Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-24-2011, 08:00 PM
Quote:
Originally Posted by gsquaredncnp
Tactical. Fully specc'd into beams. 4 Phaser relays (or proton mags, whichever weapon I am using) DBB up front. No buffs on the opponent. Weapon power at 125. Sometimes with AP:A or AP:O up. I have an EPS console. Accuracy 15%.

Even if the opponent has EpTS up or another dmg reduction buff it seems waaay more effective than mine. And I have spec'd into beefing up my shields.
Let me add my 2cents.
First, you only have 15% ACC that tells me you did not spec ACC as a toon trait.
Second, using AP will yield better crits.
Third, get tractor beam 1. Why? TB will turn that extra ACC into crit severity = more dmg.
Fourth, get 1 EPS so your weapon pwr lvls go back faster.

Keep an eye on buffs dont use boIII bind when the are buffed against TB.

Two options APO or APB. APB will lower res on hull great if shields are down. I suggest APB with BO. With poping APO you will jump in speed wich you might find it harder to adjust to.

So, bind TB, APB and BOIII and enjoy. After you fire it bind these words:

"to be or not to be that is the question"

I have done my forum duty see you in pvp.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-25-2011, 06:47 AM
My 3 pennies

BO is HARD to hit with consistency against other escorts. When it does hit, it is wonderous, but it seems more often than not, an escort travelling at flight speed often has such high defense the chances are your shot will do nothing. So bear in mind (OP) that your shots might not be "bouncing off" so much as not even hitting. I say that despite running a toon with the [acc] trait and an [acc] DBB. I honestly cant recall the rating but it's rather high... but so is my own defense value...so I can still see how I miss often. I very much doubt a defiant-R is running enough resists to fully mitigate a BO3 strike.

On a related note, I think there should be a slight decrease in your own accuracy the faster you travel, but that is another topic...

Personally I use disruptors on my escort, the cost seems more worthwhile. On the topic of resists against energy types, I don't know anyone who doesn't use the +all energy + all kinetic armour rather than type specific, so in terms of resists, it is irrelevant which type you use for the most part.

Aside from that, escorts are fragile, so it is no surprise you are getting hammered when hit by one. If you aren't doing any hammering of your own, maybe you aren't pushing out enough pain! It could be useful to know what skills you are running.

Those MVAMs running TSS3 though, damn they have some staying power. I got over 1million in heals in a CnH match the other night (it was a long match) in my star cruiser tank. Only to be beaten by an MVAM with 1.3m. Seem to lack the punch of a normal Prommie though, so in turn wasn't as threatening. Spent a long time 1v1ing him/her over a cap point, was very much a Yo-Yo health party on both sides.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-27-2011, 06:46 PM
I really have to remember the miss chance the next time my BO 3 seeminly bounces off a defiant R. I was in a cap and hold the other day, and it felt as though I could not even scratch that guys shields.

I do know that running 2 armor consoles, along with 2 copies of EptS gives my fleet escort a lot of survivability. I very rarely get killed by a single ship. But as an engineer I am giving up some damage for that.

Now if only I could figure out how in the world those guys from the Elite Maqis Squadron make thier Defiant r's nigh unkillable. Now those guys are just brutal to fight against.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-27-2011, 11:09 PM
Well we at EMS try to keep are shields up with 2 copies of EPtS and the most important is a TSS2 or higher and try to keep a hull resist up whenever possible EX brace/delta/omega and never stop distributing your shields and if your having problems with BO missing try the ACC x2 dual beam for 30 emblems
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-28-2011, 02:00 AM
I have an [acc]x2 dual beam bank. Still misses a lot against other escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-28-2011, 10:10 PM
oh you must not have the ACC trait what a bummer my BO misses maybe 1 out of 10 shots
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-29-2011, 07:01 AM
Beam overload sucks. x3 cannons x2 turrets + 1 torp = dead opponent every time. BO lowers damage so bad and can miss, making it a giant joke skill on escorts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-29-2011, 08:02 AM
I missing like 3 from 10 without acc trait and with just 10% acc weapon. and hits are 8k-22k without buffs. With EPS you dont really lose any dmg, energy is back up to max fast.

But back to this:

Quote:
Originally Posted by gsquaredncnp
What are the most common resistances that people are running? I've tried PVPing with phasers and antiprotons and I can't seem to bring anyone down. My BO III has barely scratched an opponent's shields, even when facing a Defiant-R! I am wondering if this is due to resistance. I have maxed out my skill points in energy/beams and then phasers (or anti protons when I respecced).

I've been asking my guildmates for some PVP advice, but no one can really tell me why I can't bring down the shields of any ship, even escorts.
What does his build missing?

Maybe EPS console too (EPS console works now as intended?)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-29-2011, 10:29 AM
Quote:
Originally Posted by Cattivo80 View Post
Really? Damn. Recently, if I approach a battle and notice someone weakened, I hit by buffs, decloak at just under 10km, and hit them with a BO3 to try to finish them off quicker. I guess I should just wait those extra few seconds to get closer.
Unless the mechanics have changed, beams and cannons have different ranges of effectivness.

As described in this old article.
http://theenginescannaetakeit.wordpr...pons-overview/

So at closer ranges damage increases.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-29-2011, 10:44 AM
Quote:
Originally Posted by Roach View Post
Unless the mechanics have changed, beams and cannons have different ranges of effectivness.

As described in this old article.
http://theenginescannaetakeit.wordpr...pons-overview/

So at closer ranges damage increases.
http://www.youtube.com/watch?v=IGFwGwV1lZc
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