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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-22-2010, 09:45 AM
even without ram the double tap of hyt + tricobalt is often enough to finish most unprepared unready defenders. The key aspects of the listed strategy is in the seuence of abilitity usage, the lack of reliance solely on energy weapons, and the utilization of often overlooked skills like charged particle burst. I did say in the OP that this method works best against unready targets, who can effectively be destroyed "before they knew what hit them", when the other team mates are NOT attacking that target.

At the end of the day there are numerous ways to counter any strategy, thus the timing of my comments, for this strategy will not help anyone in a few weeks, so "spilling the beans" so to speak will not affect anything in PVP. I posted the OP for an offering of just a convoluted tactic that may not work all the time (not really alot at all tbh) but when it does work, the glorious ownage is downright awe inspiring. I personally pride myself on using unconventional means and attempting to execute near impossible maneuvers. This tactic like some responders indicate (Dainar) is not for the fainthearted or those who wish to guarantee success. Indeed, it is a gimmick, that isnt that great and also will be near uselesss soon.

But at any rate, the 99% of "regular players" will fall victim to similar strategies. Simple math will show that even the most heavily armored single targets who are unprepared to be attacked can be annhilated in one pass. Without cannons. No point really to be proven, just an excercise in "mental masturbation". Come up with your own unusual tactic that never works! its fun! <S>
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-22-2010, 10:41 AM
In the spirit of the thread, I note that the changes to Emergency Power to Engines and Emergency Power to Weapons on Tribble - as well as the BOFF configurations of the new Fed ships - adds new options worth consideration to traditional builds.

For example, in screwing around with my Galaxy-R I have been playing around with this combination:

CDR Engineer Officer
Emergency Power to Engines I
Reverse Shield Polarity I
Auxiliary Power to Internal Dampeners II
Auxiliary Power to Structural Integrity Field III

LCDR Engineer Officer
Emergency Power to Engines I
Reverse Shield Polarity I
Auxiliary Power to Internal Dampeners II

ENS Engineer Officer
Engineer Team I

LT Tactical Officer
Torpedo: High Yield I
Beam: Overload II

Science Tactical Officer
Polarize Hull I
Polarize Hull II

I have Captain traits Efficiency and Warp Theorist, and the C-Store Borg BOFF with Efficiency. With power set to 75/25/25/75, using 2 Plasma Distribution Manifold consoles and 2 Booster Modulator consoles, and 9 in the following skills:

Warp Core Training
Engine Efficiency
Shield Efficiency
Engine Performance
Shield Performance
Auxiliary Systems Performance
Weapon Systems Performance

Power will be set at 101/57/57/101. By rotating Emergency Power to Engines I, I get 101/57/80/101. With EPS III (I play an Engineer) that gets bumped up to 125/89/111/125 for 30 seconds every 90 seconds.

The key here:

Emergency Power to Engines is giving me a very noticeable 4 second speed boost every 30 seconds. Auxiliary Power to Internal Dampeners II is giving me a speed and turn boost every ~17.5 seconds. That is basically a huge speed/turn boost for 20 of every 30 seconds - and if I do a saucer separation I look like a mad race car. This doesn't count movement bonuses from Evasive Maneuvers (or Ramming Speed) - which stacks.

On a Beam Array boat, it's a really fun build once you figure out how to control all the speed, and the damage is very good but doesn't focus well. Would work great with a partner with a Drain Energy Build.

---

For all you folks who fly Fleet Escorts, add two Emergency Power to Weapons I skills at the Engineer Ensign, and try not to complain about the extra weapon damage bonus every 30 seconds. Emergency Power to Weapons III damage bonus on a beam boat is very nice too, but unless you play a Tactical officer in an Assault Cruiser, Aux to ID II or Engineer Team III will probably be better choices.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-22-2010, 11:01 AM
Quote:
Originally Posted by Darksided View Post
text
Sounds really fun.
Make a video of that please
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-23-2010, 08:49 AM
Quote:
Originally Posted by Captain Data
so a variation of the torpedo trick, how original.
Ok I'm sorry, I've been hearing ppl complaining about the "Torpedo Trick," So could someone enlighten me as to what this Trick is? Firing your torpedoes at a dropped shield facing?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-23-2010, 10:36 PM
Quote:
Originally Posted by EmoeJoe
edited to contain the meth addicts ranting
emojoe....L2P you are a scruba nd always were one even when i beat you 1v1 3-4 times or when ten beat you without shields LOLOL (want video proof youtube it its there still)
bottom line emojoe the only redeeming factor abotu you is that no matter how many times we curb stomped you you always wanted more.....the sad part is that you never got better.

I think my favorite quote ever was in the first incarnation of SNB in vent you said after losing with 4 SNB on yor team (vids on youtube as well)
"SNB is lame as hell anyways, it sucks"

DOB left the game because well the game game blows....sadly i am still subbed for a few more months....damn prepaid with no refund option. As far as GOD goes yes they are great PVPers however the last time i played I beat them too. Not to take anything away they are good but truely any team that has the alpha strike in 1.1 or previous shoudl ALWAYS win.....but for some odd reason DOB ruled the PVP scene for 4 months.
Ohh well back to greener pastures. thanks bounty for letting know about this meth addicts rants.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-24-2010, 05:37 PM
Well if "getting better" means adapting the flavor of the month strategy and giving up on unique tactics, then I proudly proclaim I suck.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
07-24-2010, 08:48 PM
Quote:
Originally Posted by Beary666 View Post
Ok I'm sorry, I've been hearing ppl complaining about the "Torpedo Trick," So could someone enlighten me as to what this Trick is? Firing your torpedoes at a dropped shield facing?
So no takers?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
07-25-2010, 02:34 PM
Quote:
Originally Posted by Beary666 View Post
So no takers?
honestly i dont even know what trick that youre referring to. In the OP the tactic exploits the lack of a need for overloading tricobalts, timing beam overload in succession with the torpedoes strike (as opposed to when firing), and the absence of protection from kinetic damage from RSP.

But you may be reffering to the timing of overload allowing for overlap (firing two hyt in rapid succession). All of these are "tricky" but not that special or intricate to understand/perform.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
07-25-2010, 02:57 PM
Quote:
Originally Posted by Beary666 View Post
So no takers?
The only thing I can think of is hy preloading. Loading a HY and not starting your attack until it is almost ready to expire... so you can load another for the second shot.

I will preload a HY III... shoot it 5 seconds before it expires. Use Tactical Init... then fire HY III again... and thanks to Tac Init... my third shot when I line it up will also be a HY III.

I assume that is what was being refered too... or something close to that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
07-25-2010, 03:07 PM
I see, so basically what most people have been doing since Beta.
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