Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-21-2010, 09:36 AM
The OP is dead on. I've see some amazing things accomplished when the team was right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-21-2010, 11:54 AM
Quote:
Originally Posted by Andor View Post
Escorts should be all about damage otherwise they are wasting their main strength.
Escorts need to know that they have to stay in the 5km range to their cruisers. They need to chain themselves to the ones handing out the extend shield.
How often do I see, when flying my pure healing-cruiser, that an escort, that gets pounded by all sides, which I was able to extend his shields and my hazard emitters cooldown is nearly over too, flies out of the 5km range with full speed for whatever stupid reason ever. The cruiser is not that maneuverable!

Or also good, you see them in 80% of FvF games: The escort that stays 5km from you first, the enemy arrives, is at 20km, and he full impulse/evasive maneuvers to them, alone, on front, out of any healing range! 5 enemies focus fire him of course. If you try to save him you end up getting focus fired next, after the escort is dead after 2 seconds, your team is ripped apart.

And not to forget: I know nearly no escort that doesn't have a science team. Even they can heal people or break VM!

My BoP ends up on top of the healing charts most of the time, and this is no healing build, just got hazard emitters which I also share! Same with dampening field and science team.

The greatest thing about most of the heals is that they (except extend shields, but you can use a shield battery here fine) don't depend on power levels. You can even full impulse in to rescue your allies, and by the time this is done your weapons are ready for slaughtering.

If an ally got really low on health once, the chance enemies won't get off of him, even though he is healed and got a lot of resists or under extend shields now, is very high! Most people behave like bulldogs, not letting lose of their prey, no matter how dumb it is. This means free kills for you!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-21-2010, 12:49 PM
I agree with what your saying, if you read my whole post I specifically stated that the escorts should be circling the cruiser.
The whole Fed Ball should be close to each other that way they can heal each other extend shields, or as an escort doing serious damage. Sure a escort can throw out the occasional Sci Team but thats not really the same as what a cruiser can do and it shouldn't be the main focus of the dps class. All the healing in the world doesn't mean crap if you don't kill the enemy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-21-2010, 02:21 PM
I completely agree with the theory here as well as the principles involved with reacting to an ambnush; however, again, it is easier said than done.

It has been pointed out that coordination and team work are essential, that a mix of ship types works best.Though this may be true, the average Fed vs. Klingon fights I have been in involved a random group of ships showing up, typically escorts alone. Only once did my science ship pair up with another and a group of escorts.

We were all strangers, though, and without any prior coordination, the science ships went first while the escorts zipped off for the kill.

I just don't see how this can work well without prior contact and a prior team composition that enters the fray together. It's never happened in the PvP stranger set up in my experience.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-21-2010, 05:22 PM
I have had much better luck with good groups in cracked planet then I have in the capture the flag maps.

The problem in the capture the flag battles is people stop going after flags and just end up halfway between the center star base and the federation spawn point going for kill after kill. The Klingons know better and with cloak they can send small groups to capture flags while the rest keep the feds busy.

What the feds need to do is form the fed ball then move from flag to flag. if you can keep the klingons busy and the flags blue then you can win.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-22-2010, 04:48 AM
Quote:
Originally Posted by Andor View Post
I have had much better luck with good groups in cracked planet then I have in the capture the flag maps.

The problem in the capture the flag battles is people stop going after flags and just end up halfway between the center star base and the federation spawn point going for kill after kill. The Klingons know better and with cloak they can send small groups to capture flags while the rest keep the feds busy.

What the feds need to do is form the fed ball then move from flag to flag. if you can keep the klingons busy and the flags blue then you can win.
It was never clear to me what the best tactic was here - because a single fedball can only conquer and keep one flag blue. So I figured there must be some splitting up. But I guess that is wrong?

Maybe the part where you mention "keep the Klingons busy" is crucial here - it doesn't matter if a blue flag is unprotected, if the Klingons are forced into a fight with the Fedball, they don't get to capture it. Though I am not convinced it as easy to achieve.. I need to do more PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-22-2010, 05:45 AM
Quote:
Originally Posted by Roter_Panda
With the popularity of target subsystem shields and the new change to SNB (kills all buffs, also FBP and RSP) I don't see a big problem here. Plus the only ship that can stack multiple RSPs and FBPs is the BoP, and even this ship would sacrifice a lot for it.
I have seen a FBP + RSP BoP do just shy of 600,000 damage in one match. Consistently, this guy was between 275k and 400k every single match.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-22-2010, 06:24 AM
Quote:
Originally Posted by Zhiel
I have seen a FBP + RSP BoP do just shy of 600,000 damage in one match. Consistently, this guy was between 275k and 400k every single match.
FBP does a lot of damage on the paper, because only hull-damage is counted, but I doubt he killed most of the people he damaged.

And this also means the FED-team wasn't very clever if their beam users attacked a feedback-chainer again and again. Your escorts are there to kill him, or science ships to disable him.

I use 1 FBP III and 1 RSP on my BoP and sometimes I have PvP matches where I don't use any of the two. If you don't get attacked they are useless. So I am happy I didn't spend all my skills into such kind, because I can do very well if not under fire too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-22-2010, 07:13 AM
Quote:
Originally Posted by Roter_Panda


Hey there!

Currently the tactic of the Fedball isn't used properly and to its full extend, here is why:

Players don't remember why staying close together was important in the first place.


They maybe manage to fly in a compact ball, but still get mopped up badly. The debris from their allies does more harm than it was worth, why?

Because nobody heals
and
Because nobody focuses on a single target
I play either a sci vessel or cruiser (mostly sci these days) in pvp, and those 2 things happen because pugs inherently tend not to trust each other. Premade teams are different, teamwork usually trumps personal glory.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-22-2010, 09:05 AM
Quote:
Originally Posted by Zhiel
I have seen a FBP + RSP BoP do just shy of 600,000 damage in one match. Consistently, this guy was between 275k and 400k every single match.
I do the same with a federation escort without FBP.
I have gotten over 600k damage and 43 kills in one battle.
Any good DPS ship can do that.
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