Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
02-01-2010, 07:40 AM
Quote:
Originally Posted by Fatherfungus View Post
technically..the romulan empire was...pretty much destroyed. and the government
that made the agreement is totally gone.

given that and the fact Feds are at war..AND Dealing with the borg...I doubt
that treaty is in effect...or even enforcable.

but I imagine cryptic will try to do whatever is...fun :p

so they might keep the cloak over on klingon side, don't need another reason to
reduce thier population. Gotta give them something all thier own.
Finally some rational thought in this thread. At the end of the day, Cryptic has to do what makes the game fun. They can adapt canon to define any decision they make.

Besides ... am I the only one creeped out a bit by this obsession with trek canon :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
02-01-2010, 07:43 AM
I fly an escort, both in open beta and now in headstart / post launch. The escort is a glass cannon, but with skill, you can complete missions solo if necessary.

Your Weapons and Bridge Officers are very important in a ship as unforgiving as a tier 1 Escort. I went with disruptors in front (250 degree arc); a dual cannon (45 degree arc); a Quantum Torpedo; and a Plasma Turret (360 degree arc) in the rear.

Tactical Officer 1: Torpedo Yield
Tactical Officer 2: Beam Weapons
Engineer Officer: Power to Weapons
Science Officer: Tachyon (sp?) beam or Resistance to Damage (12% for 8 seconds).

Your job in a fleet is to move in, fast, and take out the frigates and destroyers in your first pass. As you approach, come out of Full Impulse around 16KM. This wil give you time to recharge your power grids. There is no rush to get there, tell the rest of your fleet to slow down.

Once you get to about 10.3 KM, slow your speed to 60 % impulse. Lock target, and use in this order:

1. Tachyon Beam (Science)
2. Power to Weapons (Engineer)
3. Beam Weapons ability (Tactical)
3. Fire Disruptors and Rear Turret
4. "Targets Shields are Down"!
5. Torpedo Yield (Tactical)
6. Fire Torpedos

There is not a frigate in the game that can take one pass of this, without going BOOM! Even Cruisers -1, 0 or +1 will be near death or dead (with some lucky critical hits).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
02-01-2010, 07:51 AM
Quote:
Originally Posted by GeneralFreedom
How are you getting killed? I run my escort in full weapons power mode, never touch my shields and have never gone under 90% hull in solo missions. This is operator error, not an issue with the escort.

Maybe you should play a cruiser. Or a different game.
Think they're talking about in PVP General
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
02-01-2010, 07:56 AM
In terms of the lore WEAKNESSES of escorts, may I point out: http://memory-alpha.org/en/wiki/USS_...28NCC-74210%29
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
02-01-2010, 07:58 AM
Quote:
Originally Posted by Blodveard View Post
I fly an escort, both in open beta and now in headstart / post launch. The escort is a glass cannon, but with skill, you can complete missions solo if necessary.

Your Weapons and Bridge Officers are very important in a ship as unforgiving as a tier 1 Escort. I went with disruptors in front (250 degree arc); a dual cannon (45 degree arc); a Quantum Torpedo; and a Plasma Turret (360 degree arc) in the rear.

Tactical Officer 1: Torpedo Yield
Tactical Officer 2: Beam Weapons
Engineer Officer: Power to Weapons
Science Officer: Tachyon (sp?) beam or Resistance to Damage (12% for 8 seconds).

Your job in a fleet is to move in, fast, and take out the frigates and destroyers in your first pass. As you approach, come out of Full Impulse around 16KM. This wil give you time to recharge are power grids. There is no rush to get there, tell the rest of your fleet to slow down.

Once you get to about 10.3 KM, slow your speed to 60 % impulse. Lock target, and use in this order:

1. Tachyon Beam (Science)
2. Power to Weapons (Engineer)
3. Beam Weapons ability (Tactical)
3. Fire Disruptors and Rear Turret
4. "Targets Shields are Down"!
5. Torpedo Yield (Tactical)
6. Fire Torpedos

There is not a frigate in the game that can one pass of this without going BOOM! Even Cruisers -1, 0 or +1 will be near death or dead (with some lucky critical hits).
Alternatively you can use Cannons and do the following:
1. Drop one notch below full speed in combat.
2. Torpedo Yield I or II
3. Unload cannons at 7km out.
4. Fire Torps as soon as the first volley of cannon shot is on it's way.
5. First frigate goes boom.
6. Hit Rapid Fire Cannon I if you didn't go with Torpedo Yield II to mop up the others

With max rank projectile weapons and torpedos, High Yield II will drop a klingon bird of prey in one salvo. No cannon or phaser's needed.

I roll with my escort with this skill loadout:
High Yield Torp I and II
Torp Spread I
Emergency Power to Shields I
Science Team I

I'm about to replace High Yield Torp I with Tactical Team I since I have High Yield Torp II down to 35 sec recharge.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
02-01-2010, 08:11 AM
Quote:
Originally Posted by fuzzie View Post
They didn't. They gave the klingons a BoP with little hull or shields and a cloak. That means, their alpha-strike is very powerful outside of the 5k-range. But damage tears through them.

