Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
02-05-2010, 01:55 AM
Quote:
Originally Posted by bulldog_y2k
I don't find your list realistic in game canon. You're not the only one that's played CB and OB. I've played both Klingon and Fed.

First of all, Klingons sacrificing survivability for firepower is completely inaccurate as is the statement about the 1v1. Klingons have access to the the BO abilities as Feds do and those abilities have A LOT to do with survivability. I will add that cloaking gives the ability for "pack hunting". Generally, when you see one Klingon uncloak to fire, you'll see 1+ more to Alpha strike.

Secondly, Feds aren't made for total defense. That's fairly straight forward. Both factions are intended to support one another as well as cooperation. And if Feds must have taken the generic "China" route on making these ships b/c Fed Escorts go down very fast.

Feds at lower level PvP, in Beta, had the upper hand...I can admit that. Klingons, at the range of T3 (possibly T4-5) have the upper hand. You can't shoot what you can't see and you can't stealth from being nerfed.

MES is a totally different and long topic to talk about. It did need a small nerf, yet, it was the only ability that really gave Escorts a fighting chance against an Alpha strike from pack hunters. Now, with sensors max'd, a Klingon player can target you from 15 KM away. It's not a viable skill...period. When you have several players focusing, no group heals or any other abilities will help you as a glass cannon. You can't stealth or target until someone decloaks... I know that sounds like whining but...in all honestly...it's the truth.

In short, yes Feds need to coordinate better, but Klingons do have the upper hand in T3 PvP...straight out.
Fed escorts go down like 2 dollah hohos because their captains haven't a clue as to how to make themselves more survivable...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
02-05-2010, 02:10 AM
Quote:
Originally Posted by Lugh View Post
Fed escorts go down like 2 dollah hohos because their captains haven't a clue as to how to make themselves more survivable...
I'm sorry, but i've got to chime in here. This is a complete load of crap.


I can personally confirm that Fed escorts are worse then BoP's, having played both up past the first tier to the third tier.

At the end of the tier, Federation escorts don't have the firepower, speed, or versatility that an end of tier BoP has. And since the escort's biggest advantage is it's speed, some sort of trade-off for hull (Which by the way, is completely useless anyways, having more hull is like saying you have a shield behind your shield made of wet cardboard and paper.) makes no sense from a balance perspective.

BoP's can pick and choose fights using cloaks, have heavy disruptor cannons (The uncommon tier PVP phaser equivalent seems to be missing in the K7 PVP space vendors, meaning that we're screwed at optimizing our damage unless we get a really lucky drop.), and can punch through our shields like butter as a result.




As an example, I have a science team BO, and a regenerative shields BO on my tactical officer. These skills, in case you don't know, are prime survivability skills as they give your shields back in large quantities, and apply a hefty damage resistance buff that essentially turns you into a tank.

In PVP against a BoP my shields drop way faster then they should with those. At best I can hold out for maybe ten seconds under defensive power settings, but that gimps my offensive power and defeats the point of me even showing up with a Fed escort.

And once my shields are gone, some mythical "hull advantage" isn't going to do anything for me, since two torpedoes are enough to take out half of my hull points either way.


I don't know how some of you are drawing the conclusions that PVP is fair balanced at the moment, but you really need a reality check if you believe that.

PVP is a pretty new feature compared to the rest of the game and it still has some kinks that need to be worked out balance wise. Don't try and screw that up for some sort of edge ingame. If you do, you'll be hard pressed to find anyone who's willing to PVP in a few months.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
02-05-2010, 02:14 AM
Quote:
Originally Posted by Agent_Purple
I'm sorry, but i've got to chime in here. This is a complete load of crap.


I can personally confirm that Fed escorts are worse then BoP's, having played both up past the first tier to the third tier.

At the end of the tier, Federation escorts don't have the firepower, speed, or versatility that an end of tier BoP has. And since the escort's biggest advantage is it's speed, some sort of trade-off for hull (Which by the way, is completely useless anyways, having more hull is like saying you have a shield behind your shield made of wet cardboard and paper.) makes no sense from a balance perspective.

