Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-17-2011, 09:45 AM
all right, tonight i will try this:
3DHC 1 quantum
2 hy1
2 rapid fire 1
2 tac teams
1 omega 3 (my skipper can train that)
1 beta (which i already have but forgot to mention in my first post)
my aegis set which i have in my inventory.

do you find notable difference between one very rare weapon than a rare or uncommon?
m asking this because i may have to farm some rare particles in order to craft it OR buy it on the Exchange, which will cost me no less than 2M.

btw, thank you very much everyone for your suggestions, keep em coming
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-17-2011, 09:45 AM
Quote:
Originally Posted by Roach View Post
I did not know that TT1 could be cycled without imposing a extra CD.
tac team runs for 10 secs, shared cd is 15 secs, so there's a gap.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-17-2011, 09:49 AM
Quote:
Originally Posted by H.Ramone
tac team runs for 10 secs, shared cd is 15 secs, so there's a gap.
Ah, ty for the insight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-17-2011, 09:49 AM
Quote:
Originally Posted by cenovita View Post
do you find notable difference between one very rare weapon than a rare or uncommon?
try to find out which setup works best for you. the difference isn't that big, so it can wait until you know what you wanna do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-17-2011, 09:52 AM
thanks guys, i'm gonna dust off my feddybear & stick him in a defiant R myself, the build advice sounds solid to me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-17-2011, 12:19 PM
Quote:
Originally Posted by MustrumRidcully View Post
I personally have decided to only use two weapon types up front, selected from (dual) beams, dual (heavy) cannons and (quantum) torpedoes. Currenly I am running a single beam bank and 3 dual heavy cannons, and that is fairly effective.
Total agreement here. Before, when I was running 2 DHCs, a DBB, and a quantum up front for my def-R, my damage wasn't nearly enough, just like the OP. When I changed to 3 DHCs and a DBB up front, I immediately noticed a sharp increase in my damage output and my overall performance in PvP. My skill points are still invested in too much PvE ground combat, so that's still limiting, but with those three cannons, I'm able to hold my own at least.

The decision of whether to use a DBB or torps with the three cannons is purely personal preference, based on whether you prefer to use BO or HY.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-17-2011, 03:48 PM
There are a few simple things too know about building a good escort... Here are a few tips.

3 DHC... as stated this is the optimal number of cannons. That means chose torps or beam overloads.. Some people like going DBB and a Torp, nothing wrong with it but its more complicated and in general less effective in my view.

If your using torps go with 2 Turrets in back with one more Torp. a third turret will only reduce dmg by sucking weapon power with low return. (honestly I run 3 sometimes 4 fire keys... I can fire my DHC and leave my turrets out of the fire... or stagger them for power return... you might not want to try anything that complicated for awhile)
If your using Beams go with 3 Turrets.

SPEEEEED. Escorts need SPEED. Speed is life. More importantly speed KILLS.
You want to Spec efficiency to max in Shields and Aux... to 7-8 in Engines.
You want to Spec Performance to Max on Engi and 7-8 on shields and aux (the extra 1-2 points in those systems will not gain any power from the one extra point (in most casses))

Standard Power setting 100 25 50 25... This should put your engine power in the early 70s which will allow you to out turn almost eveything. Most BOPS have sci heavy builds and rarely run 50 power in engines... so
you will likely out turn most of them

Secondary power setting... 80 25 70 25.... This setting you use when you are fighting another defiant or a fast running bop. You will loose dmg however... I would rather hold arc and pound away 50% longer then loose arc and tickle with turrets at 125.

Based on what you are planning on trying tonight; try this type of layout

[tac team 1] [tac team 2] [Beta 2] [Rapid 3] (I still like RF3... if your a tac you can use tac init as well)
[HY 1] [CSV 1] [Omega 1]
[HY 1]
[ENG T 1] [EPTS 2]
[Pol Hull 1] [ TSS 2]

This type of load out will give you lots of options... Rapid 3 CSV 1 for spam removal. Try to NOT use your EPTS and TSS together... you want to keep a nice stable healing line so you can't be spiked as easily yourself. Use Tac team with EPTS or TSS to max the shield heal effect. Keep an Engi Team and a Pol Hull and one omega to fix Slows.... you MUST MOVE in an escort if you stop you WILL die. Too kill in an escort you MUST MOVE faster then your target.

