Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Why am I not so great at PvP?
09-17-2011, 09:38 AM
Ok guys I spend most of my time in the foundry (when it is up - you guys whine about pvp, but tis nothing compared to what foundry authors go through).

I remember the first strategy game I had a tremendous aptitude for was Starfleet Command – which has starship combat comparable to this, but mostly 1 on 1 and at a slower pace. It was more like the starship combat in Wrath of Khan, I had time to assess the situation, formulate a strategy, and use patient timing to affect victory. This is different of course....

I am now a Vice Admiral – cruiser skipper. I prefer cruisers because I like to stay alive and in the fight. I had to give up my beloved retrofitted Nebula class cruiser realizing that the Retrofit Galaxy has more consoles and two more weapon slots - although it turns so awefully.

But I still suck. No I am not TERRIBLE and never last in damage and healing. But I am just not that good!
I have all Very Rare crafted weapons, Reman Covariant shields, some Rare crafted consoles – I like antiproton and plasma beam arrays and quantum torpedos (1 fore 1 aft) – you’d think I have a fairly decent build.

I understand what all the crew abilities do – my reaction time is a little slow but its not bad. I sometimes have trouble figuring out which target to take, but often have little time to be picky, and sometimes get ‘stuck’ with one that just won’t die!

It also sometimes takes me a while to get good positioning and get into the fight.
I have been using rapid beam tactical ability a lot – the beams fly out in all directions and seem to hit everyone fast – it just looks so cool, and seems to at least do a lot of shield damage (utilizing weapons to fire at targets in all firing arc rather than just the one I have targeted), but really wish I had another tactical slot or just something that would help me make a nice quick KILL – the cannon people have rapid fire cannons and when properly focused and timed I find that there is just little or nothing you can do about this.

So what could I be doing better to get me in the top 2 or 3??
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-17-2011, 09:51 AM
I'm not familiar with all of them but generally speaking the crafted weapons aren't nearly as good as emblem weapons. Also, mixing energy types is a bit of a waste of skill points and has to hurt you in other areas. Just pick one type to allow yourself to invest in other areas.

Beyond that it's largely an issue of what you are looking to accomplish. Do you make a more balanced build or go all out healer support? Are you going for a lol DPS Cruiser or a zombie? What Captain type are you and what is your bridge officer load out? How are your skill points invested?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-17-2011, 09:54 AM
Cruisers cannot get quick kills. If you go the damage route (as opposed to a full healer) your damage is going to be over time. Escorts are how you get quick kills in this game. Your damage in a cruiser is support for them.

Just based off of your post you need to do a few things:

-Get out of the Galaxy, it is the worst ship on the Fed side. If you want to do damage, go in either the assault cruiser or excelsior, as it has the extra tactical console and can turn better. If you want to heal, go Star Cruiser.

-Get the Borg set (console, deflector and engines - not the shields though). Use Covariant Cap x3 Shields from K7.

-Do not use torpedoes in cruisers. 8 Beams only (again, you do damage over time, not spike). Phasers preferably.

-If you go Assault Cruiser, your consoles should be (Mk XI Rare):

ENG - x2 EPS, x1 Field Generator (+35% to shield cap), x1 Neutronium Alloy

SCI - Borg Console, Halon System

TACT - x3 either +26 beams or +26 your weapon type.


As for your issue with escorts spiking you...getting out of the galaxy should help some (Gal cant turn so its easy to stay on one shield facing). Also make sure you are always redistributing your shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-17-2011, 09:58 AM
Flying a cruiser like the Galaxy means, you won't ever be top damage dealer in a PvP match.
That's the first thing you have to accept i think.
But that doesn't mean you are not valuable in the fight. On the contrary. if you play your tank right, you can make one of the best contributions of all. Deny the enemy a kill.
What I did when I rebuild my cruiser captain, was to ignore getting maximum damage and concentrate on staying alive.
I experimented with shield heals/resistance abilities until I could survive an alpha strike by a good escort pilot without so much as a scratch on my hull.
First line of defense is shield power. Lots and lots of shield power. Keep your shields balanced at all times.
I run 2 Emergency power to shields III, so I could have that ability up nearly all the time.
Supplemented by a few other resists/heals. You try them out to find what works best for you.
After I couldn't finetune that anymore in a significant way THEN I started to take a look on what powers I wasn't using so often, what was rarely needed to stay alive and replaced those with more offensive powers to deal more damage and some abilities to keep those pesky escorts of my back.

