Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-18-2012, 06:18 PM
as the only thing i do decent in the game, i guess i can chime in here.

but since almost everything has been covered so far, i will just say this....

piloting, timing, distance on target, situational awareness.

those things will make you a great escort pilot. practice a lot.

have fun kill bad guys.

horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-18-2012, 06:47 PM
Please note Sci 'scorts are not the same as Sci BoPs. BoPs are their own animal of a wide variety. Not trying to derail thread, but need new KDF players to understand playing fed != KDF. They've got completely different playstyles. My suggestion would be to learn to run/escape as I see far too many people who don't seem to think this is needed when they start playing KDF.

Sorry for the slight derail.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-19-2012, 12:46 AM
Quote:
Originally Posted by CaptainHorizon
as the only thing i do decent in the game, i guess i can chime in here.

but since almost everything has been covered so far, i will just say this....

piloting, timing, distance on target, situational awareness.

those things will make you a great escort pilot. practice a lot.

have fun kill bad guys.

horizon
Timing is absolutely everything. Especially for escorts with torps, it can be the difference between your HYT doing very little damage, and a shot hitting bare hull and taking out half their HP. Timing your heals, tac team, and offensive abilities is also crucial. I try to always be thinking at least 45 seconds ahead, planning out when my cooldowns will expire, what target i'm going for, and which abilities I can use when. Having enough tricks in your bag to keep the pressure on constantly is important; rather than using an alpha strike then escaping until the cooldown expires, you can follow the alpha strike with a less powerful but still formidible Omega strike, and the first CRF should be available again not long after that, so you can use that to keep the pressure on. Don't give them a achance to escape and recover.

You could have the most amazing build ever, but if your timing sucks you might as well be flying a Miranda.

Granted, i'm not a fantastic PVPer, but I'm decent and improving, and timing is a major part of that. Continuously experiment with new builds, practice in Ker'rat, and maybe PUG once in a while to get a feel for how other captains do it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-19-2012, 12:56 AM
i run my engine power at 70 with hyper impulse engines and i scoot pretty well. With inherant traits and skill points on top of the Aegis set my defense stays at 90%. Come and get it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-19-2012, 01:21 AM
Quote:
Originally Posted by sonicshower
i run my engine power at 70 with hyper impulse engines and i scoot pretty well. With inherant traits and skill points on top of the Aegis set my defense stays at 90%. Come and get it
Just worth pointing out that the bonus defence maxxes out at an impulse factor of ~24

Typically I get max movement based defence from a base setting of 25 engine power (with bonuses on top of that). Any increase in engine power over that adds turn rate to make your turns tighter, and flight speed, to make your turns less tight :p

Though perhaps a higher engine power is more desirable to keep defence up when you decrease throttle, etc? Can someone clarify?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-19-2012, 01:48 AM
Quote:
Originally Posted by Dan_Trainor
Though perhaps a higher engine power is more desirable to keep defence up when you decrease throttle, etc? Can someone clarify?
Exactly, defense come from speed more then the power setting. When I suggest new players set there engine power to 50, I don't mean with skills and traits... I mean 50... which if your actual engine power isn't at least at 70 you didn't spec properly. I guess I should go over what skill tree professions are most important for an escort. As well as basic piloting... (ie throttle control / looping / reverse thrust ect.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-19-2012, 04:06 AM
Quote:
Originally Posted by Dan_Trainor
Just worth pointing out that the bonus defence maxxes out at an impulse factor of ~24

Typically I get max movement based defence from a base setting of 25 engine power (with bonuses on top of that). Any increase in engine power over that adds turn rate to make your turns tighter, and flight speed, to make your turns less tight :p

Though perhaps a higher engine power is more desirable to keep defence up when you decrease throttle, etc? Can someone clarify?
I understand all the the above. While max speed for best possible defense is 24, i try to stay above 35 incase i need to scoot out fireing range without wasting a buff if at all possible. That and turn rate is nice. Im using hyper impulse engines so far i have found 70 is its sweet spot. after that its just diminishing returns If i brought it up to 80 id barely scratch 40 impulse. Pop an engine battery with hyper impulse and hold on to your seat!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-19-2012, 04:57 AM
When I set my engine power at 50 I end up with 66 final rating. This puts me at 80 defense. I have the elusive trait so I guess that is why it is so high. I don't think I missed anything when I skilled up so maybe it is because I fly the BOP.

Anyways just wanted to mention something about escorts and their movements in combat. Stop wasting it. If you're actually going to pop evasive or you are getting some sort of set bonus proc use it for something besides doing cartwheels in my firing arc.

At the very least if you're still feeling strong in the fight use it to gain a couple klicks of distance and be behind and off to one quarter of your enemy. If you're not feeling strong and you've been surprised use it to get behind something and stay behind something. Several somethings if at all possible. If you do need to scoot out of there and there are no handy objects to help break line of sight make your course 90 degrees off of your current heading when you use your speed boost.