High DPS - Yes, with the same cannons ans skills as UFP
High Defence - With the same skills as UFP but without good shields or armour
Cloak - Yes! And thats what weighs up for their thin armour
Mk2/3 weapons against equivalent Klingon ships in PvP - in an escort, I was having a hell of a time taking down 1 shield on most Klingons I would encounter. My loadout: Dual Heavy Phaser Cannons, Dual Phaser Bank, Phaser Turret and photon torpedoes. Meanwhile, I could go full shields while rerouting power to a shield that's being hit and still watch it fall to a Klingon ship. Simply put, Klingon ships are superior to their Federation counterparts at this tier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
02-04-2010, 09:30 AM
Quote:
Originally Posted by miralenwan View Post
Mk2/3 weapons against equivalent Klingon ships in PvP - in an escort, I was having a hell of a time taking down 1 shield on most Klingons I would encounter. My loadout: Dual Heavy Phaser Cannons, Dual Phaser Bank, Phaser Turret and photon torpedoes. Meanwhile, I could go full shields while rerouting power to a shield that's being hit and still watch it fall to a Klingon ship. Simply put, Klingon ships are superior to their Federation counterparts at this tier.
That is by design, Klinks have more advantages in PVP than Feds. Klinks can have undesignated BOs in their starter ships as well (don't know about hire lvl ships). This would allow them to slot 3 x Tactical officers and advance them to LT rank, getting 6 x abilities. An equal level Fed captain will only be abole to slot 3 officers, of which only one can use his or her Lt abilities.

Klink = 6 x vs. Feds = 4x Just imagine how much damage a Klink with 3 x Lt. ranked Tactical Brigde Officers can deal out! At LTC rank the situation gets worse....K = 8 vs Fed = 5.

Solution, fleet up for pvp vs. Klinks. Klinks also don't have science ships, so you have to make sure you bring one to the fight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
02-04-2010, 09:38 AM
Escort class needs TO BE Escorted.

You Ohio/Middle North people take too many language shortcuts. ; )
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
02-04-2010, 09:40 AM
Quote:
Originally Posted by Blodveard View Post
I fly an escort, both in open beta and now in headstart / post launch. The escort is a glass cannon, but with skill, you can complete missions solo if necessary.

Your Weapons and Bridge Officers are very important in a ship as unforgiving as a tier 1 Escort. I went with disruptors in front (250 degree arc); a dual cannon (45 degree arc); a Quantum Torpedo; and a Plasma Turret (360 degree arc) in the rear.

Tactical Officer 1: Torpedo Yield
Tactical Officer 2: Beam Weapons
Engineer Officer: Power to Weapons
Science Officer: Tachyon (sp?) beam or Resistance to Damage (12% for 8 seconds).

Your job in a fleet is to move in, fast, and take out the frigates and destroyers in your first pass. As you approach, come out of Full Impulse around 16KM. This wil give you time to recharge your power grids. There is no rush to get there, tell the rest of your fleet to slow down.

Once you get to about 10.3 KM, slow your speed to 60 % impulse. Lock target, and use in this order:

1. Tachyon Beam (Science)
2. Power to Weapons (Engineer)
3. Beam Weapons ability (Tactical)
3. Fire Disruptors and Rear Turret
4. "Targets Shields are Down"!
5. Torpedo Yield (Tactical)
6. Fire Torpedos

There is not a frigate in the game that can take one pass of this, without going BOOM! Even Cruisers -1, 0 or +1 will be near death or dead (with some lucky critical hits).
And here I thought Cruisers and Escorts basically just smashed everything Incredible Hulk-style, then complain how combat was too easy. I am very impressed with you, good sir. At least there's some Tactical/Engineering Officers who use a little more finesse in combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
02-04-2010, 10:00 AM
1) I disagree with the OP. Escorts are fine if you play them smart. Even against groups of evenly matched enemy ships. Get some good gear and officers on them and you'll be fine. Until you do group. Watch how other escorts play as well because there are a lot of us out there doing better than fine.

I've even charged head long into a group of enemy ships blazing away. Stripped and hooked the rear most ship with my tractor beam, turned, blown it to pieces, while the rest of the ships try to turn to follow me and the rest of my group comes up behind them to blow them to pieces. Several times in fact. I took some damage, one of my shields usually drops but it's fun.

You can't expect to take on 3 Romulan battleships and come out unscathed. This is a game. Not the show, or a movie. It isn't even a pen and paper roleplaying game where you're the hero and the GM may let you live when you shouldn't. This is a game, with thousands of other players. They have to make things fit in a balance in order for the game to be functional. Your skill at assembling your crew, piloting your ship, and understanding its capabilities, or lack of, will be the thing to set you apart from every other ship jockey out there, not just the ship or the equipment on it.

2) The Defiant was unique only in that it was the first ship of its class and that it had the borrowed cloaking device. They've shown at least one other Defiant class ship in the large battle to retake DS-9 with the normal Defiant on the screen at the same time. It's small, it's in the mass of ships but you can see it.

Also there was the USS Valiant. I've included the link with a picture of it blowing up. OP Take note...it is blowing up. It is blowing up because it tried to take on a Jem'hadar battleship by itself with a crew of rookie cadets.

http://memory-alpha.org/en/wiki/USS_Valiant_(NCC-74210)

also see this

Commenting on the appearance of additional Defiant-class ships appearing in "A Call to Arms", Ronald D. Moore said "we just decided that the Fed was now cranking out Defiant-class vessels based on Sisko's recommendations to SF Command." (AOL chat, 1997)


We see the Defiant almost get destroyed numerous times in the series. The one with the cloak. Usually it's a Jem'Hadar fighter that is doing it, or several. What saves it is that it is the heroe's ship and the effects department can't afford to keep giving them new ones.

if the Escort class isn't working for you try taking a deep breath and asking some other escort players viable questions on how they achieve success in the game.
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