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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
03-02-2012, 08:19 AM
1. Know your enemy. Everytime a match starts I check the social tab (the default button is "o"), which gives a rundown of everyone within the zone and tells you who is flying what.

This is immensely helpful. For example, you'll be able to find out if the opposing team is using carriers, which in turn allows you to be prepared (CSV or FAW) before you get within visual range of them.

2. When facing Klingons, from the moment you spawn it's best to think that there's a Klingon right behind you, waiting to decloak. Why? Because as a KDFer that's what I'd be doing.

Seriously though, Klingons and Feds have two different post spawn tactics. Feds move cautiously to the centre. Klinks cloak and race towards the Fed spawn point. What that means is that in FvK, klinks will be in a position to attack before you've gotten 20km from the spawn.

Quote:
Originally Posted by Mavairo
They know who they are. Loaded up with 5 AMS. massed sci spam, and a total lack of coordination. They were in the last tournament.... briefly.
5 AMS? That rings a bell. Argh, the fleet name is right on the tip of my tongue. Fought and won against them, but then we had a pug team full of experienced PvPers.

Quote:
Originally Posted by Shook-Yang
Sorry, but what's the problem with running away?
Personally I think there's nothing wrong with running when in a pug, especially if your team aren't exactly good healers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
03-02-2012, 08:22 AM
Quote:
Originally Posted by Shook-Yang
Sorry, but what's the problem with running away?

I played in a match with my fleet mates, and they stuck me with the Klingons (I fly Fed) and we were outnumberd 4 to 6 (I believe 2 or 3 of them were sub VA).

From the moment I decloaked, to the end of the match, I was in non-stop combat. In the final seconds of the match, they finally managed to get my hull down to sub-50%, no shields, and shield/hull repairs were on cool down. So, I ran.

My reasoning was:
1) I hadn't had to respawn yet, and I didn't want to give them a point.
2) If I could draw one or two away from the battle, it may help my team.
the main reason not to run away, im speaking as an escort pilot here, is evasive maneuvers, brace for impact, and ramming speed....coupled with the last ditch cannon rapid fire.....you have the chance to tear through any ship. especially if you are still under your GO DOWN FIGHTING buff.....it lasts for 60 seconds. its a long buff for a reason. its there for you to .....go down fighting.... and get yourself one of those doffs that adds hull resistance with BFI and Ramming Speed too.

for the rest of the captains, being sci and engie.....go either full shields or full aux and cross heal and support.

the tendancy for your team to FLIGHT.....instead of FIGHT is usually dictaded by the first one to be in this situation....will he stay to the last second? give it all he's got? give us a shot to take down 1 more before be blows up? or will he run away....to save himself, and leave us outnumbered, and without teeth.

these are things escort pilots need to consider. also, sweeping out to 10k to give yourself 2 seconds to break focus fire is not running, as long as you are right back in the fight.

have fun kill bad guys

horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
03-02-2012, 08:28 AM
"Jam Sensors Kills Team Mates!" posts always crack me up. Its one of those things that sounds reasonable if you type it in caps or something. But not if you reason it out. You may prefer a different ability in its place because of its limited usefulness. But its not an auto death for a team mate.

Distribute shields and don't run from heals. Wow you really can't say that enough. You would think your team could see the team buffs appearing on their ship or the gentle blue beams caressing their hull. Guess not.

Don't Panic. Be patient.

If your ship hasn't already vaporized its not likely to if you make the correct counters. Now you have a few seconds to plan your retaliation. Use it wisely.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
03-02-2012, 08:43 AM
Quote:
Originally Posted by CaptainHorizon
the main reason not to run away, im speaking as an escort pilot here, is evasive maneuvers, brace for impact, and ramming speed....coupled with the last ditch cannon rapid fire.....you have the chance to tear through any ship. especially if you are still under your GO DOWN FIGHTING buff.....it lasts for 60 seconds. its a long buff for a reason. its there for you to .....go down fighting.... and get yourself one of those doffs that adds hull resistance with BFI and Ramming Speed too.

the tendancy for your team to FLIGHT.....instead of FIGHT is usually dictaded by the first one to be in this situation....will he stay to the last second? give it all he's got? give us a shot to take down 1 more before be blows up? or will he run away....so save himself, and leave us outnumbered, and without teeth.

these are things escort pilots need to consider. also, sweeping out to 10k to give yourself 2 seconds to break focus fire is not running, as long as you are right back in the fight.

have fun kill bad guys

horizon
I fly an escort as well. The only buff I had available, when I ran, was Evasive Maneuvers (I have all of the damage resistant buffs you mentioned). I had already used Ramming Speed to survive the barrage of attacks prior to that. For some reason, everyone was focusing their fire on me. I came in first place in damage healed on my team (probably the entire match) at about 260k. No deaths.

I flew away, because the constant focus fire was outpacing my heals. I wanted to give my heals some time to cool down, but I also wanted to separate one of the opponents from their team so that I would have a better chance 1 on 1. Or, allow me to cloak so I can get another alpha strike on the other team.