So, all in all, first build up your fortress, and when you tested it's strengths and weaknesses start adding armaments.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-17-2011, 10:35 AM
Quote:
Originally Posted by Timelord_Victorious
Flying a cruiser like the Galaxy means, you won't ever be top damage dealer in a PvP match.
That's the first thing you have to accept i think.
But that doesn't mean you are not valuable in the fight. On the contrary. if you play your tank right, you can make one of the best contributions of all. Deny the enemy a kill.
What I did when I rebuild my cruiser captain, was to ignore getting maximum damage and concentrate on staying alive.
I experimented with shield heals/resistance abilities until I could survive an alpha strike by a good escort pilot without so much as a scratch on my hull.
First line of defense is shield power. Lots and lots of shield power. Keep your shields balanced at all times.
I run 2 Emergency power to shields III, so I could have that ability up nearly all the time.
Supplemented by a few other resists/heals. You try them out to find what works best for you.
After I couldn't finetune that anymore in a significant way THEN I started to take a look on what powers I wasn't using so often, what was rarely needed to stay alive and replaced those with more offensive powers to deal more damage and some abilities to keep those pesky escorts of my back.

So, all in all, first build up your fortress, and when you tested it's strengths and weaknesses start adding armaments.
2 epts3's? isnt that a dash selfish?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-17-2011, 10:56 AM
Quote:
Originally Posted by Gugeyewalker View Post
Ok guys I spend most of my time in the foundry (when it is up - you guys whine about pvp, but tis nothing compared to what foundry authors go through).

I remember the first strategy game I had a tremendous aptitude for was Starfleet Command – which has starship combat comparable to this, but mostly 1 on 1 and at a slower pace. It was more like the starship combat in Wrath of Khan, I had time to assess the situation, formulate a strategy, and use patient timing to affect victory. This is different of course....

I am now a Vice Admiral – cruiser skipper. I prefer cruisers because I like to stay alive and in the fight. I had to give up my beloved retrofitted Nebula class cruiser realizing that the Retrofit Galaxy has more consoles and two more weapon slots - although it turns so awefully.

But I still suck. No I am not TERRIBLE and never last in damage and healing. But I am just not that good!
I have all Very Rare crafted weapons, Reman Covariant shields, some Rare crafted consoles – I like antiproton and plasma beam arrays and quantum torpedos (1 fore 1 aft) – you’d think I have a fairly decent build.

I understand what all the crew abilities do – my reaction time is a little slow but its not bad. I sometimes have trouble figuring out which target to take, but often have little time to be picky, and sometimes get ‘stuck’ with one that just won’t die!

It also sometimes takes me a while to get good positioning and get into the fight.
I have been using rapid beam tactical ability a lot – the beams fly out in all directions and seem to hit everyone fast – it just looks so cool, and seems to at least do a lot of shield damage (utilizing weapons to fire at targets in all firing arc rather than just the one I have targeted), but really wish I had another tactical slot or just something that would help me make a nice quick KILL – the cannon people have rapid fire cannons and when properly focused and timed I find that there is just little or nothing you can do about this.

So what could I be doing better to get me in the top 2 or 3??
Could your keybinds (or lack of) be the source for some of your issues? That, to me, is the most important thing to have sorted out prior to PvP. I'd look into creating a bindfile if you haven't already.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-17-2011, 11:07 AM
Im a science character, right now, (going from memory since I am at work) in the engineering consoles, 2 eng team I's, 2 emergency power to weapons I and II, 1 reverse shield polarity, 1 increase power to stuct integrity, umm transfer shield strength, on science currently runnin sensor jam 1 and tract beam 2, on tactical running torp high yield 1 and beam rapid fire 2.

Also running combat engines since I run auxillary and weapons high, but engines low in power.

I am fully skilled in anti-proton and plasma beam weapons, as well as quantum torps.

