Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-29-2011, 07:14 PM
Quote:
Originally Posted by dvsaris View Post
I often use the "run away!" tactic when the photonic ships spawn. It's such a crappy mechanic... holographic ships shouldn't fire real weapons.
i bet thats what the borg thought :p
http://www.youtube.com/watch?v=DsxsVJV8OIA
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-30-2011, 01:45 AM
Quote:
Originally Posted by Anglerx
So I am fighting on the Cardassian front and have found I am having problems when in space combat with Keldon Class ships. No matter what I do I seem to have to respawn at least once when fighting them and I especailly run into problems once they release their photonic Galors. Any hints or suggestions?
What kind of defensive options do you have at your disposal? You should make sure you have some powers that give you shield resistance (best choice: Emergency Power to Shields - if you can fit two on your ship, you will have high protection all the time). Use them the moment you except to start taking damage to reduce the incoming damage. A Hazard Emitter will work great to heal damage to your hull.

You can entirely ignore the Photonic Ships. But if you tried fighting them and you found it took long, you might have used the wrong power settings or the wrong tactical powers, or have a bad selection of weapon. Weapon Power to the max is generally the best setting. If you use Cannons, Cannon Rapid Fire is the choice for best single target damage. If you use beams, beam overload or beam fire at will are good choices. High Yield Torpedo for torpedoes. You should also try to maneuver to keep your weapons in a firing arc (in a cruiser or science vessel, that usually means circling to fire beam broadsides, in an escort it will require you to slow down occasionally to keep the target in the front arc of your dual cannons.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-30-2011, 02:47 AM
Quote:
Originally Posted by Anglerx
I try to keep my distance from the main ship as much as possible. I try to deplete one sheild and keep hammering away with quantums and high yeild beams. The problem comes when the photonic ships appear they pound away and really knock me around so I can't keep my bearing on the depleted shield. I am in a defiant class escort (I'm a tac) but have been thinking about going to a crusier. Would this change help?
If you're using Cannons/Turrets you're better off at around 5km or less. The further out you are, the less damage your going to do. If you're using beam (Which you really shouldn't be, but if you are) then you can be further out but the same rule applies (Just not as harshly). You didn't post you're build so I'll make one up for you that I would use (Though I've never flown a Defiant, I've flown other escorts on both factions).

Lieutenant Tactical
Tac Team I, High Yield Torpedo II

Lieutenant Engineer
Engineering Team I, Emergency Power To Shields II

Lieutenant Science
Hazard Emitters I, Transfer Shield Strength II

Commander Tactical
Tac Team I, Canon Rapid Fire I, Canon Rapid Fire II, Attack Pattern Delta III

Mount Phaser or Disrupter Dual Cannons or Dual Heavy Cannons, 3 of them up front as well as a Quantum torpedo launcher. Put two turrets in the back, no need for another torpedo launcher or mines in a Defiant. Try to put atleast 110 into weapons, and around 70 into shields and be sure to use Covariant shields. Use a deflector that will boost your Emitters and Deflector, use science consoles that boost your deflector. Use weapon consoles that boost your energy weapon type, and use two EPS consoles.

Be sure to put training into Aux and Eng Efficiency, and in your case I'd probably go with Combat Impulse Engines for now (Because you're not an engineer or using EPtE). Though you might like Hyper-Impulse engines, just make sure have AUX at a minimum and SPD if you can get it.

You have 7 defense buffs with this build, 3 of which are also offensive buffs. Approach you're prey cloacked, then uncloak at around 9km while moving in at 50-75% impulse. Start firing normally for about 1 second, then activate CRF II and APD III (If you were using APB III instead you'd just power up while cloaked and unleash but APD is a lil different as the enemy has to attack you for it to proc). I chose APD for you over APB because it gives you a defensive bonus.

So do both Tac Teams, which combined with two shield heals should be able to keep your defenses up. You have Hazard Emitters should your hull take damage, as well as Engineering Team (Though that's really there to cure disabled sub-systems from Cardassian phaser proc). Don't use all your defensive buffs at once, cycle through them (as they apply healing over time and this way you are never without an available buff).

Stay close, but don't just sit there either (Move around, it changes how often shots miss you). Make attack runs, going in at a rate appropriate so that you can unload a full CRF volley then move away giving your shields a chance to heal. Then come back in when your CD is ready and do the same (Think fighter plane strafing runs). Be warned there is no Science Team on this build in case you ever get sensor jammed etc (But the Cardies won't do that to you). Feel free to put in a Science Team in place of Transfer Shield Strength if you feel that works better for you (But it will conflict with your copies of Tac Team and Eng Team).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-30-2011, 04:00 AM
I qouted this cos its a good solution. I edited it becasue I think I can improve the boff skill choices here for the Eng and Sci.

Also, dropping Quantum for a Hargh'Peng gives you 1800 skill points you dont need to spend on specific torp type. The build is heavy on turrets and connons so HP makes a lot of sense as a singlke front facing torp, it is fast and effective.


