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Lt. Commander
Join Date: Dec 2007
Posts: 120
Greetings, folks,

I put this in this forum since it's not class / ship specific and I'm hoping the replies will be... educational... and help folks other than just myself

I'm curious as to how your ground and space battles go. I'm not asking which is best, worst, or whatever... I'm asking how your typical, (or atypical), fights go both on ground and space.

What abilities do you use? What tactics? What do you like about it? What don't you like about it?

So the above questions are for:

Engineers piloting Cruisers.

Engineers piloting Science Vessels.

Science Officers piloting Science Vessels.

Those are the three "configurations" in which I am personally interested. However, if you'd like to chime in on another "configuration" for the sake of others with similar questions regarding different "configurations," by all means please do.

Why am I asking this? I'm trying to get a feel for the playstyles of the above "configurations" in an attempt to decide which might best suit me... at least for an initial character.

Thank you all for your help.

Take care.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-17-2010, 07:13 AM
I started out Engineer piloting a Cruiser. It works well but Cruiser didnt suit my play style once I got to about Captain rank. (too slow moving for me)

I then switched to a Science Vessel.. These are decently tough ships and very agile so they work pretty nice.

In a cruiser I mainly just tried to keep my phasers firing as much as possible. I'd use abilities that boost weapon energy or increase the regen rate of weapon energy. (in addition to shield recharges etc)

In a science vessel I made heavy use of torpedo skills (high yield), Jam Sensors, Scramble Sensors, Viral Matrix and Rotate Shield frequency.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-17-2010, 07:21 AM
Tactical/Cruiser & Engineer/Escort. Though I will bounce around more as I rank up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-17-2010, 09:53 AM
Engineer W/ Cruiser

I use a Maxxed High Yield I, Engineering Team I & II, Tachyon Beam I, and Emergency Power to Weapons for Bridge Officers. I use Rotate Shield Frequiences II as one of the Captain's abilities.

Fore Weapons are Plasma Beam Array Mk IV and Photon Torpedo Launcher Mk IV.
Aft Weapons are Plasma Beam Array Mk IV and Quantom Mine Launcher Mk II

She held up fairly well in space combat, spare she manuves slowly (but fixed this by reouting power to aux.). Arizona's held her own under fire from 2 or 3 enemies at once, but 4 or more have quickly taken her out in a matter of seconds. I'm attributing this to my weaker shields and hope this will improve with stronger shields. Her shields hold up longer when shields have been pre-set. This confguration has worked well for me and haven't died a lot with this set-up.

On the ground, Phaser Turrets come in handy when attacking others, as do Medical Generators and Force Field Generators. From what I can tell, Engineers reinforce attack lines and can quickly turn the tide of ground combat with fabricated turrets, medical generators, and so on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-17-2010, 09:55 AM
i have a science/science and have yet to die in a mission.

but my experience with pvp, is that they are not good against 6 others :p lol

on the ground i use hold skills mostly,

in space i love jam sensors
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-17-2010, 10:03 AM
I play Eng/Cruiser and am still learning the ropes. I love the Cruiser's survivability though, especially coupled with my BOs who all have shield/hull boosting skills. I can get wailed on for a significant amount of time before dying because I can use Rotate Shield Frequency, Emergency Power to Shields, Engineering Team, and Science Team one after the other to stay in the fight.

All the while I just keep broadsiding with phasers and disruptors for a good mix of shield and hull damage, a photon torp fore and a quantum torp aft if the enemy ever ends up directly in front or behind me. Currently for my tactical BO, I use Beam Overload and a good EPS Flow Regulator to compensate for the weapons systems power being drained by that skill. I'm considering using High Yield Torpedos though instead, but haven't switched yet.

The setup works well for me as not only can I survive after all other ships have been destroyed, I even topped the chart in my last fleet action, which tells me I'm doing something right.

As for ground, I just use all three types of turrets (phaser, medical, and shield) and stay in that position until the enemies are dead. My BOs are all equipped with cone AoE expose guns while I use a phaser sniper rifle for it's good range and good exploit attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-17-2010, 10:36 AM
Sci/sci here

I practice electronic warfare, jam sensors, scramble sensors, sensor scan, viral matrix, science teams, Engineering teams, and High Yield torpedoes. Most individual ships I can kill in 1 or 2 passes, clusters can take a bit longer but not much more difficult.

On the ground I have 2 split beam rifles, as do most of my team, One of them havean expose weapon. Between that and my science abilitiies (Tachyon Harmonic, statsis field, nanite infection, hyperonic radiation, etc) II can generally expose at least 1 or 2 enemies at a time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-17-2010, 10:50 AM
Quote:
Originally Posted by Feor View Post
Sci/sci here

I practice electronic warfare, jam sensors, scramble sensors, sensor scan, viral matrix, science teams, Engineering teams, and High Yield torpedoes. Most individual ships I can kill in 1 or 2 passes, clusters can take a bit longer but not much more difficult.

On the ground I have 2 split beam rifles, as do most of my team, One of them havean expose weapon. Between that and my science abilitiies (Tachyon Harmonic, statsis field, nanite infection, hyperonic radiation, etc) II can generally expose at least 1 or 2 enemies at a time.
Sounds exactly how I've ended up playing sci/sci. I'd just add in emergenc power to shields and hazard emitters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-17-2010, 11:21 AM
Eng. in a Science ship.

I usually focus on bringing down their shields either with tachyon beam or the target shields ability, then lob high yield torpedos into the hole. If I draw too much attention, I'll jam sensors. Shields start getting low, I'll rotate shield frequencies. If I'm still taking on damage after all that, I'll throw on an engineering team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-17-2010, 11:37 AM
Quote:
Originally Posted by Daruma View Post
I'm curious as to how your ground and space battles go. I'm not asking which is best, worst, or whatever... I'm asking how your typical, (or atypical), fights go both on ground and space.

What abilities do you use? What tactics? What do you like about it? What don't you like about it?
Eng/Cruiser;

Space; I like a mixture of damage types on my weapons. Phasers/Disruptors/Plasma. This ensures that you cant be to resistant to my attacks.

Typically I will start with my attack maxed. Overload Beams gives a nice extra punch against larger ships. After the first volley I launch a torpedo and immediately start the slow turn to get my broadside to the enemy. I try and pour in the beam fire while the torpedo travels to the target. When everything goes well the shields collapse and the torpedo hits at almost the same moment. Then it just becomes an attrition battle. I have already weakened him enough that I will win in any straight exchange of shots. I have Emergency Power to Shields, Fire at Will which is excellent against Plasma Torpedos, Attack Pattern Omega frees you from holds, and Science Team removes debuffs. I like to be able to counter whatever he throws at you.

I like the versatility of the Cruiser. I dislike the amount of time these battles take.

Ground; Here I have found that the best defense is a good offense. I spare no expense to arm everyone with the best weapons available. Split beams are nice and I usually carry one of those myself. The Sniper rifles are great for everyone as they usually knock them back as well as do nice damage.

I like to find constricted points like doorways and draw my opponent to me. I shoot one opponent and then rolls out of his direct LOS. They will charge in after a few seconds and my team will cut them to pieces one-by-one.

I like the startegy involved in ground combat. I dislike the AI. The pathing is really poor and my team is sometime not too sharp. I do die in ground combat sometimes because my team just ignores the NPCs unless they are under attack. I can get like 3-4 NPC's on me and no help on getting them off me.
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