Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
11-24-2010, 04:19 AM
I find it funny how people are pointing to all of the Klink ships having the ability to mount cannons as a reason for them being over powered and now someone wants the one ship Fed side that can to have stronger beams.

How do you go about boosting beams on an escort without boosting beams across the board? How does that solve the issue of cruisers matching or beating the escorts damage output in that case? Why should something that has such a wide firing arc be more powerful than it already is? If beams got a boost, what would be the point of using cannons at all?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
11-24-2010, 04:59 AM
Quote:
Not to mention the ability to outrun almost anyone and escape death at will that pro escort pilots display everyday
THIS is what escorts are about !! I see a friendly fly off damaged - I will call him/her back in to my area to suck up some heals from me. THEY can get outta the fight to survive. I (cruiser) cannot as easily.

But I can ask nicely for them to bring the cannons back to my targets (and hold out a carrot !)
As I stated in another thread - I can afford to give away my healing if I have a friendly escort that makes my targets dead.

I fly tac on the Kling side - and I pray there is a friendly sci/eng type to help me out a bit !! If so, I *gladly* punch whoever is targeting them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
11-24-2010, 05:00 AM
My my, this whole beams crying is just canon nazi propaganda I think. Someone just write them a mod or whatever to make cannons look like beams. Job's done.

And people really should learn the difference between raw dmg output and actually useful dealt dmg. It's nice that a cruiser dealt a gazillion of dmg in a match, but never actually brought someone close to defeat.

A proper alpha strike of an escort on the right target is a different thing.


PS: I know there are dangerous cruisers out there, too. Though jack average in his epts3 rotating cruiser isn't exactly a danger to most targets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
11-24-2010, 05:13 AM
Quote:
Originally Posted by M4triX
And people really should learn the difference between raw dmg output and actually useful dealt dmg. It's nice that a cruiser dealt a gazillion of dmg in a match, but never actually brought someone close to defeat.

A proper alpha strike of an escort on the right target is a different thing.


PS: I know there are dangerous cruisers out there, too. Though jack average in his epts3 rotating cruiser isn't exactly a danger to most targets.
cruisers with beams can bleed through shields better than escorts with cannons can. As stupid as that sounds, it's true.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
11-24-2010, 05:29 AM
Doesn't sound stupid, makes sense actually. Though this is a premade (/arena) problem. I was more referring to pug players who like to tell me their escorts can't deal dmg. What does not surprise me as long as they keep playing their escorts like smaller cruisers.

That in situations with perfect team support and therefore proper resist stacking and efficient healing, escorts are lacking, that's our real problem here, isn't it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
11-24-2010, 05:33 AM
escorts are mean as they are. put a good pilot in one and they are awesome. leave them as it is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
11-24-2010, 05:38 AM
Quote:
Originally Posted by M4triX
That in situations with perfect team support and therefore proper resist stacking and efficient healing, escorts are lacking, that's our real problem here, isn't it?
I think so, yes.

Though it seems to me it's a problem that will also improve the situation in the "non-ideal" circumstances of a PuG. If you last a little longer in your Escort while fighting Cruisers and no one is healing you, that can't be bad...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
11-24-2010, 05:43 AM
On the defensive part, there are no disagreement. A little more "staying power" would be appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
11-24-2010, 05:43 AM
Quote:
Originally Posted by M4triX
That in situations with perfect team support and therefore proper resist stacking and efficient healing, escorts are lacking, that's our real problem here, isn't it?
I agree, in my premade experience (lol, -TSI- ftw) the cruiser massively encroaches on the escort's job. The cruiser can still produce respectible (and sufficient) amounts of damage while staying alive. And thats the problem.

In premades you only need enough damage to reliably spike out a kill. With stuff like Sensor scan, subnucleonic beam, and beam overload; beams produce nearly identical numbers in the spike as cannons. The rest of the team gets filled out with control, harassment, and survivability. I call it Eurospike.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
11-24-2010, 06:26 AM
I don't think escorts need more then some small evasion bonus, like 10-15%. they are afterall designed to be small and nimble ships. Evading damage is their goal, not soaking it up like a cruiser.
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