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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
07-31-2011, 04:45 AM
Quote:
Originally Posted by Husanak View Post
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
CTRL + Space would probably have worked quite a bit better for your torpedo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
07-31-2011, 06:35 AM
Quote:
Originally Posted by Husanak View Post
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.
So thaaaat's why I can never get the omgwut stream of DHC fire that you guys always get :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
07-31-2011, 10:37 AM
Quote:
Originally Posted by hurleybird View Post
CTRL + Space would probably have worked quite a bit better for your torpedo.
I use a naga and use shift and control to access tray bars one and two. I thought about the control and shift space things... found it easier just to put the extra torps on a key. Good idea though likely works for most people. The naga makes it great for skills I have 2 copies of though. I put them on the same spot on 2 diffrent bars... so
Engi Team 1 Tray 1 slot 8
Engi Team 1 Tray 2 slot 8
/bind 8 "+Trayexec 0 7 $$ +trayexec 1 7"
Sorry though thats kinda off topic lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
07-31-2011, 10:39 AM
Quote:
Originally Posted by mvs5191 View Post
So thaaaat's why I can never get the omgwut stream of DHC fire that you guys always get :p
We call it Blap Fire. haha

We also call it Equus africanus asinus Punch when a buffed round or two kills a cruiser. Oh no I'm making our vent sound bad now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
07-31-2011, 07:36 PM
I definitely think you can make it work but with the current state of yoyo healing in the game I would recommend taking the torps. Though I would go quantum and just pretend they are plasma if it is that important to you. The simple fact is that torps will offer a much greater burst potential then another cannon will offer. It can take some practice with the timing of torps but it's worth the investment.

Now, with that being said you can still do great without a torp but for a different reason then you might think. That reason being is that without having to worry about "timing" torp hits you can focus a bit more on just piloting. I don't mean just which direction you are aiming etc. But rather the situational awareness of the fight. Looking for targets that might be isolated from their team, healers that just dumped their heals on someone, enemy escorts decloaking on your six, etc. Many people talk about situational awareness but it is someting entirely different to be good at it. If dropping the torp helps with this then it might be worth it for now.

Lastly, a lot has to do with the team or lack of one you find yourself with. The game is exponentially easier as an escort with good healers and you can do fine with almost any weapon loadout if you have them. Healers and Wizards are king in the game right now so remember that when you are considering your strategy as a tac/escort. My final bit of advice is the acronym KISS.......Keep It Simple Stupid.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-01-2011, 05:46 AM
Quote:
Originally Posted by MajorFury View Post
I definitely think you can make it work but with the current state of yoyo healing in the game I would recommend taking the torps. Though I would go quantum and just pretend they are plasma if it is that important to you. The simple fact is that torps will offer a much greater burst potential then another cannon will offer. It can take some practice with the timing of torps but it's worth the investment.

Now, with that being said you can still do great without a torp but for a different reason then you might think. That reason being is that without having to worry about "timing" torp hits you can focus a bit more on just piloting. I don't mean just which direction you are aiming etc. But rather the situational awareness of the fight. Looking for targets that might be isolated from their team, healers that just dumped their heals on someone, enemy escorts decloaking on your six, etc. Many people talk about situational awareness but it is someting entirely different to be good at it. If dropping the torp helps with this then it might be worth it for now.

Lastly, a lot has to do with the team or lack of one you find yourself with. The game is exponentially easier as an escort with good healers and you can do fine with almost any weapon loadout if you have them. Healers and Wizards are king in the game right now so remember that when you are considering your strategy as a tac/escort. My final bit of advice is the acronym KISS.......Keep It Simple Stupid.
^^ This. He knows what he's talking about.

I'm always patting myself on the back, swooping in and dumping my heals on someone and saving them right in the nick of time... only have to Blackjack decloak on me and roflstomp me into the ground :p
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