Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-30-2010, 05:28 AM
Quote:
Originally Posted by Telbasta
I used to use cannons, now I use dual beam banks forward and beam arrays backward, and I do far better with them. I find the combination of Beam fire at will and Beam overload far more useful than cannon rapid fire/scatter volley, and I'm consistently doing more damage because I have higher energy capacity with the beams than with cannons+turrets.

Plus, beams look better =P
I agree that beams do look way better, but beam overload and target shields only affects one beam, so there is no need for more than one beam fore and aft. Cannons do a lot more DPS, especially chaining CRF. Turrets are affected by CRF and do more dps when CRF is active and they contribute to your forward dps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-30-2010, 05:45 AM
Quote:
Originally Posted by Quetzaal
Don't try and fly the refit ships like the other tier 5 ships. They each require slightly different tactics.
This. It's working as intended, and it's working just fine. People already stated the advantages, though I would recommend sticking to the "real" T5 ships if you had to ask and value sheer efficiency over versatility. All Refits come with a unique ability allowing distinctive advantages, but they also come with the tradeoff of not being quite as good as their line counterparts when it comes to "raw power".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-30-2010, 05:48 AM
Quote:
I agree that beams do look way better, but beam overload and target shields only affects one beam, so there is no need for more than one beam fore and aft. Cannons do a lot more DPS, especially chaining CRF. Turrets are affected by CRF and do more dps when CRF is active and they contribute to your forward dps.
Beam fire at will makes you fire faster, do more damage per shot, and effects all of your beams for 15 seconds. With two different versions of fire at will, there's only a 5 second cooldown between them.

Beam overload may only effect one beam, but I've gotten 10k+ crits with it using the dual beam banks, as much as a torpedo high yield or spread crit, so it allows for more burst damage when used at the same time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-30-2010, 06:01 AM
I am sorry but the other escorts run rings around the Defiant. Without Battle Cloak and the 20 second timer to get out of combat, you will be shot at and KILLED WAY before you can get out of PVP.

The ENSIGN Tactical Slot is useless, as it just is. Having another Tactical Ensign skill serves no purpose.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-30-2010, 06:03 AM
I like this thread. I want to raise the question if there are people who stick with the Prometheus after vice? I feel more confident in it, it has better hull and shields, but as a sucker for ds9, I fly the defiant.

Then, are there vicies who prefer the Luna class over the Inteprid retrofit? I'm thinking of switching back. Not considering the Nebula because of it's turn rate. The same reason why I skipped the Deep space science vessels.

As an engineer I would reccomend the Excelsior, haven't flown the Galaxy X because it's too expensive and I don't like to buy things that give me an advantage over other players. I want to earn it. I always thought that was the ground idea of an MMO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-30-2010, 06:08 AM
Quote:
I like this thread. I want to raise the question if there are people who stick with the Prometheus after vice? I feel more confident in it, it has better hull and shields, but as a sucker for ds9, I fly the defiant.
I like the fleet escorts, personally =P The extra engi console/BO slot add a lot of support and survivability, so while you still have the damage output of an escort you arent so squishy and you're more valuable to a team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-30-2010, 06:15 AM
I should just mention that all the T5 escorts have the same hull. The crew count and inertia are different between the different escorts. The defiant has a crew count of 50, advanced 150 and fleet 200.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-30-2010, 06:33 AM
Quote:
Originally Posted by Quiskota
I like this thread. I want to raise the question if there are people who stick with the Prometheus after vice? I feel more confident in it, it has better hull and shields, but as a sucker for ds9, I fly the defiant.

Then, are there vicies who prefer the Luna class over the Inteprid retrofit? I'm thinking of switching back. Not considering the Nebula because of it's turn rate. The same reason why I skipped the Deep space science vessels.

As an engineer I would reccomend the Excelsior, haven't flown the Galaxy X because it's too expensive and I don't like to buy things that give me an advantage over other players. I want to earn it. I always thought that was the ground idea of an MMO.
I think this comes from the fact that the standard class and the retrofit (in the case of the escort and science ONLY) are so balanced against the other it comes down to aesthetics. The advanced cruiser retrofit tends to be better then the other two stock, but its and excelsior, and allot never really liked the excelsior (I still hopw the class can get a new cooler skin).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-30-2010, 06:35 AM
I just skimmed through other's replies, so I'm pretty sure what I'm going to say has been said already, but whatever:

Quote:
Originally Posted by Captain_Atomic
Escort retrofit:
It's an advanced escort with cloak. And not even a battle cloak, so it's useless in a fight.....because escorts are for fighting, right?
Cloaking gives a tactical advantage. You can fly to an enemies rear, drop cloak, get a boos in damage from the Cloak Ability (gives you + damage when dropped for a few seconds), and attack them at their weak point. Even in my Science Vessel, I use MES3 (which is essentially a cloak without the damage boost) just for the tactical advantage. Any advantage is useful in a fight, and surprise attacks have been used for centuries becuase of their effectiveness.

