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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
08-16-2011, 02:48 PM
Also, I have had great succes with a tac captain in the recon science vessel.

3 tac console slots
3 tac abilities
only 6 weapons slots tho.

Trade out engie heals for sci heals. And get tons of maneuverability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
08-16-2011, 03:05 PM
Haha I love this game, wow thanks for all the advice people!

Back to Tac in an escort then I guess? I know a hell of a lot more what I'm doing with my skills now anyway, regardless of what ship I eventually end up flying!

Cheers,

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
08-16-2011, 03:23 PM
Quote:
Originally Posted by c1tric
Haha I love this game, wow thanks for all the advice people!

Back to Tac in an escort then I guess? I know a hell of a lot more what I'm doing with my skills now anyway, regardless of what ship I eventually end up flying!

Cheers,

Joe
This makes me happy.

Tac + defiant + 3/4 Borg set + shield of your choice + a buddy to watch your back =
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
08-16-2011, 03:34 PM
So is the general rule for escorts cannons up front and a torpedo launcher. Beams at the back ?

That's just what made sense in my head, could be wrong due to my lack of experience

Cheers,

Joe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
08-16-2011, 03:48 PM
Quote:
Originally Posted by c1tric
So is the general rule for escorts cannons up front and a torpedo launcher. Beams at the back ?

That's just what made sense in my head, could be wrong due to my lack of experience

Cheers,

Joe
another great tip when your bored of your grind, watch my youtube channel; /shameless plug:p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-16-2011, 04:26 PM
I run 3 dhc's 1 quant fore, 3 turrets aft.

Some people really like the arrays in the rear, I forgo that to get a lil extra up font on alphas. Arrays can also be used to target subsytems, which can be very usefull for an escort.

Others drop the torp front and have a dbb. That way you can overload for spike, and target subsystems.

All are viable options.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
08-16-2011, 04:57 PM
I really like 2 DHC, 1 DBB, and 1 Torp up front with a Torp and 2 Turrets in the back. If you can keep energy levels up, using the full DHC/Turret build is nice but it feels like you lose out on burst damage (even those that's some nasty damage over time). I like the Torpedoes for energy free burst and some really incredible crits against naked hull. The DBB is for Beam Overload which can actually gimp your DPS for a bit once you've fired (and if it misses you can be a bit vulnerable until it recharges) but that's what Weapon batteries are for. The turrets in the back, as opposed to single beam arrays, have a 360 degree firing arc so with proper power level management you can add to your forward damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
08-16-2011, 04:59 PM
I run 3 dual heavy cannons + 1 quantum torp front and all turrets rear on all my escorts/BoPs

This makes for a very powerful alpha when fully buffed that is enough to instapop most unsuspecting ships.

Add a photonic shockwave (only available in multi-vector escort and bird of prey) in with it, and... well... LOL
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
08-16-2011, 05:35 PM
Quote:
Originally Posted by Iceroid View Post
I run 3 dual heavy cannons + 1 quantum torp front and all turrets rear on all my escorts/BoPs

This makes for a very powerful alpha when fully buffed that is enough to instapop most unsuspecting ships.

Add a photonic shockwave (only available in multi-vector escort and bird of prey) in with it, and... well... LOL
True story. Someone decided to pick on a fellow fleet mate yesterday in an FvK and kept popping me in 1 pass :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
08-16-2011, 07:36 PM
Quote:
Originally Posted by mvs5191 View Post
True story. Someone decided to pick on a fellow fleet mate yesterday in an FvK and kept popping me in 1 pass :p
<3

/10char
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