ship costume, but a lot more of what the enemy is doing.

I am still struggling with Escorts and their small firing arcs, though. And I definitely have no mastery over my speed yet, either.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-23-2010, 02:29 AM
Quote:
Originally Posted by MustrumRidcully View Post
I am still struggling with Escorts and their small firing arcs, though. And I definitely have no mastery over my speed yet, either.

This was something I found useful to make a new toon for and learn. I tried flying my flatmates t5 escort and was pretty bad at it. Having leveled up a new toon (where the enemies are a whole lot more forgiving, especially in pvp) it became a lot easier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-23-2010, 04:17 AM
Just 10 things.

1. The most important thing for survival under fire is shield and hull damage resist. Subnucleonic beam is probably the most dangerous single skill in high level PvP because it can remove buffs that add such shield and hull damage resist. (Scramble sensors is a close second for dangerousness because it can prevent those buffs from being applied.) Attack pattern beta/delta, sensor scan, and fire on my mark, as they lower these resists, are very important to doing damage to a target.

2. Know which abilities get rid of which debuffs. Some important examples (this isn't nearly a complete list):

Hazard Emitters:
Aceton Field
Plasma fire
(If in Ker'rat) borg shield neutralizers

Science Team:
Scramble Sensors (you can see a scramble sensors explosion happen and use a sci team on yourself before it lands to prevent the debuff)
Subnucleonic Beam (only the debuff, of course, lost buffs aren't restored)
Jam Sensors
Sensor Scan (!)

Engineering Team:
Any target subsystem skill
I think Viral Matrix, but that skill has fallen out of favor and I haven't seen it in awhile...
Restores any subsystem that's been disabled

Tactical Team:
Attack patterns, Fire on my Mark
Also gets rid of boarding parties.

Attack Pattern Omega:
Gravity Well snare
Warp Plasma cloud's snare
Tractor Beams

3. Properly use evasive maneuvers
Evasive maneuvers gives you a larger percent increase in turn rate and velocity the higher your engine power. Pop an engine battery or change your energy settings for a little while before using it to escape. A similar logic occurs with aux to dampeners: high aux, then switching to another power setting can improve it (the buff you get is based only on the auxiliary power that you had when you used the ability in the first place, so if you want to really move, use auxdamp at high auxiliary, immediately switch to engine power, and then evasive when that is sufficiently high.)

4. Maximize your auxiliary power increase from captain skills. Seriously. Do it. It's rare for a ship with good bridge officer ability choices not to benefit from having at least 48 auxiliary power. You'll probably want at least one of the following in ANY kind of ship: hazard emitters, aux to damp or SIF, transfer shield strength, polarize hull. All of these benefit greatly from auxiliary power.

5. Change your "balanced" power setting to give it 100 auxiliary power. Know when to change your power settings. Also, don't forget about what power setting you're using and then wonder why your massive assault didn't even scratch the shields of your target. Hotkey your power settings.

6. Constantly balance your shield energy to all faces.

7. Match your captain skills to your weapons and bridge officer skill selections. Get Hazard system and Emitters if you use Hazard Emitters or Polarize Hull. Get shield maintenance (etc.) if you use emergency power to shields. Get deflector field if you use transfer shield strength and dampening field and sci team. Get sensor array and sensor for nasty sensor scans or target subsystem attacks. Get the skills that modify attack patterns if you're tac or use any attack patterns. Actually, just get them anyway. They're good.

8. Be willing to change targets. If you see a large stack of defensive buffs and can't subnucleonic beam, just hit someone else. If you can use SNB, consider using it or switching targets. The best way to score a kill is often to throw around enough damage on relatively unprotected targets to cause healing to be spread too thin rather than just trying to focus someone down. Knowing when to spread damage or switch targets is key. It's generally easier to kill someone with full shields and hull that has no defensive buffs than it is to kill someone at half health and damaged shields with AuxSIF and Hazard Emitters or Emergency to Shields and extend shields or transfer shield strength.

9. Develop a sense for what kinds of ships are generally soft targets, and put pressure on them.

10. Scatter volley/gravity well/warp plasma/torpedo spread/beam fire at will the damned fighters. Or kill the carrier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10 This
10-23-2010, 05:00 AM
1. Lose the Ego.

The people beating you are in fact better than you at the game. They will give you pointers. The Ego trip you are on prevents you from hearing what is necessary and instead makes you hear "you are already the best, the game is messed up" instead.


2. Learn the fundamentals.

Most of that has been listed above.


3. Practice.

You are fighting players with thousands (yes that is right, thousands) of pvp matches under their belt. Maybe you do have a hundred or so matches experience... Still not enough compared to some Pro Klingons. Keep on it.


4. Experiment

Cryptic is always changing up skillset power distribution. Keep experimenting, try everything. This is how you learn to put kits together. There is an extremely high difference between a good kit and a bad one. However, no matter what, there is a counter kit for any kit you can imagine, so don't go switching out too quickly after your first loss of the day...

KILL KILL KILL
it makes you stronger
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