Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm not a noob to the game, but I am to PVP. Nothing I try seems to make much difference and its extremely disheartening. I frequently consider leaving the game because I just can't figure out what I'm doing wrong in PVP. I've often read expert PVPer's threads discussing stupid noobs who don't learn from their mistakes. Well, I'm one who wants to learn from the experts. I don't need to be an expert. I just want to learn to hold my own and win on occasion. My questions are below.

The basics:
I'm a Fed Tac flying a Fleet Escort.
3X AP DHC
1X AP DBB
Aegis set, tried Borg too and combinations thereof.
3X AP turrets
[Console - Engineering - Field Generator Mk XI][Console - Engineering - Field Emitter Mk XI][Console - Engineering - Shield Emitter Amplifier Mk XI]
[Console - Science - Biofunction Monitor Mk XI][Console - Universal - Assimilated Module]
[Console - Tactical - Antiproton Mag Regulator Mk XII], XI, X & X.
I run power levels at 100, 50, 25, 25.

Maxed out power performance skills and efficiency skills except for weapons which I believe doesn't offer bonuses if power level is set over 85. Also shield maintenance for EPtS. The ship type skills and weapon skill choices are obvious I think. Maximize anything you use.

I have tried multiple BOf setup and its not just this one that fails so spectacularly.

I was talked into an attack pattern heavy build. I was told APO3 would give a better bonus with CRF2 than CRF3 with APO1.
Tac: TT1, APB1, APO1, APO3
BO1, CSV1, CRF 2
I was also told that with 2 EPtS1 I could run it continuously and that was a good thing.
Eng: EPtS1, ET2
EPtS1
Sci: PH1, ST2


QUESTIONS

Opponents, usually escorts, slice through my shields like a lighsaber through half melted butter. Cruisers and Sci seem to do well too... I don't understand why they can do this so easily but I can't. They take out my shields in 1 or maybe 2 rounds of fire and a good chunk of hull. My attack usually takes several more rounds than that to touch their hull and is so weak that usually they can run away. It's very rare that I can take someone out 1 on 1. And yes I use the tactical captain skills to buff/debuff.

1. How are they taking my shields down so quickly in only 1 or 2 rounds? I'm half dead before I realize whats going on. Is it from BO3? Some other weakness revealed in my build? I have EPtS running constantly and good shield consoles but those don't seem to help much. I see scores in the millions. I am lucky to get a couple hundred thousand.

2. What are they doing so effectively for their defense? Or is it just my lack of firepower? I've seen this same problem in borg red alerts. There are great escorts out there who just slice through borg sphere shields and hull. Yes, I know it could be Borg weaponry. But I suspect they're doing whatever it is the good PVPers are doing.

3. Is there a prototypical PVP build for Tac escort out there that will allow me to start learning how to PVP? Something that isn't fancy, but will let me get my toes in the water so to speak. So that I can learn the trickier builds later. I want to know I have a good build so that any problems can only be attributed to pilot error and I can work on that. Right now, everything seems dysfunctional.

Any help would be greatly appreciated.

If any great PVPer would be willing to take me under their wing, I would do my best to pay them back.

Thank you for your time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-31-2011, 02:52 AM
I would suggest going with EptS1 and EPtS2. I would also suggest Hazard Emitters or Transfer Shield Strength as powers. Since you can fit in an Engineering Team on a Fleet Escort, you might be able to go without Hazard Emitters, so TSS2 is a really good shield heal, and provides a little additional damage reduction.
Polarize Hull is a good way to deal with Tractors, so if you can fit it in, that's good. Losing Science Team certainly hurts when you get hit by Subnucleonic Beam or Scramble Sensors, but I think as an Escort, you can endure it.

If you want to use Beam Overload, use Beam overload III (or II if youc an't get III). If it wasn't for the prevelance for Tactical Team, I'd use Attack Pattern Beta over Omega.
Commander Tactical: Attack Pattern Omega III, Cannon Rapid Fire II, Cannon Scatter Volley I, Tactical Team I
Lt.Commander Tactical: Beam Overload III, Attack Pattern Beta I, Tactical Team I
Lt.Engineering: Emergency Power to Shields I and II
Ensign Engineering: Engineering Team
Science: Polarize Hull I, Transfer Shield Strength II

Gear Wise - I like the Borg Set more these days, as it gives you "free" heals as part of the set bonus. You only need 3 parts for that, so you can look for a better Shield (Covariant?) or Impulse Engine (Hyper-Impulse Engine).

