Honestly builds and knowledge only goes so far. You still have to use it right, time it right, and all that jazz. Having all the same powers, skill points and build as someone else only goes so far.
Firing off a beam overload, then launching high yield, for example, is usually not the best way to do a burst, unless you're right on top of them. If you want a BO to burn through shields right as a HY hits, then you have to realize that timing and procedure works very differently at different ranges.
However if you want to know what you are getting slaughtered with, target your killer and see what buffs they have running. Learn what weapons they are using by paying attention to the colors and types of shot coming at you. How they use that to great effect is another matter, but you can very easily learn what they are using by just paying attention, and figure out how to use it yourself.
I watched Blackjack decloak and wipe out 3 Feds last night before the rest of us could even decloak. What did I learn? I saw him using scatter volley, anti-proton dual cannons, no torpedoes that I saw, go down fighting, and I'd guess attack pattern alpha as well. I'd have to see that all again to be sure, but it certainly looked like a deadly combo to me (and people say tactical captains and damage was nerfed).
It looks like it is designed to maximize crit chance and exploit a high level of crit damage with anti protons and APA, by firing the most amount of shots against the most targets, probably with 125 weapon power and any other damage buff he can muster.
Of course he wasn't teamed with us, why I don't know, but it made it infinitely harder to heal him and keep him alive, meaning he died more than he should have, and a dead raptor does zero DPS.
So if you want to learn offense, watch it or suffer it and pay attention. And in a team situation, heal your damage dealers and keep them alive. If they don't have to bug out and save themselves, they can do more damage. Secrets don't mean much when pretty much everything is publicly available and discernable.
The one tip i can give that will say all there is to say. You can have the best build, best ship and so on....BUT! the build and ship do not make the pilot.... the pilot makes the build and ship. If you do not understand what i mean by this you should not pvp.
- Its ok to run we may hate it but its a life saver.
- Don't chase they always want you to.
- Damage is not everything.
- RSP is not the end all to win a battle
- Tractor beams and repulsors beams are rampant and will hurt anyone best advice is either run or start up R&D to defeat it
- There is no "best" damage type
- Balling up is not always the best strategy, nor is soloing it.
- That lonely bird of prey that looks so weak sitting on point is normally not. (normally)
- Teamwork is the key
- Escorts are for damage and damage only don't try and create a tank in them.
- There are many children playing (not in every sense of the word) who will try and get a response from you just ignore and move on otherwise it will put your whole game off.
- If your their for dailies then don't bother nobody likes you for doing that.
I know nothing new here for awhile... but I think I'll share some more.
Here is another offensive tip. I don't use this one as much anymore... I will probaly stop using at all post 2.0.
With extra skill points aux power will be more useful.
So I will share.
Battery Doubling Aux to Batt
This technique requires you to invest in a Min amount of Sci... so it is suited best to escort style ships.
I have used this on my Tac BOP as well as my fed escort. The method differs slightly, the results are similer.
This technique will allow you to double the effectiveness of a battary by using aux to batt.
On my BOP I Run Aux to Damp I and Aux to Batt 1
On my Escort I run Hazard Emitters and Aux to Batt 1
The key to this technique is to only use one power in your build that uses aux power at all...
You do not want to be dependent on aux power when you are constantly dumping it.
Spend skill points to increase aux power as your build allows and set you aux power to run at 50 power (With skill spend) DO NOT worry about getting it over 50... anything over 50 is a complete waste.
On my FED
Emergency power to Weapons 1
Eng Team 1 - Aux to Bat 1
Sci Team 1 - Hazard Emitters 2
On my Klink I don't bother with any heals that require aux power.
Emergency to Damp 1
Aux to Bat 1
On the fed I open my attack using Emergency power to Weapons 1.... Now I will most likely be taking damage after EPTW runs out (IF not wait till you need the following)
when I need it I use an AUX battary Which will set my aux power to 125 for 10 seconds... I now use my hazard emitters at max power.
I then use Aux to Bat 1.... which will give me 50 power to Weapons Shield and Engines.
Presto a 75 power aux battary just became a 150 power spike.
On my BOP I like to use the aux battary right before I de cloak running aux to damp at full power (This is a huge speed and turn increase as well as a nice kinetic resist and shockwave and repulsor nullifier, which seems to be a new favored defense)
I then use aux to battary for the same effect. Giving me all the power I need for my run.