Is that still the "wrong" course of action?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
03-02-2012, 09:09 AM
Quote:
Originally Posted by Shook-Yang
I fly an escort as well. The only buff I had available, when I ran, was Evasive Maneuvers (I have all of the damage resistant buffs you mentioned). I had already used Ramming Speed to survive the barrage of attacks prior to that. For some reason, everyone was focusing their fire on me. I came in first place in damage healed on my team (probably the entire match) at about 260k. No deaths.

I flew away, because the constant focus fire was outpacing my heals. I wanted to give my heals some time to cool down, but I also wanted to separate one of the opponents from their team so that I would have a better chance 1 on 1. Or, allow me to cloak so I can get another alpha strike on the other team.

Is that still the "wrong" course of action?
as i stated before, my suggestions are just things to consider. its hard to find a right, and wrong here, just different ways to tackle the same scenario.

i will ask you this though: you used your ramming speed to survive what? im confused there. ramming speed drops all of your power levels...including shields....which greatly reduces your ability to survive. if you are using ramming speed as an extra "evasive" then i would advise against that.

ramming speed is for 1 thing. suicide runs that you hopefully survive. and you should always hit BFI and any other hull hardening ability you have before you run in. delta works...polarize hull....omega, hazzard emitters.. aux2sif. unless your target is stacking some serious hull resists...you are gonna do some incredible damage if you hit straight hull. i know, because i do it a dozen times everyday. anywhere from 15k all the way up to 40-50k rams. no ship in the game can take that and either not die...or be seriously compromised. either way, you did your job as an escort....do a lot of damage...in a small window of time.

and after you get used to it, you begin to start to seriously look at ramming speed as one of your best options for dealing damage. its hard to miss...like say....a beamoverload3...or torp high yield3....those miss a lot. and you will survive way more than you think too....all the while taking advantage of that go down fighting boost....which scales with how low your hull is.

just things to consider....again...no real right or wrong...better applicable use of powers in certain scenarios...possibly....but certainly not wrong choices.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
03-02-2012, 09:17 AM
1. If you are pugger and you have to fight & losing vs premades all day long just don't give up. This may be very annoying....but few members of top fleets are still pugging from time to time and soon you'll see that when they are fighting without all their fleet support they are dying like others.

2. You will be more useful in every kind of escort than in energy cruiser.

3. If you just noticed that in your random team exept you are 4 Odyssey's just run :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
03-02-2012, 09:21 AM
Quote:
Originally Posted by CaptainHorizon
as i stated before, my suggestions are just things to consider. its hard to find a right, and wrong here, just different ways to tackle the same scenario.

i will ask you this though: you used your ramming speed to survive what? im confused there. ramming speed drops all of your power levels...including shields....which greatly reduces your ability to survive. if you are using ramming speed as an extra "evasive" then i would advise against that.

ramming speed is for 1 thing. suicide runs that you hopefully survive. and you should always hit BFI and any other hull hardening ability you have before you run in. delta works...polarize hull....omega, hazzard emitters.. aux2sif. unless your target is stacking some serious hull resists...you are gonna do some incredible damage if you hit straight hull. i know, because i do it a dozen times everyday. anywhere from 15k all the way up to 40-50k rams. no ship in the game can take that and either not die...or be seriously compromised. either way, you did your job as an escort....do a lot of damage...in a small window of time.

and after you get used to it, you begin to start to seriously look at ramming speed as one of your best options for dealing damage. its hard to miss...like say....a beamoverload3...or torp high yield3....those miss a lot. and you will survive way more than you think too....all the while taking advantage of that go down fighting boost....which scales with how low your hull is.

just things to consider....again...no real right or wrong...better applicable use of powers in certain scenarios...possibly....but certainly not wrong choices.
I'm confused. I thought that Ramming speed was disabled until you were pretty much a sinking ship already? It's one of two powers that is a last ditch attempt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
03-02-2012, 09:25 AM
Quote:
Originally Posted by drkfrontiers
I'm confused. I thought that Ramming speed was disabled until you were pretty much a sinking ship already? It's one of two powers that is a last ditch attempt.
you can activate ramming speed right at 49% hull. i will regularly use this at 35-49%...and survive.

thats why you harden, not heal the hull at that time. to max on your go down fighting...which scales.

its all about extending your window for dealing maximum damage. GDF is an escorts best option for that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
03-02-2012, 09:27 AM
Quote:
Originally Posted by USSEnterpiseZ
EPTS3 isn't that bad, I mean engy team 3 is over kill anyway
Shut up Biebs, you are just jealous because you are a tool and don't know how to distribute your shields!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
03-02-2012, 09:30 AM
Just a note not 2 things or nothing...

Noticed some people mentioning they use ramming speed too avade focus fire... you guys do realize that that skill drops your shield power too 5 right ?
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