To your questions:
1.) Is it possible they use Subnucleonic Beam on you? That will kill all your buffs. An additional thing to do is - when Tactical Team isn't running - is to Distribute Shield Power in between. It is also important to keep moving. Sometimes you have to slow down, so that you don't lose your target - but if you see you are getting under fire, you need to speed up again.
It could very well be that Beam Overload could be part of their build, but they are using III. Remember BO comes with a drawback - it temporarily drains 50 weapon power. So getting the most out of this power is important.

2.) How many buffs do you typically use? Don't forget any of your Class buffs. Tactical Initiative is a great way to stay high damaging - but you need to remember its effect and ensure tha tyou are always using the best BO powers you have when it's running. There is difference between 1 Beam Overload III in 30 seconds or 2 (or whatever the cooldown is, I don't remember right now.)

3.) I think you're already pretty close to the prototypical build above in this post - I don't think the community has anything _more_ prototypical. There are still several variations points - some use DHCs, DBBs and Quantum Torpedoes up front, some use DHCs and Quantums. But it's hard to say which is more common or easier to use.
Theoretically, the best Escort is the Multi-Vector Assault Escort (using the MVAM mode), as it can fit in a Photonic Shockwave. But that doesn't necessarily make it the easist to fly.


A generla thing to consider - Teamwork is very important. An Escort that doesn't get support from its fellow Cruiser is really suspectible to all kinds of harm. Dead Escorts don't do burst or DPS. So if you see such vast differences, it oculd be because the enemy is staying alive thanks to support where you die.
Part of getting better in PvP is not just finding the right build, or mastering it, or getting the right equipment. Part of it is finding a group of like-minded people that you fly with regularly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-31-2011, 05:11 AM
And time, time, time... fight on PVP need time to use all skill in the "right moment"... and to make "personal" exit ways (all of them, usually known as Xp).

Use diferent combinations. I think that you have so many energy weapons. Exist a balance between energy weapons and efficency of that weapons.

Maybe you can quit the Double Beam in the front and set a Torp.launcher. with THY you can make much damage to hull when you down the enemy shield. And the rear turrets... I think is better if you have a pair or beam and another torpedo launcher.

Thanks to everybody and sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-31-2011, 06:08 AM
Quote:
Originally Posted by Timberjac View Post
And the rear turrets... I think is better if you have a pair or beam and another torpedo launcher.
Stick with turrets. You'll normally use two buffs for cannon weapons like CRF or CSV while you beams will run unbuffed with limited arcs. Turrets are constantly firing on target and generating procs.

Learn to maneuver and keep your front weapons on target. You won't need any beams or (even worse) a torp in the rear slots. If you like to run red alert missions or PvE stuff, use a single peng in the rear slot. For PvP it's a no-go.

I'd suggest that you control your throttle via mouse wheel. Use keybinds like
/bind Wheelplus "throttleadjust .2"
/bind Wheelminus "throttleadjust -.2"

Set you camera adjustments to your + and minus buttons instead:
/bind Add "AdjustCamDistance -15"
/bind Subtract "AdjustCamDistance 15"

BO skills for the fleet escort:
Eng:
EPtS1, Aux2Sif1
EPtS1
Tac:
TacTeam1, HY2, BO3, RF3
TacTeam1, RF1, BO3
Sci
Polarize Hull1, Transfer Shield Strength 2 against Tractor heavy opponents or
Hazard Emitters 1, TSS2

Use keybinds to chain TT1, EPtS and Aux2Sif all the time, i.e. combine it with distribute shields, fire all energy wepons etc.

