Hey. Been playing the game all of a week, ranked up to Rear Admiral 1 but really no clue what I'm doing, and while playing through the missions I've been running into a few things confusing me.
1 Mogai escorts
For reasons I don't understand I am having a very difficult time with these things. Gem'Hardar ships and Klingon escorts die under enough beam spam and torps without much trouble, but the Mogais are just eating me. My first couple of salvos never seem to affect their shields at all (is that a glitch, I thought Escorts had the weakest shields?), and even when I tried a Bird Of Prey I couldn't keep up with their turn and they cut through my shields in just a few seconds. Are these things bugged or are they really that much more difficult than other escorts?
2 Bridge Officers
I have a lot of them, I'm not sure what to do with them. Aside from a few obvious powers like High Yield Torpedoes the descriptions don't give a real clear idea of 'this power good, that power useless.' Whats important for PVE play for a Tactical captain in a science beam boat?
3 Escort ships
I am trying to figure out what these really offer? It seems like a Science ship has almost the same turn rate, same number of weapons slots, MUCH better shields, and Sensor Analysis. Okay I can't mount Dual Cannons, but since I can't keep my targets lined up for more than a single torpedo volley anyways I'm not at all interested in shrinking my fire arc even further. So what do Escorts have that I'm not seeing?
This game really needs a manual. Or at least clearer explanations.
Mogais are just eating me. My first couple of salvos never seem to affect their shields at all (is that a glitch, I thought Escorts had the weakest shields?), and even when I tried a Bird Of Prey I couldn't keep up with their turn and they cut through my shields in just a few seconds. Are these things bugged or are they really that much more difficult than other escorts?
They use Tactical Team (tactical bridge officer power) which transfers shield power extremely fast to a facing that's getting hit. That and the Evasive Maneuvers make the first 15-20 seconds annoying. If you do enough damage you will see that the other shield facings start to drop.
Whats important for PVE play for a Tactical captain in a science beam boat?
That's probably least played combination and one that I haven't tried. I hope someone else can give you advice on that.
3 Escort ships
Okay I can't mount Dual Cannons, but since I can't keep my targets lined up for more than a single torpedo volley anyways I'm not at all interested in shrinking my fire arc even further. So what do Escorts have that I'm not seeing?
You are not missing anything. They can deal a lot of damage in short period (dual cannons + all the tactical buffs) but only if you can keep your nose towards the enemy. If you can't it's best to fly a different type of ship. I think that's one of the reasons why cruisers are so popular among tactical captains.
1) I'm not sure Mogais, despite their name, are like Fed Escorts. The seem more like cruisers in terms of the amount of damage they take, but like Klingon cruisers in that they have cannons. The reason you can't out-turn them, and possibly part of the reason your initial attack does little damage, is that they nearly always pop evasive manouvres within the first few seconds of combat (you can see the little symbols below the ship name when you target them which indicates what abilities they're using). This temporarily ups their speed, manouverability and their defence stat. When the Evasive manouvres wear off you should be able to out-turn them with Klingon Birds of Prey, Fed Escorts and possibly some Sci ships if you're built correctly. Try to stay behind them if you can so they can't use their cannons against you. If you're in a Science Vessel, an idea might be to use your beam target subsytem to hit their engines. That should slow them down.
They may also be one of the first ships to regularly use Tactical Team to redistribute their shields, I can't remember off the top of my head.
Another idea, do you alter your subsystem power levels? The more power you have to weapons, the more damage you do. You can also spend skillpoints on things like Warp Core Performance which ups the power levels of your subsystems.
2) I've never run a Tac in a Science vessel before, but I've a fully levelled Tac (I flew Escorts) and a fully levelled Sci (flew Sci ship).
For PvE, what felt like the most important stuff when I was in my Science vessel:
- Beam Fire at Will. This is useful for taking on those mobs of 3 small ships (Jem'Hadar fighters, Cardassian Hideki, Klingon/Romulan BoPs). I find it a little less useful now that I'm at the endgame content, however.
- Tactical Team. Redistributes your shields automatically to the side(s) that are taking damage, at a much faster rate than can be done manually. You should always have at least one of these no matter what you're flying. Keeps you alive better than anything in the game.
- Feedback Pulse. Deals damage to everything attacking you.
- Gravity Well. AoE hold and damage effect. Again good for mobs. As well as the damage, it can drag several ships together into the same area, so if you manage to destroy one whilst they're all close together, the explosion will damage the ships around it.
- Polarise Hull. Gets you out of tractor beam holds. Essential against Romulans and Borg becuase they love using tractor beams. It's not such a necessity against the True Way and Klingons.
Other people will have different ideas, but those always worked for me. Depends on your playstyle a bit.
3) Escorts, imo, have precisely one function in the game - DPS. You mount Dual Heavy Cannons and one Torpedo Launcher on the front and turrets on the back. Train your Tac officers in Cannon Rapid Fire, squeeze as much weapon power as you can manage (at VA, I run 125/95 on weapons) and make the ship as manouverable as possible, with impulse engines that have a [turn] modifier and, if that's not enough, an RCS Console.
You have to remember with Cannons that the damage they do starts to drop off beyond 5km range, so you need to hit the enemy vessel at close range and try to keep it in front of you as much as possible. Slow down (even though it reduces your defence stat) to keep them in front of you if necessary. If you start hitting it from 10km away, you're probably not going to be overly impressed with the damage, but most enemy ships won't attack you until you're within 8km, so let them do that, close into 5km, hit Attack Pattern Alpha, Attack Pattern Omega (if you have it), and Cannon Rapid Fire and you should eat their facing shield in short order.