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Lt. Commander
Join Date: Dec 2007
Posts: 120
Fight after fight a BoP will unstealth and try to alpha strike me on (I play tac/cruiser tac/escort and sci/sci in PvP). Often they fail and evasive maneuver away, speed burst. It seems before I can evenn begin matching their speed, they restealth.

So here is what I do to try and catch "runners":

Evasive Maneuvers, Engine Battery, Full Engine Qbind, Aux to Dampeners (on cruiser only)... yet they still pull away.

I'm leveling up a BoP myself and I've never once managed to 'flee' a fight without getting run down by the Feds. I seem to never get to the point where I can hit full impulse and stealth as a long trail of torpedoes continue to hit me 15 seconds later.

Am I missing an ability here? I must be doing something wrong.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-09-2010, 12:16 AM
Quote:
Originally Posted by mctana
Fight after fight a BoP will unstealth and try to alpha strike me on (I play tac/cruiser tac/escort and sci/sci in PvP). Often they fail and evasive maneuver away, speed burst. It seems before I can evenn begin matching their speed, they restealth.

So here is what I do to try and catch "runners":

Evasive Maneuvers, Engine Battery, Full Engine Qbind, Aux to Dampeners (on cruiser only)... yet they still pull away.

I'm leveling up a BoP myself and I've never once managed to 'flee' a fight without getting run down by the Feds. I seem to never get to the point where I can hit full impulse and stealth as a long trail of torpedoes continue to hit me 15 seconds later.

Am I missing an ability here? I must be doing something wrong.
It's all based on the Engines you run. If you use Hyper impulse with Speed or Full you will be able to get those bursts of speed you seem to want.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-09-2010, 12:35 AM
Yeah it mostly gets down to the Hyper Impulse Engine (with bonus to Speed as bonus to Full Impulse doesnt apply if you dont use Full Impulse which you dont on Red Alert). I dont see many Cruisers moving fast enough ,and my own Cruiser on Fed side is running the old MK 4 Efficient Engine for its Power-bonus ...i suspect many others using that one too so they dont even stand a chance to catch a BoP.

I also would recommend you switch your Buffcycle a bit:

Engine Battery
Aux to Dampeners
Evasive Maneuvers
(while chasing you can switch power to Engines now as the Battery should give enough powerboost to have enginepower at 125 till end of Evasive Maneuvers anyway)

Why did i change your Buffcycle? Well thats easy ...Evasive Maneuvers multiplies your Current Speed ...so the higher your current Speed when activating it the higher the output will be ...so increase your Speed as much as possible before using Evasive Maneuvers. (for excample im reaching ,in my BoP ,something ~250 with only Battery+Evasive >sorry cant try it currently to give ecaxt numbers<)

One more thing about catching running BoPs ,the usual BoP pilot will try to get out of the 10km range to you and then engage Cloak anyway even if you are chasing them (getting another speedbonus while engaging cloak too) so even if you would chase me i most probably will still be able to evade you. Though ive talked about the *usual* BoP pilot there are more and more silly ones out that will just hit cloakbutton while circling the fedball ,and even while they are under focus (stressing the healer's nerves by alot ...thats usually me healing and at the same time shouting at them ) So if you watch who is just using that stupid "tactic" ...go for them and you got some nice explosions because they expose their hulls pretty often.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-09-2010, 11:07 AM
Ok, that does make sense to me. Hyper-impulse for PvP ~ efficient for all other. I'll admit running the efficient on my cruiser. On the science and escort I'm using the standard impulse as my engine power is typically 50 while in combat. I didn't really think through the benefit of the [full] trait.

On my BoP I can get over 10k away when fleeing; but it seems torpedoes will still lag chase me and keep me in combat well long after 10 seconds so I'm never able to recloack before an escort catches up to me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-09-2010, 11:56 AM
As said (Full) is bad for running ...it only makes you faster whiel out of combat and running Full Impulse.
You gotta choose (SPD) and (Turn) ...the MK X Purple one has also as third bonus (Aux) ...doesnt matter much but the first two are the important ones anyway.