Quote:
Originally Posted by Captain_Atomic
Cruiser retrofit:
Saucer separation is nice, yes....but.....you gain mobility and speed and loose crew and hull...hmmm.....let me think.....what can I do with the new speed and mobility? I still can't fire cannon weapons, so....what's the point?
Dual beam banks are good enough. That, plus I believe all ships can use single cannons now, if you really want to use cannons. So, anyway, you gain speed and mobility, helps you turn, which helps you defend yourself (put different facing to the enemy), can manuvuer to the weakest part of the enemies shields... and technically I believe your pet does some amount of damage, so you technically have a damage boost from that... though my personal belief is that this is the weakest of the refits.

Quote:
Originally Posted by Captain_Atomic
Advanced cruiser retrofit:
Beeing able to jump from sector to sector in a second is great....but no advantage in combat or in anything else, for that matter.
This ship has a nice Lt Com Tactical slot, helps with dps. That, combined with the fact that it's a cruiser, so very survivable, and the fact it has so many weapon slots, make it potentialy dangerous (high ranking Fire At Will, Beam Overload...can be devestating on a beam cruiser).

Quote:
Originally Posted by Captain_Atomic
As for the science retrofit, I don't use it, so I don't know.
Two retrofits:
Intrepid Retrofit - Ablative Hull armor (give amazing hull resistance - almost invulnerable), decent turn rate, and pure science abilities...through CPB, Tachyon Beam, and a bunch of torpedos, this can be a very dangerous ship.

Nebula - My personal favorite. The ability is generally useless (though looks awesome), but the Lt Com Engineer slot is AMAZING. Eject Warp Plasma + Gravity Well = awesome. Extend Shields 2 + TSS 3 is fun. Engineering Team 3 or Emergency Power to Sheilds 3 is nice to have for survivability. There are just so many more options/combos when you have access to all Science and all Engineering abilities (all not meaning max rank, just at least access to all Rank 1 abilitie of both). Significantly more crew than most science ships as well (which may become useful in Season 4... have to think ahead ) Only downside is the turn rate, but I use mostly beams, so doesnt really bother me.

Quote:
Originally Posted by Captain_Atomic
I submit that the Galaxy X is still the best ship around. I can use cannons, I can have last longing shileds and hull, and with some consoles to increase the turn rate, you can battle almost like an escort.
In all honestly, I submit that the Galaxy X is one of the weaker ships. Yes, it can equip dual cannons... but turn rate really blows, so not much of a point... if you face anyone decent, they'll have little problem avoiding the dual cannons. The cloaking device is useful (though not in your opinion). The phaser lance is useless (I barely notice when used against me). So, really, it has a cloaking device... makes it just as useful as the escort retrofit, though with less manueverbility, not quite the same amount of useful

Just my opinion, which many probably agree with over yours
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-30-2010, 07:00 AM
Quote:
Originally Posted by nafeasonto View Post
I am sorry but the other escorts run rings around the Defiant.
With a turn rate two points lower than the Defiant? I think not.

RCS Accelerator and higher engine settings. Use them. Pure damage isn't always going to make you win your fights.

Quote:
Originally Posted by nafeasonto View Post
Without Battle Cloak and the 20 second timer to get out of combat, you will be shot at and KILLED WAY before you can get out of PVP.
You are aware of the fact that a Battle Cloak would mean less hull for the ship, yes?

Quote:
Originally Posted by nafeasonto View Post
The ENSIGN Tactical Slot is useless, as it just is. Having another Tactical Ensign skill serves no purpose.
Then again you could actually use that Tactical Ensign slot for Beam Fire at Will and clear out Klingon fighter waves to help your team win the match instead of just fighting on your own like most Fed Escorts do.

There are some useful abilities for Tactical BO Ensigns. If all fails, just get Tactical Team. It may not mean that much, but hey - a free buff 's a free buff, and it can come in handy ... for example when you've got a Focus Fire debuff on yourself. Which you often will when getting into a fight with Klingon BoP's. I know -I- like to put this on my targets, and I always go for escorts first (as they pose the greatest threat to my team).

Quote:
Originally Posted by Sardoc
Cloaking gives a tactical advantage. You can fly to an enemies rear, drop cloak, get a boos in damage from the Cloak Ability, and attack them at their weak point.
Not to mention that you won't get Alpha Striked from all those nasty Klingon teams who tend to go for squishy escorts first...
I've been on the dealing and the receiving end of that.
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