Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Why am I not so great at PvP?
09-17-2011, 09:38 AM
Ok guys I spend most of my time in the foundry (when it is up - you guys whine about pvp, but tis nothing compared to what foundry authors go through).

I remember the first strategy game I had a tremendous aptitude for was Starfleet Command – which has starship combat comparable to this, but mostly 1 on 1 and at a slower pace. It was more like the starship combat in Wrath of Khan, I had time to assess the situation, formulate a strategy, and use patient timing to affect victory. This is different of course....

I am now a Vice Admiral – cruiser skipper. I prefer cruisers because I like to stay alive and in the fight. I had to give up my beloved retrofitted Nebula class cruiser realizing that the Retrofit Galaxy has more consoles and two more weapon slots - although it turns so awefully.

But I still suck. No I am not TERRIBLE and never last in damage and healing. But I am just not that good!
I have all Very Rare crafted weapons, Reman Covariant shields, some Rare crafted consoles – I like antiproton and plasma beam arrays and quantum torpedos (1 fore 1 aft) – you’d think I have a fairly decent build.

I understand what all the crew abilities do – my reaction time is a little slow but its not bad. I sometimes have trouble figuring out which target to take, but often have little time to be picky, and sometimes get ‘stuck’ with one that just won’t die!

It also sometimes takes me a while to get good positioning and get into the fight.
I have been using rapid beam tactical ability a lot – the beams fly out in all directions and seem to hit everyone fast – it just looks so cool, and seems to at least do a lot of shield damage (utilizing weapons to fire at targets in all firing arc rather than just the one I have targeted), but really wish I had another tactical slot or just something that would help me make a nice quick KILL – the cannon people have rapid fire cannons and when properly focused and timed I find that there is just little or nothing you can do about this.

So what could I be doing better to get me in the top 2 or 3??
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-17-2011, 09:51 AM
I'm not familiar with all of them but generally speaking the crafted weapons aren't nearly as good as emblem weapons. Also, mixing energy types is a bit of a waste of skill points and has to hurt you in other areas. Just pick one type to allow yourself to invest in other areas.

Beyond that it's largely an issue of what you are looking to accomplish. Do you make a more balanced build or go all out healer support? Are you going for a lol DPS Cruiser or a zombie? What Captain type are you and what is your bridge officer load out? How are your skill points invested?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-17-2011, 09:54 AM
Cruisers cannot get quick kills. If you go the damage route (as opposed to a full healer) your damage is going to be over time. Escorts are how you get quick kills in this game. Your damage in a cruiser is support for them.

Just based off of your post you need to do a few things:

-Get out of the Galaxy, it is the worst ship on the Fed side. If you want to do damage, go in either the assault cruiser or excelsior, as it has the extra tactical console and can turn better. If you want to heal, go Star Cruiser.

-Get the Borg set (console, deflector and engines - not the shields though). Use Covariant Cap x3 Shields from K7.

-Do not use torpedoes in cruisers. 8 Beams only (again, you do damage over time, not spike). Phasers preferably.

-If you go Assault Cruiser, your consoles should be (Mk XI Rare):

ENG - x2 EPS, x1 Field Generator (+35% to shield cap), x1 Neutronium Alloy

SCI - Borg Console, Halon System

TACT - x3 either +26 beams or +26 your weapon type.


As for your issue with escorts spiking you...getting out of the galaxy should help some (Gal cant turn so its easy to stay on one shield facing). Also make sure you are always redistributing your shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-17-2011, 09:58 AM
Flying a cruiser like the Galaxy means, you won't ever be top damage dealer in a PvP match.
That's the first thing you have to accept i think.
But that doesn't mean you are not valuable in the fight. On the contrary. if you play your tank right, you can make one of the best contributions of all. Deny the enemy a kill.
What I did when I rebuild my cruiser captain, was to ignore getting maximum damage and concentrate on staying alive.
I experimented with shield heals/resistance abilities until I could survive an alpha strike by a good escort pilot without so much as a scratch on my hull.
First line of defense is shield power. Lots and lots of shield power. Keep your shields balanced at all times.
I run 2 Emergency power to shields III, so I could have that ability up nearly all the time.
Supplemented by a few other resists/heals. You try them out to find what works best for you.
After I couldn't finetune that anymore in a significant way THEN I started to take a look on what powers I wasn't using so often, what was rarely needed to stay alive and replaced those with more offensive powers to deal more damage and some abilities to keep those pesky escorts of my back.