Even at 50 Power the Hyper Impulse Engines are faster then the Standard Impulse Engines so i havent seen any real benefit from using Standard ones except for the Efficient one with Energy Bonus ...its either Combat or Hyper Impulse for me ...Combat is a lot slower if you need to run so i still prefer the Hyper Impulse anyway.

Torps will follow you yes ,BUT: they will do damage to you after some time even if they never hit you visually ,the visual torps will also follow you till they hit you even if their damage part already "reached" you so only the visual will follow you not doing any damage a second time (or get destroyed after time runs out like Tricobalt/Plasma). Hope thats understandable how i wrote it since im not a native english speaker.

As BoP you CAN cloak anytime you want ...Battlecloak works also on Red Alert ,just not good to use it while within range to enemy team and beeing focused. Only BoP unable to Battlecloak is T1 BoP all others can Cloak while on Red Alert ...so let them chase you and jsut engage cloak once you feel safe enough that you live through the Shields Down but not fully cloaked phase (3sec).

Edit:

Even if the "visual" Torps chase you after their damage part is done ...they wont keep you in red alert state and also wont get you into red alert again if they hit you after their damage part has been done so its somethign else keeping you on red alert like a Fed chasing you and using weapons on you ...also red alert needs some seconds (dont know how long exactly but i think its ~15sec without someone firing/healing at you or you firing/healing at someone) to stop.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-09-2010, 12:22 PM
Quote:
Originally Posted by mctana
Ok, that does make sense to me. Hyper-impulse for PvP ~ efficient for all other. I'll admit running the efficient on my cruiser. On the science and escort I'm using the standard impulse as my engine power is typically 50 while in combat. I didn't really think through the benefit of the [full] trait.

On my BoP I can get over 10k away when fleeing; but it seems torpedoes will still lag chase me and keep me in combat well long after 10 seconds so I'm never able to recloack before an escort catches up to me.
When breaking off from an attack you need to buff up for kinetic damage that will be from the incoming torps. And you will get them - every FED worth his salt will unload them when they see you start to cloak.
Aux to Damp, Aux to SIF and/or Brace for impact should be a part of your escape plan. Armor consoles for kinetic damage are also a good investment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-09-2010, 12:38 PM
Quote:
Originally Posted by N_Danger
Aux to Damp, Aux to SIF and/or Brace for impact should be a part of your escape plan. Armor consoles for kinetic damage are also a good investment.
Its either Aux to Damp OR Aux to SIF since both share the same CD and i doubt many BoPs field Aux to SIF.

Brace for impact though is something that will help though i still recommend getting at highest possible speed out of the firingarc and range before engaging cloak and using shieldstrenghtreallocation for getting incomming damage from torps reduced.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-09-2010, 01:02 PM
Let me say that I'm not General rank yet. When will I get access to the battle cloak??

By bad, I confused [spd] with [full] there. I meant [spd].

On Fed during combat I run my cruiser at 69/50 speed, escort 59/50 and science 59/50 (going from memory here). So, you'd suggest hyper-impulse for all these builds, too??

Turning rates on Fed ships are just brutal, so I've opted to tank auxillary to 25 to boost engine - except on the science ship where I power cycle from combat to full axuillary power situationally.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-09-2010, 01:37 PM
If you have time, and have recognized that your attack run has failed to finish off the enemy and you're facing superior fire power in return, then you might also want to consider dumping power into engines as well before hitting the EM button.

It's best to have a plan beforehand on how to escape, especially in arena matches and players aren't helping each other. Since you're in an escort you're going to be first to be burned down and every death is a detriment to your team and therefore the greater good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-09-2010, 02:15 PM
Quote:
Originally Posted by mctana
[...]
On Fed during combat I run my cruiser at 69/50 speed, escort 59/50 and science 59/50 (going from memory here). So, you'd suggest hyper-impulse for all these builds, too??
[...]
Yeah they'll all be a lot faster with hyper-impulse engines. Even as a cruiser you might want to run sometimes and without proper engines you can just forget about that.
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