Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 My pvp findings tonight (t2)
02-04-2010, 12:46 AM
Played a t2 kdf character tonight for a while because I was curious about some things in t2 that were bugging me.

I had a ship design that I wanted to try out, and I wanted to see what these guys were doing with naked pvp grinding.

I fought 3-4 matches with a group who was flying shieldless and suiciding as fast as possible, and I will admit there was some fun to it. It was upsetting randoms who got into matches with us, and apparently the feds didn't know any different or didn't say anything. I beat a couple feds one on one without having shields, which I thought was sad.

The exp was fast, but not a lot faster than a match that keeps moving along normally. It's MUCH faster than a cloakfest which I hate.

Most of the time in FvK matches that stall, the problem is that noone of the klingons are taking the initiative - or they are all DPS and don't want to get spat out.

Lately I've been working on my 'icebreaker' build, which is a ship specifically designed for being the opener and support. Hazard emitters, RSF, eng team and HY torps are the t2 loadout. It uses dual beam banks, because they match the arc of the forward torpedo.

Weapons are two frontal dual bank beams, torps with rear mines.

The general method of engagement is to fly within 4km, decloak attacking, power levels are max weapons with rest aux.

Rotate shield freq when shields get to 75% and balance

when shields are out, let hull run down to about 50% then reverse shield polarity and hit hazard emitters which gives shield and hull DR

start running with evasion, and eng team if needed, combat cloak, get distance.

The idea is to be the best bait possible, obviously - but also to be the one that breaks the ice so that the kdf start shooting. One of the worst things about f vs k pvp is that it's possible for nothing to happen for minutes on end which is encouraging this silliness.

What I found, not surprisingly, is that a match with someone deliberately moving it forward (making group, starting attack) was not really any slower than the match with feebs suiciding. The difference is that we were winning the matches that were being led.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-04-2010, 12:50 AM
Why hit Hazard Emitters AFTER hitting polarity? Resist would probably be more useful stacked with Rotate Shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-04-2010, 01:15 AM
Quote:
Originally Posted by DeadlyShoe
Why hit Hazard Emitters AFTER hitting polarity? Resist would probably be more useful stacked with Rotate Shields.
Cryptic (Jackalope specifically )has a habit of severely diminishing returns on stacking same or like effects... so its almost always better to play toward the 'a little less' all the time median...

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-04-2010, 06:45 AM
Hazard emitters is only 15 seconds long, and is a healing dot. I use it to repair and counter bleedthrough when I hit polarity. this is necessary to avoid getting turned into sparkly dust if I take torp hits while my cloak is up

I may hit brace for impact somewhere in here too, depending on how badly I get hurt.

I won't have polarize hull in my t2 loadout
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-04-2010, 07:47 AM
Better yet Meat, just have eveyone on your team take those skills, so no matter who gets hit no one dies. And for god's sake equip cannons lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-04-2010, 08:30 AM
I find the trick to being the tank is balancing the 'dont die' buttons with the 'appear to be killable' impression.

If your glowing green, any competent team stops shooting. If your shields flake off fire like its nothing, competent teams stop shooting.

If you get your shields ripped up, and loose have your hull, they wont let you go for anything...

Ive tried doing something similar to what you describe, only using Science Team in the place of polarize hull (as I find that being shield less means instant death for me in my BOP). Im still working on getting the hang of the whole 'appear vulnerable, but dont die yet' thing. Mostly by blowing up with defensive cooldowns still unused.

One NEAT trick, though... if your the tank... dont decloak and start shooting first (theyve learned the first one out of cloak is the tank). Have your buddies hanging back with a plan, and then fly into the fed ball in cloak. As soon as one of them finds you, uncloak and hit your dont die buttons.

If you stay above or below them, the first shots you take wont be torps, so you can have your screens up before the torps come in. The first person to see you is almost always the science officer with full aux, rather than the tricked out escort with full wpns, so those first shots dont really hurt.

But a fed ball that thinks its 'caught a Klingon in cloak' will be so eager to punish your temerity, and so proud of themselves for having caught you, that they dont want to let you go for anything, giving your friends more time to tear them up before they finally switch targets.

Of course, the feds are doing exactly what they SHOULD do, by focusing on the 'caught' klingon. Your just arranging it so that they see what you want them to, and then punishing them for doing exactly what they should do, IF the situation was as it appear to them.

This game is growing on me as it gets more psychological and less twitch.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-04-2010, 09:25 AM
Quote:
Originally Posted by Ankerin
Better yet Meat, just have eveyone on your team take those skills, so no matter who gets hit no one dies. And for god's sake equip cannons lol.
My DPS is pretty low. Having cannons wouldn't work for me, I spend most of my time staying alive and keeping other people alive. Cannons require focus on positioning to maintain a target aspect.

I also use beams because I support other people with target subsystems...

I generally finish a tier 2 fight with this guy and have >65k healing, and I'm not done equipping him.

Quote:
Originally Posted by marcussmythe View Post
I find the trick to being the tank is balancing the 'dont die' buttons with the 'appear to be killable' impression.
Right, which is why I never pop it until my hull is going down. You have to wait until the fish is hooked to reel it in.
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