Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31 I disagree
12-27-2010, 07:45 AM
Quote:
Originally Posted by Gruug View Post
Yep....the biggest mistake people make is to ASSUME that escort are built like crusiers. Escorts were never meant to survive as long as a Crusier in terms of time in battle. Escorts are heavy on first strike but low on survivability. That is EXACTLY what is in game now. In fact, before they were tuned back a bit, Escort were probably the most feared and strongest ships in the game.
I don't think escorts are particularly fragile now. They just have a hard time defeating tanking ships. There was a time when escorts were overpowered, as there was a time when sci vessels were overpowered. I stand by what I said about their relative strengths now though.
Lt. Commander
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# 32
12-27-2010, 07:46 AM
I don't think the Escorts are all that bad. Think to "First Contact" the film. The Defiant was designed to battle the Borg, and what have you, but in the engagement with the Borg the ship gets torn up.

The Defiant in essence was designed to be a battle ship, with strong weapons. Not the biggest of ships, nor the most armored, but made for battle. I think the Escorts in game are pretty similar to this ideal. On my tactical captain I fly the Advanced Escort and with the right gear and a good understanding of the play style you can do quite well.

The other aspect of this however is if you plan on PvPing with it, you should be in there with some kind of team, that can heal/assist you. Going into a PvP match in an escort by yourself is just bad news for anyone. You might get a few lucky shots off, but nothing like you would if you had a good support team. Personally i don't willingly go into PvP with anything but my cruiser, but that's just me.

As for PvE in the Escorts I have no trouble with it at all, and find I can plow though missions very easy. I've played all 3 captain types to VA including 2 Klingons, and I have to say the hardest one to level up was my Federation Science captain. Mostly because the science ships available at the time didn't have near the damage capacity of the Nebula or the Intrepid. Even still, compared to the cruisers and the Escorts as far a damage goes the Science ships really can't do much. What you do see however is at RA/VA rank you get a lot of science ships using Tricobalts which do very high damage, and along with the science ships ability to disable you, it's a very deadly combo.

Here again it's all about play style. I've respected my Tactical captain no less than 7 times trying to find the best possible spec for my play style. I suggest spending some time here on the forums and on Tribble testing out different weapons / abilities and see what works best for you. It takes a little time, but in the end it's all worth it.
Lt. Commander
Join Date: Dec 2007
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# 33
12-27-2010, 08:34 AM
I prefer the escort ships to cruisers. They have fewer weapon slots but dual heavies do a LOT of damage, (depending on the type of course). Turning radius is very small and shields can take a good beating. I often take out Romulan Battleships with no hull damage at all with an escort, two volleys from each of the two dual heavy Electron Plasma cannons and I'm through their shields and popping off a volley of photon torps at it and I was only a LC7 at the time. Keep the front shields pumped up and it rarely takes them down below 50%.

Trying to even stay face on to a battleship with a Cruiser to keep your front guns on it is hard work because it's so damn slow at turning. Dual beams fire faster but the DPS stinks, the battleship has often balanced their shields long before you can punch through them so you end up having to take down all 4 shields to almost zero before you can do any damage to the hull.

The escort may not be the demon that the show portrays but in STO, it's still a beast that deserves respect.
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# 34
12-27-2010, 09:07 AM
I'm amazed the OP says that sci ships are impossible to kill. Escorts obliterate me all the time. It takes more than one pass, but all the powers in the world will not allow me to survive long without support.
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# 35
12-27-2010, 09:12 AM
You just have to figure out the right build.

I'd say I'm only a slightly above average PvP'er, but I have no problem tanking Alphas in my Sci and bursting through Cruisers in my Escort.
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# 36
12-27-2010, 09:21 AM
Im probably the worst pvper on the planet, mostly because I'm a controller, not a healer and can only tank a little bit. Its a personal preference. I'm sure I could survive longer but I would give up a lot of controlling ability.
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# 37
12-27-2010, 09:52 AM
in pve my escort wreaks havok however in pvp and its only a 5 vs 5 im toast..literally unless theres a decicated cruiser to escort me....(mmm should be the other round)

however in 10 vs 10 however the tide changes and i get to escort the cruisers

which is why if people believe their escorts are wasted they get better the larger scale the confrontation

for an escort to work really well if you have someone firing of sci abilites to take off the agro its great...i do wish my alt cruiser had a way to "taunt" and pull agro....i know quite a few people have ideas of a "place me between those vessels" skill that while not requiring precise movement would pull the agro to the cruiser..tank styley
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# 38
12-27-2010, 02:01 PM
One of the big problems is Arena is a stupid way to pvp in my opinion. Unfortunately it's one of only 3 types of pvp available.

Escorts rock the house in cap and holds (where Speed to get to the objectives is often more important, along with burst damage as healing is often limited, as is focus fire.).

And do well in kerrat. (again speed and turn rate matter)


Arena though is just a bunch of ships spamming heals and circling each other, aiming at Escorts over and over.
You -know- the Escort is going to reengage because he has to help his team. There's pretty much total control over the pace of the battle at that point.

If anything Arena needs to go bye bye, and some other objective based pvp put in it's place. I think that would also help the Escort. (that or give us more cover heavy maps with areas that only the smaller shps can fit between etc)
Lt. Commander
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# 39
12-27-2010, 02:31 PM
Quote:
Originally Posted by Krizonar
While not a fan of MVAM, I feel I should make a point here.

You can only fit so many weapons on a ship because of it's surface area.
After the ship splits, there's more surface area, where there are weapons that could not have been put on the outside of the whole ship.

The ships are already so armed to the teeth that the Intrepid can fire phasers from its nacelles, truth be told, I think it's more a matter of surface area vs how many phaser strips fit on it in this day and time.
Surface area doesn't enter into the equation. Internal volume is the deciding factor. A larger ship can carry more and larger weapons, a smaller ship fewer.

And a ship designed to split up into three smaller ships has to have completely redundant systems that a single ship wouldn't need. Three sets of impulse engines, three sets of shield generators, three sets of life support, three sets of sensors, three sets of everything. Then on top of all that they need to fit in to those smaller ships weapons systems (and ammunition depending on the weapon)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
12-27-2010, 03:44 PM
Quote:
Originally Posted by Sopwith_Snipe
Surface area doesn't enter into the equation. Internal volume is the deciding factor. A larger ship can carry more and larger weapons, a smaller ship fewer.

And a ship designed to split up into three smaller ships has to have completely redundant systems that a single ship wouldn't need. Three sets of impulse engines, three sets of shield generators, three sets of life support, three sets of sensors, three sets of everything. Then on top of all that they need to fit in to those smaller ships weapons systems (and ammunition depending on the weapon)
This is like the inverse of the Voltron law.

Im not exactly sure why the law exists, it might just be to make some angry god happy or something.

Put simply the law states that only after getting totally trounced and violated as weak separate units can Voltron be allowed to join together and deliver industrial sized whuppings.

It seems rather silly to me. After some horrible RoBeast had its way with my lion the second or third time. Id form Voltron, weld it together, and fire the other four jerk pilots slowing me down. And never separate it again.

So with this in mind a ship that splits apart seems kinda counter productive.
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