Torp Spread is bugged (thus frowned upon in PvP) atm, if you want to use it, replace HY2 with TS2. If you can't afford a 2nd BO3
go i.e.
TacTeam1, TS2, BO3, RF3
TacTeam1, TS2, RF2


Gear:
Field Generator, EPS, RCS or 2 EPS
4* Weapon Type
Borg Console, Induction Stabilizer
Borg Deflector and Engine
Normal Mk XI Shield w/ [Cap]x3 (cheap, craftable) or Covariant Mk XI w/ [Cap]x2 and [Pha] or [AP]. Resilient Mk XI w/ [Cap]x2 and [Pha] or [AP] is good enough, too. Later ones are quite expensive.
Devices: Eng Batteries, Deuterium Surplus / Subspace Field Modulator
Weapons:
2 DHC w/ as much ACC as you can get/afford, i.e. [ACCx2] [CrtH]
1 DBB w/ as much ACC as you can get/afford
1 Quantum w/ [ACC] & [CrtD]x2
3 Turrets w/ as much ACC as you can get/afford

Essential space traits for escorts are Elusive and Accurate, I hope that you took both while rolling your char.

Alway max. Weapon Power to 125. 100 Base +15 Escorts +5 Borg Console + at least 4 in Weapon Performance skill. None in Weapon Efficiency. Some use 50 in shields, some like 50 in engines, some mix them that's up to you. I'd suggest that you get at least a speed of 26. That's around 51/52 engine power.

Put points into all other efficiency and performance skills. Disregard ground skills. Get efficient saurians and the borg eng to boost power levels even further.

http://forums.startrekonline.com/sho...d.php?t=155777

Another hint: Get a Defiant Retrofit with your VA token. The Defiant will be upgraded with an additional Eng console slot when F2P goes live and is by far better than a fleet escort due it's better turnrate. You'll have to leave the cloacking device at home, though, but the fleet's doesn't have one, too.

Try to find other players that like to team up. Lone escorts without support are easy prey.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-31-2011, 06:34 AM
But with that config, you use 80 energy points in a front attack. Even with eng. skills of performance and the bonus of a escort... you downpower the output of your cannons. I think that cost is too.

if at least you quit the turrets, you arise 24 energy points to eficiency output of your cannos. More output, more damage for any cannon. And to use 3 turrets to the rest facing sides... two beams can make the same work, do more damage at long range, and you can punish someone on your tail with torps or use it for attack when you make a tactical retreat, just after to make the main attack at your target.

Of course, exist so many ways to go at same point.

Thanks to everybody, and sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-31-2011, 07:00 AM
Quote:
Originally Posted by postal638 View Post

Any help would be greatly appreciated.

If any great PVPer would be willing to take me under their wing, I would do my best to pay them back.
first: you will need heal from your team mates or you'll die alot in an escort, especially as a tac. what helps is to constantly distribute your shields. also watch buffs of your target. if he uses rotate shields freq or is extended and/or have many transfer shield strenght on it, switch the target.

consoles: try the 35% shield cap, 1 eps console and a turn rate console. get rid of the biofunction monitor. crew is not important at all. use a deflector field console instead (to push transfer shield strength).

other items: try the borg set except for the shield. the mark x capx3 is a good choice (or the reman one if you don't wanna spend emblems)

sci bo powers: you want to use a transfer shield strength 2. for the ensign ability, sci team, hazard emitters (well, only if you don't get heal from others) or tractor beam is great.

eng bo powers: 2x emergency power to shields is the right choice. try reverse shield polarity or aux to dampeners (if you still have turn rate issues)

tac bo powers: well, i know many escort pilots and every single one have a different layout. but i'm not a fan of beam overload 1 or 2. use bo3 or torps (or both). but i can say for sure that you want to use 2 tac team 1.

try this one:

