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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
11-10-2010, 09:59 AM
Quote:
Originally Posted by Arizhel
If 1 of the 4 to be healed teammembers splits off im not gonna go chase this one leaving the other 3 behind ,if all go chasing then MK 4 efficient engine is more then enough to stay with them ...might take you 2-3 sec longer to catch up but thats it. And about the "premade spoiled players!" ,you dont know me really so you shouldnt talk about me as if you would know me ...im actually pugging 90% of the time on either side.
Pew, that was just a joke. A little touchy, aren't we? Well then, my humble apologies, dear Sir.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
11-10-2010, 10:29 AM
Evasive maneuvers is not for escape, it is for closing in on that running feddie

The only escape maneuver for Klingons is RAMMING SPEED! Straight into the heart of that crippled galaxy class cruiser that's trying to limp away after reeling from the barrage of torpedo and disruptor volley you gave him!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
11-10-2010, 02:27 PM
Quote:
Originally Posted by gx4th View Post
Evasive maneuvers is not for escape, it is for closing in on that running feddie

The only escape maneuver for Klingons is RAMMING SPEED! Straight into the heart of that crippled galaxy class cruiser that's trying to limp away after reeling from the barrage of torpedo and disruptor volley you gave him!
Bwahahahah! It makes me sad to see just how many people use Ramming Speed to escape in the wrong direction. It's meant to aim at someone, not away from then!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
11-10-2010, 04:06 PM
The key to a good escape is getting ready early. Shift power to engines when you still have a little time. Then hit evasive. Evasive modifies your speed, so if its already higher because you've been dumping more power to engines, you'll go much farther. But if you're going slow and hit evasive it won't take you far at all.

And in the same vein, a cruiser sure as heck can catch up with you if you don't shift power to engines early. I love to run down fleeing escorts in my Sovereign. I usually overshoot them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
11-10-2010, 04:09 PM
I found out the best way to escape and get 100% heal is to get hull to 0% make pretty colors and you get new stuff, ready to full impulse back in and start shooting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
11-10-2010, 06:22 PM
Quote:
Originally Posted by Zorena
I found out the best way to escape and get 100% heal is to get hull to 0% make pretty colors and you get new stuff, ready to full impulse back in and start shooting.
I am available to help you "escape" anytime zorena ^^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
11-10-2010, 07:25 PM
Quote:
Originally Posted by Beagles
Your cruiser has a capped speed. This means that if youre using hyperimpulse engines mk xi, and im using hyperimpulse engines mk xi, your speed is going to something like 12, whereas the bird will have a speed of 16.

So considering I have the fastest engines in the game (as far as I know there are no mk xii blues), you better hope you have another method of stopping me before i get away. I do enjoy it when the cruisers chase me though
No doubt, the little ships are faster. Where cruisers tend to make up the difference is in the ability to chain speed boosts. Most times players don't expect much speed out of a cruiser, so there is often a bit of player lag.

I'm not sure, but I think the Galaxy-R actually has the same speed multipliers as raiders and escorts. WIth more engineering consoles and more engineering powers, that seems to give it even better potential speed. Doing without Full Impulse is what trained me on building cruisers for speed. I do get outrun in my Excelsior, but almost never in the Galaxy-R.

Quote:
Originally Posted by Arizhel
Yeah might be true about the survival part though you need to be aligned the way the Escort/BoP is running away or your Cruiser will have a hard time following if he needs to turn around first ...even with evasive maneuvers you will loose 1/2-2sec depending on how much you need to turn around. While the Escort most probably wont be able to evade you this way (because it needs to get out of Combat) the BoP with battlecloak doesnt need more then that to get into cloak.
Yeah, catching a fleeing BoP involves some luck. I can usually get back to the furball faster than them, so I'm happy enough just chasing them off.

I always visualize Clint Eastwood rushing out with an M1 rifle and telling them to get off his lawn.




I get accused of speed hacks on my cruisers a lot. I just get a kick out of making something that big move that fast. Most cruiser skippers don't seem to bother with more speed buffs than EM, so i guess it surprises people.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
11-10-2010, 08:55 PM
I ran with hypers on my cruiser, science and escorts today. Immense immense difference, especially noticable on the escort. Thanks for the help there.

They weren't even particularly good ones, Mk XI greens I think. Will look into fully upgrading.

Also, for the record, I H8 my science ship. I never want to play it again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
11-10-2010, 10:16 PM
Quote:
Originally Posted by mctana
Also, for the record, I H8 my science ship. I never want to play it again.
I love my science ship, I definately want to play mine again <3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
11-10-2010, 10:33 PM
Ugh. There are some cool tricks you can pull with the science... but, honestly, the cruiser is a better healer and has so much more utility. I think I'd rather play my SCI VA on a cruiser. :|

I was thinking more about the hyperimpulse as well. I do fiddle a lot with the power settings during fights, kinda a skill you learn leveling up a SCI ship. High auxillary to remove shields/CC, swap to high weapon for combat then.

I find myself in the escort and science vessel going back to the good old EPS console. In the escort to hammer the engines quickly (thanks for the tip of hitting evasive *after* it's nearing 100)... and in the Science for the reasons above. It's too bad they have so few engineering console slots.

If hull armour were it's own slot, or two, it would free up the possible builds substantially.
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