Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
01-04-2011, 06:08 AM
I think the guide is good, but overall focused only on the burst killing factor and probably meant only for arenas. In CaH an escort can do much more than just kill...

I'm toying with speedy beam array advanced escort with 2 photon tubes front, and I'm pleased with its performance (CaH). Sure, its not the decloak -> nuke and smoke killer, but it feels good at harassing and killing off lone targets. Since I prefer KvF also, its great again carrier pets reduction. I leave the meaningless dmg done score numbers to others :-)

But I feel that advanced escort have a big "TARGET ME" sign on the hull somewhere.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
01-04-2011, 06:47 AM
Quote:
Originally Posted by Dalnar
I think the guide is good, but overall focused only on the burst killing factor and probably meant only for arenas. In CaH an escort can do much more than just kill...

I'm toying with speedy beam array advanced escort with 2 photon tubes front, and I'm pleased with its performance (CaH). Sure, its not the decloak -> nuke and smoke killer, but it feels good at harassing and killing off lone targets. Since I prefer KvF also, its great again carrier pets reduction. I leave the meaningless dmg done score numbers to others :-)

But I feel that advanced escort have a big "TARGET ME" sign on the hull somewhere.
Every escort do..

As I see it, there are 3 kinds of escort pilots.

The complete newbie
The mediocre runner
The experienced boom/zoomer

Oh those only the mediocre runner will *not* take a lot of agro.. He is not a threat, and he runs away even if you look at his ship wront or plink it twice with a turret.. Sometimes hell run even if he only see 2 enemy ships. The newbie will be targetted because he dies .. fast... and the experienced hit and runner, because you cant afford to ignore him.

Ofcourse there is a 4th kind of escort pilot.. But those are more or less bound to premade teams.. Theyre set up for both a spike, but also continious DPS.. The often fly around in the fight the whole match, usually with 1-2 extends and HEs on them at all times.. They dont need to run, cause their team keeps them semi-immortal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
01-04-2011, 07:16 AM
Quote:
Originally Posted by Dalnar
But I feel that advanced escort have a big "TARGET ME" sign on the hull somewhere.
Hehe - try flying a gurumba sometime... nothing quite beats flying uncloaked into the middle of cracked planet with 4 cloaked bops in the most distinctive escort in the game .

Some random comments on the thread:
- RCS consoles are definitely not a waste.
- the primary predator, and primary prey of an escort are other escorts. Failing to understand that will get you killed.
- speed=0 will get you killed.
- EPS consoles recover from BO power drain faster, and allow engagement from FI faster.
- FAW builds are entirely viable, and probably the most effective method of engaging hardened cruisers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
01-04-2011, 07:41 AM
This is a really nice effort. It's been pointed out the likelihood that people who truly need these guides will actually use them but it's nice to have such a resource just in case. I'm not really sure what I can bring to the subject. Most times when I do well it's because of one or two things: good support from other players and lucky hits or crits.

There are a lot of guys out there who are really good at getting in, doing something effective, and getting out, whereas I tend to overstay my welcome. One thing I like to do is evasive out to about 12km, buff up as best I can and make a U-turn back into the mess. This usually results in my immediate destruction but sometimes I can take someone out with my last Beam Overload or maybe get in a good Ramming Speed.

Overall, I fly my Sci/Defiant because it really is fun. I get pretty frustrated at times when it feels like no one wants to show me any love but that's just the nature of PuGing I suppose. In the end, I aim to win but set little goals for myself that tend to be a bit more reasonable. One such goal might be to get a particularly good Cruiser or Carrier to drop a shield facing and hit 50% before it completely rebuffs or someone else burns me down. Another might be that if I can't pop someone, maybe I can at least get them to complain about me running away XD.

I guess my point is that it's a nice guide that I hope people will actually use. I don't really have anything useful I can contribute though since I'm still learning this stuff myself, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
01-04-2011, 08:15 AM
Quote:
Originally Posted by SteveHale View Post
This is a really nice effort. It's been pointed out the likelihood that people who truly need these guides will actually use them but it's nice to have such a resource just in case. I'm not really sure what I can bring to the subject. Most times when I do well it's because of one or two things: good support from other players and lucky hits or crits.

