Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-20-2012, 04:46 AM
Quote:
Originally Posted by mvs5191 View Post

Power: 100 Weapons (123) and 50 Aux (95).
Thanks Mvs...how did you get THAT? I can only manage a +35 AUX boost or so...and 123 weapons???
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-20-2012, 05:10 AM
Holds, Stuns, Target Engines and Chronitons. Take away an escorts ability to maneuver and they become vulnerable. Maybe look at slotting some DOffs to become more effective if you haven't already.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-20-2012, 05:13 AM
Quote:
Originally Posted by h3llr4iser View Post
Thanks Mvs...how did you get THAT? I can only manage a +35 AUX boost or so...and 123 weapons???
Skilling 9/9 into all power skills (inefficient, but meh. Whatevs), Borg Deflector (+5 Aux), Borg Console (+5 Weapons), and +Weapons and +Aux Engineering consoles (+3.5 to each).

114 after skills + 5 Borg + 3.5 Console = 123 Weapons power
I forget what Aux is after skills, but you get +15 from Sci ship inherent, +5 from the Deflector and +3.5 from the console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-21-2012, 03:59 PM
Quote:
Originally Posted by Dan_Trainor
Premade vs pug you can bring all the **** you like and against a good one you will still lose 100 times in 100, you'll just feel dirtier.
Don't use the crap.
Why would I feel dirty using a FBP? People forget just how scary it was before? It's nothing now, even if it is scaled a tad too high. At least you can survive it and not self destruct now by stopping your fire. It's kinda humorous the amount of rage people get over this ability right now. You would almost think that pub games were serious business.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-21-2012, 04:41 PM
Quote:
Originally Posted by rickhowdy View Post
Why would I feel dirty using a FBP? People forget just how scary it was before? It's nothing now, even if it is scaled a tad too high. At least you can survive it and not self destruct now by stopping your fire. It's kinda humorous the amount of rage people get over this ability right now. You would almost think that pub games were serious business.
I'm not sure if it still is (nothing was noted in patch notes, but some people are saying it's tolerable now), but FBP 1 was broken real bad after Season 5 launched. Even a moderate power broadside would get you to commit suicide. Escorts were insta-popping themselves.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-21-2012, 05:25 PM
Quote:
Originally Posted by rooster75
Holds, Stuns, Target Engines and Chronitons. Take away an escorts ability to maneuver and they become vulnerable. Maybe look at slotting some DOffs to become more effective if you haven't already.
^ very much this.

Anything you can do to control an escort will *severely* cripple it's effectiveness - both in restricting their weapons arcs and speed-based defense rating.

Chronoton mines/torpedoes, tractor beams, and target target target those engines. Then add whatever other powers to your choice.

As an escort captain, when science captains hit me with that stuff it drives me absolutely *crazy*.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-21-2012, 05:28 PM
Quote:
Originally Posted by mvs5191 View Post
I'm not sure if it still is (nothing was noted in patch notes, but some people are saying it's tolerable now), but FBP 1 was broken real bad after Season 5 launched. Even a moderate power broadside would get you to commit suicide. Escorts were insta-popping themselves.
...and when people noticed that EVERYONE started using FBP in short order.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-21-2012, 05:32 PM
If sometimes see two widely different reactions to ships you fight. The reason for these are those dern nabbit MACO shields.

The difference is night an day. On a non-MACO (or honor guard) shielded ship, you'll chew thru the shields decently with sustained fire. Then you'll target a similar escort with new shields, and won't put a dent in them.

As for escort offense, well, some have learned that putting everything into 4 forward energy weapons over mark X and eschewing torps brings down shields like a hot knife thru butter. Hull follows shortly thereafter. I've also seen some players use the new quad cannons to great effect.

For sci, to effectively fight, either go all energy drain, or, my personal favorite, destroy their shields. Charged particle burst, a tachyon, throw in a tractor beam, and they'll be naked. Follow up with a photonic shockwave and a high yield, and they'll be hurting.

Get one of the new sets to improve your survivability (MACO shields especially). It's the only logical route due to how good they are.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-22-2012, 08:22 AM
Gravity Well is broken in PvP. It has no hold whatsoever. I posted this a week ago or so, and it got no attention from the devs. (big surprise) I used GW III against 4 other peoples ships and it did nothing. (fully spec'ed into all the required skills, used 3 consoles, with 125 aux, and it was nothing but a light show) We tested it against every ship equipment set, and even the normal Mk XI ship equipment.

Photonic Shockwave and Tricobalts also have no stun effect whatsoever in PvP. Tested it with 4 others as well, and had then used against me. Neither had even a millisecond of the stun effect they are suppose to.

They are fine in PvE though for some reason. I tested to see and they all worked perfectly normal against NPC ships in STFs.

We perfomed all these tests in a private pvp match, and some have suggested that it may be different in a private match vs a normal match, but I fail to see how, and the OP's post seems to suggest that his GW is also doing nothing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-22-2012, 08:55 AM
Quote:
Originally Posted by Stromgold View Post
Gravity Well is broken in PvP. It has no hold whatsoever. I posted this a week ago or so, and it got no attention from the devs. (big surprise) I used GW III against 4 other peoples ships and it did nothing. (fully spec'ed into all the required skills, used 3 consoles, with 125 aux, and it was nothing but a light show) We tested it against every ship equipment set, and even the normal Mk XI ship equipment.

Photonic Shockwave and Tricobalts also have no stun effect whatsoever in PvP. Tested it with 4 others as well, and had then used against me. Neither had even a millisecond of the stun effect they are suppose to.

They are fine in PvE though for some reason. I tested to see and they all worked perfectly normal against NPC ships in STFs.

We perfomed all these tests in a private pvp match, and some have suggested that it may be different in a private match vs a normal match, but I fail to see how, and the OP's post seems to suggest that his GW is also doing nothing.
Want to know about GW? Ask a Panda My GW doesn't seem to have as strong of a hold as it did pre-season 5, but there was also never a skill you could spec into to resist holds and knockbacks before, either. Basically, I believe the mechanics are functioning properly, but a lot of people have anywhere between +54 and +99 spec'd into the resist, so it's apparent effectiveness may be reduced. Also, many escort pilots are running dual copies of APO to stay out of snares.
Overall, it still seems to be fairly effective, and at the least, will slow and reduce the defense of an enemy.

edit: Tric's don't seem to be disabling for very long either. Even when I FF myself, it only lasts 1 or 2 seconds, tops. Again, they fixed the subsystem repair skill, so it actually shortens the time of the shutdown if you are spec'd into it. Short of a miss, however, I have not seen a tric fail to stun in PvP, no matter how short and useless of a stun it may be, it's still a stun.
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