So, all in all, first build up your fortress, and when you tested it's strengths and weaknesses start adding armaments.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-17-2011, 10:35 AM
Quote:
Originally Posted by Timelord_Victorious
Flying a cruiser like the Galaxy means, you won't ever be top damage dealer in a PvP match.
That's the first thing you have to accept i think.
But that doesn't mean you are not valuable in the fight. On the contrary. if you play your tank right, you can make one of the best contributions of all. Deny the enemy a kill.
What I did when I rebuild my cruiser captain, was to ignore getting maximum damage and concentrate on staying alive.
I experimented with shield heals/resistance abilities until I could survive an alpha strike by a good escort pilot without so much as a scratch on my hull.
First line of defense is shield power. Lots and lots of shield power. Keep your shields balanced at all times.
I run 2 Emergency power to shields III, so I could have that ability up nearly all the time.
Supplemented by a few other resists/heals. You try them out to find what works best for you.
After I couldn't finetune that anymore in a significant way THEN I started to take a look on what powers I wasn't using so often, what was rarely needed to stay alive and replaced those with more offensive powers to deal more damage and some abilities to keep those pesky escorts of my back.

So, all in all, first build up your fortress, and when you tested it's strengths and weaknesses start adding armaments.
2 epts3's? isnt that a dash selfish?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-17-2011, 11:07 AM
Im a science character, right now, (going from memory since I am at work) in the engineering consoles, 2 eng team I's, 2 emergency power to weapons I and II, 1 reverse shield polarity, 1 increase power to stuct integrity, umm transfer shield strength, on science currently runnin sensor jam 1 and tract beam 2, on tactical running torp high yield 1 and beam rapid fire 2.

Also running combat engines since I run auxillary and weapons high, but engines low in power.

I am fully skilled in anti-proton and plasma beam weapons, as well as quantum torps.

Putting nothing but beam arrays with NO torpedo at all feels like some kind of crime. Surely I should have one torpedo, somewhere.

Oh I forgot to mention I have a dual beam bank up front - maybe it should be a beam array?

Its odd the and excelsior should have the spotlight, the ship design is over a HUNDERD YEARs OLD!!!

I would consider going to another ship, I just wish a cruiser could some use all that extra power to really hurt the **** out of some.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-18-2011, 10:26 AM
Quote:
Originally Posted by Gugeyewalker View Post
Im a science character, right now
I STRONGLY suggest the intrepid, although all the sci vessels have their purpose. You have the right idea; keeping the other team debuffed and locked down gives your side the initiative. It forces your enemies to react to whatever it is you plan to do.

The intrepid's got enough maneuverability, fantastic ablative (oh shat!) power, and an ensign sci BO slot is very versatile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-18-2011, 10:38 AM
To the OP: Thank you for taking this issue up here! It's so good to see this rather than seeing people accusing everyone else of haxing



I suspect you have fallen into the same trap as most cruiser pilots in this game; not specializing! A cruiser can be good at everything, but not at everything at once. You HAVE TO choose. You have the following basic choises:

- damage
- healing

simple? yes, in theory yes, but..... If you go damage, you have to REALLY go all in! Use a bunch of your engi abilities do increase damage, and sacrifice a lot of your tankability in the process of doing so! If you only go half-way, you'll never see great performance. Set most of your abilities to increase damage, and leave a minimum to get you out of the tight spots.

For healing, you have to really neglect your damage dealing. Be prepared to run with all your power to aux and shields, and get rid of (almost) all abilities that can't be used on your teammates!

In short, be very ready to give up things you like, in order to specialize your build! (and choose a ship that allows you to do what you're specializing in! Star Cruiser for healing, and excelsior for damage! ***.cruiser can also be used for damage.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-18-2011, 10:39 AM
Quote:
Originally Posted by hurleybird View Post
[*]If you are in an Intrepid you get an invulnerability power too!
That's not true. There are several ways to "strip" the Intrepid's deployable Ablative armor. A lot of Captain's have the means to do this but they are unaware of how to do it or don't pay attention.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-17-2011, 11:45 AM
Quote:
Originally Posted by bigduckie
2 epts3's? isnt that a dash selfish?
I don't see how. I use it to stay alive when focus fired on while my team can roam freely. That's what a tank does.
Healer and tank isn't the same thing. by now I am back in an assault cruiser and tend to lean more to an offensive role anyway.

And I have spare officers to fall back on if more of a healing role is required
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