Lt. Commander
Join Date: Dec 2007
Posts: 120
Hey all,

So once again I'm on the forums trying to figure out why my dps is so low. I was in a pvp match one night and saw that I did over 500,000 in healing, but only 200,000 in dmg.

What I'm finding difficult is being able to face an enemy head on so that they eat my cannon fire. I'm wondering if a beam build would be better to counteract this. Sometimes I notice that hitting my alpha strike + BO III can tear through shields in one pass, but at other times ships seems to shrug it off as if nothing happened.

I fly an MVAM and have 1 DBB, 2 DHC, and 1 Quantum up front. In back I switch out between 3 BAs or 2 turrets, 1 Array. I run all Anti-proton, but, honestly, I don't notice a difference in crit chance and am thinking of switching to phasers/disruptors or maybe even plasmas.

My weapons skill points are completely maxed. I have also maxed out all the necessary engineering skill points and science skillpoints to make my mvam an effective healer. One v One my ship is very durable, but it's my damage that suffers. Other than maxing out my weapon skill points, attack vector skill points and escort skill points (all the way to advanced escort) I don't see what else I can do.

Maybe I should just reroll Sci and get myself the Intrepid refit and be a PVP healer. Haha.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-18-2011, 01:17 PM
What kind of captain are you? Tacs are much more bursty but lack survivability. Scis less bursty but has nice debuffs, Engies not bursty but very tanky.

Personally on a escort while the DBB, 2 DHC and Torp is a traditional build I prefer a 3 DHC and Torp or 3DHC and 1DBB up front and int he rear turrets x 3. Escorts kill things in front of them so you want as much firing forward as possible hence the turrets. Also the Cannons, BB, QT build means you probably have 9 points somewhere where you could put them elsewhere for more effectiveness for healing or resistance. I would drop the DBB so you get 1800 points back from being specced into beams.

I recommend these tac skills, TT1 x 2, CRF2 x 2, APB1, APO3, HYT1, HYT2

Power settings are important so make sure you have max efficiency in Shields, Aux, and Engines, put maintenance in shields maybe weapons if you have points and plan on running EPtW, Max engine and weapon performance and as much as you can in to Aux performance.

Of course you may have very little points in ground skills.

Power is important your power seetings should have max in weapons, next most in engines, then shields and then aux. Once you get Borg Gear you shouls have something close to these, 129ish/95 WP, 63/40 SP, 63/40 EP, and 55/25 AP.


Without your exact build and setup this should get you into the right direction.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-18-2011, 01:29 PM
Yeah, sorry, forgot to mention I'm tactical.

I have 0 skill points in ground, all of them are in space, so I am able to max out almost everything. I have even put a few points into weapons performance so that if I have to shift my power settings to max out shields or engines, my weapons can still do something.

My BOFF powers are APO III, BO III, CRF I, TTx2, FAW I.

I run 3 pieces of borg gear for the shield heal and the Aegis Deflector and my power levels are about what you said below.

If I can I will post my build later on. At work right now :-0

Oh and my main problem is being able to face a target head on without flying past them or them outflanking me. That's why I thought maybe do all beams and 1 to 2 torps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-18-2011, 01:39 PM
Maybe someone could give me some flight instructions. I've seen escorts sticking to my six like glue sometimes. It's almost as if they're using a flight stick to pilot those things. Whereas I feel like I am taking these wide turns to get my nose pointed in the right direction to set up a volley.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-18-2011, 01:53 PM
Quote:
Originally Posted by gsquaredncnp
Maybe someone could give me some flight instructions. I've seen escorts sticking to my six like glue sometimes. It's almost as if they're using a flight stick to pilot those things. Whereas I feel like I am taking these wide turns to get my nose pointed in the right direction to set up a volley.
They are using throttle control (and you don't need a joystick to do this I use the default Q and E keys) and likely a RCS(?) console to help with the turn rate. High engine power settings will also improve your turn rate.

Lower speeds will help you turn faster at the risk of lowered defence rating.

One thing you can try, If they are on your tail, is to go in reverse and then hit a speed buff like evasive manuvers and then they will over shoot you. When that happens hit full speed ahead and you will be on their six.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-18-2011, 01:53 PM
If you don't like going head to head and can't latch on to an opponent's tail and stick to it then perhaps you should switch to a cruiser and stick with beam broadsides. You won't do as much damage per volley but you won't have to worry about being so directly aligned with the enemy either.

I have also found the reverse tactic to be especially useful if someone/thing troublesome is on your tail.

To steal a line from Top Gun "Slam on the brakes and he'll blow right by."

It's usually about that time I open up on their rear shields with everything I've got. If they were behind me for any reasonable amount of time they'll have most of their shield balance forward and I can get in some well placed hits before they have a chance to shunt to rear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-18-2011, 01:55 PM
I think it is very important to manage your power levels, bouncing between Weapons and Engines. High engine power and reduced throttle will help you make a faster, sharper turn. You don't have to reduce your speed for long either, which will usually create a somewhat larger gap between you and the target. This of course allows you to keep them in your firing arc longer. Remember that Evasive Maneuvers isn't just for running. Sometimes it's smarter to get away, but other times it's nice to run a few circles around people to buy yourself some time (and run through some cool downs).

One thing that is a lot of fun is running with a Tractor Beam. Its a bit of a gamble, but a lot of times it pays off, especially if you are watching your opponents buffs and can time it to catch them after PH or Omega.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-18-2011, 02:02 PM
I was thinking about trying out a cruiser since beam broadsides seem to be more effective for me, but the turn rate is even worse! lol.

I have been tinkering with throttle control ALOT more than I used to and that's helping some. I'm also trying to use cooldowns effectively. I played WOW for so many years that I learned that there is a time and a place for cooldowns. STO has sort of reversed that in the sense that Tacs will want to blow their's for an effective Alpha Strike.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-18-2011, 02:07 PM
Quote:
Originally Posted by gsquaredncnp
Yeah, sorry, forgot to mention I'm tactical.

I have 0 skill points in ground, all of them are in space, so I am able to max out almost everything. I have even put a few points into weapons performance so that if I have to shift my power settings to max out shields or engines, my weapons can still do something.

My BOFF powers are APO III, BO III, CRF I, TTx2, FAW I.

I run 3 pieces of borg gear for the shield heal and the Aegis Deflector and my power levels are about what you said below.

If I can I will post my build later on. At work right now :-0

Oh and my main problem is being able to face a target head on without flying past them or them outflanking me. That's why I thought maybe do all beams and 1 to 2 torps.
Mostly sounds like you need a little more time in an escort. I recommend dropping the the FaW especially with 1 beam and go with CRF skills they are going to be your punch. More time with cannons the better you will be. Once you master cannons everything else will fall into place. Going head to head while it is kind of cool is really not the best tactic against another escort I recommend the flanks that way when they turn they will give you the tail usually. Chaining CRF will give you the most bang for the buck. I am not the pre-eminent escort pilot but I have gotten pretty good at burst and run cannons and torps. In the NMVAM i definitely would go Cannons and torps or Beams and torps you do not have enough tac slots to use all 3 effectively.
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