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

What a lovely forum you have going here, I was wondering if I could tap some of the knowledge and guidance going on around here please?
*Long post warning *
I can offer decent grammar and punctuation if it helps

I'm an EvE online player, so while I'm relatively new to STO and don't have many skill points to play with at all I'm used to planning for the future so would love some guidance. I'm not good at blindly flying around putting skills here and there, I perform better and enjoy it more with set goals and a build to aim for.

I have read up on general PvP tips quite extensively over the past couple of days. I know about firing arcs, escort tactics (speed increases defense etc), cruisers turn slowly so should use beams because of the larger firing arcs and can broadside etc... One should stick with the pack, focus fire...

I think I sort of know how I would fly which ever ship I choose I just need some help picking it and devising a sort of skill plan for it. This is where I would like your help please.

I want to be able to contribute in a competitive way to DPS. I know tactical captains are the way to go for this however I'm slightly worried about flying escorts. I know it's very hard to Alpha a decent cruiser and escorts pop pretty quickly under fire... I don't want to spend my time respawning.
A short burst of high damage is often lesser to moderate sustained damage which I believe cruisers are better at.

So are Escorts really that squishy? Can Tacs fly cruisers effectively (I'd look at a beam setup here, not sure if tacs can support that kind of power drain though...?). Should I just roll an Engineer and try to spec him for damage in a cruiser? I'm not really interested in science.
Ultimately I would like something moderately survivable that deals above average damage that will mount up to competitive damage figures by the end of the round - I can't stress enough that I want to be useful and not just sit there heavily tanked looking shiny. Healing isn't realy my priority either although if I have the capacity to support in a secondary way I will. I'm not just out there for myself.

With my current knowledge that is the best that I can do to convey what I'm looking for.
If someone could help guide me to what kind of officer and ship would best suit my needs, I would be much obliged. Then a guide on where I should put my skill points would be hugely helpful - I can't stress this enough. I have done my best to research this but I have found it very hard to find decent guides on it. I presume this is down to the huge variability with ship type, equipment, personal play style and bridge officers.
I would still like help on this though please. I have done my best to layout my needs and it is pretty much up to your suggestion on what I would be flying so your suggestion on where to put my skill points for it would be much appreciated.

Many thanks all,

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-16-2011, 01:01 PM
If you have teammates, escorts are not squishy...in fact theyre probably the hardest to kill. However, youll probably be pugging if youre new and dont have teammates. In this case a cruiser is simply better...

Engineer cruiser is, imo, better than a tactical cruiser, even for damage. Engineer gives you survivability while you go less defensive. You wont be a great healer but youll have some ability.

Ship wise:

Feds - Assault Cruiser or Excelsior. Both have three tactical consoles. Which one you pick depends on how survivable you want to be (excelsior has a level 3 tactical power and level 1 engineer, assault cruiser has level 3 engineer and level 1 tactical).

Klingons - Negh'var.

Layout wise, a half healer half damage is the best way imo. Extend Shields III is a no brainer as it is not an Aux Power based skill, so you can still run full power to weapons. Eng Team III is the same. Youll want a reverse shield polarity 1 and two emergency power to shields.

8 Beams. Borf Deflector/Engine/Console (in sci slot). Shield is up to you but a good all arounder is Covariant Shield Array Mk x which you get with marks of honour at k7/ganalda.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-16-2011, 01:12 PM
Ok so what I would be looking at is an engineer in a cruiser with as many tactical slots that I can get and repair abilities that won't eat up my auxiliary power.

Great, that I can do and it makes sense. Thanks for your response.

"8 Beams. Borf Deflector/Engine/Console (in sci slot). Shield is up to you but a good all arounder is Covariant Shield Array Mk x which you get with marks of honour at k7/ganalda. "

Would this apply just to the Klingon ship you posted or also the Excelsior (the one I'm more interested in of the fed ships because of the 3 tactical slots)? If it only applies to the klingon one how would I look to build the Excelsior ?

As an Engineer looking to do damage in a cruiser as seen above, how would you best advise that I distribute my skill points? Klingon and/or Fed advice here is much appreciated.
This is a really important point for me as I can't stress how little I know about the STO skill system. A general build for this would be very very much appreciated

Many thanks,

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-16-2011, 01:22 PM
For levling up get an escort go all cannons can't do it wrong rly , at lvl 51,or VA change to whatever ship you feel comfortable with, respec your toon.

