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Thanks SO MUCH for all your support, and we'll see you in-game!
Stick with turrets. Another hint: Get a Defiant Retrofit with your VA token. The Defiant will be upgraded with an additional Eng console slot when F2P goes live and is by far better than a fleet escort due it's better turnrate. You'll have to leave the cloacking device at home, though, but the fleet's doesn't have one, too.
I totally disagree with youon the Defiant being far better. I prefer the fleet escort for iits BOff layout and its increased crew. THe fact that it doesnt have a cloaking device means little to me. You can always have a science boff with Mask Engergy Signature running and then switch to a combat science BOff when you want to attack(if you really had to). The fleet escort is one of the more underrated ships in the game.
I totally disagree with youon the Defiant being far better. I prefer the fleet escort for iits BOff layout and its increased crew. THe fact that it doesnt have a cloaking device means little to me. You can always have a science boff with Mask Engergy Signature running and then switch to a combat science BOff when you want to attack(if you really had to). The fleet escort is one of the more underrated ships in the game.
1. I meant after the change. Multivectors rule atm.
2. Crew does't matter anything in this game (and Biofunction Monitors are pointless)
3. Turnrate is the key to success
4. When the cloak is converted into a device, you don't have to equip it. I won't and add a RCS instead.
5. VA ships have more shields & same hull
6. Only drawback is a Ens Tac instead of an Ens Eng BO slot.
Wow. Thanks everyone for the info. It's a lot to digest right now. I've been saving up emblems and still have my VA token which I intend to spend before the F2P change and prices go up. I plan on buying the MVAE , the Adv Heavy Escort (cause it seems the most tactically oriented of the cruisers), and trading in that token for the Tac Escort Retro. My thinking with the Fleet Escort was that an extra Eng console would make all the defensive difference... though that doesn't seem to be the case.
Let me throw out a specific example of my lack of damage. I often get in the mix of a PVP fight and someone retreats. I stay with them hammering them with APO3, RF2, BO2, and whatever captain abilities are still active or cooled down. Almost all ships, even KDF escorts, are able to heal themselves to the point where my firing really isn't an issue for them. If two of us are firing, they have a problem. But if its just me, they are able to heal themselves, turn around, and finish me after some dogfighting. I didn't break 200K dmg today in 3 rounds of PVP and today was much better than usual for some reason!
Knowing my basic setup: 3 AP DHC and 1 AP DBB all Mk XI purples... should this be happening? I know this sounds crazy and like I'm making excuses, but is it possible for captains to be bugged? I created a KDF Tac in tribble who dies easily, but seems to hit much harder with inferior equipment in PVP. Maybe I'm paranoid, just throwing that out there.
If anyone would be willing to offer an in game lesson sometime, I could spend some time farming anomalies or something for you.
Isn't QEW "guilty" of parading around the fact that they're good, flaming other people, announcing the fact that they are "ZOMG UBAR AWESOME", and proclaiming that no one else in the game but them know what they're doing?
You mixed Tide's thread with this one.
Quote:
Originally Posted by postal638
But if its just me, they are able to heal themselves, turn around, and finish me after some dogfighting. I didn't break 200K dmg today in 3 rounds of PVP and today was much better than usual for some reason!
Keep in mind that you should only use Beam Overload as a finisher, because it drains 50 weapon energy thus turning all your cannons into air rifles for ~5-10 seconds. Unless you use a weapon battery. At least one EPS console is a must if you use BO.
As a Tac you'll have to time your captain skills. Tactical fleet, go down fighting, APA and FOMM activated together will maximize your burst damage. Use them wisely and don't waste them in the beginning of the fight.
Also keep an eye on the buffs your target has activated. RSP and ablative armor are pretty obvious, but RSF and extend shields are not. Don't waste your time attacking an opponent with an active tac team while being extended or with an active transfer shield strenght. Get a feeling for the cooldowns and wait until the buffs are gone. Switch targets.
But the best advice I can give you is to find players which know the meaning of teamwork. Make friends, join a fleet etc. Don't try to be a lone wolf and take on that single Starcruiser on your own. You won't even scratch his hull. Coordinate fire, debuffs, subnukes. Teamwork is the key.
1. I meant after the change. Multivectors rule atm.
2. Crew does't matter anything in this game (and Biofunction Monitors are pointless)
3. Turnrate is the key to success
4. When the cloak is converted into a device, you don't have to equip it. I won't and add a RCS instead.
5. VA ships have more shields & same hull
6. Only drawback is a Ens Tac instead of an Ens Eng BO slot.
That Ensign BO slot (possibly an ENGT1 to supplement an ENGT2), along with the larger crew are what I like about the fleet escort. I feel it gives me more of a lengevity than I had in the VA Defiant. The turn rate difference didnt bother me that much
Hellspawny, Ramone, MVS5191 (praxis), and Mustrum know what they're talking about. If you ever meet these guys in pvp you're in for a tough scrap. It's wise to heed their words.