Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Space: Countering the Cloak
02-12-2010, 10:27 PM
The biggest problem with the "Fed Ball" is that it gives Klingons all the time in the world to hang out and identify targets, figure out who's the escort, etc. If you sit in the FedBall until we attack, we'll be all set and ready to blow you up in the proper order while you have no idea what's coming.

Here's some ideas to try:


A) The rogue runner.

Send one ship out on full impulse so that it looks like he's running off willy-nilly. Klingons can't resist this and will tend to attack him hoping for a quick and easy kill, even if it means we haven't had time to get organized and analyze the Fed team makeup yet. The "runner" should be someone with at least 1x Reverse Shield Polarity. In the 15 seconds he's running that, the rest of the Fed fleet can Full Impulse to join him and be on good footing against the Klingons, who haven't had time to analyze your fleet yet.

B) Split up. A bit.

When you're all balled up it's easy to get within 10k of the ball and make sure everyone is ready and has the right target, etc. We have plenty of time. If Fed ships start breaking out of the ball then a number of things can happen: our primary target ends up out of range with the Fed ball in between us and him; or we have to turn, run or make adjustments as someone comes unexpectedly flying towards us; or one of us gets revealed because you happen to fly right at someone.

Yes, I know nobody wants to leave the ball and risk becoming the primary target but someone's going to be primary anyway, so you increase your team's odds if you do something to put us off balance.

Incidentally, for whatever reason, Klingons almost always seem to pass to the left of the FedBall, meaning they'll probably be about 10km to your right as you exit your spawn area.

C) Full impulse. A bit.

If you full impulse away a bit (as a group) and maybe make a turn and full impulse away some more in some other direction, you'll eventually force us to just attack without being as ready as we'd like. We'd like to stop, charge weapons fully and engage you at the time of our choosing but if you keep full impulsing away unexpectedly then we'll have to rush things. This could have the effect of delaying the start of the game but it's least it's halfway on your terms now.

You could even try full impulsing at half engine power randomly around the map so that we're forced to enter full impulse to stop you. At least then everyone will be starting the fight with no weapon power and you'll have time to get sorted before the real DPS starts raining down.

D) Asteroid hugging.

Asteroids break line of sight. I've never seen anyone try this as an opening move but if you started the fight near a small asteroid and just flew circles around it, then whichever one of you gets targeted first could use the asteroid to help break line of sight long enough to get some repairs or pop some defensive abilities.

E) Maximum Engine Power

Similar to the Full Impulse idea, if you all put max power to your engines and just picked a direction and started flying, you'd probably mess up our attack plan. Normally we sit there and discuss who to attack while you sit there (or very slowly move) while waiting to be attacked. If you actually put your engine power up to 100 and just moved, we'd probably have to full impulse back into range or up our own engine power to get back into position. Once again you'd be forcing us to step a bit out of our comfort zone to get the attack we want.




These are just some ideas based on observation of things that have annoyed me or which I think would be annoying if more Feds did them.

Sitting in a ball really just plays into our hands by giving us plenty of time to line up an attack at a time and angle of our choosing.



Also:
It's probably not in your best interest to always throw everything at the first Klingon who decloaks. Pick any other target other than him and you're probably in better shape than you would be if you stayed on the first target. The reason he decloaked first is probably because he's got a major tank build or otherwise some plan to survive your alpha strike.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-12-2010, 10:44 PM
Yes.. do most of the things he has said.. Please... *rubs hands with glee whilst getting ready to paint more federation kill marks on her ship*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-12-2010, 11:35 PM
I can't believe you told them exactly where to find us. Yes, that's right fed's...we're usually located to your right at about 8-15k. Now we're going to have to come up with a new strategy. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-12-2010, 11:56 PM
I perch on top of the portal above where you spawn feddies... come get me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-13-2010, 12:47 AM
I played with a fed science ship that could see cloaked ships from 20km away. I sware to god it was amazing, he pointed and fired then an escort evasived in and cracked CPS and revealed two or three of them. I don't know how he did it, but the Klinks were calling hax
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-13-2010, 01:03 AM
Quote:
Originally Posted by Slamz
...
There is only one viable way to get Klingons disorganised before they attack. But ill save that one for my alt when i level him up in Fed space (hopefully in a premade).

Cloak is not a problem.

The biggest Fed problem is that your team has like 0 or 1 support player in it. ( player that can replenish his friends shields and hull )

And Klingons have usually 2-4 of these players. Thus meaning its automatic win for Klingon team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-13-2010, 01:06 AM
Quote:
Originally Posted by faithborn
I played with a fed science ship that could see cloaked ships from 20km away. I sware to god it was amazing, he pointed and fired then an escort evasived in and cracked CPS and revealed two or three of them. I don't know how he did it, but the Klinks were calling hax
it is possible if you get your aux to 125 with aux boost and then use your reveal skill/talent thingy.

with all the best gear available id assume he sees Klinks 18km away or ~ so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-13-2010, 01:09 AM
Quote:
Originally Posted by faithborn
I played with a fed science ship that could see cloaked ships from 20km away. I sware to god it was amazing, he pointed and fired then an escort evasived in and cracked CPS and revealed two or three of them. I don't know how he did it, but the Klinks were calling hax
And I call bull$@&*. I'll believe it when I see it, but I've never seen anyone do it, even those with maxed detection skills in t4. Maybe something magically happens in t5.

The whole problem with these "counters" boils down to maneuverability. Most of this cannot be done, except with thoroughly planned setpieces, and THOSE can't be done, cause you don't know where the klings are.

The reason for the fedball is A)The attack can come from any angle, at anytime, and B) Fed ship maneuverability, specially the cruisers, cannot handle anything more complicated than straight blob defense. It's a convoy, plain and simple. Simple weaving isn't gonna screw up your firing solution like a WWII sub.

Full impulse is out. The cruisers can barely turn under full impulse, and it takes the ENTIRE Broken Planet arena to make a 360. I'm not exaggerating. And if we just try to give little bursts, the klings will catch the last craft in the line and pull it out, or just wait till they catch up. There's no rush in cloak.

Most of these tactics run the real risk of someone behind gettin caught, and if a cruiser has to make a 180 to get back into the fight, he's already lost the battle. Evasive Maneuvers barely covers the full 180. It's that bad guys, I kid you not. It's the reason I'm playing an escort in t4 PvP.

Fact is, Feds can barely dictate the position of the engagement cause they are limited by the slowest craft. The cruiser. And if you mention "use full aux" I will shoot you in the face, and find some way to hack your craft of choice with a turn rate of 5.

Cheers
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-13-2010, 01:23 AM
Quote:
Originally Posted by Otheym81 View Post
wall
his name was banjal (i think, pretty tired atm) He wasn't decloaking them but he was sure as hell firing on them. appearantly firing on someone doesnt autobreak their cloak.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-13-2010, 02:21 AM
Quote:
Originally Posted by faithborn
his name was banjal (i think, pretty tired atm) He wasn't decloaking them but he was sure as hell firing on them. appearantly firing on someone doesnt autobreak their cloak.
if you fire phasers, and cloak same time, your phaser barrage (shoots 4 times) goes thru to end.

but its like the same dps as any other weapon its just deleyed a bit.
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 01:16 PM.