Remember one thing tho, the starting traits need to be atleast accuracy and elusive, then your good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-16-2011, 01:36 PM
My first advice is to join one of the pvp fleets, build templates and specing points are what a lot of the fleet heads like myself specialize in. We can build you a ship that is how you would like to fly, and also make it a part of the team gameplan. But in general:

damage in a cruiser for me is all about directional control. And cruisers have great weapons to keep you pinned in a broadside. 8 arrays plus emergenc power to weapons is silly. No burst tho. Try keeping folks still with a tractor beam, warp plasma, target engines. And then get in close and rip away.

With points it's generally straight foreward. Click on each box, it will tell you what that skill impacts. Keep an eye on diminishing returns, just a little math.

One piece of advice I give to all new in the game, and you should already know this playing eve, is that piloting and tactics are 80% of this game. I've seen guys with scattershot point distibution smash heads because they were great pilots.

See you on the battlefield
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-16-2011, 01:39 PM
Quote:
Originally Posted by CaptainHorizon
My first advice is to join one of the pvp fleets, build templates and specing points are what a lot of the fleet heads like myself specialize in. We can build you a ship that is how you would like to fly, and also make it a part of the team gameplan. But in general:

damage in a cruiser for me is all about directional control. And cruisers have great weapons to keep you pinned in a broadside. 8 arrays plus emergenc power to weapons is silly. No burst tho. Try keeping folks still with a tractor beam, warp plasma, target engines. And then get in close and rip away.

With points it's generally straight foreward. Click on each box, it will tell you what that skill impacts. Keep an eye on diminishing returns, just a little math.

One piece of advice I give to all new in the game, and you should already know this playing eve, is that piloting and tactics are 80% of this game. I've seen guys with scattershot point distibution smash heads because they were great pilots.

See you on the battlefield
Good man, solid advice thank you. I guess the above cruiser advice is for an engineer also?

If you have an opening for a new STO player like myself I would be very interested in joining your fleet.

Many thanks,

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-16-2011, 01:50 PM
If youre brand new, you want to make an alien with the following traits:

-Accuracy
-Elusive (as Zorena said)
-Warp Theorist
-Techie

Skill tree wise, if you want to do any damage you have to maximize Starship Energy Weapons, Beam Weapons, and the weapon type you decide to use (just use phasers, they are generally considered the best and are also the cheapest). You will also need 3 tactical consoles that are +26 to either Beams or your weapon type (it doesnt matter which).

Fully max all ship skills leading up to your tier 5 skill (so all cruiser captains). Make sure you also grab the tactical skills under the same section (combat maneuvers, battle strategy, etc.).

Science wise, youre probably going to want Transfer shield II and Hazard emitters I. This means Starship ops, emitters, deflectors, deflector field and hazard system. If you run out of points take some out of deflector field as points in it are not as effective.

Engineering wise - max out engineering team leader (tier 1), engineering training, warp core, aux maintenance (if you use Aux to SIF), engine maintenance (helps eng team), shield maintenance, shield efficiency, aux efficiency, engine efficiency, shield/aux/eng/weapon performance and hull repair.

That should be it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
08-16-2011, 01:56 PM
Quote:
Originally Posted by c1tric
Good man, solid advice thank you. I guess the above cruiser advice is for an engineer also?

If you have an opening for a new STO player like myself I would be very interested in joining your fleet.

Many thanks,

Joe
Np Joe, and yes the colonial fleet is always looking for new player to join us. You can pm me in game, I will be on tonight around 11 est. Or you can pm @BMR1580 or. @Greyshute

and the above advice is for any cruiser. What I have found is ships fly very similar regardless of captain type. There are Lil ins and outs u will learn as you go along, but think of it this way:

in a cruiser:
tac captain has best spike damage potential, lowest survivability
sci captain has med spike damage potential, medium survivability
engie captain has low spike dam potential, high survivability.

all can be offset by powers selection, but then instead of focusing your build you are compromising it by adding damage buffs where u need healing or vice versa. Jack of all trades and master of none.

Talk to you soon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
08-16-2011, 01:43 PM
Quote:
Originally Posted by Beagles View Post
Youll want a reverse shield polarity 1
Now I know why it seems like everyone has a copy of RSP :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
08-16-2011, 01:45 PM
I've had a great deal of fun running an escort in PUGs as long as it is another PUG that I am up against. Against a premade team while PUGing it really won't matter what you fly, you will get stomped.
That said a crusier is the toughest ship to kill so if not blowing up easily is your starting goal that is the ship to fly.
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