There are a lot of guys out there who are really good at getting in, doing something effective, and getting out, whereas I tend to overstay my welcome. One thing I like to do is evasive out to about 12km, buff up as best I can and make a U-turn back into the mess. This usually results in my immediate destruction but sometimes I can take someone out with my last Beam Overload or maybe get in a good Ramming Speed.

Overall, I fly my Sci/Defiant because it really is fun. I get pretty frustrated at times when it feels like no one wants to show me any love but that's just the nature of PuGing I suppose. In the end, I aim to win but set little goals for myself that tend to be a bit more reasonable. One such goal might be to get a particularly good Cruiser or Carrier to drop a shield facing and hit 50% before it completely rebuffs or someone else burns me down. Another might be that if I can't pop someone, maybe I can at least get them to complain about me running away XD.

I guess my point is that it's a nice guide that I hope people will actually use. I don't really have anything useful I can contribute though since I'm still learning this stuff myself, lol.
I suppose all fescort captains still are learning
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
01-04-2011, 01:26 PM
Quote:
Originally Posted by apt.pupil
I suppose all fescort captains still are learning
as are all good KDF captains.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
01-04-2011, 02:14 PM
Any good captain is still learning because the enviorment changes he/she has to learn to addapt to it.

For me I played in every ship available on the federation side. (yes everyone of them every tier every ship C-store to) Escorts fit me the best still.

I never been a fan of the fleet escort purely because of the looks, but also because my prefered layout fits the advanced much better. Still I flew quite a while in the defiant refit.

I always focus all my science and engineering BO on tanking, seeing I am an engineer captain I plan to get in the fight and stay there for some time. which means I have to tank and a lot sometimes. It also means I am not focused at all on a big alpha strike, but far more on substained damage. so I cicle CRF, BO, APB, APO all the time and I only run when I get a lot of incomming damamge or when I ran out of most of my tricks. I never wait till I used all my tricks so when 1-2 comes after me I can engage them still.

One key thing I found though is the importance of switching targets for an engineer in an escort. I cannot alpha down targets so in general I switch between targets making sure they have to tank so that once my team mates switch to them their tank skills are at least partialy on cooldown and are not used on their ally.

Also nice thing once people find out you got a good tank they are far less likely to focus you, I seen it happen often enough that I am only targeted once everyone else is death. At which time I ofcourse go full engins APO + Evasive.




Anyway that is all me int he end every captain has to find what suits him/her A beefy escort suits me an alpha escorts suits an other captain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
01-05-2011, 06:40 AM
escorts do have it in them to become as tanky as the average science ship build, but in doing so they definitely suffer from a diminished dps and overall combat effectiveness.

but then staying alive in an escort is a full time job too
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
01-05-2011, 09:53 AM
For Escort pilots knowing when to pack it up and call off a run. In the current cruiser-centric world, its important to realize when your target just effectively popped a bunch of defensive abilities that you have no counter for, and to cut your losses and not extend yourself, and make an attack run on a different vessel.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
01-05-2011, 10:44 AM
Yesterday I created the mission "Mustrum's Combat Simulator". If anyone is interested in testing his fighting setup and see what kind of damage values it can generate, hop on Tribble and use it. And if you're in a helpful mood, use http://sourceforge.net/projects/stocombat/ and log your combat results.

The mission is fairly simple - fly to Wolf 359, interact with satellite, a Neg'Var spawns. You destroy it, confirmthe dialog, next Neg'Var respawns. 7 Neg'S have to suffice. There are more enemies around on the map, and there is a kind of "red herring" to be completed if you want to finish the mission (not that you need to). It's not a "dynamic" test for PvP, just too generate some damage numbers. I could use something more representative then my current subpar Tribble build for this thread: http://forums.startrekonline.com/sho...wpost&t=195971

According to my damage numbers, I should be able to bring a perfectly shield distributing user of covariant shields down to 50 % of his total shields at all facings when he's running at 100 shield power and 50 % resists within about 24 seconds. You can do better than that.
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