Quote:
Originally Posted by ZATZAi View Post

Lieutenant Tactical
Tac Team I, High Yield Torpedo II

Lieutenant Engineer
Emergency Power To Shields I, Reverse Shield Polarity I

Lieutenant Science
Hazard Emitters I, Science Team II

Commander Tactical
Tac Team I, Canon Rapid Fire I, Canon Rapid Fire II, Attack Pattern Delta III
EPtS I is more than adequate and can be boosted cheaply form skill points. It fully rpelaces a ddiabled shield facing so use it when needed not as your stcok shield healer.

Reverse shield Polarity is 6 seconds of heals form all energy weapons, great when facing photonics or other situations (fighters or drones for example).

HE I is a huge HoT if you put the points in and boost aux power which you should in situations like this and besides skill point allocation should be taking care of boosting aux at lower settings and weapons at higher.....

Sci Team II is a very effective shield heal and very very cheap to boost so that it has a fast cooldown. It t removes sci debuffs and that is something that every ship needs at some point or another.


Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-30-2011, 05:45 AM
I've never really had problems with Keldons. I just DPS them down when I engage them. I tend to make sure I have Torpedo High Yield III available once the photonic ships spawn, finishing off the Keldon quickly when it's shields are down.

I generally deal with battleship-level enemies with heavy firepower through damage spiking. I run an Advanced Escort with an all-around setup of dual beams, dual heavies, regular duals, and quantums up front, allowing me to make use of level III High Yield Torpedoes, Beam Overload III, and Rapid Fire Cannons III. It provides me with decent single target DPS that can drain a shield facing quickly, and if High Yield Torpedoes are timed properly, it can destroy a ship with one sweep of weapons fire, or bring it down to about 20-25%.

I haven't really flown a Defiant, but making use of cloak in addition to any damage buffs can give you a decent boost for delivering a massive damage spike with your opening attack. Positioning is also important. Use Evasive Maneuvers when you need to re-position yourself for another forward attack run. The faster you can kill these types of ships, the less of a hassle they can be.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-30-2011, 05:50 AM
Keldons can be a pain but I usually treat them like the breen cruisers. Try to stay behind them or if you must deal with them from the front, avoid using your buffs until he hits you with the SNB debuff and clear it with Sci team afterwards hit him with everything.

Like many of the other posters stated, ignore the photonic galors because the faster the keldon goes down, the faster his buddies go away.

In terms of ship builds, Cannons are an escort's best friend. by going the cannon/turret route you streamline the type of powers you can use without splitting up your powers between too many weapon systems. Of course you can play according to your playstyle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
07-30-2011, 08:25 AM
I usually just shoot them and they blow up.

P.S. Omega III cough cough
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
07-30-2011, 09:58 AM
Quote:
Originally Posted by Annuvyn View Post
I qouted this cos its a good solution. I edited it becasue I think I can improve the boff skill choices here for the Eng and Sci.

Also, dropping Quantum for a Hargh'Peng gives you 1800 skill points you dont need to spend on specific torp type. The build is heavy on turrets and connons so HP makes a lot of sense as a singlke front facing torp, it is fast and effective.




EPtS I is more than adequate and can be boosted cheaply form skill points. It fully rpelaces a ddiabled shield facing so use it when needed not as your stcok shield healer.

Reverse shield Polarity is 6 seconds of heals form all energy weapons, great when facing photonics or other situations (fighters or drones for example).

HE I is a huge HoT if you put the points in and boost aux power which you should in situations like this and besides skill point allocation should be taking care of boosting aux at lower settings and weapons at higher.....

Sci Team II is a very effective shield heal and very very cheap to boost so that it has a fast cooldown. It t removes sci debuffs and that is something that every ship needs at some point or another.


I wouldn't replace Emergency Power to Shields 2 with RSP. 2 Emergency Powers means you have increased shield resistances all the time. You will never take enough damage to need the "shield refill" by RSP. The thing I would have changed definitely would be Attack Pattern Delta, probably. Though it might not matter in 1v1 anyway, but I kinda prefer to not have to wait for my enemy to shoot at him before I debuffed him. But that might be more a PvP thing (when everyone enemy has to pick one out of five targets, it is not likely that the moment you want the damage buff against one target is the moment he also picked you to fire at.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
07-30-2011, 10:16 AM
Quote:
Originally Posted by Anglerx
So I am fighting on the Cardassian front and have found I am having problems when in space combat with Keldon Class ships. No matter what I do I seem to have to respawn at least once when fighting them and I especailly run into problems once they release their photonic Galors. Any hints or suggestions?
Use my tactics - Tank the Photonic Galors, ignore them completely, and keep your fire onto the Keldon. Burn the Keldon down, because the Photonic Galors vanish when the Keldon goes up. You might want to get some hull and shield heals, or some Damage Resistance buffs. I recommend (Egineering BOff) Reverse Shield Polarity, Emergency Power to Shields, and the ever-useful Engineering Team. (Science BOff) Science Team is a pretty good shield heal, and Hazard Emitters is a hull Heal Over Time. And save MOST of these for when the Photonic Galors spawn.

Also, remember to reroute shield power to whatever shield your getting shot into (The Tactical BOff power Tactical Team will do it for you for a decent length of time). Failing that, turn your ship so that your other shields get hit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
07-30-2011, 04:13 PM
Thanks for the advice. I am have been sticking to the ignore the photoics / hit the keldon tactic and it seems to be going okay. I appreciate everyones help.
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