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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-30-2011, 01:51 PM
Quote:
Originally Posted by MustrumRidcully View Post
That's impossible - You can't use a Raptor without Torpedoes but with Plasma Torpedoes!
I guess my question here would be, is there a point to using torpedoes without using HY1?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-30-2011, 02:21 PM
Quote:
Originally Posted by Husanak View Post
I bind my Dual Heavy cannons and my turrets to separate fire keys.
Do you mind if I steal that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-30-2011, 04:15 PM
Quote:
Originally Posted by Husanak View Post
You will also have to be more creative... I bind my Dual Heavy cannons and my turrets to separate fire keys. This allows me to ALWAYS pull power for the DHC first, maxing there effectiveness... it also allows me to stop firing turrets all together if I have a perfect arc on a down shield facing.
That's pretty interesting. I'll probably experiment with (and possibly tweak) that idea. I already do something similar in my sci ship having quantums and trics on different keys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-30-2011, 05:13 PM
Quote:
Originally Posted by Dan_Trainor
Do you mind if I steal that?
Quote:
Originally Posted by hurleybird View Post
That's pretty interesting. I'll probably experiment with (and possibly tweak) that idea. I already do something similar in my sci ship having quantums and trics on different keys.
I always have 3 or so fire keys on ship with torps and or beams...

With cannons I still keep 2 keys for that reason.

Binding beams on another key lets you stack beam overload patterns... or hold Target Sub system attacks.

My 3 standard setups on escorts are;

All cannons... 2 fire keys... one turrets one DHC
3 DHC 1 DBB.... 3 fire keys... one turrets one DHC... one DBB
3 DHC 1(sometimes 2) Torps... 3 fire keys... torp, turrets, DHC

The most complicated setup I ever ran was 1 trop 1 beam 2 DHC and 3 turrets... for a total of 4 fire keys. Worked fine, but that takes some getting used too. I had my E key to turrets.... space bar to DHC... F key to my Beam... and I used the number 9 for the torp... Nine was a logical place to put my torp on my tray bar and I would hit it with my thumb on my naga. lol

PS scratch that for a very short time I experimented with 5 fire keys... I put a single array in the back, I had a Beam overload 3 ... and a target engines 1... I wanted to be able to hit target engines from the back but didn't want to be poping my BOL shot from it. LOL (It was short lived for a reason)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-30-2011, 05:27 PM
Quote:
Originally Posted by Jermbot View Post
I guess my question here would be, is there a point to using torpedoes without using HY1?
Depends on which torpedo.

For a single torpedo without any sort of Torp BO buffs, Hargh'Pengs are ideal... however, they're neither available to Klingons nor are they advisable due to all of the controversy surrounding them.

On a Raptor, you have 3 Ensign Tac BOs, yes? If that's correct, then you should easily be able to slot in an HYT 1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-30-2011, 06:14 PM
I run a Quantum Torpedo, Dual Beam Bank, DHCx2 up front with a Tricobalt Torpedo and a couple of Turrets in the back on most of my Escorts. Right now I have all energy weapons but my Dual Beam Bank tied to the space bar, and I manually select 4 (Quantum), 5 (DBB), and 6 (Tricobalt) as needed. I did this so I could still pew pew with my other four energy weapons while holding onto my Beam Overload rather than just spamming it.

I really wanted to try to do something like what Husanak is describing, with a key for fore weapons, a key for for aft weapons, and still keep my torps and dual beam bank separate but it's proven to be entirely too cumbersome for me. At the rate that some keys have to be spammed just to get something to activate I couldn't (and really still struggle) to keep up with the piloting and timing.

All in all, Torpedoes really are worth it if you can work out the timing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
07-30-2011, 06:24 PM
Quote:
Originally Posted by SteveHale View Post
All in all, Torpedoes really are worth it if you can work out the timing.
indeed... its all in the timing.

Thats why I have so many fire keys.

This might be a not so well kept secret.... but you will fire more the fewer weapons binded to each key. Honest. As dumb as it is if you bind half your weapons too 1 key and half to the other and spam them you will fire 20-30% faster... makes for a very nice heavy stream of cannons. hahaha

To test that... put your weapons on a bar... and hit a "Fire all weapons" hey... watch how the cool downs will NOT be synced......
Then split the fire keys and do the same..... it is very interesting lol.

Power can be the issue... so fire the best weapons first.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
07-30-2011, 11:40 PM
I don't see why not. While I don't have a Klingon now do I know the ships too well, I do know you can run an escort without torpedoes. On my MVAE I run 3 Antiproton Dual Heavy Cannons Mk X Acc CrtD Dmg from Omega, as well as a dual beam bank of the same type and modifiers and all turrets in aft. BO3 and 2 CRF's works nicely for me. I am, admittedly, quite squishy in it, but as long as I've got my team, the heals generally help me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
07-30-2011, 11:56 PM
My Raptor is always the last to decloak once I pick my target I bast it with tac pulse to drop whats left of the shield and drop 4 photons torps into the hull with the torps speed most people dont have a chance to brace for impact. So I get about 12,000 dmg on the first pass and hit you with beams Target shields on the back end of pass.

If you do it right you can knock out a dmg ship on the first pass and dmg someones shields on the back turn.

Thanks
zevermoon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20 Blackjack
07-31-2011, 03:44 AM
Quote:
Originally Posted by Jermbot View Post
Pretty simple question. Can I make a Qin Raptor pvp viable with only cannons/turrets, a DBB, and maybe some tractor mines for annoyance sake?
Blackjack do I need to say more?
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