Lt. Commander
Join Date: Dec 2007
Posts: 120
# 551
03-07-2012, 08:01 PM
Quote:
Originally Posted by Prof.Gast
So my question is why do you have 3 copies of CSV? You should only need 2 to be able to cycle it. Maybe drop one, get APO1 (for a tractor beam counter) and drop APB2 to APB1?

'cause I haven't figured out what to do with it yet. APO1 is a good idea, but I don't want to give up APB2 to do it and I have Polarize Hull to counter tractor beams. So far the best defense has been offense. They may get a tractor beam on me, but not until they're about to die. The only time Polarize Hull didn't work was when I didn't pop EM fast enough and got caught between two spheres. I would have been able to hull tank if it weren't for a rainbow of fruit flavors coming from a couple of cruisers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 552 Torpedos Away Sir
03-08-2012, 12:24 AM
Does anyone know if ALL the torpedo types are healing the Borg or just the Quantums?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 553
03-08-2012, 12:57 AM
Quote:
Originally Posted by Jake81499 View Post
Does anyone know if ALL the torpedo types are healing the Borg or just the Quantums?
Huh? I'm using Quantum but never saw them healing the borgs. They are actually pretty good at killing them.

One Question about skills. Does the Starship Battery skill affect the duration of the Enhanced Plasma Manifold?

And for skills discussion, if you fight a lot of Borgs, Power Insulators are quite interesting since Borgs have shield draining abilites.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 554
03-08-2012, 01:04 AM
Quote:
Originally Posted by micha1x2
Huh? I'm using Quantum but never saw them healing the borgs. They are actually pretty good at killing them..
Yea, it's been verified on a couple threads, It's not a constant thing but it's annoying when shooting cubes. I just installed Photons and they do it too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 555
03-08-2012, 03:27 AM
Interesting new discussion on torps. I've been using Mk XI quantums. But, tonight I started doing Elite STFs in earnest. I know have a bright and shiny Mk XII requisition. Should I stick with Quantums or is something better for the elite runs?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 556
03-08-2012, 02:49 PM
I haven't been on in a few days so this is the first I've heard of torps healing...
I've never seen them do anything but blow the borg up real good. How is this showing? Green numbers instead of the usual yellow?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 557
03-08-2012, 05:08 PM
Quote:
Originally Posted by Shook-Yang
Personally, I would not invest in Driver Coil.

I haven't invested any point in it, and my Tactical Escort Retrofit can travel at warp 9.97 or something like that. Of course, I can't turn with crap, but that doesn't really concern me in Sector Space. Driver Coil does not do anything for you in combat/orbiting space (except for reduce the power drain from full impulse, which could mean energy recovery after dropping out of full impulse).
.
Actually, you are wrong about that.

Driver coil does 4 things:

1) Increase sector space speed dramatically, especially using Borg engines or quantum slipstream.

2) Increase your normal-space flight speed while using Full Impulse

3) Increase your turn rate while using Full Impluse.

4) Prevent your power levels from dropping as much while using Full Impulse.

1-3 are fairly obvious, but I just did a respec and put 6 points into Drive Coils instead of 3 and there is a BIG difference while you use Full Impulse. My weapon, shield and even aux power only drop like 50% while in full impulse, instead of all the way down to 25 power like they normally do.

Why is this important? It decreases the amount of power your power levels have to be re-distributed, meaning it takes ~1/2 as long to redistribute power after exiting or entering full Impulse. It ALSO means you still have weapon and shield and even more Aux power during full impulse, which means you wont die as easily entering/exiting full impulse.

Is that last part important? Yes. I one-shot someone in a Defiant the other day using my Gurumba Siege Destroyer. He was in full impulse headed right at me, so I fired the Javelin after buffing up. Hit him instantly for 56000 damage and he just exploded. Without having any shield power due to full impulse being engaged, he didn't have enough shield power to absorb the hit.

This will matter in STF's if you are say flying towards a cube and it fires at you, you can get killed accidentally just because of Full Impulse. I recommend putting at least 3 points into Drive Coils, and 6 if you can afford it. Its better than putting points into Hull Regeneration or Subsystem repair right now.
Quote:
Originally Posted by Malakite View Post
I haven't been on in a few days so this is the first I've heard of torps healing...
I've never seen them do anything but blow the borg up real good. How is this showing? Green numbers instead of the usual yellow?
The torp healing thing is something to do with Torpedo Spread. It doesn't seem to be consistent though, cause mine don't seem to cause any sort of healing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 558
03-08-2012, 05:41 PM
Quote:
Originally Posted by kostamojen View Post
Actually, you are wrong about that.

Driver coil does 4 things:

1) Increase sector space speed dramatically, especially using Borg engines or quantum slipstream.

2) Increase your normal-space flight speed while using Full Impulse

3) Increase your turn rate while using Full Impluse.

4) Prevent your power levels from dropping as much while using Full Impulse.

1-3 are fairly obvious, but I just did a respec and put 6 points into Drive Coils instead of 3 and there is a BIG difference while you use Full Impulse. My weapon, shield and even aux power only drop like 50% while in full impulse, instead of all the way down to 25 power like they normally do.

Why is this important? It decreases the amount of power your power levels have to be re-distributed, meaning it takes ~1/2 as long to redistribute power after exiting or entering full Impulse. It ALSO means you still have weapon and shield and even more Aux power during full impulse, which means you wont die as easily entering/exiting full impulse.

Is that last part important? Yes. I one-shot someone in a Defiant the other day using my Gurumba Siege Destroyer. He was in full impulse headed right at me, so I fired the Javelin after buffing up. Hit him instantly for 56000 damage and he just exploded. Without having any shield power due to full impulse being engaged, he didn't have enough shield power to absorb the hit.

This will matter in STF's if you are say flying towards a cube and it fires at you, you can get killed accidentally just because of Full Impulse. I recommend putting at least 3 points into Drive Coils, and 6 if you can afford it. Its better than putting points into Hull Regeneration or Subsystem repair right now.

The torp healing thing is something to do with Torpedo Spread. It doesn't seem to be consistent though, cause mine don't seem to cause any sort of healing.
I'd rather invest points in other skills then Driver Coil.

In STF, I don't ever fly into firing range at full impulse. Same in PvP (then again, I'm always cloaked when not engaged in combat).

In the event that I need to get from one combat zone to another (example: protecting he Kang), I don't wait for red alert to end before hitting full impulse. I hit Evasive Maneuvers and get over to the next wave ASAP. I usually get there before red alert ends.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 559
03-08-2012, 05:43 PM
Tractor beam has a very simple and effective offensive value: it drastically reduces the defense bonus due to speed of your target, which makes your shots hit far more often.

Of course, most people slot at least one counter to tractors, and an escort probably has better options.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 560
03-09-2012, 02:00 AM
Maybe this was pvp related, but in pve you don't really need tractor counters. It's pretty easy to learn which enemies will use it, position yourself properly and then let them use it. The more they keep you in one place the more damage they take. End of story.
This works on escorts if you have some sort of tss/empts + tac team, but it's more awesome on cruisers. Typhoon battleships love to tractor you, and my vor'cha loves to get tractored while offering a full broadside in return.
Though it is safer to keep an AP Omega handy, for those spheres tractor spam/cube keeping you from getting on top of it/D'deridex tractor+plasma torp spam combos which they always love to pull when my tac team is in the 5 seconds cd.
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