BoP's can pick and choose fights using cloaks, have heavy disruptor cannons (The uncommon tier PVP phaser equivalent seems to be missing in the K7 PVP space vendors, meaning that we're screwed at optimizing our damage unless we get a really lucky drop.), and can punch through our shields like butter as a result.


As an example, I have a science team BO, and a regenerative shields BO. These skills, in case you didn't know, are prime survability skills. In PVP against a BoP my shields drop way faster then they should with those. At best I can hold out for maybe ten seconds under defensive power settings, but that gimps my offensive power and defeats the point of me even showing up with a Fed escort.

And once my shields are gone, some mythical "hull advantage" isn't going to do anything for me, since two torpedoes are enough to take out half of my hull points either way.


I don't know how some of you are drawing the conclusions that PVP is fair balanced at the moment, but you really need a reality check if you believe that.
Engineering escort as fed, wins any combination of 1vs1 matches against any Klingon.

Tac Escorts are just bad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-05-2010, 02:17 AM
Quote:
Originally Posted by Bloodlance View Post
Engineering escort as fed, wins any combination of 1vs1 matches against any Klingon.

Tac Escorts are just bad.
I wouldn't fly an escort or BoP as anything other than engineer after my experience as an engi bop captain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-05-2010, 02:18 AM
Quote:
Originally Posted by Frontplayer View Post
somebody using hull hitpoints as base of an argument has no idea of the game mechanics. Especially if someone tells me that 20% hull is an adequte tradeoff for bad agility and beeing completely exposed 100% of the time.
As soon the shields are down the game is over. The hull takes massive damage in comparison to the shields and fed escorts would need about 200% hull to make up for the lack of cloak and agility.
As soon the shields are down the game is over?

Must be a fed thing to give up when the shields drop.

I cant tell you how many times I've saved my butt, returned to combat to stick it to them and help my team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
02-05-2010, 02:18 AM
So your response is to not play the ship that's aligned with a class?

You do realize how screwed up that is, right?


Especially since ninety percent of the KDF tactical officers out there fly BoP's, which are the Klingon equivalent of an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
02-05-2010, 02:37 AM
Quote:
Originally Posted by Agent_Purple
So your response is to not play the ship that's aligned with a class?

You do realize how screwed up that is, right?


Especially since ninety percent of the KDF tactical officers out there fly BoP's, which are the Klingon equivalent of an escort.
and your point is ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
02-05-2010, 02:39 AM
Quote:
Originally Posted by SpaghettiMonster
I wouldn't fly an escort or BoP as anything other than engineer after my experience as an engi bop captain.
You know you miss like half the dmg aye ? Those top tier tact captains do give a nice punch...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
02-05-2010, 02:40 AM
Quote:
Originally Posted by Agent_Purple
So your response is to not play the ship that's aligned with a class?

You do realize how screwed up that is, right?


Especially since ninety percent of the KDF tactical officers out there fly BoP's, which are the Klingon equivalent of an escort.
For the first two tiers we have NOTHING but escorts pal.

So don't cry to me that you can't figure out how to fly one..

I have seen plenty of TAC officers on the federation side do the unthinkable and pop RSP! Oh noes!@ he isn't maximizing his DPS... !!! But he sure is living a lot longer and doing more dps.. relying on overloaded TORPS after his cannons have taken down the other guys shields..

And no one single ability alone won't guarantee you victory... but if you are looking for options for more survivability ...engineering officers excel at that not tac officers...

Tac officers are hit and run..if you are taking more than one ships fire tis time to run...

If you insist on playing a tac officer in the tac escort ship...you insist on being the most fragile person on the field of battle WITH the biggest punch too....

Its depressing how fast a TAC officer in an escort on either side can rip you up with rapid fire cannons...

But c'est la vie ..there are counters to that too...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
02-05-2010, 02:41 AM
Quote:
Originally Posted by Dalnar
You know you miss like half the dmg aye ? Those top tier tact captains do give a nice punch...
For half as long... its all about what YOU prefer... fighting longer or fighting harder for shorter periods..
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