Game timing.
When I am in combat I always have 2 graphs (4 really) running in my head (ok sometimes more if I am on my game and can track more then one target) It works like this....

Damage Potential - You want to think about how you get your ship to its 100% dmg potental point... and you want to know where you are. The higher you push the graph to burst the lower your dmg will dip after.
Healing Potential - Your target is going to be able to burst heal as well. You want to know when there healing potental is lowest.

You want to control the combat by Spiking your dmg chart up when your targets healing is at its lowest. For instance... if your target is running a EPTS and a TSS together... tickle them count the buffs then Jack your Omegas / Alphas / RFs about 2 seconds before there buffs drop, they are now in Loads of trouble.

When you build your ship have a plan as too how you are going to create and sustain dmg if needed. There is one player in game for instance... we'll call him LittleSam who will design to have MAX burst dmg... his chart would go to 110 on a 100 scale for 5 seconds then drop to almost zero. Most people will build somewhere in between. Massive alpha strikes like that will work if you catch your target before they can spike there healing graph up. Myself I perfer to track my target and wait for there heal graph to hit a valley... then spike them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-17-2011, 04:02 PM
Quote:
Originally Posted by amidoinitright View Post
thanks guys, i'm gonna dust off my feddybear & stick him in a defiant R myself, the build advice sounds solid to me.
you should... hmmm perhaps its time once again for WOG to pull the defiants out of the garage and fire up a nice 420/SOG 5 man escort team this weekend.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-17-2011, 04:12 PM
Quote:
Originally Posted by cenovita View Post
a
do you find notable difference between one very rare weapon than a rare or uncommon?
m asking this because i may have to farm some rare particles in order to craft it OR buy it on the Exchange, which will cost me no less than 2M.
Weapon types will mostly not mean much. In general this is what I find

Tacticals should be running with CritHx2 anything else is gravy. My tacticals run polarons for this reason. Polaron Emblem DHCs are CritHx2 DMG... the only ones like this outside of rare drops.

{EDIT} This is why I have never put Anti Proton Weapons on my tacticals.... it is also I would assume why Cryptic never put CritHx2 AP weapons in game. They crit harder however... that extra 2% over a good run will mean higher dmg with a CritHx2 weapon. Over a run the x2 weapon can rack up an addional 10% in landed crits... sure there 2k lower... however. I think you get my point.

Sci and Engi are likely best off with [ACC]x2

The idea with tacticals and Critical Chance is based on laws of probability. Alpha will increase crit chance so pushing it up as high as you can becomes very advantageous. For instance with Alpha up and 3 CritHx2 DHCs you should have aprox a 33% chance to land one Crit in one volley. In a standard run with 3 volleys... you will have a 70% chance to land one crit. Most likely you will land 2-3 crits per run with this type of config.

For Sci and Engi the crit chance with the same weapons would be in around 20% on one volley and 50% on a 3 volley run... and of course the crits will be much lower. With a sci or engi you are better served jacking acc up as high as possible and landing more consistant medium sized hits.

Honestly though... keep the tips in mind form my other post and you will do just fine with Mk VI whites... weapons in this game don't make or break a player for sure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-17-2011, 04:29 PM
One thing I would keep in mind is that Tactical/Escort is pretty much hard core burst gameplay.. You are usually going to lose 1v1 if you don't beat the crap out of them in the initial exchange of fire. That other escort may well have been an Engineer, who can harden his shields to an absurd degree. Or he may have been being healed by his teammates.

In a 5v5 arena context you need to zoom around, find someone who ISN"T hardened/ally healed at the moment, then unload on them with maximum firepower. If it doesnt work and you start taking significant fire... you need to get out of dodge! Unless you have very good allies healing you you are going to be toast very equickly. So it is very very important to have Evasive MAneuvers, Engine Batteries, and ideally Hyper-Impulse Engines (like in the Aegis set). Using this combination can get you outside combat range in seconds. Then re-cloak, and circle back in to find a new target.
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