Putting nothing but beam arrays with NO torpedo at all feels like some kind of crime. Surely I should have one torpedo, somewhere.

Oh I forgot to mention I have a dual beam bank up front - maybe it should be a beam array?

Its odd the and excelsior should have the spotlight, the ship design is over a HUNDERD YEARs OLD!!!

I would consider going to another ship, I just wish a cruiser could some use all that extra power to really hurt the **** out of some.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-17-2011, 11:08 AM
Quote:
Originally Posted by rooster75
Could your keybinds (or lack of) be the source for some of your issues? That, to me, is the most important thing to have sorted out prior to PvP. I'd look into creating a bindfile if you haven't already.
Good idea - I have done NOTHING with keybinds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-17-2011, 11:16 AM
First step kick the Failaxy to the curb like the cheap woman it is.

It's utterly worthless in pvp for anything serious.

Go Assault, or Starcruiser.

And if you want a super healer, with access to TBR3, Scramble3, CPB3, or PSW2 or 3 go Nebula.

Also, no cruiser is really capable of super burst damage save for Excelsiors with Tac Captains. And even that one doesn't do it's burst through torps it does it through Beam Overload or FAW.


Cruiser damage is heavy damage over time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-17-2011, 11:41 AM
2 copies of Emergency power to weapons isn't a great idea. Emergency power to shields is pretty much required for PvP. It boosts your shield power but it also increases your shield resist numbers, which effectivly increases the amount of shielding you have. EPTW is fine... but just stick to one copy.

Best thing to do is plan a defensive role. What I mean is have a plan to keep your shield protected at least somewhat at all times... something like this...

EPTS first.... this gives you 30 seconds of resist and good shield power. When this runs out you have 15 seconds of no EPTS up... so be ready with a Transfer shield strength if you need too... this covers the 15 second gap... another option is to have a Tac team handy. (If you go asualt cruiser have one copy)
Look at the options too you and know when to use them too... skills like aux to strucutral give you a small heal compared to say engi team... but they don't share a cool down with your other teams and give you a very good hull resist rating. Timing that to be up when your EPTS is down is also a good idea.

What I am getting at is have a plan with your build. Set it up so that you don't have to ever worry about having NO buffs if you can help it. Try not to hit every single skill you have at once if you can help it.

Same goes for dmg... try to have a plan. As others have said cruiser dmg is best suited to dmg over time... so try to find ways to keep your dmg numbers consistant. If you are going to try to load to kill anyone... burst dmg is the only way to do that. There is lots of healing in the game and you in general won't work too many people down on your own in a cruiser. You can try to burst with Beam overload... and a well timed sensor scan and sub nuke. Still your not going to score too many kills in a cruiser.

If I where you and wanted to go cruiser I would stick with the beams... mabey put a copy of Beam overload 2 in so you can take advantage of someone thats hurting... and then go disables... to support the team. On the score board you dmg should end up looking very high as your dmg over time will add up, and you should be pretty tanky.

Heres a quick build suggestion... feel free to improvise and play around of course.

All beams "Phaser" is the best PvP weapon bar none use those if you can.

Tac Team 1 - Beam Overload 2
Target Engines 1

Engi Team 1 - Emergency power to Shield 2 - Aux to Struc 2 - Eject Warp Plasma 2 or 3
Emergency power to weapons 1 - Engi Team 2 - Dem 2 or EWP 1 (EWP doubles up nice)

Hazard Emitters 1 (Have a second sci team 1 boff ready to swap) - Transfer Shield Strength 2

Keep a boff with sci team to swap for the hazards if you really need too. Your hazards won't be needed much they make a good team heal. Sci team is nice to combat scramble... of course it will put your engi teams on cool down and you are running a tac team as well so its lots of overlap. I would only pull that out if the other team is really heavy on the scramble. (and your team mates aren't helping you)

One other note... don't be greedy... if you are planing to try to do dmg that's cool, not saying the cruiser has to be only healing. However if I am flying in my escort that kills people FAST... and a cruiser hits me with a few well timed heals... in general I make sure anyone deciding to park on my heal pets backside and spike them is going to be looking at a 15 second count down... if ya know what I mean.
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