If you don't currently have a speed boost to use and your offensives are down all you can do is move away and use any defenses you have. A ninety degree turn is still a good choice if you are unsure where your opponent is. Don't turn in a circle. There is no sadder sight than a fleeing escort turning a circle around an opponent that simply has a better turn rate. It means you're going to be punished at close range.

Whenever you are in get away mode, use it as get prepared mode. Look at whoever is attacking you. Look at the buffs they have up. Know when they will expire. When those buffs drop that will be your chance especially if your attacker was another escort. Escort attack buffs are also their strongest defense buffs. It's likely he just used his.

So don't waste your movement on loopy loops. Use it to gain an advantage in position and planning. Know ahead of time what to do when you get bounced. This can save you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-19-2012, 07:36 AM
i have gone back and forth on my engine power setting so much i cant really remember which i like best.

i will say this tho, if you are running 2 copies of APO:1, or even 1 copy with AUX2ID...leave the engines at 25...you will have these great little bursts of speed and defense almost every 15-20 seconds. and keeping your shield power higher means better regen, and better resist.

ive recently hopped in the mvae, so im running APO:1, and AUX2ID...engines at 25, and my defense is much more stout than in my defiant running 2 APO's and the AUX2ID....engines at 50.

keep playing with your build, we all have different playstyles and a slightly different mix may be better for one, but not the other.

and someone had mentioned it earlier....but THROTTLE CONTROL! i have keys set for +1/4, - 1/4 impulse, and full impulse. in 5 seconds i can go from full, to reverse, to 1/4 impulse and back to full...and out. you beam overload and torp running scorts need to get very good at this.

have fun kill bad guys

horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-19-2012, 11:19 AM
I bound my throttle control to my mouse scroll wheel a long time ago, it leaves my left hand completely free for wasd, space bar and other goodies like push to talk.

My Advanced Escort build.
Weapons 100, Shields 50, engines 25 aux 25.
Variant power 1, 95 weapons, 30 shields, 50 engines, 25 aux.
variant 2 95 weapons, 30 shields, 25 engines 50 aux.

Cmdr
Torpedo High Yield 1, Torpedo High Yield 2, Cannon Rapid Fire 2, Cannon Rapid Fire 3 Variant, Torpedo Spread1, Torp High Yield 2, Cannon Scatter 2, Cannon Rapid Fire 3.
Lt Cmdr
Tactical Team1, Attack Pattern Delta 1, Attack Pattern Omega 1

Lt Engineering, Emergency Power to shields 1, Emergency to shields 2.
Variant, Emergency to engines 1, Emergency to shiels 2

Lt Sci, Transfer Shields 1, Transfer shields 2. Variant A, Sci Team 1, Transfer shields 2, Variant B Transfer Shields 1, Feedback Pulse1
Ensign sci, Tractor Beam. Variant B Transfer Shields 1

Devices... this thing goes through aux batteries and shield batteries like pez candy. Shield Battery, Aux battery.

Armament, 3 Dual Heavy Tetryon Cannons. Acc Crt HX2, 3 of them. 1 Quantum CrtDX2 Dmg (going to be upgraded to a CrtDX2, Crt H soon) 3 Emblem Tetryon Turrets.
Shields, Maco Shield Going to change this to Omega for a variant though I might keep Maco
Deflector Borg Deflector Going to upgrade this to Omega the reason for this one is simple. More accuracy and particle generator ranks
Engine Borg. possible variant is to get the Omega engine.

Consoles. Field Emitter and Borg.
MVAM console, Field Generator, Flow Capacitor
4 Tetryon Pulse Generators.

Duty Officers 2 brace for impact shield distribution officers, 1 blue tractor beam officer (the one that strips shields), Warpcore engineer and a Hazard System officer.

What really drives this build on though is Tac Initiative it lets you pretty much have double your best tac powers so you can afford abit of variety in your attack patterns this way. If you aren't a tac but wanted to run this ship I'd ditch APD1 for Hy2, and ditch HY1 for a second tac team. If you are an engineer wanting this setup I'd remove EPTS2 for Aux to Dampeners and just roll your rotate shield frequency during focus fire. Possibly also rotate out 1 to 2 doffs for the EPTX cool down reduction duty officers.

The Advanced Escort is the one escort that tractor beam is not only accessible without sacficing much needed shield tanking with, but also the one it excels with it. The reason why I don't have Acc2 Crths on my gear vs the Crth X2 accs, is my targets quite often have little to no defense score before tractor beam is done, (let alone any sci spam my buddies are slinging around) so the raw extra crit power really comes into it's own.

Special keybinds? Only the target caller. But again as I posted in my cruiser thread. I have a razer naga. I can cheat. That and 3 dhcs and a torp is really easy to work with for throwing down burst. just space bar, and holding the torp on it's own fire key.
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