Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
03-24-2012, 10:53 AM
Quote:
Originally Posted by reyan01
I wondered about that actually - still dithering over this situation, though do appreciate the advice received thus far.

As said earlier, I don't enjoy space combat in the (science) Oddy as the turn rate is painful. I could switch back to my Recon Science, but still undecided about whether to try a Prometheus, although still have reservations about a science toon using an escort effectively. Anyway, even if I DID decide to try a Prometheus, do I go with the MVAM version or the standard? Bearning in mind that I forked out for the bloated space-whale Oddy, I am tempted to go for the standard (Rear Admiral) version, but is that significantly inferior to the MVAM version?
I am using the Advanced Escort with my VA Tac main. Right now it is equipped with a full Jem'Hadar set and Polaron cannons fore, turrets rear, point defense console, hull mono and neutronium eng consoles. I occasionally use a very rare double speed engine. With my Boffs I am very survivable and shread targets pretty quick.

If you want to run a science captain I think it will be fine, depending how you have spent your captains skill points. My sci has a lot of points in science oriented skills. I don't think it would be optimal, just workable. But the base is what Boffs you have. You want maneuver options and offensive buffs to support cannons or beams and all the heals you can. The lite commander slots would give a bit more punch with say Grav Well 2 (or is 3 available?). But until someone proves to me the MVAM is worth my time it isn't an option for me, both for expense and tactical functionality reasons. I have seen some threads on sci in escort builds so if I were you I'd read those to see what works.

Edit : As for Oddy (for that matter any cruiser) maneuverability and turn rate i feel your pain, but with a beam build and evasive maneuvers you can help relieve some of the turn frustration by using 3 Doffs with the adv reducing evasive maneuver cool down on active duty. When you need to get your fore around, throw the engines in reverse, pop evasive, practice, you will flip it 180 and shoot. You can also use lots of turn rate modifying consoles, but I'm not sure that is all that good. Hull consoles and shield consoles seem better with slow turning boats.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
03-24-2012, 05:03 PM
Quote:
Originally Posted by hrci2907
I am planning to buy a new ship and i have a trilema between galaxy x, defaint and mvam. i am a tactical captaian, and i am curently flying ody and i am bored whit a beam boat. i would like to use cannon build with more firepower. so can someone who has one or all of this ships tell me which one is better, what are there stranghts an disadvatneges. what would you choose?
go defiant, the mvam ai is awful and not worth using. having HE3 or TSS 3 is kinda neat though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
03-26-2012, 08:21 AM
Quote:
Originally Posted by FEELTHETHUNDER
I am using the Advanced Escort with my VA Tac main. Right now it is equipped with a full Jem'Hadar set and Polaron cannons fore, turrets rear, point defense console, hull mono and neutronium eng consoles. I occasionally use a very rare double speed engine. With my Boffs I am very survivable and shread targets pretty quick.

If you want to run a science captain I think it will be fine, depending how you have spent your captains skill points. My sci has a lot of points in science oriented skills. I don't think it would be optimal, just workable. But the base is what Boffs you have. You want maneuver options and offensive buffs to support cannons or beams and all the heals you can. The lite commander slots would give a bit more punch with say Grav Well 2 (or is 3 available?). But until someone proves to me the MVAM is worth my time it isn't an option for me, both for expense and tactical functionality reasons. I have seen some threads on sci in escort builds so if I were you I'd read those to see what works.

Edit : As for Oddy (for that matter any cruiser) maneuverability and turn rate i feel your pain, but with a beam build and evasive maneuvers you can help relieve some of the turn frustration by using 3 Doffs with the adv reducing evasive maneuver cool down on active duty. When you need to get your fore around, throw the engines in reverse, pop evasive, practice, you will flip it 180 and shoot. You can also use lots of turn rate modifying consoles, but I'm not sure that is all that good. Hull consoles and shield consoles seem better with slow turning boats.
Thanks for the advice - actually took it, so far as the Odyssey is concerned, and decided to persevere with my science Odyssey. That trick with the evasive-reverse is a tricky one, but was definitely effective the few times I was able to pull it off!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
03-26-2012, 09:01 AM
Intrepid Retrofit

/Thread
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
03-26-2012, 03:07 PM
Quote:
Originally Posted by FEELTHETHUNDER
I wanted to know what the console does tactically to improve combat tactical ability. The wiki states the MVAM splits the ship into a controllable portion and 2 pet sections. The pets do not inherit the abilities of the ship as set up by the player and must use phasers and such rather than the systems equipped by the player when not split up. They fly behind the ship and act on their own and have default skills that the player may not have. But can the pets be targeted? Does splitting up give a portion of structure, shield etc. to the sections? Does the captain have to track and be destracted by what the pets are doing? Dknight answered part of the question above when he stated there is an additional sci slot on the advanced escort that he uses GW on for STF and he uses the MVAM console on it as well.
The answer is yes to all of the questions above. When the MVAM separates into its 3 sub-ship modules, two pet ships will be generated that will have fixed stats, including a phaser beam array with Beam Overload 3. Yes, they can be individually targetted by enemy units and shot independently. The only module that will have stats based on the original ship will be the saucer or star drive section your captain selects. Beta command is usually the best choice for most Tacs given its increase to weapon power and bonus speed + turn rate despite the slight loss of hull points. Most ships cannot keep up with a split beta section fitted with top tier hyper-impulse and an optimally spec'd captain.

EDIT: the pets will attack your current target, but otherwise you can ignore them if you want to. You don't have to keep them alive -- they are disposable.

The base C-Store MVAM will have a Cmdr Tac Station, Lt. Tac Station, Lt.Cmdr Science station, Ensign Science Station, and Lt. Engineering station. The regular Advanced Escort has 1 Cmdr Tac Station, 1 Lt. Cmdr Tac station, 1 Lt. Engineering station, 1 Lt. Science Station, and 1 Ensign Science Station. So, essentially the base MVAM replaces 1 Lt.Cmdr Tac station with a Lt. Cmdr Sci station, and 1 Lt. Sci Station with 1 Lt. Tac station.

Quote:
Originally Posted by FEELTHETHUNDER
My assessment is the MVAM is a preference and the Rear Admiral ranked Advanced Escort is all that is needed. One ship, outfitted the way the player chose, piloted with focus, using the play style developed through constant practice seems more practicle. So is there a reason for me to change my opinion, or will I buy a 2000 cp ship that has 1 less sci slot for a MVAM console to use on my Advanced Escort? Right now the score seems to be 11-12, in favor of the less expensive Advanced Escort.
The above is true for PVE where the environment is somewhat forgiving. However, if you PVP, then the MVAM console on a base T5 advanced escort will definitely give you the edge against most Defiant and other escort captains, especially if you find yourself in a 1-1 combat scenario. Most Defiant-R's running cannons must put you in their front firing arc to do real damage and rely on attacking out of cloak. However, if they fail to kill you with their opening alpha strike, then they will have issues trying to out-turn the MVAM star-drive modules since both have faster base turn rates. Many fleet and defiant escorts also lack the science stations needed to deal with tractor beams, usually relying on special consoles or AP-Omega as work-arounds. However, these have long cooldown times, so after they are spent, most escorts must withdraw or get destroyed via flanking alpha-strike.

In short: if you PVP, the MVAM is quite nice. Otherwise, feel free to skip it.
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 10:29 AM.