2x tac team 1
crf 1 + beta 1
bo3 + omega 1
crf3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-31-2011, 07:00 AM
Quote:
Originally Posted by Timberjac View Post
But with that config, you use 80 energy points in a front attack. Even with eng. skills of performance and the bonus of a escort... you downpower the output of your cannons. I think that cost is too.
Weapons fire again when they're fully recharged. So when your next full volley is ready your power has gone up from 125-80 to 125 again. In this case your weapons have different recharge times so the recharge cycles might get screwed up a little, but there are 3 ways to counter the effects from it:
1. EPS console(s)
It's additional bonus to power transfer rates also helps to counter the energy drain by weapon fire. Using at least 1 is a must, 2 is even better, especially on vessels that run energy heavy loadouts like those 8 beam array FAW cruisers. In most circumstances EPS consoles add more to your DPS than plasma distribution manifolds.
2. Simply stop firing for 1-2 seconds. Also every half witted enemy will try to get out of front your firing arc. It takes some time to get in line again and when your target is in the 45 degree arc again, your power ist most likely restored.
3. Weapon Batteries
self-explanatory
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-31-2011, 09:29 AM
Ramone, Mustrum and Hellspawny all know what they're talking about, they're great PvPers ^_^

I'm no Escort pilot, but I would recommend the following setup (especially if you're having trouble surviving):

Cmdr Tac: TT 1, BO 2, APO 1, CRF 3
Ltc Tac: TT 1, CRF 1, APO 1
Lt Eng: EPtS 1, Aux to ID or SIF 1*
Ens Eng: EPtS 1
Lt Sci: Hazard 1, TSS 2

*Aux to SIF will give a small heal and resist every 15 seconds, so it will definitely help. However, Aux to ID gives you near-perma turn rate boost, defense boost, speed increase, as well as stun protection, when cycled with your dual APOs.

As for gear, I highly recommend 3 pieces of the Borg set. Those 2 heal procs have saved me more times than I can count. If you're comfortable using Regen shields (and if you do decide to use Regen shields, use the Borg; they're far better than any of the other Regens), I recommend Borg Console, Engine, and Shield with the Aegis Deflector (for +5 shield power). With you EPtS and innate shield power, you'll have decent resists as well as regen rates. If you're not comfortable with Regen shields, go with Borg Console/Engine/Deflector with the Aegis shield.

Console-wise, definitely go a Field Generator Mk XI (+35% shield capacity). I'd also throw in an EPS console and probably a +7 shield power; it's not hard for a Fleet Escort to run at 125 weapons and ~100 shields. Throw the Borg Console into you Sci slots in addition to either a Halon System or Induction Stabilizer. The Halon System will give you a better return than an Induction Stabilizer (Hazard Emitters with Halon consoles get boosted more than any other ability and it's console, for some reason), but shield healing is far more valuable than hull healing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-31-2011, 10:08 AM
Quote:
Originally Posted by H.Ramone
first: you will need heal from your team mates or you'll die alot in an escort, especially as a tac. what helps is to constantly distribute your shields. also watch buffs of your target. if he uses rotate shields freq or is extended and/or have many transfer shield strenght on it, switch the target.

consoles: try the 35% shield cap, 1 eps console and a turn rate console. get rid of the biofunction monitor. crew is not important at all. use a deflector field console instead (to push transfer shield strength).

other items: try the borg set except for the shield. the mark x capx3 is a good choice (or the reman one if you don't wanna spend emblems)

sci bo powers: you want to use a transfer shield strength 2. for the ensign ability, sci team, hazard emitters (well, only if you don't get heal from others) or tractor beam is great.

eng bo powers: 2x emergency power to shields is the right choice. try reverse shield polarity or aux to dampeners (if you still have turn rate issues)

tac bo powers: well, i know many escort pilots and every single one have a different layout. but i'm not a fan of beam overload 1 or 2. use bo3 or torps (or both). but i can say for sure that you want to use 2 tac team 1.

try this one:

2x tac team 1
crf 1 + beta 1
bo3 + omega 1
crf3

for the defiant, biofunction monitor has been a godsend for me. regens crew rates, and with 50 crew, the faster they regen the faster and more effectively they can repair your ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
10-31-2011, 10:17 AM
Quote:
Originally Posted by grandmasteroz View Post
for the defiant, biofunction monitor has been a godsend for me. regens crew rates, and with 50 crew, the faster they regen the faster and more effectively they can repair your ship.
In-combat regen rates (even with fully spec'd Starship Hull Repair) are totally insignificant compared to even a low power Aux to SIF 1. I'd highly recommend going with a Halon System instead.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:57 AM.